Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.
parent
862d4ea328
commit
db32e6c5aa
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@ -182,47 +182,6 @@ struct TextureInfo
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}
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};
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/* Upscale textures to user's requested minimum size. This is a trick to make
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* filters look as good on low-res textures as on high-res ones, by making
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* low-res textures BECOME high-res ones. This is helpful for worlds that
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* mix high- and low-res textures, or for mods with least-common-denominator
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* textures that don't have the resources to offer high-res alternatives.
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*/
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video::IImage *textureMinSizeUpscale(video::IVideoDriver *driver, video::IImage *orig) {
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if(orig == NULL)
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return orig;
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s32 scaleto = g_settings->getS32("texture_min_size");
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if (scaleto > 1) {
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const core::dimension2d<u32> dim = orig->getDimension();
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// Don't upscale 1px images. They don't benefit from it anyway
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// (wouldn't have been blurred) and MIGHT be sun/moon tonemaps.
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if ((dim.Width <= 1) || (dim.Height <= 1))
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return orig;
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/* Calculate scaling needed to make the shortest texture dimension
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* equal to the target minimum. If e.g. this is a vertical frames
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* animation, the short dimension will be the real size.
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*/
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u32 xscale = scaleto / dim.Width;
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u32 yscale = scaleto / dim.Height;
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u32 scale = (xscale > yscale) ? xscale : yscale;
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// Never downscale; only scale up by 2x or more.
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if (scale > 1) {
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u32 w = scale * dim.Width;
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u32 h = scale * dim.Height;
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const core::dimension2d<u32> newdim = core::dimension2d<u32>(w, h);
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video::IImage *newimg = driver->createImage(
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orig->getColorFormat(), newdim);
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orig->copyToScaling(newimg);
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return newimg;
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}
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}
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return orig;
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}
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/*
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SourceImageCache: A cache used for storing source images.
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*/
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@ -425,6 +384,14 @@ public:
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video::ITexture* getTexture(const std::string &name, u32 *id);
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/*
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Get a texture specifically intended for mesh
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application, i.e. not HUD, compositing, or other 2D
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use. This texture may be a different size and may
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have had additional filters applied.
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*/
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video::ITexture* getTextureForMesh(const std::string &name, u32 *id);
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// Returns a pointer to the irrlicht device
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virtual IrrlichtDevice* getDevice()
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{
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@ -693,8 +660,7 @@ u32 TextureSource::generateTexture(const std::string &name)
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video::IVideoDriver *driver = m_device->getVideoDriver();
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sanity_check(driver);
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video::IImage *origimg = generateImage(name);
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video::IImage *img = textureMinSizeUpscale(driver, origimg);
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video::IImage *img = generateImage(name);
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video::ITexture *tex = NULL;
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@ -705,8 +671,6 @@ u32 TextureSource::generateTexture(const std::string &name)
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// Create texture from resulting image
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tex = driver->addTexture(name.c_str(), img);
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img->drop();
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if((origimg != NULL) && (img != origimg))
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origimg->drop();
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}
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/*
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@ -757,6 +721,11 @@ video::ITexture* TextureSource::getTexture(const std::string &name, u32 *id)
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return getTexture(actual_id);
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}
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video::ITexture* TextureSource::getTextureForMesh(const std::string &name, u32 *id)
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{
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return getTexture(name + "^[autoupscaleformesh", id);
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}
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void TextureSource::processQueue()
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{
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/*
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@ -797,8 +766,7 @@ void TextureSource::rebuildImagesAndTextures()
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// Recreate textures
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for (u32 i=0; i<m_textureinfo_cache.size(); i++){
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TextureInfo *ti = &m_textureinfo_cache[i];
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video::IImage *origimg = generateImage(ti->name);
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video::IImage *img = textureMinSizeUpscale(driver, origimg);
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video::IImage *img = generateImage(ti->name);
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#ifdef __ANDROID__
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img = Align2Npot2(img, driver);
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sanity_check(img->getDimension().Height == npot2(img->getDimension().Height));
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@ -809,8 +777,6 @@ void TextureSource::rebuildImagesAndTextures()
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if (img) {
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t = driver->addTexture(ti->name.c_str(), img);
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img->drop();
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if(origimg && (origimg != img))
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origimg->drop();
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}
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video::ITexture *t_old = ti->texture;
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// Replace texture
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@ -1735,6 +1701,38 @@ bool TextureSource::generateImagePart(std::string part_of_name,
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blit_with_interpolate_overlay(img, baseimg, v2s32(0,0), v2s32(0,0), dim, ratio);
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img->drop();
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}
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else if (part_of_name.substr(0,19) == "[autoupscaleformesh") {
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/* Upscale textures to user's requested minimum size. This is a trick to make
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* filters look as good on low-res textures as on high-res ones, by making
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* low-res textures BECOME high-res ones. This is helpful for worlds that
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* mix high- and low-res textures, or for mods with least-common-denominator
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* textures that don't have the resources to offer high-res alternatives.
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*/
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s32 scaleto = g_settings->getS32("texture_min_size");
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if (scaleto > 1) {
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const core::dimension2d<u32> dim = baseimg->getDimension();
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/* Calculate scaling needed to make the shortest texture dimension
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* equal to the target minimum. If e.g. this is a vertical frames
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* animation, the short dimension will be the real size.
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*/
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u32 xscale = scaleto / dim.Width;
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u32 yscale = scaleto / dim.Height;
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u32 scale = (xscale > yscale) ? xscale : yscale;
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// Never downscale; only scale up by 2x or more.
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if (scale > 1) {
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u32 w = scale * dim.Width;
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u32 h = scale * dim.Height;
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const core::dimension2d<u32> newdim = core::dimension2d<u32>(w, h);
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video::IImage *newimg = driver->createImage(
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baseimg->getColorFormat(), newdim);
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baseimg->copyToScaling(newimg);
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baseimg->drop();
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baseimg = newimg;
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}
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}
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}
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else
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{
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errorstream << "generateImagePart(): Invalid "
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@ -102,6 +102,8 @@ public:
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virtual video::ITexture* getTexture(u32 id)=0;
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virtual video::ITexture* getTexture(
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const std::string &name, u32 *id = NULL)=0;
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virtual video::ITexture* getTextureForMesh(
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const std::string &name, u32 *id = NULL) = 0;
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virtual IrrlichtDevice* getDevice()=0;
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virtual bool isKnownSourceImage(const std::string &name)=0;
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virtual video::ITexture* generateTextureFromMesh(
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@ -211,7 +211,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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// Set material
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buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
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buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
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buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png"));
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buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
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buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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@ -822,7 +822,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
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NULL, v2f(1, 1), v3f(0,0,0), -1);
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m_spritenode->grab();
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m_spritenode->setMaterialTexture(0,
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tsrc->getTexture("unknown_node.png"));
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tsrc->getTextureForMesh("unknown_node.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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@ -1299,7 +1299,7 @@ void GenericCAO::updateTextures(const std::string &mod)
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texturestring = m_prop.textures[0];
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texturestring += mod;
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m_spritenode->setMaterialTexture(0,
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tsrc->getTexture(texturestring));
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tsrc->getTextureForMesh(texturestring));
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// This allows setting per-material colors. However, until a real lighting
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// system is added, the code below will have no effect. Once MineTest
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@ -1327,7 +1327,7 @@ void GenericCAO::updateTextures(const std::string &mod)
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if(texturestring == "")
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continue; // Empty texture string means don't modify that material
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texturestring += mod;
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video::ITexture* texture = tsrc->getTexture(texturestring);
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video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
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if(!texture)
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{
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errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
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@ -1376,7 +1376,7 @@ void GenericCAO::updateTextures(const std::string &mod)
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material.setFlag(video::EMF_LIGHTING, false);
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material.setFlag(video::EMF_BILINEAR_FILTER, false);
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material.setTexture(0,
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tsrc->getTexture(texturestring));
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tsrc->getTextureForMesh(texturestring));
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material.getTextureMatrix(0).makeIdentity();
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// This allows setting per-material colors. However, until a real lighting
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@ -1404,7 +1404,7 @@ void GenericCAO::updateTextures(const std::string &mod)
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tname += mod;
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
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buf->getMaterial().setTexture(0,
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tsrc->getTexture(tname));
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tsrc->getTextureForMesh(tname));
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// This allows setting per-material colors. However, until a real lighting
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// system is added, the code below will have no effect. Once MineTest
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@ -1429,7 +1429,7 @@ void GenericCAO::updateTextures(const std::string &mod)
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tname += mod;
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
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buf->getMaterial().setTexture(0,
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tsrc->getTexture(tname));
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tsrc->getTextureForMesh(tname));
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// This allows setting per-material colors. However, until a real lighting
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// system is added, the code below will have no effect. Once MineTest
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@ -50,7 +50,7 @@ public:
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m_spritenode = smgr->addBillboardSceneNode(
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NULL, v2f(1,1), pos, -1);
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m_spritenode->setMaterialTexture(0,
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env->getGameDef()->tsrc()->getTexture("smoke_puff.png"));
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env->getGameDef()->tsrc()->getTextureForMesh("smoke_puff.png"));
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m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
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m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
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//m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
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@ -1686,7 +1686,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
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std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
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TileSpec h_tile;
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h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
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h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
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h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id);
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v3f pos = intToFloat(p, BS);
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f32 d = 0.05 * BS;
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for (std::vector<aabb3f>::iterator i = boxes.begin();
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12
src/game.cpp
12
src/game.cpp
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event.set_sky.params->size() == 6) {
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sky->setFallbackBgColor(*event.set_sky.bgcolor);
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skybox = smgr->addSkyBoxSceneNode(
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texture_src->getTexture((*event.set_sky.params)[0]),
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texture_src->getTexture((*event.set_sky.params)[1]),
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texture_src->getTexture((*event.set_sky.params)[2]),
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texture_src->getTexture((*event.set_sky.params)[3]),
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texture_src->getTexture((*event.set_sky.params)[4]),
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texture_src->getTexture((*event.set_sky.params)[5]));
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texture_src->getTextureForMesh((*event.set_sky.params)[0]),
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texture_src->getTextureForMesh((*event.set_sky.params)[1]),
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texture_src->getTextureForMesh((*event.set_sky.params)[2]),
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texture_src->getTextureForMesh((*event.set_sky.params)[3]),
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texture_src->getTextureForMesh((*event.set_sky.params)[4]),
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texture_src->getTextureForMesh((*event.set_sky.params)[5]));
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}
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// Handle everything else as plain color
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else {
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@ -1130,7 +1130,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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os<<":"<<(u32)p.tile.animation_frame_count<<":";
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m_crack_materials.insert(std::make_pair(i, os.str()));
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// Replace tile texture with the cracked one
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p.tile.texture = tsrc->getTexture(
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p.tile.texture = tsrc->getTextureForMesh(
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os.str()+"0",
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&p.tile.texture_id);
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}
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@ -1204,9 +1204,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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p.tile.applyMaterialOptionsWithShaders(material);
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if (p.tile.normal_texture) {
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material.setTexture(1, p.tile.normal_texture);
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material.setTexture(2, tsrc->getTexture("enable_img.png"));
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material.setTexture(2, tsrc->getTextureForMesh("enable_img.png"));
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} else {
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material.setTexture(2, tsrc->getTexture("disable_img.png"));
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material.setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
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}
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} else {
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p.tile.applyMaterialOptions(material);
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@ -1298,7 +1298,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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os<<basename<<crack;
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u32 new_texture_id = 0;
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video::ITexture *new_texture =
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tsrc->getTexture(os.str(), &new_texture_id);
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tsrc->getTextureForMesh(os.str(), &new_texture_id);
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buf->getMaterial().setTexture(0, new_texture);
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// If the current material is also animated,
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@ -1341,9 +1341,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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if (m_enable_shaders) {
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if (animation_frame.normal_texture) {
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buf->getMaterial().setTexture(1, animation_frame.normal_texture);
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buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
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buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("enable_img.png"));
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} else {
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buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
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buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
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}
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}
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}
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@ -930,7 +930,7 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
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bool backface_culling, u8 alpha, u8 material_type)
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{
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tile->shader_id = shader_id;
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tile->texture = tsrc->getTexture(tiledef->name, &tile->texture_id);
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tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id);
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tile->alpha = alpha;
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tile->material_type = material_type;
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@ -973,7 +973,7 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
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os << tiledef->name << "^[verticalframe:"
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<< frame_count << ":" << i;
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frame.texture = tsrc->getTexture(os.str(), &frame.texture_id);
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frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id);
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if (tile->normal_texture)
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frame.normal_texture = tsrc->getNormalTexture(os.str());
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tile->frames[i] = frame;
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@ -434,7 +434,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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}
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}
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video::ITexture *texture =
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gamedef->tsrc()->getTexture(*(event->add_particlespawner.texture));
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gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
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ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
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event->add_particlespawner.amount,
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@ -477,7 +477,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
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if (event->type == CE_SPAWN_PARTICLE) {
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video::ITexture *texture =
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gamedef->tsrc()->getTexture(*(event->spawn_particle.texture));
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gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
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Particle* toadd = new Particle(gamedef, smgr, player, m_env,
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*event->spawn_particle.pos,
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@ -47,14 +47,14 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
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m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_materials[2] = mat;
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m_materials[2].setTexture(0, tsrc->getTexture("sunrisebg.png"));
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m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
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m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
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tsrc->getTexture("sun.png") : NULL;
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tsrc->getTextureForMesh("sun.png") : NULL;
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m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
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tsrc->getTexture("moon.png") : NULL;
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tsrc->getTextureForMesh("moon.png") : NULL;
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m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
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tsrc->getTexture("sun_tonemap.png") : NULL;
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m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?
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@ -276,7 +276,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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// Customize material
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video::SMaterial &material = m_meshnode->getMaterial(0);
|
||||
material.setTexture(0, texture);
|
||||
material.setTexture(0, tsrc->getTextureForMesh(imagename));
|
||||
material.MaterialType = m_material_type;
|
||||
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
|
||||
// Enable bi/trilinear filtering only for high resolution textures
|
||||
|
|
Loading…
Reference in New Issue