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authorAaron Suen <warr1024@gmail.com>2015-03-30 20:04:19 -0400
committerCraig Robbins <kde.psych@gmail.com>2015-03-31 16:56:33 +1000
commitdb32e6c5aa3bf79c23fa51f9297440fcaf09215d (patch)
tree7d840ddc94da602c8fda5009feedbec06f91ac1a
parent862d4ea328ed30d79f4e28eb9119e21e275295d9 (diff)
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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.
-rw-r--r--src/client/tile.cpp96
-rw-r--r--src/client/tile.h2
-rw-r--r--src/content_cao.cpp14
-rw-r--r--src/content_cso.cpp2
-rw-r--r--src/content_mapblock.cpp2
-rw-r--r--src/game.cpp12
-rw-r--r--src/mapblock_mesh.cpp12
-rw-r--r--src/nodedef.cpp4
-rw-r--r--src/particles.cpp4
-rw-r--r--src/sky.cpp6
-rw-r--r--src/wieldmesh.cpp2
11 files changed, 78 insertions, 78 deletions
diff --git a/src/client/tile.cpp b/src/client/tile.cpp
index 1cf9f1506..b7f63502d 100644
--- a/src/client/tile.cpp
+++ b/src/client/tile.cpp
@@ -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 "
diff --git a/src/client/tile.h b/src/client/tile.h
index ea7a9135a..eadfdc2a5 100644
--- a/src/client/tile.h
+++ b/src/client/tile.h
@@ -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(
diff --git a/src/content_cao.cpp b/src/content_cao.cpp
index 4c8962edb..6b7083d83 100644
--- a/src/content_cao.cpp
+++ b/src/content_cao.cpp
@@ -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
diff --git a/src/content_cso.cpp b/src/content_cso.cpp
index c337472ff..0790024fc 100644
--- a/src/content_cso.cpp
+++ b/src/content_cso.cpp
@@ -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);
diff --git a/src/content_mapblock.cpp b/src/content_mapblock.cpp
index 70a1da0b7..a730c50a3 100644
--- a/src/content_mapblock.cpp
+++ b/src/content_mapblock.cpp
@@ -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();
diff --git a/src/game.cpp b/src/game.cpp
index 25b4048a3..6bddfe905 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -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 {
diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp
index d95b8d286..d1637891a 100644
--- a/src/mapblock_mesh.cpp
+++ b/src/mapblock_mesh.cpp
@@ -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"));
}
}
}
diff --git a/src/nodedef.cpp b/src/nodedef.cpp
index 0654f66c5..ce087f6b8 100644
--- a/src/nodedef.cpp
+++ b/src/nodedef.cpp
@@ -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;
diff --git a/src/particles.cpp b/src/particles.cpp
index a137aaaba..e9268be27 100644
--- a/src/particles.cpp
+++ b/src/particles.cpp
@@ -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,
diff --git a/src/sky.cpp b/src/sky.cpp
index ac8e2cbf6..e40602914 100644
--- a/src/sky.cpp
+++ b/src/sky.cpp
@@ -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") ?
diff --git a/src/wieldmesh.cpp b/src/wieldmesh.cpp
index c1a898c1b..23310ef27 100644
--- a/src/wieldmesh.cpp
+++ b/src/wieldmesh.cpp
@@ -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