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Expose all OpenGL filtering modes, use OpenGL names for them
Because of a review comment on the Irrlicht PR by numberZero.
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6bf63d4b41
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@ -858,7 +858,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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// Do not enable filter on shadow texture to avoid visual artifacts
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// with colored shadows.
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// Filtering is done in shader code anyway
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layer.MinFilter = video::ETMINF_NEAREST;
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layer.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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layer.MagFilter = video::ETMAGF_NEAREST;
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layer.AnisotropicFilter = 0;
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}
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@ -53,7 +53,7 @@ Clouds::Clouds(scene::ISceneManager* mgr,
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m_material.AntiAliasing = video::EAAM_SIMPLE;
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m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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m_material.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -255,7 +255,7 @@ void TestCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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buf->getMaterial().Lighting = false;
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buf->getMaterial().BackfaceCulling = false;
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buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
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buf->getMaterial().TextureLayers[0].MinFilter = video::ETMINF_NEAREST;
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buf->getMaterial().TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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buf->getMaterial().TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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buf->getMaterial().FogEnable = true;
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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@ -653,7 +653,7 @@ void GenericCAO::addToScene(ITextureSource *tsrc, scene::ISceneManager *smgr)
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mat.NormalizeNormals = true;
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}
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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};
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@ -43,7 +43,7 @@ public:
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mat.Lighting = false;
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mat.FogEnable = true;
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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});
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@ -768,7 +768,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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material.FogEnable = true;
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material.setTexture(0, p.layer.texture);
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material.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -101,7 +101,7 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
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buf->getMaterial().Lighting = false;
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buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF;
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buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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// Add mesh buffer to mesh
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@ -411,7 +411,7 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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scene::IMeshBuffer *buf = new scene::SMeshBuffer();
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buf->getMaterial().Lighting = false;
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buf->getMaterial().forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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dst_mesh->addMeshBuffer(buf);
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@ -609,8 +609,8 @@ void Minimap::drawMinimap(core::rect<s32> rect) {
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video::SMaterial &material = m_meshbuffer->getMaterial();
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material.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_TRILINEAR;
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tex.MagFilter = video::ETMAGF_BILINEAR;
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tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_LINEAR;
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tex.MagFilter = video::ETMAGF_LINEAR;
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});
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material.Lighting = false;
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material.TextureLayers[0].Texture = minimap_texture;
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@ -93,7 +93,7 @@ Particle::Particle(
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m_material.BackfaceCulling = false;
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m_material.FogEnable = true;
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m_material.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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@ -39,7 +39,7 @@ void PostProcessingStep::configureMaterial()
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material.ZWriteEnable = video::EZW_ON;
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for (u32 k = 0; k < texture_map.size(); ++k) {
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material.TextureLayers[k].AnisotropicFilter = 0;
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material.TextureLayers[k].MinFilter = video::ETMINF_NEAREST;
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material.TextureLayers[k].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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material.TextureLayers[k].MagFilter = video::ETMAGF_NEAREST;
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material.TextureLayers[k].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayers[k].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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@ -92,8 +92,8 @@ void PostProcessingStep::run(PipelineContext &context)
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void PostProcessingStep::setBilinearFilter(u8 index, bool value)
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{
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assert(index < video::MATERIAL_MAX_TEXTURES);
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material.TextureLayers[index].MinFilter = value ? video::ETMINF_BILINEAR : video::ETMINF_NEAREST;
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material.TextureLayers[index].MagFilter = value ? video::ETMAGF_BILINEAR : video::ETMAGF_NEAREST;
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material.TextureLayers[index].MinFilter = value ? video::ETMINF_LINEAR_MIPMAP_NEAREST : video::ETMINF_NEAREST_MIPMAP_NEAREST;
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material.TextureLayers[index].MagFilter = value ? video::ETMAGF_LINEAR : video::ETMAGF_NEAREST;
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}
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RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep, v2f scale, Client *client)
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@ -51,7 +51,7 @@ static video::SMaterial baseMaterial()
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static inline void disableTextureFiltering(video::SMaterial &mat)
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{
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mat.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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tex.AnisotropicFilter = 0;
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});
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@ -656,7 +656,7 @@ void getItemMesh(Client *client, const ItemStack &item, ItemMesh *result)
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material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
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material.MaterialTypeParam = 0.5f;
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material.forEachTexture([] (video::SMaterialLayer &tex) {
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tex.MinFilter = video::ETMINF_NEAREST;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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material.BackfaceCulling = cull_backface;
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@ -702,7 +702,7 @@ scene::SMesh *getExtrudedMesh(ITextureSource *tsrc,
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video::SMaterial &material = mesh->getMeshBuffer(layer)->getMaterial();
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material.TextureLayers[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayers[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
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material.TextureLayers[0].MinFilter = video::ETMINF_NEAREST;
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material.TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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material.TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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material.BackfaceCulling = true;
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material.Lighting = false;
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@ -68,7 +68,7 @@ void GUIScene::setTexture(u32 idx, video::ITexture *texture)
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material.TextureLayers[0].Texture = texture;
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material.Lighting = false;
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material.FogEnable = true;
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material.TextureLayers[0].MinFilter = video::ETMINF_NEAREST;
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material.TextureLayers[0].MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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material.TextureLayers[0].MagFilter = video::ETMAGF_NEAREST;
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material.BackfaceCulling = false;
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material.ZWriteEnable = video::EZW_AUTO;
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