Return texture filter settings to previous state

This partially reverts commit 72ef90885d5030bf6f7f9dd60a475339bde9a929.

fixes #14007
This commit is contained in:
sfan5 2023-11-19 20:28:37 +01:00 committed by SmallJoker
parent 36f4953502
commit 7f9326805c
5 changed files with 76 additions and 16 deletions

@ -381,15 +381,15 @@ enable_3d_clouds (3D clouds) bool true
[**Filtering and Antialiasing]
# Use mipmaps when scaling textures down. May slightly increase performance,
# Use mipmaps when scaling textures. May slightly increase performance,
# especially when using a high-resolution texture pack.
# Gamma-correct downscaling is not supported.
mip_map (Mipmapping) bool false
# Use bilinear filtering when scaling textures down.
# Use bilinear filtering when scaling textures.
bilinear_filter (Bilinear filtering) bool false
# Use trilinear filtering when scaling textures down.
# Use trilinear filtering when scaling textures.
# If both bilinear and trilinear filtering are enabled, trilinear filtering
# is applied.
trilinear_filter (Trilinear filtering) bool false
@ -1827,7 +1827,14 @@ world_aligned_mode (World-aligned textures mode) enum enable disable,enable,forc
# Warning: This option is EXPERIMENTAL!
autoscale_mode (Autoscaling mode) enum disable disable,enable,force
# The base node texture size used for world-aligned texture autoscaling.
# 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. This setting is ONLY applied if
# bilinear/trilinear/anisotropic filtering is enabled.
# This is also used as the base node texture size for world-aligned
# texture autoscaling.
texture_min_size (Base texture size) int 64 1 32768
# Side length of a cube of map blocks that the client will consider together

@ -1381,6 +1381,13 @@ void GenericCAO::updateTextures(std::string mod)
material.Lighting = true;
material.BackfaceCulling = m_prop.backface_culling;
// don't filter low-res textures, makes them look blurry
// player models have a res of 64
const core::dimension2d<u32> &size = texture->getOriginalSize();
const u32 res = std::min(size.Height, size.Width);
use_trilinear_filter &= res > 64;
use_bilinear_filter &= res > 64;
material.forEachTexture([=] (auto &tex) {
setMaterialFilters(tex, use_bilinear_filter, use_trilinear_filter,
use_anisotropic_filter);

@ -506,7 +506,8 @@ scene::IMesh* convertNodeboxesToMesh(const std::vector<aabb3f> &boxes,
return dst_mesh;
}
void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic) {
void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinear, bool anisotropic)
{
if (trilinear)
tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_LINEAR;
else if (bilinear)
@ -514,9 +515,7 @@ void setMaterialFilters(video::SMaterialLayer &tex, bool bilinear, bool trilinea
else
tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
// "We don't want blurriness after all." ~ Desour, #13108
// (because of pixel art)
tex.MagFilter = video::ETMAGF_NEAREST;
tex.MagFilter = (trilinear || bilinear) ? video::ETMAGF_LINEAR : video::ETMAGF_NEAREST;
tex.AnisotropicFilter = anisotropic ? 0xFF : 0;
}

@ -433,8 +433,10 @@ private:
// Maps image file names to loaded palettes.
std::unordered_map<std::string, Palette> m_palettes;
// Cached settings needed for making textures for meshes
bool m_mesh_texture_prefilter;
// Cached settings needed for making textures from meshes
bool m_setting_mipmap;
bool m_setting_trilinear_filter;
bool m_setting_bilinear_filter;
};
IWritableTextureSource *createTextureSource()
@ -453,9 +455,9 @@ TextureSource::TextureSource()
// Cache some settings
// Note: Since this is only done once, the game must be restarted
// for these settings to take effect
m_mesh_texture_prefilter =
g_settings->getBool("mip_map") || g_settings->getBool("bilinear_filter") ||
g_settings->getBool("trilinear_filter") || g_settings->getBool("anisotropic_filter");
m_setting_mipmap = g_settings->getBool("mip_map");
m_setting_trilinear_filter = g_settings->getBool("trilinear_filter");
m_setting_bilinear_filter = g_settings->getBool("bilinear_filter");
}
TextureSource::~TextureSource()
@ -700,7 +702,11 @@ video::ITexture* TextureSource::getTexture(const std::string &name, u32 *id)
video::ITexture* TextureSource::getTextureForMesh(const std::string &name, u32 *id)
{
// Avoid duplicating texture if it won't actually change
if (m_mesh_texture_prefilter)
static thread_local bool filter_needed =
m_setting_mipmap ||
((m_setting_trilinear_filter || m_setting_bilinear_filter) &&
g_settings->getS32("texture_min_size") > 1);
if (filter_needed)
return getTexture(name + "^[applyfiltersformesh", id);
return getTexture(name, id);
}
@ -1735,8 +1741,46 @@ bool TextureSource::generateImagePart(std::string part_of_name,
}
// Apply the "clean transparent" filter, if needed
if (m_mesh_texture_prefilter)
if (m_setting_mipmap)
imageCleanTransparent(baseimg, 127);
/* 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.
*/
const bool filter = m_setting_trilinear_filter || m_setting_bilinear_filter;
const s32 scaleto = filter ? g_settings->getU16("texture_min_size") : 1;
if (scaleto > 1) {
const core::dimension2d<u32> dim = baseimg->getDimension();
/* 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.
*/
if (dim.Width == 0 || dim.Height == 0) {
errorstream << "generateImagePart(): Illegal 0 dimension "
<< "for part_of_name=\""<< part_of_name
<< "\", cancelling." << std::endl;
return false;
}
u32 xscale = scaleto / dim.Width;
u32 yscale = scaleto / dim.Height;
const s32 scale = std::max(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(w, h);
video::IImage *newimg = driver->createImage(
baseimg->getColorFormat(), newdim);
baseimg->copyToScaling(newimg);
baseimg->drop();
baseimg = newimg;
}
}
}
/*
[resize:WxH

@ -297,8 +297,11 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
material.MaterialType = m_material_type;
material.MaterialTypeParam = 0.5f;
material.BackfaceCulling = true;
// Enable bi/trilinear filtering only for high resolution textures
bool bilinear_filter = dim.Width > 32 && m_bilinear_filter;
bool trilinear_filter = dim.Width > 32 && m_trilinear_filter;
material.forEachTexture([=] (auto &tex) {
setMaterialFilters(tex, m_bilinear_filter, m_trilinear_filter,
setMaterialFilters(tex, bilinear_filter, trilinear_filter,
m_anisotropic_filter);
});
// mipmaps cause "thin black line" artifacts