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Clean up texture filtering settings (#13683)
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@ -371,35 +371,21 @@ enable_3d_clouds (3D clouds) bool true
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[**Filtering and Antialiasing]
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# Use mipmapping to scale textures. May slightly increase performance,
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# Use mipmaps when scaling textures down. May slightly increase performance,
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# especially when using a high resolution texture pack.
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# Gamma correct downscaling is not supported.
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# Gamma-correct downscaling is not supported.
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mip_map (Mipmapping) bool false
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# Use anisotropic filtering when viewing at textures from an angle.
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anisotropic_filter (Anisotropic filtering) bool false
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# Use bilinear filtering when scaling textures.
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# Use bilinear filtering when scaling textures down.
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bilinear_filter (Bilinear filtering) bool false
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# Use trilinear filtering when scaling textures.
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# Use trilinear filtering when scaling textures down.
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# If both bilinear and trilinear filtering are enabled, trilinear filtering
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# is applied.
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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, 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. This setting is ONLY applied 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 1 32768
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# Use anisotropic filtering when looking at textures from an angle.
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anisotropic_filter (Anisotropic filtering) bool false
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# Select the antialiasing method to apply.
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#
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@ -1831,6 +1817,9 @@ world_aligned_mode (World-aligned textures mode) enum enable disable,enable,forc
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# Warning: This option is EXPERIMENTAL!
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autoscale_mode (Autoscaling mode) enum disable disable,enable,force
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# The base node texture size used for world-aligned texture autoscaling.
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texture_min_size (Base texture size) int 64 1 32768
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# Side length of a cube of map blocks that the client will consider together
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# when generating meshes.
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# Larger values increase the utilization of the GPU by reducing the number of
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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "clientmap.h"
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#include "client.h"
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#include "client/mesh.h"
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#include "mapblock_mesh.h"
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#include <IMaterialRenderer.h>
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#include <matrix4.h>
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@ -843,7 +844,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// Apply filter settings
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material.forEachTexture([this] (auto &tex) {
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tex.setFiltersMinetest(m_cache_bilinear_filter, m_cache_trilinear_filter,
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setMaterialFilters(tex, m_cache_bilinear_filter, m_cache_trilinear_filter,
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m_cache_anistropic_filter);
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});
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material.Wireframe = m_control.show_wireframe;
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@ -1355,7 +1355,7 @@ void GenericCAO::updateTextures(std::string mod)
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}
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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setMaterialFilters(tex, use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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}
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@ -1383,15 +1383,8 @@ void GenericCAO::updateTextures(std::string mod)
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material.Lighting = true;
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material.BackfaceCulling = m_prop.backface_culling;
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// don't filter low-res textures, makes them look blurry
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// player models have a res of 64
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const core::dimension2d<u32> &size = texture->getOriginalSize();
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const u32 res = std::min(size.Height, size.Width);
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use_trilinear_filter &= res > 64;
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use_bilinear_filter &= res > 64;
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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setMaterialFilters(tex, use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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}
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@ -1438,7 +1431,7 @@ void GenericCAO::updateTextures(std::string mod)
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}
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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setMaterialFilters(tex, use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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}
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@ -1463,7 +1456,7 @@ void GenericCAO::updateTextures(std::string mod)
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}
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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setMaterialFilters(tex, use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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}
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@ -1492,7 +1485,7 @@ void GenericCAO::updateTextures(std::string mod)
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}
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(use_bilinear_filter, use_trilinear_filter,
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setMaterialFilters(tex, use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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});
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}
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@ -503,3 +503,18 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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}
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return dst_mesh;
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}
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void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic) {
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if (trilinear)
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tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_LINEAR;
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else if (bilinear)
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tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_NEAREST;
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else
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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// "We don't want blurriness after all." ~ Desour, #13108
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// (because of pixel art)
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tex.MagFilter = video::ETMAGF_NEAREST;
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tex.AnisotropicFilter = anisotropic ? 0xFF : 0;
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}
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@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#pragma once
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#include "SMaterialLayer.h"
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#include "irrlichttypes_extrabloated.h"
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#include "nodedef.h"
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@ -133,3 +134,10 @@ void recalculateBoundingBox(scene::IMesh *src_mesh);
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We assume normal to be valid when it's 0 < length < Inf. and not NaN
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*/
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bool checkMeshNormals(scene::IMesh *mesh);
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/*
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Set the MinFilter, MagFilter and AnisotropicFilter properties of a texture
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layer according to the three relevant boolean values found in the Minetest
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settings.
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*/
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void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic);
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@ -433,10 +433,8 @@ private:
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// Maps image file names to loaded palettes.
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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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// Cached settings needed for making textures for meshes
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bool m_mesh_texture_prefilter;
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};
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IWritableTextureSource *createTextureSource()
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@ -455,9 +453,9 @@ 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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m_mesh_texture_prefilter =
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g_settings->getBool("mip_map") || g_settings->getBool("bilinear_filter") ||
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g_settings->getBool("trilinear_filter") || g_settings->getBool("anisotropic_filter");
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}
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TextureSource::~TextureSource()
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@ -701,12 +699,8 @@ 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") || 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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if (filter_needed)
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if (m_mesh_texture_prefilter)
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return getTexture(name + "^[applyfiltersformesh", id);
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return getTexture(name, id);
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}
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@ -1741,46 +1735,8 @@ bool TextureSource::generateImagePart(std::string part_of_name,
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}
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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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if (m_mesh_texture_prefilter)
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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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* filters look as good on low-res textures as on high-res ones, by making
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* low-res textures BECOME high-res ones. This is helpful for worlds that
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* mix high- and low-res textures, or for mods with least-common-denominator
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* textures that don't have the resources to offer high-res alternatives.
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*/
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const bool filter = m_setting_trilinear_filter || m_setting_bilinear_filter;
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const s32 scaleto = filter ? g_settings->getU16("texture_min_size") : 1;
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if (scaleto > 1) {
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const core::dimension2d<u32> dim = baseimg->getDimension();
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/* Calculate scaling needed to make the shortest texture dimension
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* equal to the target minimum. If e.g. this is a vertical frames
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* animation, the short dimension will be the real size.
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*/
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if ((dim.Width == 0) || (dim.Height == 0)) {
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errorstream << "generateImagePart(): Illegal 0 dimension "
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<< "for part_of_name=\""<< part_of_name
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<< "\", cancelling." << std::endl;
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return false;
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}
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u32 xscale = scaleto / dim.Width;
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u32 yscale = scaleto / dim.Height;
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u32 scale = (xscale > yscale) ? xscale : yscale;
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// Never downscale; only scale up by 2x or more.
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if (scale > 1) {
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u32 w = scale * dim.Width;
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u32 h = scale * dim.Height;
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const core::dimension2d<u32> newdim = core::dimension2d<u32>(w, h);
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video::IImage *newimg = driver->createImage(
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baseimg->getColorFormat(), newdim);
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baseimg->copyToScaling(newimg);
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baseimg->drop();
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baseimg = newimg;
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}
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}
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}
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/*
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[resize:WxH
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@ -297,11 +297,8 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
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material.MaterialType = m_material_type;
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material.MaterialTypeParam = 0.5f;
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material.BackfaceCulling = true;
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// Enable bi/trilinear filtering only for high resolution textures
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bool bilinear_filter = dim.Width > 32 && m_bilinear_filter;
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bool trilinear_filter = dim.Width > 32 && m_trilinear_filter;
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material.forEachTexture([=] (auto &tex) {
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tex.setFiltersMinetest(bilinear_filter, trilinear_filter,
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setMaterialFilters(tex, m_bilinear_filter, m_trilinear_filter,
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m_anisotropic_filter);
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});
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// mipmaps cause "thin black line" artifacts
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@ -465,7 +462,7 @@ void WieldMeshSceneNode::setItem(const ItemStack &item, Client *client, bool che
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material.MaterialTypeParam = 0.5f;
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material.BackfaceCulling = cull_backface;
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material.forEachTexture([this] (auto &tex) {
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tex.setFiltersMinetest(m_bilinear_filter, m_trilinear_filter,
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setMaterialFilters(tex, m_bilinear_filter, m_trilinear_filter,
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m_anisotropic_filter);
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});
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}
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@ -176,6 +176,7 @@ void set_default_settings()
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settings->setDefault("undersampling", "1");
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settings->setDefault("world_aligned_mode", "enable");
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settings->setDefault("autoscale_mode", "disable");
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settings->setDefault("texture_min_size", "64");
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settings->setDefault("enable_fog", "true");
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settings->setDefault("fog_start", "0.4");
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settings->setDefault("3d_mode", "none");
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@ -235,8 +236,6 @@ void set_default_settings()
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settings->setDefault("hud_hotbar_max_width", "1.0");
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settings->setDefault("enable_local_map_saving", "false");
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settings->setDefault("show_entity_selectionbox", "false");
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settings->setDefault("texture_clean_transparent", "false");
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settings->setDefault("texture_min_size", "64");
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settings->setDefault("ambient_occlusion_gamma", "1.8");
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settings->setDefault("enable_shaders", "true");
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settings->setDefault("enable_particles", "true");
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@ -252,9 +251,9 @@ void set_default_settings()
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settings->setDefault("directional_colored_fog", "true");
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settings->setDefault("inventory_items_animations", "false");
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settings->setDefault("mip_map", "false");
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settings->setDefault("anisotropic_filter", "false");
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settings->setDefault("bilinear_filter", "false");
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settings->setDefault("trilinear_filter", "false");
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settings->setDefault("anisotropic_filter", "false");
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settings->setDefault("tone_mapping", "false");
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settings->setDefault("enable_waving_water", "false");
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settings->setDefault("water_wave_height", "1.0");
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