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mirror of https://github.com/ppy/osu.git synced 2026-06-08 19:24:22 +08:00

Enable osu-stable sliders smoothness (#38015)

Recent changes in path rendering framework-side made sliders more sharp.
Prior to https://github.com/ppy/osu-framework/pull/6658 when rendering
path's frame buffer linear filtering was applied which combined with
`SmoothPath`'s internal antialiasing made them already smooth enough to
disable this osu-side additional smoothing.
Now we can re-enable this.

(also there's https://github.com/ppy/osu-framework/pull/6763 which fixes
edge artifacts present in master)

|stable|master|pr|pr with
https://github.com/ppy/osu-framework/pull/6763|
|---|---|---|---|
|<img width="1044" height="547" alt="stable"
src="https://github.com/user-attachments/assets/bdd2e267-4e5f-4a01-9951-79708f215c38"
/>|<img width="1044" height="547" alt="master"
src="https://github.com/user-attachments/assets/c9f8ac36-b1cc-4737-a180-d4ee5a19e95b"
/>|<img width="1044" height="547" alt="pr"
src="https://github.com/user-attachments/assets/1004069d-16ea-49c0-9453-49681896bd8e"
/>|<img width="1044" height="547" alt="pr-edge-fix"
src="https://github.com/user-attachments/assets/9aeace49-30f3-4cde-a498-63086880d3d5"
/>|
This commit is contained in:
Andrei Zavatski
2026-06-08 09:14:24 +03:00
committed by GitHub
Unverified
parent 1faf022821
commit 9e8e9e1174
@@ -27,10 +27,7 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
protected override Color4 ColourAt(float position)
{
// https://github.com/peppy/osu-stable-reference/blob/3ea48705eb67172c430371dcfc8a16a002ed0d3d/osu!/Graphics/Renderers/MmSliderRendererGL.cs#L99
// float aaWidth = Math.Min(Math.Max(0.5f / PathRadius, 3.0f / 256.0f), 1.0f / 16.0f);
// applying the aa_width constant from stable makes sliders blurry, especially on CS>5. set to zero for now.
// this might be related to SmoothPath applying AA internally, but disabling that does not seem to have much of an effect.
const float aa_width = 0f;
float aaWidth = Math.Min(Math.Max(0.5f / PathRadius, 3.0f / 256.0f), 1.0f / 16.0f);
Color4 shadow = new Color4(0, 0, 0, 0.25f);
Color4 outerColour = AccentColour.Darken(0.1f);
@@ -40,19 +37,19 @@ namespace osu.Game.Rulesets.Osu.Skinning.Legacy
const float shadow_portion = 1 - (OsuLegacySkinTransformer.LEGACY_CIRCLE_RADIUS / OsuHitObject.OBJECT_RADIUS);
const float border_portion = 0.1875f;
if (position <= shadow_portion - aa_width)
return LegacyUtils.InterpolateNonLinear(position, Color4.Black.Opacity(0f), shadow, 0, shadow_portion - aa_width);
if (position <= shadow_portion - aaWidth)
return LegacyUtils.InterpolateNonLinear(position, Color4.Black.Opacity(0f), shadow, 0, shadow_portion - aaWidth);
if (position <= shadow_portion + aa_width)
return LegacyUtils.InterpolateNonLinear(position, shadow, BorderColour, shadow_portion - aa_width, shadow_portion + aa_width);
if (position <= shadow_portion + aaWidth)
return LegacyUtils.InterpolateNonLinear(position, shadow, BorderColour, shadow_portion - aaWidth, shadow_portion + aaWidth);
if (position <= border_portion - aa_width)
if (position <= border_portion - aaWidth)
return BorderColour;
if (position <= border_portion + aa_width)
return LegacyUtils.InterpolateNonLinear(position, BorderColour, outerColour, border_portion - aa_width, border_portion + aa_width);
if (position <= border_portion + aaWidth)
return LegacyUtils.InterpolateNonLinear(position, BorderColour, outerColour, border_portion - aaWidth, border_portion + aaWidth);
return LegacyUtils.InterpolateNonLinear(position, outerColour, innerColour, border_portion + aa_width, 1);
return LegacyUtils.InterpolateNonLinear(position, outerColour, innerColour, border_portion + aaWidth, 1);
}
/// <summary>