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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.

This commit is contained in:
Aaron Suen 2015-03-30 20:04:19 -04:00 committed by Craig Robbins
parent 862d4ea328
commit db32e6c5aa
11 changed files with 78 additions and 78 deletions

View file

@ -182,47 +182,6 @@ struct TextureInfo
}
};
/* 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.
*/
video::IImage *textureMinSizeUpscale(video::IVideoDriver *driver, video::IImage *orig) {
if(orig == NULL)
return orig;
s32 scaleto = g_settings->getS32("texture_min_size");
if (scaleto > 1) {
const core::dimension2d<u32> dim = orig->getDimension();
// Don't upscale 1px images. They don't benefit from it anyway
// (wouldn't have been blurred) and MIGHT be sun/moon tonemaps.
if ((dim.Width <= 1) || (dim.Height <= 1))
return orig;
/* 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.
*/
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(
orig->getColorFormat(), newdim);
orig->copyToScaling(newimg);
return newimg;
}
}
return orig;
}
/*
SourceImageCache: A cache used for storing source images.
*/
@ -425,6 +384,14 @@ public:
video::ITexture* getTexture(const std::string &name, u32 *id);
/*
Get a texture specifically intended for mesh
application, i.e. not HUD, compositing, or other 2D
use. This texture may be a different size and may
have had additional filters applied.
*/
video::ITexture* getTextureForMesh(const std::string &name, u32 *id);
// Returns a pointer to the irrlicht device
virtual IrrlichtDevice* getDevice()
{
@ -693,8 +660,7 @@ u32 TextureSource::generateTexture(const std::string &name)
video::IVideoDriver *driver = m_device->getVideoDriver();
sanity_check(driver);
video::IImage *origimg = generateImage(name);
video::IImage *img = textureMinSizeUpscale(driver, origimg);
video::IImage *img = generateImage(name);
video::ITexture *tex = NULL;
@ -705,8 +671,6 @@ u32 TextureSource::generateTexture(const std::string &name)
// Create texture from resulting image
tex = driver->addTexture(name.c_str(), img);
img->drop();
if((origimg != NULL) && (img != origimg))
origimg->drop();
}
/*
@ -757,6 +721,11 @@ video::ITexture* TextureSource::getTexture(const std::string &name, u32 *id)
return getTexture(actual_id);
}
video::ITexture* TextureSource::getTextureForMesh(const std::string &name, u32 *id)
{
return getTexture(name + "^[autoupscaleformesh", id);
}
void TextureSource::processQueue()
{
/*
@ -797,8 +766,7 @@ void TextureSource::rebuildImagesAndTextures()
// Recreate textures
for (u32 i=0; i<m_textureinfo_cache.size(); i++){
TextureInfo *ti = &m_textureinfo_cache[i];
video::IImage *origimg = generateImage(ti->name);
video::IImage *img = textureMinSizeUpscale(driver, origimg);
video::IImage *img = generateImage(ti->name);
#ifdef __ANDROID__
img = Align2Npot2(img, driver);
sanity_check(img->getDimension().Height == npot2(img->getDimension().Height));
@ -809,8 +777,6 @@ void TextureSource::rebuildImagesAndTextures()
if (img) {
t = driver->addTexture(ti->name.c_str(), img);
img->drop();
if(origimg && (origimg != img))
origimg->drop();
}
video::ITexture *t_old = ti->texture;
// Replace texture
@ -1735,6 +1701,38 @@ bool TextureSource::generateImagePart(std::string part_of_name,
blit_with_interpolate_overlay(img, baseimg, v2s32(0,0), v2s32(0,0), dim, ratio);
img->drop();
}
else if (part_of_name.substr(0,19) == "[autoupscaleformesh") {
/* 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.
*/
s32 scaleto = g_settings->getS32("texture_min_size");
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.
*/
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;
}
}
}
else
{
errorstream << "generateImagePart(): Invalid "