fix(D.2b): point-sample the dat-font atlas so UI text is pixel-crisp

The font glyph atlas was uploaded with bilinear (Linear) min/mag filtering, which
softens the small dat-font glyphs (the menu/button text "blur"). Add a nearest-filter
path to UploadRgba8/GetOrUploadRenderSurface and use it for the font atlases only
(world + other UI surfaces keep bilinear). Combined with the existing per-glyph
pixel-snap, glyph texels now map 1:1 to screen pixels. Sharpens all dat-font text
(transcript, menu, Send/Chat buttons, vitals numbers).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
@
This commit is contained in:
Erik 2026-06-16 12:02:07 +02:00
parent 621a4ab468
commit 828bec5fb5
2 changed files with 12 additions and 7 deletions

View file

@ -119,7 +119,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
/// Magenta — wire a UI palette when one is actually encountered). Returns a
/// 1x1 magenta handle on miss.
/// </summary>
public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height)
public uint GetOrUploadRenderSurface(uint renderSurfaceId, out int width, out int height, bool nearest = false)
{
if (_handlesByRenderSurfaceId.TryGetValue(renderSurfaceId, out var existing)
&& _rsSizeById.TryGetValue(renderSurfaceId, out var sz))
@ -139,7 +139,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
decoded = DecodedTexture.Magenta;
}
uint h = UploadRgba8(decoded);
uint h = UploadRgba8(decoded, nearest);
_handlesByRenderSurfaceId[renderSurfaceId] = h;
_rsSizeById[renderSurfaceId] = (decoded.Width, decoded.Height);
width = decoded.Width; height = decoded.Height;
@ -542,7 +542,7 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
return composed;
}
private uint UploadRgba8(DecodedTexture decoded)
private uint UploadRgba8(DecodedTexture decoded, bool nearest = false)
{
uint tex = _gl.GenTexture();
_gl.BindTexture(TextureTarget.Texture2D, tex);
@ -559,8 +559,11 @@ public sealed unsafe class TextureCache : Wb.ITextureCachePerInstance, IDisposab
PixelType.UnsignedByte,
p);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Linear);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Linear);
// Point (nearest) sampling for pixel-exact UI text — bilinear softens the dat
// font's small glyphs. Other surfaces use bilinear.
int filter = nearest ? (int)TextureMinFilter.Nearest : (int)TextureMinFilter.Linear;
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMinFilter, filter);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureMagFilter, filter);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapS, (int)TextureWrapMode.Repeat);
_gl.TexParameter(TextureTarget.Texture2D, TextureParameterName.TextureWrapT, (int)TextureWrapMode.Repeat);

View file

@ -101,11 +101,13 @@ public sealed class UiDatFont
if (font.ForegroundSurfaceDataId == 0)
return null;
uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH);
// Point-sample the glyph atlases (nearest) so small UI text stays pixel-crisp;
// bilinear softens the dat font noticeably (the chat menu/button text "blur").
uint fgTex = cache.GetOrUploadRenderSurface(font.ForegroundSurfaceDataId, out int fgW, out int fgH, nearest: true);
uint bgTex = 0; int bgW = 0, bgH = 0;
if (font.BackgroundSurfaceDataId != 0)
bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH);
bgTex = cache.GetOrUploadRenderSurface(font.BackgroundSurfaceDataId, out bgW, out bgH, nearest: true);
// Build the char->descriptor lookup. FontCharDesc.Unicode is the code
// point; for Latin-1 fonts this is a direct char cast. Last write wins