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Clean up texture filtering settings (#13683)

This commit is contained in:
Gregor Parzefall 2023-08-24 10:50:47 +02:00 committed by GitHub
parent d0ee63c766
commit 72ef90885d
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 52 additions and 94 deletions

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@ -433,10 +433,8 @@ private:
// Maps image file names to loaded palettes.
std::unordered_map<std::string, Palette> m_palettes;
// Cached settings needed for making textures from meshes
bool m_setting_mipmap;
bool m_setting_trilinear_filter;
bool m_setting_bilinear_filter;
// Cached settings needed for making textures for meshes
bool m_mesh_texture_prefilter;
};
IWritableTextureSource *createTextureSource()
@ -455,9 +453,9 @@ TextureSource::TextureSource()
// Cache some settings
// Note: Since this is only done once, the game must be restarted
// for these settings to take effect
m_setting_mipmap = g_settings->getBool("mip_map");
m_setting_trilinear_filter = g_settings->getBool("trilinear_filter");
m_setting_bilinear_filter = g_settings->getBool("bilinear_filter");
m_mesh_texture_prefilter =
g_settings->getBool("mip_map") || g_settings->getBool("bilinear_filter") ||
g_settings->getBool("trilinear_filter") || g_settings->getBool("anisotropic_filter");
}
TextureSource::~TextureSource()
@ -701,12 +699,8 @@ video::ITexture* TextureSource::getTexture(const std::string &name, u32 *id)
video::ITexture* TextureSource::getTextureForMesh(const std::string &name, u32 *id)
{
static thread_local bool filter_needed =
g_settings->getBool("texture_clean_transparent") || m_setting_mipmap ||
((m_setting_trilinear_filter || m_setting_bilinear_filter) &&
g_settings->getS32("texture_min_size") > 1);
// Avoid duplicating texture if it won't actually change
if (filter_needed)
if (m_mesh_texture_prefilter)
return getTexture(name + "^[applyfiltersformesh", id);
return getTexture(name, id);
}
@ -1741,46 +1735,8 @@ bool TextureSource::generateImagePart(std::string part_of_name,
}
// Apply the "clean transparent" filter, if needed
if (m_setting_mipmap || g_settings->getBool("texture_clean_transparent"))
if (m_mesh_texture_prefilter)
imageCleanTransparent(baseimg, 127);
/* Upscale textures to user's requested minimum size. This is a trick to make
* filters look as good on low-res textures as on high-res ones, by making
* low-res textures BECOME high-res ones. This is helpful for worlds that
* mix high- and low-res textures, or for mods with least-common-denominator
* textures that don't have the resources to offer high-res alternatives.
*/
const bool filter = m_setting_trilinear_filter || m_setting_bilinear_filter;
const s32 scaleto = filter ? g_settings->getU16("texture_min_size") : 1;
if (scaleto > 1) {
const core::dimension2d<u32> dim = baseimg->getDimension();
/* Calculate scaling needed to make the shortest texture dimension
* equal to the target minimum. If e.g. this is a vertical frames
* animation, the short dimension will be the real size.
*/
if ((dim.Width == 0) || (dim.Height == 0)) {
errorstream << "generateImagePart(): Illegal 0 dimension "
<< "for part_of_name=\""<< part_of_name
<< "\", cancelling." << std::endl;
return false;
}
u32 xscale = scaleto / dim.Width;
u32 yscale = scaleto / dim.Height;
u32 scale = (xscale > yscale) ? xscale : yscale;
// Never downscale; only scale up by 2x or more.
if (scale > 1) {
u32 w = scale * dim.Width;
u32 h = scale * dim.Height;
const core::dimension2d<u32> newdim = core::dimension2d<u32>(w, h);
video::IImage *newimg = driver->createImage(
baseimg->getColorFormat(), newdim);
baseimg->copyToScaling(newimg);
baseimg->drop();
baseimg = newimg;
}
}
}
/*
[resize:WxH