Move texture_min_size even further down the pipe. Now, textures are JIT-upscaled using an image transformation, right at the time they're added to a mesh or particle; images used in 2D elements are left unscaled. This should fix any remaining issues with HUD elements.

This commit is contained in:
Aaron Suen 2015-03-30 20:04:19 -04:00 committed by Craig Robbins
parent 862d4ea328
commit db32e6c5aa
11 changed files with 78 additions and 78 deletions

@ -182,47 +182,6 @@ struct TextureInfo
}
};
/* 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.
*/
video::IImage *textureMinSizeUpscale(video::IVideoDriver *driver, video::IImage *orig) {
if(orig == NULL)
return orig;
s32 scaleto = g_settings->getS32("texture_min_size");
if (scaleto > 1) {
const core::dimension2d<u32> dim = orig->getDimension();
// Don't upscale 1px images. They don't benefit from it anyway
// (wouldn't have been blurred) and MIGHT be sun/moon tonemaps.
if ((dim.Width <= 1) || (dim.Height <= 1))
return orig;
/* 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.
*/
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(
orig->getColorFormat(), newdim);
orig->copyToScaling(newimg);
return newimg;
}
}
return orig;
}
/*
SourceImageCache: A cache used for storing source images.
*/
@ -425,6 +384,14 @@ public:
video::ITexture* getTexture(const std::string &name, u32 *id);
/*
Get a texture specifically intended for mesh
application, i.e. not HUD, compositing, or other 2D
use. This texture may be a different size and may
have had additional filters applied.
*/
video::ITexture* getTextureForMesh(const std::string &name, u32 *id);
// Returns a pointer to the irrlicht device
virtual IrrlichtDevice* getDevice()
{
@ -693,8 +660,7 @@ u32 TextureSource::generateTexture(const std::string &name)
video::IVideoDriver *driver = m_device->getVideoDriver();
sanity_check(driver);
video::IImage *origimg = generateImage(name);
video::IImage *img = textureMinSizeUpscale(driver, origimg);
video::IImage *img = generateImage(name);
video::ITexture *tex = NULL;
@ -705,8 +671,6 @@ u32 TextureSource::generateTexture(const std::string &name)
// Create texture from resulting image
tex = driver->addTexture(name.c_str(), img);
img->drop();
if((origimg != NULL) && (img != origimg))
origimg->drop();
}
/*
@ -757,6 +721,11 @@ video::ITexture* TextureSource::getTexture(const std::string &name, u32 *id)
return getTexture(actual_id);
}
video::ITexture* TextureSource::getTextureForMesh(const std::string &name, u32 *id)
{
return getTexture(name + "^[autoupscaleformesh", id);
}
void TextureSource::processQueue()
{
/*
@ -797,8 +766,7 @@ void TextureSource::rebuildImagesAndTextures()
// Recreate textures
for (u32 i=0; i<m_textureinfo_cache.size(); i++){
TextureInfo *ti = &m_textureinfo_cache[i];
video::IImage *origimg = generateImage(ti->name);
video::IImage *img = textureMinSizeUpscale(driver, origimg);
video::IImage *img = generateImage(ti->name);
#ifdef __ANDROID__
img = Align2Npot2(img, driver);
sanity_check(img->getDimension().Height == npot2(img->getDimension().Height));
@ -809,8 +777,6 @@ void TextureSource::rebuildImagesAndTextures()
if (img) {
t = driver->addTexture(ti->name.c_str(), img);
img->drop();
if(origimg && (origimg != img))
origimg->drop();
}
video::ITexture *t_old = ti->texture;
// Replace texture
@ -1735,6 +1701,38 @@ bool TextureSource::generateImagePart(std::string part_of_name,
blit_with_interpolate_overlay(img, baseimg, v2s32(0,0), v2s32(0,0), dim, ratio);
img->drop();
}
else if (part_of_name.substr(0,19) == "[autoupscaleformesh") {
/* 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 > 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.
*/
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(
baseimg->getColorFormat(), newdim);
baseimg->copyToScaling(newimg);
baseimg->drop();
baseimg = newimg;
}
}
}
else
{
errorstream << "generateImagePart(): Invalid "

@ -102,6 +102,8 @@ public:
virtual video::ITexture* getTexture(u32 id)=0;
virtual video::ITexture* getTexture(
const std::string &name, u32 *id = NULL)=0;
virtual video::ITexture* getTextureForMesh(
const std::string &name, u32 *id = NULL) = 0;
virtual IrrlichtDevice* getDevice()=0;
virtual bool isKnownSourceImage(const std::string &name)=0;
virtual video::ITexture* generateTextureFromMesh(

@ -211,7 +211,7 @@ void TestCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
// Set material
buf->getMaterial().setFlag(video::EMF_LIGHTING, false);
buf->getMaterial().setFlag(video::EMF_BACK_FACE_CULLING, false);
buf->getMaterial().setTexture(0, tsrc->getTexture("rat.png"));
buf->getMaterial().setTexture(0, tsrc->getTextureForMesh("rat.png"));
buf->getMaterial().setFlag(video::EMF_BILINEAR_FILTER, false);
buf->getMaterial().setFlag(video::EMF_FOG_ENABLE, true);
buf->getMaterial().MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@ -822,7 +822,7 @@ void GenericCAO::addToScene(scene::ISceneManager *smgr, ITextureSource *tsrc,
NULL, v2f(1, 1), v3f(0,0,0), -1);
m_spritenode->grab();
m_spritenode->setMaterialTexture(0,
tsrc->getTexture("unknown_node.png"));
tsrc->getTextureForMesh("unknown_node.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);
@ -1299,7 +1299,7 @@ void GenericCAO::updateTextures(const std::string &mod)
texturestring = m_prop.textures[0];
texturestring += mod;
m_spritenode->setMaterialTexture(0,
tsrc->getTexture(texturestring));
tsrc->getTextureForMesh(texturestring));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
@ -1327,7 +1327,7 @@ void GenericCAO::updateTextures(const std::string &mod)
if(texturestring == "")
continue; // Empty texture string means don't modify that material
texturestring += mod;
video::ITexture* texture = tsrc->getTexture(texturestring);
video::ITexture* texture = tsrc->getTextureForMesh(texturestring);
if(!texture)
{
errorstream<<"GenericCAO::updateTextures(): Could not load texture "<<texturestring<<std::endl;
@ -1376,7 +1376,7 @@ void GenericCAO::updateTextures(const std::string &mod)
material.setFlag(video::EMF_LIGHTING, false);
material.setFlag(video::EMF_BILINEAR_FILTER, false);
material.setTexture(0,
tsrc->getTexture(texturestring));
tsrc->getTextureForMesh(texturestring));
material.getTextureMatrix(0).makeIdentity();
// This allows setting per-material colors. However, until a real lighting
@ -1404,7 +1404,7 @@ void GenericCAO::updateTextures(const std::string &mod)
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(0);
buf->getMaterial().setTexture(0,
tsrc->getTexture(tname));
tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest
@ -1429,7 +1429,7 @@ void GenericCAO::updateTextures(const std::string &mod)
tname += mod;
scene::IMeshBuffer *buf = mesh->getMeshBuffer(1);
buf->getMaterial().setTexture(0,
tsrc->getTexture(tname));
tsrc->getTextureForMesh(tname));
// This allows setting per-material colors. However, until a real lighting
// system is added, the code below will have no effect. Once MineTest

@ -50,7 +50,7 @@ public:
m_spritenode = smgr->addBillboardSceneNode(
NULL, v2f(1,1), pos, -1);
m_spritenode->setMaterialTexture(0,
env->getGameDef()->tsrc()->getTexture("smoke_puff.png"));
env->getGameDef()->tsrc()->getTextureForMesh("smoke_puff.png"));
m_spritenode->setMaterialFlag(video::EMF_LIGHTING, false);
m_spritenode->setMaterialFlag(video::EMF_BILINEAR_FILTER, false);
//m_spritenode->setMaterialType(video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF);

@ -1686,7 +1686,7 @@ void mapblock_mesh_generate_special(MeshMakeData *data,
std::vector<aabb3f> boxes = n.getSelectionBoxes(nodedef);
TileSpec h_tile;
h_tile.material_flags |= MATERIAL_FLAG_HIGHLIGHTED;
h_tile.texture = tsrc->getTexture("halo.png",&h_tile.texture_id);
h_tile.texture = tsrc->getTextureForMesh("halo.png",&h_tile.texture_id);
v3f pos = intToFloat(p, BS);
f32 d = 0.05 * BS;
for (std::vector<aabb3f>::iterator i = boxes.begin();

@ -3202,12 +3202,12 @@ void Game::processClientEvents(CameraOrientation *cam, float *damage_flash)
event.set_sky.params->size() == 6) {
sky->setFallbackBgColor(*event.set_sky.bgcolor);
skybox = smgr->addSkyBoxSceneNode(
texture_src->getTexture((*event.set_sky.params)[0]),
texture_src->getTexture((*event.set_sky.params)[1]),
texture_src->getTexture((*event.set_sky.params)[2]),
texture_src->getTexture((*event.set_sky.params)[3]),
texture_src->getTexture((*event.set_sky.params)[4]),
texture_src->getTexture((*event.set_sky.params)[5]));
texture_src->getTextureForMesh((*event.set_sky.params)[0]),
texture_src->getTextureForMesh((*event.set_sky.params)[1]),
texture_src->getTextureForMesh((*event.set_sky.params)[2]),
texture_src->getTextureForMesh((*event.set_sky.params)[3]),
texture_src->getTextureForMesh((*event.set_sky.params)[4]),
texture_src->getTextureForMesh((*event.set_sky.params)[5]));
}
// Handle everything else as plain color
else {

@ -1130,7 +1130,7 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
os<<":"<<(u32)p.tile.animation_frame_count<<":";
m_crack_materials.insert(std::make_pair(i, os.str()));
// Replace tile texture with the cracked one
p.tile.texture = tsrc->getTexture(
p.tile.texture = tsrc->getTextureForMesh(
os.str()+"0",
&p.tile.texture_id);
}
@ -1204,9 +1204,9 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
p.tile.applyMaterialOptionsWithShaders(material);
if (p.tile.normal_texture) {
material.setTexture(1, p.tile.normal_texture);
material.setTexture(2, tsrc->getTexture("enable_img.png"));
material.setTexture(2, tsrc->getTextureForMesh("enable_img.png"));
} else {
material.setTexture(2, tsrc->getTexture("disable_img.png"));
material.setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
}
} else {
p.tile.applyMaterialOptions(material);
@ -1298,7 +1298,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
os<<basename<<crack;
u32 new_texture_id = 0;
video::ITexture *new_texture =
tsrc->getTexture(os.str(), &new_texture_id);
tsrc->getTextureForMesh(os.str(), &new_texture_id);
buf->getMaterial().setTexture(0, new_texture);
// If the current material is also animated,
@ -1341,9 +1341,9 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
if (m_enable_shaders) {
if (animation_frame.normal_texture) {
buf->getMaterial().setTexture(1, animation_frame.normal_texture);
buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png"));
buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("enable_img.png"));
} else {
buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png"));
buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
}
}
}

@ -930,7 +930,7 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
bool backface_culling, u8 alpha, u8 material_type)
{
tile->shader_id = shader_id;
tile->texture = tsrc->getTexture(tiledef->name, &tile->texture_id);
tile->texture = tsrc->getTextureForMesh(tiledef->name, &tile->texture_id);
tile->alpha = alpha;
tile->material_type = material_type;
@ -973,7 +973,7 @@ void CNodeDefManager::fillTileAttribs(ITextureSource *tsrc, TileSpec *tile,
os << tiledef->name << "^[verticalframe:"
<< frame_count << ":" << i;
frame.texture = tsrc->getTexture(os.str(), &frame.texture_id);
frame.texture = tsrc->getTextureForMesh(os.str(), &frame.texture_id);
if (tile->normal_texture)
frame.normal_texture = tsrc->getNormalTexture(os.str());
tile->frames[i] = frame;

@ -434,7 +434,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
}
}
video::ITexture *texture =
gamedef->tsrc()->getTexture(*(event->add_particlespawner.texture));
gamedef->tsrc()->getTextureForMesh(*(event->add_particlespawner.texture));
ParticleSpawner* toadd = new ParticleSpawner(gamedef, smgr, player,
event->add_particlespawner.amount,
@ -477,7 +477,7 @@ void ParticleManager::handleParticleEvent(ClientEvent *event, IGameDef *gamedef,
if (event->type == CE_SPAWN_PARTICLE) {
video::ITexture *texture =
gamedef->tsrc()->getTexture(*(event->spawn_particle.texture));
gamedef->tsrc()->getTextureForMesh(*(event->spawn_particle.texture));
Particle* toadd = new Particle(gamedef, smgr, player, m_env,
*event->spawn_particle.pos,

@ -47,14 +47,14 @@ Sky::Sky(scene::ISceneNode* parent, scene::ISceneManager* mgr, s32 id,
m_materials[1].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
m_materials[2] = mat;
m_materials[2].setTexture(0, tsrc->getTexture("sunrisebg.png"));
m_materials[2].setTexture(0, tsrc->getTextureForMesh("sunrisebg.png"));
m_materials[2].MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
//m_materials[2].MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
m_sun_texture = tsrc->isKnownSourceImage("sun.png") ?
tsrc->getTexture("sun.png") : NULL;
tsrc->getTextureForMesh("sun.png") : NULL;
m_moon_texture = tsrc->isKnownSourceImage("moon.png") ?
tsrc->getTexture("moon.png") : NULL;
tsrc->getTextureForMesh("moon.png") : NULL;
m_sun_tonemap = tsrc->isKnownSourceImage("sun_tonemap.png") ?
tsrc->getTexture("sun_tonemap.png") : NULL;
m_moon_tonemap = tsrc->isKnownSourceImage("moon_tonemap.png") ?

@ -276,7 +276,7 @@ void WieldMeshSceneNode::setExtruded(const std::string &imagename,
// Customize material
video::SMaterial &material = m_meshnode->getMaterial(0);
material.setTexture(0, texture);
material.setTexture(0, tsrc->getTextureForMesh(imagename));
material.MaterialType = m_material_type;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
// Enable bi/trilinear filtering only for high resolution textures