Hard-coded undersampling.

Adds uniform undersampling for the 3D rendered scene. GUI elements
are not undersampled, resulting in better playability for users
with low-performance platforms with readable fonts and formspecs.

The undersampling setting can be set to 0 (disabled), 2, 3, 4 pixels
which translates into a resolution reduction of x4, x9 or x16, and
is significant.
This commit is contained in:
number Zero 2017-01-12 12:19:36 +03:00 committed by Auke Kok
parent 8ad3dad137
commit 0a8834608d
5 changed files with 54 additions and 7 deletions

View File

@ -362,6 +362,11 @@ texture_min_size (Minimum texture size for filters) int 64
# when set to higher number than 0.
fsaa (FSAA) enum 0 0,1,2,4,8,16
# Undersampling is similar to using lower screen resolution, but it applies
# to the game world only, keeping the GUI intact.
# It should give significant performance boost at the cost of less detailed image.
undersampling (Undersampling) enum 0 0,2,3,4
[***Shaders]
# Shaders allow advanced visual effects and may increase performance on some video cards.

View File

@ -404,6 +404,12 @@
# type: enum values: 0, 1, 2, 4, 8, 16
# fsaa = 0
# Undersampling is similar to using lower screen resolution, but it applies
# to the game world only, keeping the GUI intact.
# It should give significant performance boost at the cost of less detailed image.
# type: enum values: 0, 2, 3, 4
# undersampling = 0
#### Shaders
# Shaders allow advanced visual effects and may increase performance on some video cards.

View File

@ -108,6 +108,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("show_debug", "true");
#endif
settings->setDefault("fsaa", "0");
settings->setDefault("undersampling", "0");
settings->setDefault("enable_fog", "true");
settings->setDefault("fog_start", "0.4");
settings->setDefault("3d_mode", "none");

View File

@ -459,10 +459,37 @@ void draw_pageflip_3d_mode(Camera& camera, bool show_hud,
#endif
}
void draw_plain(Camera &camera, bool show_hud, Hud &hud,
video::IVideoDriver *driver, bool draw_wield_tool,
Client &client, gui::IGUIEnvironment *guienv)
// returns (size / coef), rounded upwards
inline int scaledown(int coef, int size)
{
return (size + coef - 1) / coef;
}
void draw_plain(Camera &camera, bool show_hud,
Hud &hud, video::IVideoDriver *driver,
scene::ISceneManager *smgr, const v2u32 &screensize,
bool draw_wield_tool, Client &client, gui::IGUIEnvironment *guienv,
video::SColor skycolor)
{
// Undersampling-specific stuff
static video::ITexture *image = NULL;
static v2u32 last_pixelated_size = v2u32(0, 0);
int undersampling = g_settings->getU16("undersampling");
v2u32 pixelated_size;
v2u32 dest_size;
if (undersampling > 0) {
pixelated_size = v2u32(scaledown(undersampling, screensize.X),
scaledown(undersampling, screensize.Y));
dest_size = v2u32(undersampling * pixelated_size.X, undersampling * pixelated_size.Y);
if (pixelated_size != last_pixelated_size) {
init_texture(driver, pixelated_size, &image, "mt_drawimage_img1");
last_pixelated_size = pixelated_size;
}
driver->setRenderTarget(image, true, true, skycolor);
}
// Render
smgr->drawAll();
driver->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (show_hud) {
hud.drawSelectionMesh();
@ -470,6 +497,14 @@ void draw_plain(Camera &camera, bool show_hud, Hud &hud,
camera.drawWieldedTool();
}
}
// Upscale lowres render
if (undersampling > 0) {
driver->setRenderTarget(0, true, true);
driver->draw2DImage(image,
irr::core::rect<s32>(0, 0, dest_size.X, dest_size.Y),
irr::core::rect<s32>(0, 0, pixelated_size.X, pixelated_size.Y));
}
}
void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr,
@ -496,8 +531,6 @@ void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr,
const std::string &draw_mode = g_settings->get("3d_mode");
smgr->drawAll();
if (draw_mode == "anaglyph")
{
draw_anaglyph_3d_mode(camera, show_hud, hud, driver,
@ -531,7 +564,7 @@ void draw_scene(video::IVideoDriver *driver, scene::ISceneManager *smgr,
}
else {
draw_plain(camera, show_hud, hud, driver,
draw_wield_tool, client, guienv);
smgr, screensize, draw_wield_tool, client, guienv, skycolor);
}
/*

View File

@ -152,6 +152,8 @@ fake_function() {
gettext("When using bilinear/trilinear/anisotropic filters, low-resolution textures\ncan be blurred, so automatically upscale them with nearest-neighbor\ninterpolation to preserve crisp pixels. This sets the minimum texture size\nfor the upscaled textures; higher values look sharper, but require more\nmemory. Powers of 2 are recommended. Setting this higher than 1 may not\nhave a visible effect unless bilinear/trilinear/anisotropic filtering is\nenabled.");
gettext("FSAA");
gettext("Experimental option, might cause visible spaces between blocks\nwhen set to higher number than 0.");
gettext("Undersampling");
gettext("Undersampling is similar to using lower screen resolution, but it applies\nto the game world only, keeping the GUI intact.\nIt should give significant performance boost at the cost of less detailed image.");
gettext("Shaders");
gettext("Shaders");
gettext("Shaders allow advanced visual effects and may increase performance on some video cards.\nThy only work with the OpenGL video backend.");