Draw low quality text for custom UI that is directly part of the game. (#434)

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Skyth (Asilkan) 2025-02-20 17:18:27 +03:00 committed by GitHub
parent 0afd01ff7e
commit ba522c0e42
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GPG key ID: B5690EEEBB952194
11 changed files with 144 additions and 64 deletions

View file

@ -11,6 +11,7 @@
#define IMGUI_SHADER_MODIFIER_TITLE_BEVEL 8
#define IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL 9
#define IMGUI_SHADER_MODIFIER_RECTANGLE_BEVEL 10
#define IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT 11
#ifdef __cplusplus

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@ -12,6 +12,7 @@ struct PushConstants
uint GradientBottomLeft;
uint ShaderModifier;
uint Texture2DDescriptorIndex;
float2 DisplaySize;
float2 InverseDisplaySize;
float2 Origin;
float2 Scale;

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@ -61,10 +61,10 @@ float4 SampleLinear(float2 uvTexspace)
float4 PixelAntialiasing(float2 uvTexspace)
{
if ((g_PushConstants.InverseDisplaySize.y / g_PushConstants.InverseDisplaySize.x) >= (4.0 / 3.0))
uvTexspace *= g_PushConstants.InverseDisplaySize.y * 720.0f;
if ((g_PushConstants.DisplaySize.x * g_PushConstants.InverseDisplaySize.y) >= (4.0 / 3.0))
uvTexspace *= g_PushConstants.InverseDisplaySize.y * 720.0;
else
uvTexspace *= g_PushConstants.InverseDisplaySize.x * 960.0f;
uvTexspace *= g_PushConstants.InverseDisplaySize.x * 960.0;
float2 seam = floor(uvTexspace + 0.5);
uvTexspace = (uvTexspace - seam) / fwidth(uvTexspace) + seam;
@ -78,6 +78,51 @@ float median(float r, float g, float b)
return max(min(r, g), min(max(r, g), b));
}
float4 SampleSdfFont(float4 color, Texture2D<float4> texture, float2 uv, float2 screenTexSize)
{
float4 textureColor = texture.Sample(g_SamplerDescriptorHeap[0], uv);
uint width, height;
texture.GetDimensions(width, height);
float pxRange = 8.0;
float2 unitRange = pxRange / float2(width, height);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5;
float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 2.0));
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.01)).xy;
float3 rimColor = float3(1, 0.8, 0.29);
float3 shadowColor = float3(0.84, 0.57, 0);
float cosTheta = dot(normal, normalize(float2(1, 1)));
float3 gradient = lerp(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta));
color.rgb = lerp(gradient, color.rgb, pow(saturate(sd + 0.8), 32.0));
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.25)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = 1.0 + cosTheta * 0.5;
color.rgb = saturate(color.rgb * gradient);
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.5)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = saturate(1.0 + cosTheta);
color.rgb = lerp(color.rgb * gradient, color.rgb, pow(saturate(sd + 0.77), 32.0));
}
color.a *= saturate(screenPxDistance + 0.5);
color.a *= textureColor.a;
return color;
}
float4 main(in Interpolators interpolators) : SV_Target
{
float4 color = interpolators.Color;
@ -86,52 +131,50 @@ float4 main(in Interpolators interpolators) : SV_Target
if (g_PushConstants.Texture2DDescriptorIndex != 0)
{
Texture2D<float4> texture = g_Texture2DDescriptorHeap[g_PushConstants.Texture2DDescriptorIndex & 0x7FFFFFFF];
float4 textureColor = texture.Sample(g_SamplerDescriptorHeap[0], interpolators.UV);
if ((g_PushConstants.Texture2DDescriptorIndex & 0x80000000) != 0)
{
uint width, height;
texture.GetDimensions(width, height);
float pxRange = 8.0;
float2 unitRange = pxRange / float2(width, height);
float2 screenTexSize = 1.0 / fwidth(interpolators.UV);
float screenPxRange = max(0.5 * dot(unitRange, screenTexSize), 1.0);
float sd = median(textureColor.r, textureColor.g, textureColor.b) - 0.5;
float screenPxDistance = screenPxRange * (sd + g_PushConstants.Outline / (pxRange * 2.0));
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TITLE_BEVEL)
if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.01)).xy;
float3 rimColor = float3(1, 0.8, 0.29);
float3 shadowColor = float3(0.84, 0.57, 0);
float cosTheta = dot(normal, normalize(float2(1, 1)));
float3 gradient = lerp(color.rgb, cosTheta >= 0.0 ? rimColor : shadowColor, abs(cosTheta));
color.rgb = lerp(gradient, color.rgb, pow(saturate(sd + 0.8), 32.0));
float scale;
float invScale;
if ((g_PushConstants.DisplaySize.x * g_PushConstants.InverseDisplaySize.y) >= (4.0 / 3.0))
{
scale = g_PushConstants.InverseDisplaySize.y * 720.0;
invScale = g_PushConstants.DisplaySize.y / 720.0;
}
else
{
scale = g_PushConstants.InverseDisplaySize.x * 960.0;
invScale = g_PushConstants.DisplaySize.x / 960.0;
}
float2 lowQualityPosition = (interpolators.Position.xy - 0.5) * scale;
float2 fracPart = frac(lowQualityPosition);
float2 uvStep = fwidth(interpolators.UV) * invScale;
float2 lowQualityUV = interpolators.UV - fracPart * uvStep;
float2 screenTexSize = 1.0 / uvStep;
float4 topLeft = SampleSdfFont(color, texture, lowQualityUV + float2(0, 0), screenTexSize);
float4 topRight = SampleSdfFont(color, texture, lowQualityUV + float2(uvStep.x, 0), screenTexSize);
float4 bottomLeft = SampleSdfFont(color, texture, lowQualityUV + float2(0, uvStep.y), screenTexSize);
float4 bottomRight = SampleSdfFont(color, texture, lowQualityUV + uvStep.xy, screenTexSize);
float4 top = lerp(topLeft, topRight, fracPart.x);
float4 bottom = lerp(bottomLeft, bottomRight, fracPart.x);
color = lerp(top, bottom, fracPart.y);
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_CATEGORY_BEVEL)
else
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.25)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = 1.0 + cosTheta * 0.5;
color.rgb = saturate(color.rgb * gradient);
color = SampleSdfFont(color, texture, interpolators.UV, 1.0 / fwidth(interpolators.UV));
}
else if (g_PushConstants.ShaderModifier == IMGUI_SHADER_MODIFIER_TEXT_SKEW)
{
float2 normal = normalize(float3(ddx(sd), ddy(sd), 0.5)).xy;
float cosTheta = dot(normal, normalize(float2(1, 1)));
float gradient = saturate(1.0 + cosTheta);
color.rgb = lerp(color.rgb * gradient, color.rgb, pow(saturate(sd + 0.77), 32.0));
}
color.a *= saturate(screenPxDistance + 0.5);
color.a *= textureColor.a;
}
else
{
color *= textureColor;
color *= texture.Sample(g_SamplerDescriptorHeap[0], interpolators.UV);
}
}

View file

@ -1340,6 +1340,7 @@ struct ImGuiPushConstants
ImU32 gradientBottomLeft{};
uint32_t shaderModifier{};
uint32_t texture2DDescriptorIndex{};
ImVec2 displaySize{};
ImVec2 inverseDisplaySize{};
ImVec2 origin{ 0.0f, 0.0f };
ImVec2 scale{ 1.0f, 1.0f };
@ -2496,6 +2497,7 @@ static void ProcDrawImGui(const RenderCommand& cmd)
commandList->setViewports(RenderViewport(drawData.DisplayPos.x, drawData.DisplayPos.y, drawData.DisplaySize.x, drawData.DisplaySize.y));
ImGuiPushConstants pushConstants{};
pushConstants.displaySize = drawData.DisplaySize;
pushConstants.inverseDisplaySize = { 1.0f / drawData.DisplaySize.x, 1.0f / drawData.DisplaySize.y };
commandList->setGraphicsPushConstants(0, &pushConstants);

View file

@ -763,7 +763,7 @@ void AchievementMenu::Open()
return std::get<1>(a) > std::get<1>(b);
});
ButtonGuide::Open(Button("Common_Back", FLT_MAX, EButtonIcon::B));
ButtonGuide::Open(Button("Common_Back", FLT_MAX, EButtonIcon::B, EFontQuality::Low));
ResetSelection();
Game_PlaySound("sys_actstg_pausewinopen");

View file

@ -183,6 +183,9 @@ void AchievementOverlay::Draw()
IM_COL32(255, 255, 255, 255) // col
);
// Use low quality text.
SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
// Draw header text.
DrawTextWithShadow
(
@ -208,6 +211,9 @@ void AchievementOverlay::Draw()
1.0f, // radius
IM_COL32(0, 0, 0, 255) // shadowColour
);
// Reset low quality text shader modifier.
SetShaderModifier(IMGUI_SHADER_MODIFIER_NONE);
}
else
{

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@ -14,7 +14,6 @@
constexpr float DEFAULT_SIDE_MARGINS = 379;
ImFont* g_fntNewRodin;
ImFont* g_fntNewRodinLQ;
std::unique_ptr<GuestTexture> g_upControllerIcons;
std::unique_ptr<GuestTexture> g_upKBMIcons;
@ -144,21 +143,13 @@ std::tuple<std::tuple<ImVec2, ImVec2>, GuestTexture*> GetButtonIcon(EButtonIcon
return std::make_tuple(btn, texture);
}
ImFont* GetFont(EFontQuality fontQuality)
{
return fontQuality == EFontQuality::Low
? g_fntNewRodinLQ
: g_fntNewRodin;
}
static void DrawGuide(float* offset, ImVec2 regionMin, ImVec2 regionMax, EButtonIcon icon,
EButtonAlignment alignment, ImVec2 iconMin, ImVec2 iconMax, EFontQuality fontQuality,
float textWidth, float maxTextWidth, float textScale, float fontSize, const char* text)
{
auto drawList = ImGui::GetBackgroundDrawList();
auto iconWidth = Scale(g_iconWidths[icon]);
auto font = GetFont(fontQuality);
auto textMarginY = regionMin.y + Scale(8.89f);
auto textMarginY = regionMin.y + Scale(9.0f);
ImVec2 textPos;
@ -206,11 +197,17 @@ static void DrawGuide(float* offset, ImVec2 regionMin, ImVec2 regionMax, EButton
SetScale({ textScale, 1.0f });
SetOrigin(textPos);
DrawTextWithOutline(font, fontSize, textPos, IM_COL32_WHITE, text, 4, IM_COL32_BLACK);
// Add extra luminance to low quality text.
if (fontQuality == EFontQuality::Low)
drawList->AddText(font, fontSize, textPos, IM_COL32(255, 255, 255, 127), text);
SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
DrawTextWithOutline(g_fntNewRodin, fontSize, textPos, IM_COL32_WHITE, text, 4, IM_COL32_BLACK);
if (fontQuality == EFontQuality::Low)
{
// Add extra luminance to low quality text.
drawList->AddText(g_fntNewRodin, fontSize, textPos, IM_COL32(255, 255, 255, 127), text);
SetShaderModifier(IMGUI_SHADER_MODIFIER_NONE);
}
SetScale({ 1.0f, 1.0f });
SetOrigin({ 0.0f, 0.0f });
@ -221,8 +218,6 @@ void ButtonGuide::Init()
auto& io = ImGui::GetIO();
g_fntNewRodin = ImFontAtlasSnapshot::GetFont("FOT-NewRodinPro-M.otf");
g_fntNewRodinLQ = ImFontAtlasSnapshot::GetFont("FOT-NewRodinPro-M.otf");
g_upControllerIcons = LOAD_ZSTD_TEXTURE(g_controller);
g_upKBMIcons = LOAD_ZSTD_TEXTURE(g_kbm);
}

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@ -55,8 +55,8 @@ public:
Button(std::string name, float maxWidth, EButtonIcon icon, bool* visibility)
: Name(name), MaxWidth(maxWidth), Icon(icon), Visibility(visibility) {}
Button(std::string name, float maxWidth, EButtonIcon icon)
: Name(name), MaxWidth(maxWidth), Icon(icon) {}
Button(std::string name, float maxWidth, EButtonIcon icon, EFontQuality fontQuality = EFontQuality::High)
: Name(name), MaxWidth(maxWidth), Icon(icon), FontQuality(fontQuality) {}
};
class ButtonGuide

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@ -45,6 +45,9 @@ void ResetGradient()
void SetShaderModifier(uint32_t shaderModifier)
{
if (shaderModifier == IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT && Config::DisableLowResolutionFontOnCustomUI)
shaderModifier = IMGUI_SHADER_MODIFIER_NONE;
auto callbackData = AddImGuiCallback(ImGuiCallback::SetShaderModifier);
callbackData->setShaderModifier.shaderModifier = shaderModifier;
}

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@ -223,6 +223,10 @@ void DrawButton(int rowIndex, float yOffset, float width, float height, std::str
auto fontSize = Scale(28);
auto textSize = g_fntSeurat->CalcTextSizeA(fontSize, FLT_MAX, 0, text.c_str());
// Show low quality text in-game.
if (App::s_isInit)
SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
DrawTextWithShadow
(
g_fntSeurat,
@ -231,6 +235,10 @@ void DrawButton(int rowIndex, float yOffset, float width, float height, std::str
isSelected ? IM_COL32(255, 128, 0, 255) : IM_COL32(255, 255, 255, 255),
text.c_str()
);
// Reset the shader modifier.
if (App::s_isInit)
SetShaderModifier(IMGUI_SHADER_MODIFIER_NONE);
}
void DrawNextButtonGuide(bool isController, bool isKeyboard)
@ -241,11 +249,16 @@ void DrawNextButtonGuide(bool isController, bool isKeyboard)
? EButtonIcon::Enter
: EButtonIcon::LMB;
// Always show controller prompt in-game.
if (App::s_isInit)
icon = EButtonIcon::A;
auto fontQuality = EFontQuality::High;
ButtonGuide::Open(Button("Common_Next", FLT_MAX, icon));
// Always show controller prompt and low quality text in-game.
if (App::s_isInit)
{
icon = EButtonIcon::A;
fontQuality = EFontQuality::Low;
}
ButtonGuide::Open(Button("Common_Next", FLT_MAX, icon, fontQuality));
}
static void ResetSelection()
@ -338,6 +351,10 @@ void MessageWindow::Draw()
if (DrawContainer(g_appearTime, centre, { textSize.x / 2 + textMarginX, textSize.y / 2 + textMarginY }, !g_isControlsVisible))
{
// Use low quality text when the game is booted to not clash with existing UI.
if (App::s_isInit)
SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
DrawRubyAnnotatedText
(
g_fntSeurat,
@ -359,6 +376,10 @@ void MessageWindow::Draw()
true
);
// Reset the shader modifier.
if (App::s_isInit)
SetShaderModifier(IMGUI_SHADER_MODIFIER_LOW_QUALITY_TEXT);
drawList->PopClipRect();
if (g_buttons.size())
@ -423,10 +444,17 @@ void MessageWindow::Draw()
backIcon = EButtonIcon::Escape;
}
auto fontQuality = EFontQuality::High;
if (App::s_isInit)
{
// Show low quality text in-game.
fontQuality = EFontQuality::Low;
}
std::array<Button, 2> buttons =
{
Button("Common_Select", 115.0f, selectIcon),
Button("Common_Back", FLT_MAX, backIcon),
Button("Common_Select", 115.0f, selectIcon, fontQuality),
Button("Common_Back", FLT_MAX, backIcon, fontQuality),
};
ButtonGuide::Open(buttons);

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@ -91,5 +91,6 @@ CONFIG_DEFINE_HIDDEN("Codes", bool, SaveScoreAtCheckpoints, false);
CONFIG_DEFINE_HIDDEN("Codes", bool, SkipIntroLogos, false);
CONFIG_DEFINE_HIDDEN("Codes", bool, UseArrowsForTimeOfDayTransition, false);
CONFIG_DEFINE_HIDDEN("Codes", bool, UseOfficialTitleOnTitleBar, false);
CONFIG_DEFINE_HIDDEN("Codes", bool, DisableLowResolutionFontOnCustomUI, false);
CONFIG_DEFINE("Update", time_t, LastChecked, 0);