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Enable cleanTransparent filter for mipmapping and improve its' algorithm (#11145)
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@ -504,18 +504,17 @@ bilinear_filter (Bilinear filtering) bool false
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trilinear_filter (Trilinear filtering) bool false
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# Filtered textures can blend RGB values with fully-transparent neighbors,
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# which PNG optimizers usually discard, sometimes resulting in a dark or
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# light edge to transparent textures. Apply this filter to clean that up
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# at texture load time.
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# which PNG optimizers usually discard, often resulting in dark or
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# light edges to transparent textures. Apply a filter to clean that up
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# at texture load time. This is automatically enabled if mipmapping is enabled.
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texture_clean_transparent (Clean transparent textures) bool false
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# When using bilinear/trilinear/anisotropic filters, low-resolution textures
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# can be blurred, so automatically upscale them with nearest-neighbor
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# interpolation to preserve crisp pixels. This sets the minimum texture size
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# for the upscaled textures; higher values look sharper, but require more
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# memory. Powers of 2 are recommended. Setting this higher than 1 may not
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# have a visible effect unless bilinear/trilinear/anisotropic filtering is
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# enabled.
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# memory. Powers of 2 are recommended. This setting is ONLY applies if
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# bilinear/trilinear/anisotropic filtering is enabled.
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# This is also used as the base node texture size for world-aligned
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# texture autoscaling.
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texture_min_size (Minimum texture size) int 64
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@ -102,7 +102,7 @@ video::ITexture *guiScalingResizeCached(video::IVideoDriver *driver,
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if (!g_settings->getBool("gui_scaling_filter_txr2img"))
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return src;
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srcimg = driver->createImageFromData(src->getColorFormat(),
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src->getSize(), src->lock(), false);
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src->getSize(), src->lock(video::ETLM_READ_ONLY), false);
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src->unlock();
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g_imgCache[origname] = srcimg;
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}
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@ -19,63 +19,134 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "imagefilters.h"
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#include "util/numeric.h"
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#include <cmath>
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#include <cassert>
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#include <vector>
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// Simple 2D bitmap class with just the functionality needed here
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class Bitmap {
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u32 linesize, lines;
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std::vector<u8> data;
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static inline u32 bytepos(u32 index) { return index >> 3; }
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static inline u8 bitpos(u32 index) { return index & 7; }
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public:
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Bitmap(u32 width, u32 height) : linesize(width), lines(height),
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data(bytepos(width * height) + 1) {}
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inline bool get(u32 x, u32 y) const {
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u32 index = y * linesize + x;
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return data[bytepos(index)] & (1 << bitpos(index));
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}
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inline void set(u32 x, u32 y) {
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u32 index = y * linesize + x;
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data[bytepos(index)] |= 1 << bitpos(index);
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}
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inline bool all() const {
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for (u32 i = 0; i < data.size() - 1; i++) {
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if (data[i] != 0xff)
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return false;
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}
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// last byte not entirely filled
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for (u8 i = 0; i < bitpos(linesize * lines); i++) {
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bool value_of_bit = data.back() & (1 << i);
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if (!value_of_bit)
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return false;
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}
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return true;
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}
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inline void copy(Bitmap &to) const {
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assert(to.linesize == linesize && to.lines == lines);
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to.data = data;
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}
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};
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/* Fill in RGB values for transparent pixels, to correct for odd colors
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* appearing at borders when blending. This is because many PNG optimizers
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* like to discard RGB values of transparent pixels, but when blending then
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* with non-transparent neighbors, their RGB values will shpw up nonetheless.
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* with non-transparent neighbors, their RGB values will show up nonetheless.
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*
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* This function modifies the original image in-place.
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*
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* Parameter "threshold" is the alpha level below which pixels are considered
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* transparent. Should be 127 for 3d where alpha is threshold, but 0 for
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* 2d where alpha is blended.
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* transparent. Should be 127 when the texture is used with ALPHA_CHANNEL_REF,
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* 0 when alpha blending is used.
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*/
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void imageCleanTransparent(video::IImage *src, u32 threshold)
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{
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core::dimension2d<u32> dim = src->getDimension();
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// Walk each pixel looking for fully transparent ones.
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Bitmap bitmap(dim.Width, dim.Height);
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// First pass: Mark all opaque pixels
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// Note: loop y around x for better cache locality.
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for (u32 ctry = 0; ctry < dim.Height; ctry++)
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for (u32 ctrx = 0; ctrx < dim.Width; ctrx++) {
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if (src->getPixel(ctrx, ctry).getAlpha() > threshold)
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bitmap.set(ctrx, ctry);
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}
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// Ignore opaque pixels.
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irr::video::SColor c = src->getPixel(ctrx, ctry);
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if (c.getAlpha() > threshold)
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// Exit early if all pixels opaque
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if (bitmap.all())
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return;
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Bitmap newmap = bitmap;
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// Then repeatedly look for transparent pixels, filling them in until
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// we're finished (capped at 50 iterations).
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for (u32 iter = 0; iter < 50; iter++) {
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for (u32 ctry = 0; ctry < dim.Height; ctry++)
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for (u32 ctrx = 0; ctrx < dim.Width; ctrx++) {
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// Skip pixels we have already processed
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if (bitmap.get(ctrx, ctry))
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continue;
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// Sample size and total weighted r, g, b values.
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video::SColor c = src->getPixel(ctrx, ctry);
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// Sample size and total weighted r, g, b values
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u32 ss = 0, sr = 0, sg = 0, sb = 0;
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// Walk each neighbor pixel (clipped to image bounds).
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// Walk each neighbor pixel (clipped to image bounds)
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for (u32 sy = (ctry < 1) ? 0 : (ctry - 1);
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sy <= (ctry + 1) && sy < dim.Height; sy++)
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for (u32 sx = (ctrx < 1) ? 0 : (ctrx - 1);
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sx <= (ctrx + 1) && sx < dim.Width; sx++) {
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// Ignore transparent pixels.
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irr::video::SColor d = src->getPixel(sx, sy);
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if (d.getAlpha() <= threshold)
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// Ignore pixels we haven't processed
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if (!bitmap.get(sx, sy))
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continue;
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// Add RGB values weighted by alpha.
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u32 a = d.getAlpha();
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// Add RGB values weighted by alpha IF the pixel is opaque, otherwise
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// use full weight since we want to propagate colors.
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video::SColor d = src->getPixel(sx, sy);
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u32 a = d.getAlpha() <= threshold ? 255 : d.getAlpha();
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ss += a;
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sr += a * d.getRed();
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sg += a * d.getGreen();
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sb += a * d.getBlue();
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}
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// If we found any neighbor RGB data, set pixel to average
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// weighted by alpha.
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// Set pixel to average weighted by alpha
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if (ss > 0) {
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c.setRed(sr / ss);
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c.setGreen(sg / ss);
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c.setBlue(sb / ss);
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src->setPixel(ctrx, ctry, c);
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newmap.set(ctrx, ctry);
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}
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}
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if (newmap.all())
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return;
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// Apply changes to bitmap for next run. This is done so we don't introduce
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// a bias in color propagation in the direction pixels are processed.
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newmap.copy(bitmap);
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}
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}
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/* Scale a region of an image into another image, using nearest-neighbor with
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@ -23,13 +23,13 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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/* Fill in RGB values for transparent pixels, to correct for odd colors
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* appearing at borders when blending. This is because many PNG optimizers
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* like to discard RGB values of transparent pixels, but when blending then
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* with non-transparent neighbors, their RGB values will shpw up nonetheless.
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* with non-transparent neighbors, their RGB values will show up nonetheless.
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*
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* This function modifies the original image in-place.
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*
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* Parameter "threshold" is the alpha level below which pixels are considered
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* transparent. Should be 127 for 3d where alpha is threshold, but 0 for
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* 2d where alpha is blended.
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* transparent. Should be 127 when the texture is used with ALPHA_CHANNEL_REF,
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* 0 when alpha blending is used.
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*/
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void imageCleanTransparent(video::IImage *src, u32 threshold);
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@ -491,7 +491,8 @@ video::ITexture *Minimap::getMinimapTexture()
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// Want to use texture source, to : 1 find texture, 2 cache it
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video::ITexture* texture = m_tsrc->getTexture(data->mode.texture);
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video::IImage* image = driver->createImageFromData(
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texture->getColorFormat(), texture->getSize(), texture->lock(), true, false);
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texture->getColorFormat(), texture->getSize(),
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texture->lock(video::ETLM_READ_ONLY), true, false);
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texture->unlock();
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auto dim = image->getDimension();
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@ -427,6 +427,7 @@ private:
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std::unordered_map<std::string, Palette> m_palettes;
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// Cached settings needed for making textures from meshes
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bool m_setting_mipmap;
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bool m_setting_trilinear_filter;
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bool m_setting_bilinear_filter;
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};
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@ -447,6 +448,7 @@ TextureSource::TextureSource()
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// Cache some settings
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// Note: Since this is only done once, the game must be restarted
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// for these settings to take effect
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m_setting_mipmap = g_settings->getBool("mip_map");
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m_setting_trilinear_filter = g_settings->getBool("trilinear_filter");
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m_setting_bilinear_filter = g_settings->getBool("bilinear_filter");
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}
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@ -667,7 +669,7 @@ video::ITexture* TextureSource::getTexture(const std::string &name, u32 *id)
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video::ITexture* TextureSource::getTextureForMesh(const std::string &name, u32 *id)
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{
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static thread_local bool filter_needed =
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g_settings->getBool("texture_clean_transparent") ||
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g_settings->getBool("texture_clean_transparent") || m_setting_mipmap ||
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((m_setting_trilinear_filter || m_setting_bilinear_filter) &&
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g_settings->getS32("texture_min_size") > 1);
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// Avoid duplicating texture if it won't actually change
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@ -1636,8 +1638,8 @@ bool TextureSource::generateImagePart(std::string part_of_name,
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return false;
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}
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// Apply the "clean transparent" filter, if configured.
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if (g_settings->getBool("texture_clean_transparent"))
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// Apply the "clean transparent" filter, if needed
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if (m_setting_mipmap || g_settings->getBool("texture_clean_transparent"))
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imageCleanTransparent(baseimg, 127);
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/* Upscale textures to user's requested minimum size. This is a trick to make
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