mirror of
https://github.com/hedge-dev/UnleashedRecomp.git
synced 2025-10-30 07:11:05 +00:00
Draw low quality text for custom UI that is directly part of the game. (#434)
This commit is contained in:
parent
0afd01ff7e
commit
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11 changed files with 144 additions and 64 deletions
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@ -11,6 +11,7 @@
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#define IMGUI_SHADER_MODIFIER_TITLE_BEVEL 8
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#define IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL 9
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#define IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL 10
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#define IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT 11
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#ifdef __cplusplus
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@ -12,6 +12,7 @@ struct PushConstants
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uint GradientBottomLeft;
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uint ShaderModifier;
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uint Texture2DDescriptorIndex;
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float2 DisplaySize;
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float2 InverseDisplaySize;
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float2 Origin;
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float2 Scale;
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@ -61,10 +61,10 @@ float4 SampleLinear(float2 uvTexspace)
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float4 PixelAntialiasing(float2 uvTexspace)
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{
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if ((g_PushConstants.InverseDisplaySize.y / g_PushConstants.InverseDisplaySize.x) >= (4.0 / 3.0))
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uvTexspace *= g_PushConstants.InverseDisplaySize.y * 720.0f;
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if ((g_PushConstants.DisplaySize.x * g_PushConstants.InverseDisplaySize.y) >= (4.0 / 3.0))
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uvTexspace *= g_PushConstants.InverseDisplaySize.y * 720.0;
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else
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uvTexspace *= g_PushConstants.InverseDisplaySize.x * 960.0f;
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uvTexspace *= g_PushConstants.InverseDisplaySize.x * 960.0;
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float2 seam = floor(uvTexspace + 0.5);
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uvTexspace = (uvTexspace - seam) / fwidth(uvTexspace) + seam;
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@ -78,6 +78,51 @@ float median(float r, float g, float b)
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return max(min(r, g), min(max(r, g), b));
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}
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float4 SampleSdfFont(float4 color, Texture2D<float4> texture, float2 uv, float2 screenTexSize)
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{
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float4 textureColor = texture.Sample(g_SamplerDescriptorHeap[0], uv);
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uint width, height;
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texture.GetDimensions(width, height);
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float pxRange = 8.0;
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float2 unitRange = pxRange / float2(width, height);
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float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
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float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5;
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float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 2.0));
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if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL)
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{
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float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.01)).xy;
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float3 rimColor = float3(1, 0.8, 0.29);
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float3 shadowColor = float3(0.84, 0.57, 0);
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float cosTheta = dot(normal, normalize(float2(1, 1)));
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float3 gradient = lerp(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta));
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color.rgb = lerp(gradient, color.rgb, pow(saturate(sd + 0.8), 32.0));
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}
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else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL)
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{
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float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.25)).xy;
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float cosTheta = dot(normal, normalize(float2(1, 1)));
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float gradient = 1.0 + cosTheta * 0.5;
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color.rgb = saturate(color.rgb * gradient);
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}
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else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW)
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{
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float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.5)).xy;
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float cosTheta = dot(normal, normalize(float2(1, 1)));
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float gradient = saturate(1.0 + cosTheta);
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color.rgb = lerp(color.rgb * gradient, color.rgb, pow(saturate(sd + 0.77), 32.0));
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}
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color.a *= saturate(screenPxDistance + 0.5);
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color.a *= textureColor.a;
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return color;
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}
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float4 main(in Interpolators interpolators) : SV_Target
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{
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float4 color = interpolators.Color;
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@ -86,52 +131,50 @@ float4 main(in Interpolators interpolators) : SV_Target
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if (g_PushConstants.Texture2DDescriptorIndex != 0)
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{
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Texture2D<float4> texture = g_Texture2DDescriptorHeap[g_PushConstants.Texture2DDescriptorIndex & 0x7FFFFFFF];
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float4 textureColor = texture.Sample(g_SamplerDescriptorHeap[0], interpolators.UV);
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if ((g_PushConstants.Texture2DDescriptorIndex & 0x80000000) != 0)
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{
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uint width, height;
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texture.GetDimensions(width, height);
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float pxRange = 8.0;
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float2 unitRange = pxRange / float2(width, height);
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float2 screenTexSize = 1.0 / fwidth(interpolators.UV);
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float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
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float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5;
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float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 2.0));
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if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL)
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if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT)
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{
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float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.01)).xy;
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float3 rimColor = float3(1, 0.8, 0.29);
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float3 shadowColor = float3(0.84, 0.57, 0);
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float cosTheta = dot(normal, normalize(float2(1, 1)));
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float3 gradient = lerp(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta));
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color.rgb = lerp(gradient, color.rgb, pow(saturate(sd + 0.8), 32.0));
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float scale;
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float invScale;
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if ((g_PushConstants.DisplaySize.x * g_PushConstants.InverseDisplaySize.y) >= (4.0 / 3.0))
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{
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scale = g_PushConstants.InverseDisplaySize.y * 720.0;
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invScale = g_PushConstants.DisplaySize.y / 720.0;
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}
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else
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{
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scale = g_PushConstants.InverseDisplaySize.x * 960.0;
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invScale = g_PushConstants.DisplaySize.x / 960.0;
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}
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float2 lowQualityPosition = (interpolators.Position.xy - 0.5) * scale;
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float2 fracPart = frac(lowQualityPosition);
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float2 uvStep = fwidth(interpolators.UV) * invScale;
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float2 lowQualityUV = interpolators.UV - fracPart * uvStep;
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float2 screenTexSize = 1.0 / uvStep;
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float4 topLeft = SampleSdfFont(color, texture, lowQualityUV + float2(0, 0), screenTexSize);
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float4 topRight = SampleSdfFont(color, texture, lowQualityUV + float2(uvStep.x, 0), screenTexSize);
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float4 bottomLeft = SampleSdfFont(color, texture, lowQualityUV + float2(0, uvStep.y), screenTexSize);
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float4 bottomRight = SampleSdfFont(color, texture, lowQualityUV + uvStep.xy, screenTexSize);
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float4 top = lerp(topLeft, topRight, fracPart.x);
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float4 bottom = lerp(bottomLeft, bottomRight, fracPart.x);
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color = lerp(top, bottom, fracPart.y);
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}
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else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL)
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else
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{
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float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.25)).xy;
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float cosTheta = dot(normal, normalize(float2(1, 1)));
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float gradient = 1.0 + cosTheta * 0.5;
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color.rgb = saturate(color.rgb * gradient);
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color = SampleSdfFont(color, texture, interpolators.UV, 1.0 / fwidth(interpolators.UV));
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}
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else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW)
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{
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float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.5)).xy;
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float cosTheta = dot(normal, normalize(float2(1, 1)));
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float gradient = saturate(1.0 + cosTheta);
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color.rgb = lerp(color.rgb * gradient, color.rgb, pow(saturate(sd + 0.77), 32.0));
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}
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color.a *= saturate(screenPxDistance + 0.5);
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color.a *= textureColor.a;
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}
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else
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{
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color *= textureColor;
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color *= texture.Sample(g_SamplerDescriptorHeap[0], interpolators.UV);
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}
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}
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@ -1340,6 +1340,7 @@ struct ImGuiPushConstants
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ImU32 gradientBottomLeft{};
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uint32_t shaderModifier{};
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uint32_t texture2DDescriptorIndex{};
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ImVec2 displaySize{};
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ImVec2 inverseDisplaySize{};
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ImVec2 origin{ 0.0f, 0.0f };
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ImVec2 scale{ 1.0f, 1.0f };
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@ -2496,6 +2497,7 @@ static void ProcDrawImGui(const RenderCommand& cmd)
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commandList->setViewports(RenderViewport(drawData.DisplayPos.x, drawData.DisplayPos.y, drawData.DisplaySize.x, drawData.DisplaySize.y));
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ImGuiPushConstants pushConstants{};
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pushConstants.displaySize = drawData.DisplaySize;
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pushConstants.inverseDisplaySize = { 1.0f / drawData.DisplaySize.x, 1.0f / drawData.DisplaySize.y };
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commandList->setGraphicsPushConstants(0, &pushConstants);
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@ -763,7 +763,7 @@ void AchievementMenu::Open()
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return std::get<1>(a) > std::get<1>(b);
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});
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ButtonGuide::Open(Button("Common_Back", FLT_MAX, EButtonIcon::B));
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ButtonGuide::Open(Button("Common_Back", FLT_MAX, EButtonIcon::B, EFontQuality::Low));
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ResetSelection();
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Game_PlaySound("sys_actstg_pausewinopen");
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@ -183,6 +183,9 @@ void AchievementOverlay::Draw()
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IM_COL32(255, 255, 255, 255) // col
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);
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// Use low quality text.
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SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
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// Draw header text.
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DrawTextWithShadow
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(
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@ -208,6 +211,9 @@ void AchievementOverlay::Draw()
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1.0f, // radius
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IM_COL32(0, 0, 0, 255) // shadowColour
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);
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// Reset low quality text shader modifier.
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SetShaderModifier(IMGUI_SHADER_MODIFIER_NONE);
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}
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else
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{
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@ -14,7 +14,6 @@
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constexpr float DEFAULT_SIDE_MARGINS = 379;
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ImFont* g_fntNewRodin;
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ImFont* g_fntNewRodinLQ;
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std::unique_ptr<GuestTexture> g_upControllerIcons;
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std::unique_ptr<GuestTexture> g_upKBMIcons;
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@ -144,21 +143,13 @@ std::tuple<std::tuple<ImVec2, ImVec2>, GuestTexture*> GetButtonIcon(EButtonIcon
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return std::make_tuple(btn, texture);
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}
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ImFont* GetFont(EFontQuality fontQuality)
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{
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return fontQuality == EFontQuality::Low
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? g_fntNewRodinLQ
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: g_fntNewRodin;
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}
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static void DrawGuide(float* offset, ImVec2 regionMin, ImVec2 regionMax, EButtonIcon icon,
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EButtonAlignment alignment, ImVec2 iconMin, ImVec2 iconMax, EFontQuality fontQuality,
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float textWidth, float maxTextWidth, float textScale, float fontSize, const char* text)
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{
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auto drawList = ImGui::GetBackgroundDrawList();
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auto iconWidth = Scale(g_iconWidths[icon]);
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auto font = GetFont(fontQuality);
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auto textMarginY = regionMin.y + Scale(8.89f);
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auto textMarginY = regionMin.y + Scale(9.0f);
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ImVec2 textPos;
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@ -206,11 +197,17 @@ static void DrawGuide(float* offset, ImVec2 regionMin, ImVec2 regionMax, EButton
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SetScale({ textScale, 1.0f });
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SetOrigin(textPos);
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DrawTextWithOutline(font, fontSize, textPos, IM_COL32_WHITE, text, 4, IM_COL32_BLACK);
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// Add extra luminance to low quality text.
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if (fontQuality == EFontQuality::Low)
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drawList->AddText(font, fontSize, textPos, IM_COL32(255, 255, 255, 127), text);
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SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
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DrawTextWithOutline(g_fntNewRodin, fontSize, textPos, IM_COL32_WHITE, text, 4, IM_COL32_BLACK);
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if (fontQuality == EFontQuality::Low)
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{
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// Add extra luminance to low quality text.
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drawList->AddText(g_fntNewRodin, fontSize, textPos, IM_COL32(255, 255, 255, 127), text);
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SetShaderModifier(IMGUI_SHADER_MODIFIER_NONE);
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}
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SetScale({ 1.0f, 1.0f });
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SetOrigin({ 0.0f, 0.0f });
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@ -221,8 +218,6 @@ void ButtonGuide::Init()
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auto& io = ImGui::GetIO();
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g_fntNewRodin = ImFontAtlasSnapshot::GetFont("FOT-NewRodinPro-M.otf");
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g_fntNewRodinLQ = ImFontAtlasSnapshot::GetFont("FOT-NewRodinPro-M.otf");
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g_upControllerIcons = LOAD_ZSTD_TEXTURE(g_controller);
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g_upKBMIcons = LOAD_ZSTD_TEXTURE(g_kbm);
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}
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@ -55,8 +55,8 @@ public:
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Button(std::string name, float maxWidth, EButtonIcon icon, bool* visibility)
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: Name(name), MaxWidth(maxWidth), Icon(icon), Visibility(visibility) {}
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Button(std::string name, float maxWidth, EButtonIcon icon)
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: Name(name), MaxWidth(maxWidth), Icon(icon) {}
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Button(std::string name, float maxWidth, EButtonIcon icon, EFontQuality fontQuality = EFontQuality::High)
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: Name(name), MaxWidth(maxWidth), Icon(icon), FontQuality(fontQuality) {}
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};
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class ButtonGuide
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@ -45,6 +45,9 @@ void ResetGradient()
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void SetShaderModifier(uint32_t shaderModifier)
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{
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if (shaderModifier == IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT && Config::DisableLowResolutionFontOnCustomUI)
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shaderModifier = IMGUI_SHADER_MODIFIER_NONE;
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auto callbackData = AddImGuiCallback(ImGuiCallback::SetShaderModifier);
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callbackData->setShaderModifier.shaderModifier = shaderModifier;
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}
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@ -223,6 +223,10 @@ void DrawButton(int rowIndex, float yOffset, float width, float height, std::str
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auto fontSize = Scale(28);
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auto textSize = g_fntSeurat->CalcTextSizeA(fontSize, FLT_MAX, 0, text.c_str());
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// Show low quality text in-game.
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if (App::s_isInit)
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SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
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DrawTextWithShadow
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(
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g_fntSeurat,
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@ -231,6 +235,10 @@ void DrawButton(int rowIndex, float yOffset, float width, float height, std::str
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isSelected ? IM_COL32(255, 128, 0, 255) : IM_COL32(255, 255, 255, 255),
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text.c_str()
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);
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// Reset the shader modifier.
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if (App::s_isInit)
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SetShaderModifier(IMGUI_SHADER_MODIFIER_NONE);
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}
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void DrawNextButtonGuide(bool isController, bool isKeyboard)
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@ -241,11 +249,16 @@ void DrawNextButtonGuide(bool isController, bool isKeyboard)
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? EButtonIcon::Enter
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: EButtonIcon::LMB;
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// Always show controller prompt in-game.
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if (App::s_isInit)
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icon = EButtonIcon::A;
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auto fontQuality = EFontQuality::High;
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ButtonGuide::Open(Button("Common_Next", FLT_MAX, icon));
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// Always show controller prompt and low quality text in-game.
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if (App::s_isInit)
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{
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icon = EButtonIcon::A;
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fontQuality = EFontQuality::Low;
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}
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ButtonGuide::Open(Button("Common_Next", FLT_MAX, icon, fontQuality));
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}
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static void ResetSelection()
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@ -338,6 +351,10 @@ void MessageWindow::Draw()
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if (DrawContainer(g_appearTime, centre, { textSize.x / 2 + textMarginX, textSize.y / 2 + textMarginY }, !g_isControlsVisible))
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{
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// Use low quality text when the game is booted to not clash with existing UI.
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if (App::s_isInit)
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SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
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DrawRubyAnnotatedText
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(
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g_fntSeurat,
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@ -359,6 +376,10 @@ void MessageWindow::Draw()
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true
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);
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// Reset the shader modifier.
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if (App::s_isInit)
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SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
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drawList->PopClipRect();
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if (g_buttons.size())
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@ -423,10 +444,17 @@ void MessageWindow::Draw()
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backIcon = EButtonIcon::Escape;
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}
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auto fontQuality = EFontQuality::High;
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if (App::s_isInit)
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{
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// Show low quality text in-game.
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fontQuality = EFontQuality::Low;
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}
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std::array<Button, 2> buttons =
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{
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Button("Common_Select", 115.0f, selectIcon),
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Button("Common_Back", FLT_MAX, backIcon),
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Button("Common_Select", 115.0f, selectIcon, fontQuality),
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Button("Common_Back", FLT_MAX, backIcon, fontQuality),
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};
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ButtonGuide::Open(buttons);
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@ -91,5 +91,6 @@ CONFIG_DEFINE_HIDDEN("Codes", bool, SaveScoreAtCheckpoints, false);
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CONFIG_DEFINE_HIDDEN("Codes", bool, SkipIntroLogos, false);
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CONFIG_DEFINE_HIDDEN("Codes", bool, UseArrowsForTimeOfDayTransition, false);
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CONFIG_DEFINE_HIDDEN("Codes", bool, UseOfficialTitleOnTitleBar, false);
|
||||
CONFIG_DEFINE_HIDDEN("Codes", bool, DisableLowResolutionFontOnCustomUI, false);
|
||||
|
||||
CONFIG_DEFINE("Update", time_t, LastChecked, 0);
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue