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Fix LÖVE 12 scissor seam
This commit is contained in:
committed by
Adrian Castro
parent
e61f231316
commit
84d09d0894
+21
-12
@@ -564,16 +564,24 @@ function Renderer:drawTiltedWorld(zoneList, sx, sy, wox, woy, target)
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return true
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end
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-- LÖVE 11 truncates scissor arguments to framebuffer pixels; the half-pixel
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-- bias keeps values divided back through a fractional DPI scale from landing
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-- one short. LÖVE 12 passes fractional arguments through and rounds in the
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-- graphics backend instead, where that bias shifts each origin by one pixel
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-- and extends its far edge by two (#673).
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local SCISSOR_PIXEL_BIAS = 0.5
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if love and love.getVersion and select(1, love.getVersion()) >= 12 then
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SCISSOR_PIXEL_BIAS = 0
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end
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-- Clamp a scissor rect to the viewport box, then round it outward to whole
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-- framebuffer pixels. love.graphics.setScissor truncates x, y, w and h to
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-- pixels independently, so a rect with fractional unit edges (Android's
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-- non-integer DPI puts fitScale/dpi in Sx/Sy) loses up to a pixel per side
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-- and two adjacent SGB zones stop sharing an edge: the letterbox clear shows
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-- through as a horizontal seam at every zone boundary (#373). Rounding
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-- outward makes neighbours overlap by at most one row instead -- the overlap
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-- redraws the same canvas pixels one palette later, and past the canvas edge
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-- there is nothing to draw. The half pixel keeps LOVE's truncation on the
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-- snapped edge rather than one short of it.
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-- framebuffer pixels. On LÖVE 11, x, y, w and h are truncated independently,
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-- so a rect with fractional unit edges (Android's non-integer DPI puts
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-- fitScale/dpi in Sx/Sy) loses up to a pixel per side and two adjacent SGB
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-- zones stop sharing an edge: the letterbox clear shows through as a seam at
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-- every zone boundary (#373). Rounding outward makes neighbours overlap by
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-- at most one row instead; SCISSOR_PIXEL_BIAS preserves that result across the
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-- LÖVE 11 and 12 conversion rules.
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local function scissorClamped(x, y, w, h, ox, oy, vpw, vph, dpiX, dpiY)
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local x2, y2 = math.min(x + w, ox + vpw), math.min(y + h, oy + vph)
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x, y = math.max(x, ox), math.max(y, oy)
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@@ -581,9 +589,10 @@ local function scissorClamped(x, y, w, h, ox, oy, vpw, vph, dpiX, dpiY)
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dpiX, dpiY = dpiX or 1, dpiY or 1
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local px1, py1 = math.floor(x * dpiX), math.floor(y * dpiY)
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local px2, py2 = math.ceil(x2 * dpiX), math.ceil(y2 * dpiY)
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love.graphics.setScissor((px1 + 0.5) / dpiX, (py1 + 0.5) / dpiY,
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(px2 - px1 + 0.5) / dpiX,
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(py2 - py1 + 0.5) / dpiY)
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local b = SCISSOR_PIXEL_BIAS
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love.graphics.setScissor((px1 + b) / dpiX, (py1 + b) / dpiY,
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(px2 - px1 + b) / dpiX,
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(py2 - py1 + b) / dpiY)
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return true
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end
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