Snap sprites to pixel grid in Renderer
Previously, we were doing so in the `SpriteCache` but that would cause floating point errors that caused glyphs to sometimes be positioned midway through a pixel.
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61d4da9934
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466016a374
2 changed files with 5 additions and 6 deletions
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@ -293,11 +293,13 @@ impl Renderer {
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glyph.origin,
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scene.scale_factor(),
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) {
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// Snap sprite to pixel grid.
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let origin = (glyph.origin * scene.scale_factor()).floor() + sprite.offset.to_f32();
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sprites_by_atlas
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.entry(sprite.atlas_id)
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.or_insert_with(Vec::new)
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.push(shaders::GPUISprite {
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origin: (glyph.origin * scene.scale_factor() + sprite.offset).to_float2(),
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origin: origin.to_float2(),
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size: sprite.size.to_float2(),
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atlas_origin: sprite.atlas_origin.to_float2(),
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color: glyph.color.to_uchar4(),
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@ -23,7 +23,7 @@ struct GlyphDescriptor {
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pub struct GlyphSprite {
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pub atlas_id: usize,
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pub atlas_origin: Vector2I,
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pub offset: Vector2F,
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pub offset: Vector2I,
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pub size: Vector2I,
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}
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@ -109,13 +109,10 @@ impl SpriteCache {
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bounds
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});
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// Snap sprite to pixel grid.
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let offset = glyph_bounds.origin().to_f32()
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- vec2f(target_position.x().fract(), target_position.y().fract());
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Some(GlyphSprite {
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atlas_id: atlasses.len() - 1,
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atlas_origin: atlas_bounds.origin(),
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offset,
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offset: glyph_bounds.origin(),
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size: glyph_bounds.size(),
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})
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})
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