- 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.
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>
- 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
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
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.
----------------------------------------
Sets the surprising row-major conventions used here straight.
Renames rotateVect to rotateAndScaleVect:
If the matrix also scales, that is applied as well by the method.
Obsolete rotateVect variants are removed.
The inverseRotateVect method is also renamed accordingly.
Note that this applies the transpose of the product
of the scale and rotation matrices, which inverts just the rotation.
Easy way to reproduce:
1. Connect a bluetooth mouse to your Android phone with Minetest installed
2. Play Minetest
3. Slowly move the mouse to the right so that the camera rotates continously
4. While still moving the mouse continously, tap the screen a few times per second
Before this commit: The camera jumps around randomly.
After this commit: The camera moves like it should.
This is a combination of two Irrlicht changes copied from MoNTE48/irrlicht
and one Minetest change authored by me. I have no idea why this works, but
it does work and I have spent way too much time on this bug already.
This improves texture pack compatibility. Masks are expected to be of the same
size as the base texture. This change upscales the smaller texture if needed.
The behaviour is now the same as a.png^b.png and a.png^[overlay:b.png (to mention a few).