Add centered line drawing for Echochrome.

This commit is contained in:
Henrik Rydgård 2022-06-11 00:20:35 +02:00
parent 493c17647a
commit c82d8a04e0
4 changed files with 116 additions and 41 deletions

View file

@ -80,6 +80,7 @@ void Compatibility::CheckSettings(IniFile &iniFile, const std::string &gameID) {
CheckSetting(iniFile, gameID, "DisableRangeCulling", &flags_.DisableRangeCulling);
CheckSetting(iniFile, gameID, "MpegAvcWarmUp", &flags_.MpegAvcWarmUp);
CheckSetting(iniFile, gameID, "BlueToAlpha", &flags_.BlueToAlpha);
CheckSetting(iniFile, gameID, "CenteredLines", &flags_.CenteredLines);
}
void Compatibility::CheckSetting(IniFile &iniFile, const std::string &gameID, const char *option, bool *flag) {

View file

@ -79,6 +79,7 @@ struct CompatFlags {
bool DisableRangeCulling;
bool MpegAvcWarmUp;
bool BlueToAlpha;
bool CenteredLines;
};
class IniFile;

View file

@ -769,57 +769,121 @@ void SoftwareTransform::ExpandLines(int vertexCount, int &maxIndex, u16 *&inds,
}
maxIndex = 4 * (vertexCount / 2);
for (int i = 0; i < vertexCount; i += 2) {
const TransformedVertex &transVtx1 = transformed[indsIn[i + 0]];
const TransformedVertex &transVtx2 = transformed[indsIn[i + 1]];
const TransformedVertex &transVtxT = transVtx1.y <= transVtx2.y ? transVtx1 : transVtx2;
const TransformedVertex &transVtxB = transVtx1.y <= transVtx2.y ? transVtx2 : transVtx1;
const TransformedVertex &transVtxL = transVtx1.x <= transVtx2.x ? transVtx1 : transVtx2;
const TransformedVertex &transVtxR = transVtx1.x <= transVtx2.x ? transVtx2 : transVtx1;
if (PSP_CoreParameter().compat.flags().CenteredLines) {
// Lines meant to be pretty in 3D like in Echochrome.
// Sort the points so our perpendicular will bias the right direction.
const TransformedVertex &transVtxTL = (transVtxT.y != transVtxB.y || transVtxT.x > transVtxB.x) ? transVtxT : transVtxB;
const TransformedVertex &transVtxBL = (transVtxT.y != transVtxB.y || transVtxT.x > transVtxB.x) ? transVtxB : transVtxT;
// We expand them in both directions for symmetry, so we need to halve the expansion.
dx *= 0.5f;
dy *= 0.5f;
// Okay, let's calculate the perpendicular.
float horizontal = transVtxTL.x - transVtxBL.x;
float vertical = transVtxTL.y - transVtxBL.y;
Vec2f addWidth = Vec2f(-vertical, horizontal).Normalized();
for (int i = 0; i < vertexCount; i += 2) {
const TransformedVertex &transVtx1 = transformed[indsIn[i + 0]];
const TransformedVertex &transVtx2 = transformed[indsIn[i + 1]];
// bottom right
trans[0] = transVtxBL;
trans[0].x += addWidth.x * dx;
trans[0].y += addWidth.y * dy;
trans[0].u += addWidth.x * du;
trans[0].v += addWidth.y * dv;
// Okay, let's calculate the perpendicular.
float horizontal = transVtx2.x - transVtx1.x;
float vertical = transVtx2.y - transVtx1.y;
Vec2f addWidth = Vec2f(-vertical, horizontal).Normalized();
// top right
trans[1] = transVtxTL;
trans[1].x += addWidth.x * dx;
trans[1].y += addWidth.y * dy;
trans[1].u += addWidth.x * du;
trans[1].v += addWidth.y * dv;
// bottom right
trans[0] = transVtx2;
trans[0].x += addWidth.x * dx;
trans[0].y += addWidth.y * dy;
trans[0].u += addWidth.x * du;
trans[0].v += addWidth.y * dv;
// top left
trans[2] = transVtxTL;
// top right
trans[1] = transVtx1;
trans[1].x += addWidth.x * dx;
trans[1].y += addWidth.y * dy;
trans[1].u += addWidth.x * du;
trans[1].v += addWidth.y * dv;
// bottom left
trans[3] = transVtxBL;
// top left
trans[2] = transVtx1;
trans[2].x -= addWidth.x * dx;
trans[2].y -= addWidth.y * dy;
trans[2].u -= addWidth.x * du;
trans[2].v -= addWidth.y * dv;
// Triangle: BR-TR-TL
indsOut[0] = i * 2 + 0;
indsOut[1] = i * 2 + 1;
indsOut[2] = i * 2 + 2;
// Triangle: BL-BR-TL
indsOut[3] = i * 2 + 3;
indsOut[4] = i * 2 + 0;
indsOut[5] = i * 2 + 2;
trans += 4;
indsOut += 6;
// bottom left
trans[3] = transVtx2;
trans[3].x -= addWidth.x * dx;
trans[3].y -= addWidth.y * dy;
trans[3].u -= addWidth.x * du;
trans[3].v -= addWidth.y * dv;
numTrans += 6;
// Triangle: BR-TR-TL
indsOut[0] = i * 2 + 0;
indsOut[1] = i * 2 + 1;
indsOut[2] = i * 2 + 2;
// Triangle: BL-BR-TL
indsOut[3] = i * 2 + 3;
indsOut[4] = i * 2 + 0;
indsOut[5] = i * 2 + 2;
trans += 4;
indsOut += 6;
numTrans += 6;
}
} else {
// Lines meant to be as closely compatible with upscaled 2D drawing as possible.
// We use this as default.
for (int i = 0; i < vertexCount; i += 2) {
const TransformedVertex &transVtx1 = transformed[indsIn[i + 0]];
const TransformedVertex &transVtx2 = transformed[indsIn[i + 1]];
const TransformedVertex &transVtxT = transVtx1.y <= transVtx2.y ? transVtx1 : transVtx2;
const TransformedVertex &transVtxB = transVtx1.y <= transVtx2.y ? transVtx2 : transVtx1;
const TransformedVertex &transVtxL = transVtx1.x <= transVtx2.x ? transVtx1 : transVtx2;
const TransformedVertex &transVtxR = transVtx1.x <= transVtx2.x ? transVtx2 : transVtx1;
// Sort the points so our perpendicular will bias the right direction.
const TransformedVertex &transVtxTL = (transVtxT.y != transVtxB.y || transVtxT.x > transVtxB.x) ? transVtxT : transVtxB;
const TransformedVertex &transVtxBL = (transVtxT.y != transVtxB.y || transVtxT.x > transVtxB.x) ? transVtxB : transVtxT;
// Okay, let's calculate the perpendicular.
float horizontal = transVtxTL.x - transVtxBL.x;
float vertical = transVtxTL.y - transVtxBL.y;
Vec2f addWidth = Vec2f(-vertical, horizontal).Normalized();
// bottom right
trans[0] = transVtxBL;
trans[0].x += addWidth.x * dx;
trans[0].y += addWidth.y * dy;
trans[0].u += addWidth.x * du;
trans[0].v += addWidth.y * dv;
// top right
trans[1] = transVtxTL;
trans[1].x += addWidth.x * dx;
trans[1].y += addWidth.y * dy;
trans[1].u += addWidth.x * du;
trans[1].v += addWidth.y * dv;
// top left
trans[2] = transVtxTL;
// bottom left
trans[3] = transVtxBL;
// Triangle: BR-TR-TL
indsOut[0] = i * 2 + 0;
indsOut[1] = i * 2 + 1;
indsOut[2] = i * 2 + 2;
// Triangle: BL-BR-TL
indsOut[3] = i * 2 + 3;
indsOut[4] = i * 2 + 0;
indsOut[5] = i * 2 + 2;
trans += 4;
indsOut += 6;
numTrans += 6;
}
}
inds = newInds;
}

View file

@ -1110,3 +1110,12 @@ ULUS10107 = true
ULJM05101 = true
ULES00724 = true
ULJM05320 = true
[CenteredLines]
# Echochrome looks better with these. Related: #15556
UCES01011 = true
UCAS40197 = true
NPEG00006 = true
NPUG80135 = true
UCES