mirror of
https://github.com/minetest/minetest.git
synced 2024-11-27 01:53:45 +01:00
Configurable automatic texture scaling and filtering at load time.
Signed off by: Zeno, kwolekr
This commit is contained in:
parent
26153bab7d
commit
1e4fb80d46
@ -193,6 +193,19 @@
|
|||||||
#anisotropic_filter = false
|
#anisotropic_filter = false
|
||||||
#bilinear_filter = false
|
#bilinear_filter = false
|
||||||
#trilinear_filter = false
|
#trilinear_filter = false
|
||||||
|
# Filtered textures can blend RGB values with fully-transparent neighbors,
|
||||||
|
# which PNG optimizers usually discard, sometimes resulting in a dark or
|
||||||
|
# light edge to transparent textures. Apply this filter to clean that up
|
||||||
|
# at texture load time.
|
||||||
|
#texture_clean_transparent = true
|
||||||
|
# When using bilinear/trilinear/anisotropic filters, low-resolution textures
|
||||||
|
# can be blurred, so automatically upscale them with nearest-neighbor
|
||||||
|
# interpolation to preserve crisp pixels. This sets the minimum texture size
|
||||||
|
# for the upscaled textures; higher values look sharper, but require more
|
||||||
|
# memory. Powers of 2 are recommended. Setting this higher than 1 may not
|
||||||
|
# have a visible effect unless bilinear/trilinear/anisotropic filtering is
|
||||||
|
# enabled.
|
||||||
|
#texture_min_size = 16
|
||||||
# Set to true to pre-generate all item visuals
|
# Set to true to pre-generate all item visuals
|
||||||
#preload_item_visuals = false
|
#preload_item_visuals = false
|
||||||
# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
|
# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
|
||||||
|
@ -223,6 +223,89 @@ public:
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/* Apply the "clean transparent" filter to textures, removing borders on transparent textures.
|
||||||
|
* PNG optimizers discard RGB values of fully-transparent pixels, but filters may expose the
|
||||||
|
* replacement colors at borders by blending to them; this filter compensates for that by
|
||||||
|
* filling in those RGB values from nearby pixels.
|
||||||
|
*/
|
||||||
|
if (g_settings->getBool("texture_clean_transparent")) {
|
||||||
|
const core::dimension2d<u32> dim = toadd->getDimension();
|
||||||
|
|
||||||
|
// Walk each pixel looking for ones that will show as transparent.
|
||||||
|
for (u32 ctrx = 0; ctrx < dim.Width; ctrx++)
|
||||||
|
for (u32 ctry = 0; ctry < dim.Height; ctry++) {
|
||||||
|
irr::video::SColor c = toadd->getPixel(ctrx, ctry);
|
||||||
|
if (c.getAlpha() > 127)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Sample size and total weighted r, g, b values.
|
||||||
|
u32 ss = 0, sr = 0, sg = 0, sb = 0;
|
||||||
|
|
||||||
|
// Walk each neighbor pixel (clipped to image bounds).
|
||||||
|
for (u32 sx = (ctrx < 1) ? 0 : (ctrx - 1);
|
||||||
|
sx <= (ctrx + 1) && sx < dim.Width; sx++)
|
||||||
|
for (u32 sy = (ctry < 1) ? 0 : (ctry - 1);
|
||||||
|
sy <= (ctry + 1) && sy < dim.Height; sy++) {
|
||||||
|
|
||||||
|
// Ignore the center pixel (its RGB is already
|
||||||
|
// presumed meaningless).
|
||||||
|
if ((sx == ctrx) && (sy == ctry))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Ignore other nearby pixels that would be
|
||||||
|
// transparent upon display.
|
||||||
|
irr::video::SColor d = toadd->getPixel(sx, sy);
|
||||||
|
if(d.getAlpha() < 128)
|
||||||
|
continue;
|
||||||
|
|
||||||
|
// Add one weighted sample.
|
||||||
|
ss++;
|
||||||
|
sr += d.getRed();
|
||||||
|
sg += d.getGreen();
|
||||||
|
sb += d.getBlue();
|
||||||
|
}
|
||||||
|
|
||||||
|
// If we found any neighbor RGB data, set pixel to average
|
||||||
|
// weighted by alpha.
|
||||||
|
if (ss > 0) {
|
||||||
|
c.setRed(sr / ss);
|
||||||
|
c.setGreen(sg / ss);
|
||||||
|
c.setBlue(sb / ss);
|
||||||
|
toadd->setPixel(ctrx, ctry, c);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/* 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 > 0) {
|
||||||
|
|
||||||
|
/* 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.
|
||||||
|
*/
|
||||||
|
const core::dimension2d<u32> dim = toadd->getDimension();
|
||||||
|
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(
|
||||||
|
toadd->getColorFormat(), newdim);
|
||||||
|
toadd->copyToScaling(newimg);
|
||||||
|
toadd = newimg;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
if (need_to_grab)
|
if (need_to_grab)
|
||||||
toadd->grab();
|
toadd->grab();
|
||||||
m_images[name] = toadd;
|
m_images[name] = toadd;
|
||||||
|
@ -149,6 +149,8 @@ void set_default_settings(Settings *settings)
|
|||||||
settings->setDefault("anisotropic_filter", "false");
|
settings->setDefault("anisotropic_filter", "false");
|
||||||
settings->setDefault("bilinear_filter", "false");
|
settings->setDefault("bilinear_filter", "false");
|
||||||
settings->setDefault("trilinear_filter", "false");
|
settings->setDefault("trilinear_filter", "false");
|
||||||
|
settings->setDefault("texture_clean_transparent", "true");
|
||||||
|
settings->setDefault("texture_min_size", "16");
|
||||||
settings->setDefault("preload_item_visuals", "false");
|
settings->setDefault("preload_item_visuals", "false");
|
||||||
settings->setDefault("enable_bumpmapping", "false");
|
settings->setDefault("enable_bumpmapping", "false");
|
||||||
settings->setDefault("enable_parallax_occlusion", "false");
|
settings->setDefault("enable_parallax_occlusion", "false");
|
||||||
|
Loading…
Reference in New Issue
Block a user