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Return texture filter settings to previous state
This partially reverts commit 72ef90885d5030bf6f7f9dd60a475339bde9a929. fixes #14007
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@ -381,15 +381,15 @@ enable_3d_clouds (3D clouds) bool true
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[**Filtering and Antialiasing]
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# Use mipmaps when scaling textures down. May slightly increase performance,
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# Use mipmaps when scaling textures. 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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mip_map (Mipmapping) bool false
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# Use bilinear filtering when scaling textures down.
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# Use bilinear filtering when scaling textures.
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bilinear_filter (Bilinear filtering) bool false
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# Use trilinear filtering when scaling textures down.
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# Use trilinear filtering when scaling textures.
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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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@ -1827,7 +1827,14 @@ 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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# 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 (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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@ -1381,6 +1381,13 @@ 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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setMaterialFilters(tex, use_bilinear_filter, use_trilinear_filter,
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use_anisotropic_filter);
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@ -506,7 +506,8 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
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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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void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic)
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{
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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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@ -514,9 +515,7 @@ void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinea
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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.MagFilter = (trilinear || bilinear) ? video::ETMAGF_LINEAR : video::ETMAGF_NEAREST;
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tex.AnisotropicFilter = anisotropic ? 0xFF : 0;
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}
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@ -433,8 +433,10 @@ 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 for meshes
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bool m_mesh_texture_prefilter;
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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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IWritableTextureSource *createTextureSource()
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@ -453,9 +455,9 @@ 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_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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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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TextureSource::~TextureSource()
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@ -700,7 +702,11 @@ 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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// Avoid duplicating texture if it won't actually change
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if (m_mesh_texture_prefilter)
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static thread_local bool filter_needed =
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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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if (filter_needed)
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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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@ -1735,8 +1741,46 @@ 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_mesh_texture_prefilter)
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if (m_setting_mipmap)
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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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const s32 scale = std::max(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(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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@ -297,8 +297,11 @@ 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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setMaterialFilters(tex, m_bilinear_filter, m_trilinear_filter,
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setMaterialFilters(tex, bilinear_filter, 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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