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1327 commits

Author SHA1 Message Date
Desour
a14b8d0976 Get rid of MapblockMeshGenerator::cur_node.tile
There is more than one tile per node, so it shouldn't be stored like this.
This makes MapblockMeshGenerator less stateful.
2025-01-11 16:43:37 +01:00
Desour
cbc074feb5 Remove the unnecessary MeshCollector::append overload 2025-01-11 16:43:37 +01:00
sfan5
e5542e5b02
Remove or restrict some client settings (#15633) 2025-01-08 10:56:45 +01:00
sfan5
41f7031e49
Fix reduced bloom at 10 bits
forgotten in eb8beb335e
2025-01-08 10:56:28 +01:00
DS
431c5c8b36
Fix wireframe mode in opengl3 driver (#15626)
`GL_LINES` isn't suitable, because it makes lines between pairs of 2 vertices,
not loops around 3 vertices.
Support for OpenGL ES isn't simple, as it has no `glPolygonMode`. And showing broken
wireframe (i.e. with `GL_LINES`) would cause confusion.
2025-01-06 19:39:17 +01:00
sfan5
06f39e1915 Fix missing bounding box for CAO 'wielditem' visual 2025-01-05 16:30:53 +01:00
sfan5
5b14c03301 Use polygon offset to fix z-fighting for overlay tiles 2025-01-05 16:30:53 +01:00
DS
4c4918b154
Fix show_debug setting causing inconsistency between debug control and shown debug info 2025-01-05 13:20:21 +01:00
sfan5
5bcb7983ec Fix missing bounding box for upright_sprite
(also simplifies the mesh building)
fixes #15616
2025-01-04 12:40:14 +01:00
sfan5
4e2ca05f08 Add debug mode that shows mesh buffer bounding boxes 2025-01-04 12:40:14 +01:00
SmallJoker
e8f6127779
Reduce irrlicht_extrabloated.h includes in header files 2025-01-04 12:39:34 +01:00
grorp
f54d209bc8
Remove normal map leftovers (#15609)
leftovers from #10487 / ed22260822
2024-12-31 19:28:57 +01:00
sfan5
a4d2633ac6 Minor improvements in ImageSource code 2024-12-31 14:47:46 +01:00
sfan5
f37f9a6f0b Optimize getImageAverageColor
also fixes a bug with non-square handling

before:
  getImageAverageColor [us] _____________________  804x  11.253

after:
  imageAverageColorInline [us] __________________  804x   0.557
2024-12-31 14:47:46 +01:00
sfan5
1ea8763259 Clean up Irrlicht shader API 2024-12-31 14:47:46 +01:00
sfan5
a2058f7f3a Avoid some inefficiencies when handling ItemStack(Metadata) 2024-12-31 14:47:46 +01:00
sfan5
d884a1624f Show active HW buffers in profiler 2024-12-31 14:47:46 +01:00
sfan5
f2b1cc3e61
Fix situation around aabbox3d default constructor (#15586)
Co-authored-by: JosiahWI <41302989+JosiahWI@users.noreply.github.com>
2024-12-29 14:36:30 +01:00
wrrrzr
cca65fde08
Controls: extract init_joysticks (#15597) 2024-12-28 22:05:01 +01:00
Lars Müller
412cc96bc9
Fix some compiler warnings (#15596) 2024-12-26 11:29:00 +01:00
sfan5
d2a7875b5b Group sparse mesh buffers over entire scene for rendering 2024-12-24 15:27:08 +01:00
sfan5
c49ff76955
IGUIFont / CGUITTFont code cleanups (#15581) 2024-12-23 12:49:47 +01:00
sfan5
9f52f84f2b Prefer GL3 driver over legacy GL driver 2024-12-23 12:49:31 +01:00
cx384
83bc27d99d Move formspec code from game.cpp to separate file 2024-12-21 18:43:05 +01:00
sfan5
a6293b9861 Initial refactoring on shader usage and generation
`IShaderSource` was designed with the idea that if you want a shader,
you must want it for a node. So it depends heavily on being given a tile
material and the node drawtype. But this doesn't make sense neither in theory
nor in practice.
This commit takes a small step towards removing the incorrect abstraction.
2024-12-20 15:04:08 +01:00
sfan5
eb8beb335e Fix bloom with post_processing_texture_bits < 16 2024-12-20 15:04:08 +01:00
cx384
b172e67295
Remove game_ui from Client class 2024-12-20 15:03:45 +01:00
sfan5
10f1e142f6
Fix threshold value for imageCleanTransparent
fixes #15401
2024-12-20 15:03:30 +01:00
Lars Müller
52a6673dab
Get rid of obsolete workaround for collision detection bugs (#15540) 2024-12-14 17:04:12 +01:00
DS
bcbee873e8
Use openssl's sha1 and sha256, optionally (#15472) 2024-12-10 22:00:43 +01:00
Lars Mueller
3c5e0d10fc Rotate meshnode normals correctly instead of recalculating 2024-12-10 22:00:18 +01:00
sfan5
21437090b8 Don't recalculate meshnode normals unnecessarily 2024-12-10 22:00:18 +01:00
veprogames
b857798848
Fix distorted Sun, Moon and Star visuals based on Orbit Tilt (#15459) 2024-12-06 22:00:06 +01:00
sfan5
810f39767c Move SMaterial std::hash impl to its header 2024-12-04 18:20:34 +01:00
sfan5
1fb7202028 GL: fix and clean up some code 2024-12-04 18:20:34 +01:00
sfan5
36edc3f161 Add 10-bit texture format and setting to chose PP color depth
(and move some settings to the advanced category)
2024-12-04 18:20:34 +01:00
AFCMS
e545e96d2b
Make string to v3f parsing consistent, replace core.setting_get_pos() by core.settings:get_pos() (#15438)
Co-authored-by: sfan5 <sfan5@live.de>
Co-authored-by: Lars Müller <34514239+appgurueu@users.noreply.github.com>
2024-12-04 18:19:46 +01:00
JosiahWI
03813a5b5e
Use CMake list directives where appropriate
I think this communicates the intent a little better than using a `set`
directive, and it makes the code a little less verbose, too.
2024-12-03 16:52:15 +01:00
DS
df4e70b2c7
Add a setting to group transparency sorted triangles by buffer (#15115) 2024-11-28 14:22:53 +01:00
SmallJoker
c175046d30
Network: Fix serialization version checks (#15477)
This fixes some incorrect assumptions that the read and write version ranges are identical - whereas they're in fact not.
2024-11-27 18:39:57 +01:00
Lars Müller
b77ad82fb9
Sanitize invalid particle spawner time (#15465) 2024-11-24 19:23:53 +01:00
grorp
6a1d22b2c5
Implement an editor to customize the touchscreen controls (#14933)
- The editor is accessible via the pause menu and the settings menu.
- Buttons can be moved via drag & drop.
- Buttons can be added/removed. The grid menu added by #14918 is used to show
  all buttons not included in the layout.
- Custom layouts are responsive and adapt to changed screen size / DPI /
  hud_scaling.
- The layout is saved as JSON in the "touch_layout" setting.
2024-11-24 11:33:39 +01:00
Lars Müller
138052adfc
Add particle blend mode "clip" (#15444)
This lets modders avoid alpha blending rendering bugs as well as potential (future) performance issues.
The appropriate blend modes are also used for node dig particles.

---------

Co-authored-by: sfan5 <sfan5@live.de>
2024-11-19 13:30:17 +01:00
grorp
9b6a399011
Implement support for FSAA in combination with post-processing (#15392)
- Actually it's MSAA I think, or perhaps the terms are equivalent
- I've made it fit into the existing Irrlicht architecture, but that has resulted in code duplication compared to my original "hacky" approach
- OpenGL 3.2+ and OpenGL ES 3.1+ are supported
- EDT_OPENGL3 is not required, EDT_OPENGL works too
- Helpful tutorial: https://learnopengl.com/Advanced-OpenGL/Anti-Aliasing, section "Off-screen MSAA"
- This may be rough around the edges, but in general it works
2024-11-18 14:06:48 +01:00
HybridDog
7295b6c88c
Remove unused and rarely used irrlicht color functions (#15442)
SColor.h contains many functions which are unused and/or perform linear
operations on non-linear 8 bit sRGB color values, such as the plus operator and
`SColor::getInterpolated()`, and there is no documentation about missing gamma
correction.
Some of these functions are not called or called only once:
* `getAverage(s16 color)`: Unused
* `SColor::getLightness()`: Unused
* `SColor::getAverage()`: Claims to determine a color's average intensity but
  calculates something significantly different since SColor represents
  non-linear sRGB values.
* `SColor::getInterpolated_quadratic()`: Claims to interpolate between colors
  but uses the sRGB color space, which is neither physically nor perceptually
  linear.
* `SColorf::getInterpolated_quadratic()`: Unused
* `SColorf::setColorComponentValue()`: Unused

Removing or inlining these functions can simplify the code and documenting
gamma-incorrect operations can reduce confusion about what the functions do.

This commit does the following:
* Remove the above-mentioned unused functions
* Inline `SColor::getAverage()` into
  `CIrrDeviceLinux::TextureToMonochromeCursor()`
* Rename `SColor::getLuminance()` into `SColor::getBrightness()` since it does
  not determine a color's luminance but calculates something which differs
  significantly from physical luminance since SColor represents non-linear sRGB
  values.
* Inline `SColor::getInterpolated_quadratic()` into `GameUI::update()`,
  where it is only used for the alpha value calculation for fading
* Document gamma-incorrect behaviour in docstrings
2024-11-18 00:02:53 +01:00
sfan5
58ccf0ba82 Fix some smaller issues with texture/image handling 2024-11-16 16:54:22 +01:00
sfan5
4aae31ad5e Add support for ECF_D24 texture format
and prefer it over D32 for our depth buffer, this can have performance benefits
2024-11-16 16:54:22 +01:00
sfan5
11837d4623
Remove BMP image support (#15434)
Co-authored-by: Lars Mueller <appgurulars@gmx.de>
2024-11-15 12:21:30 +01:00
SmallJoker
87ac32edea Dynamic shadows: whitelist the 'opengl3' driver 2024-11-15 12:18:48 +01:00
grorp
a9fe83126a
Get rid of depth buffer workaround in the render pipeline code (#15407)
I originally wanted to get of the legacy IVideoDriver::setRenderTarget altogether,
but that ended up being too much work.
The remaining usage is in "dynamicshadowsrender.cpp".

Here's a comment I wrote about the workaround:

----------------------------------------

Use legacy call when there's single texture without depth texture
This means Irrlicht creates a depth texture for us and binds it to the FBO

This is currently necessary for a working depth buffer in the following cases:

- post-processing disabled, undersampling enabled
  (addUpscaling specifies no depth texture)

- post-processing disabled, 3d_mode = sidebyside / topbottom / crossview
  (populateSideBySidePipeline specifies no depth texture)

- post-processing disabled, 3d_mode = interlaced
  (probably, can't test since it's broken)
  (populateInterlacedPipeline specifies no depth texture)

With post-processing disabled, the world is rendered to the TextureBufferOutput
created in the functions listed above, so a depth buffer is needed
(-> this workaround is needed).
With post-processing enabled, only a fullscreen rectangle is rendered to
this TextureBufferOutput, so a depth buffer isn't actually needed.
But: These pipeline steps shouldn't rely on what ends up being rendered to
the TextureBufferOutput they provide, since that may change.

This workaround was added in 1e96403954 /
https://irc.minetest.net/minetest-dev/2022-10-04#i_6021940

This workaround should be replaced by explicitly configuring depth
textures where needed.

----------------------------------------
2024-11-15 11:38:56 +01:00