Merge pull request #92997 from Calinou/styleboxflat-antialiasing-adjust-for-stretch-scale
Adjust StyleBoxFlat antialiasing to account for 2D stretch scale
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@ -108,7 +108,7 @@
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<return type="Transform2D" />
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<description>
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Returns the automatically computed 2D stretch transform, taking the [Viewport]'s stretch settings into account. The final value is multiplied by [member Window.content_scale_factor], but only for the root viewport. If this method is called on a [SubViewport] (e.g., in a scene tree with [SubViewportContainer] and [SubViewport]), the scale factor of the root window will not be applied. Using [method Transform2D.get_scale] on the returned value, this can be used to compensate for scaling when zooming a [Camera2D] node, or to scale down a [TextureRect] to be pixel-perfect regardless of the automatically computed scale factor.
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[b]Note:[/b] Due to how pixel scaling works, the transform's X scale value may differ slightly from the Y scale, even when [member Window.content_scale_aspect] is set to a mode that preserves pixel aspect ratio. If [member Window.content_scale_aspect] is [constant Window.CONTENT_SCALE_ASPECT_IGNORE], the X value may differ [i]significantly[/i] from Y due to differences between the original aspect ratio and the window aspect ratio.
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[b]Note:[/b] Due to how pixel scaling works, the returned transform's X and Y scale may differ slightly, even when [member Window.content_scale_aspect] is set to a mode that preserves the pixels' aspect ratio. If [member Window.content_scale_aspect] is [constant Window.CONTENT_SCALE_ASPECT_IGNORE], the X and Y scale may differ [i]significantly[/i].
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</description>
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</method>
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<method name="get_texture" qualifiers="const">
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@ -30,6 +30,8 @@
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#include "style_box_flat.h"
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#include "scene/main/scene_tree.h"
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#include "scene/main/window.h"
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#include "servers/rendering_server.h"
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float StyleBoxFlat::get_style_margin(Side p_side) const {
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@ -408,10 +410,28 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
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Rect2 infill_rect = style_rect.grow_individual(-adapted_border[SIDE_LEFT], -adapted_border[SIDE_TOP], -adapted_border[SIDE_RIGHT], -adapted_border[SIDE_BOTTOM]);
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Rect2 border_style_rect = style_rect;
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real_t aa_size_scaled = 1.0f;
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if (aa_on) {
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real_t scale_factor = 1.0f;
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const SceneTree *tree = Object::cast_to<SceneTree>(OS::get_singleton()->get_main_loop());
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if (tree) {
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const Window *window = tree->get_root();
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const Vector2 stretch_scale = window->get_stretch_transform().get_scale();
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scale_factor = MIN(stretch_scale.x, stretch_scale.y);
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}
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// Adjust AA feather size to account for the 2D scale factor, so that
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// antialiasing doesn't become blurry at viewport resolutions higher
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// than the default when using the `canvas_items` stretch mode
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// (or when using `content_scale_factor` values different than `1.0`).
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aa_size_scaled = aa_size / scale_factor;
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}
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if (aa_on) {
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for (int i = 0; i < 4; i++) {
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if (border_width[i] > 0) {
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border_style_rect = border_style_rect.grow_side((Side)i, -aa_size);
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border_style_rect = border_style_rect.grow_side((Side)i, -aa_size_scaled);
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}
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}
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}
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@ -457,26 +477,27 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
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real_t aa_border_width_half[4];
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real_t aa_fill_width[4];
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real_t aa_fill_width_half[4];
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if (draw_border) {
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for (int i = 0; i < 4; i++) {
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if (border_width[i] > 0) {
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aa_border_width[i] = aa_size;
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aa_border_width_half[i] = aa_size / 2;
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aa_border_width[i] = aa_size_scaled;
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aa_border_width_half[i] = aa_size_scaled * 0.5;
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aa_fill_width[i] = 0;
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aa_fill_width_half[i] = 0;
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} else {
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aa_border_width[i] = 0;
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aa_border_width_half[i] = 0;
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aa_fill_width[i] = aa_size;
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aa_fill_width_half[i] = aa_size / 2;
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aa_fill_width[i] = aa_size_scaled;
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aa_fill_width_half[i] = aa_size_scaled * 0.5;
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}
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}
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} else {
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for (int i = 0; i < 4; i++) {
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aa_border_width[i] = 0;
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aa_border_width_half[i] = 0;
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aa_fill_width[i] = aa_size;
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aa_fill_width_half[i] = aa_size / 2;
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aa_fill_width[i] = aa_size_scaled;
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aa_fill_width_half[i] = aa_size_scaled * 0.5;
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}
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}
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@ -529,7 +550,7 @@ void StyleBoxFlat::draw(RID p_canvas_item, const Rect2 &p_rect) const {
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}
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// Compute UV coordinates.
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Rect2 uv_rect = style_rect.grow(aa_on ? aa_size : 0);
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Rect2 uv_rect = style_rect.grow(aa_on ? aa_size_scaled : 0);
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uvs.resize(verts.size());
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Point2 *uvs_ptr = uvs.ptrw();
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for (int i = 0; i < verts.size(); i++) {
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