Configurable automatic texture scaling and filtering at load time.
Signed off by: Zeno, kwolekr
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@ -193,6 +193,19 @@
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#anisotropic_filter = false
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#bilinear_filter = false
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#trilinear_filter = false
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# Filtered textures can blend RGB values with fully-transparent neighbors,
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# which PNG optimizers usually discard, sometimes resulting in a dark or
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# light edge to transparent textures. Apply this filter to clean that up
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# at texture load time.
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#texture_clean_transparent = true
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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. Setting this higher than 1 may not
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# have a visible effect unless bilinear/trilinear/anisotropic filtering is
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# enabled.
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#texture_min_size = 16
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# Set to true to pre-generate all item visuals
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#preload_item_visuals = false
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# Set to true to enable shaders. Disable them if video_driver = direct3d9/8.
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@ -223,6 +223,89 @@ public:
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}
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}
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/* Apply the "clean transparent" filter to textures, removing borders on transparent textures.
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* PNG optimizers discard RGB values of fully-transparent pixels, but filters may expose the
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* replacement colors at borders by blending to them; this filter compensates for that by
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* filling in those RGB values from nearby pixels.
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*/
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if (g_settings->getBool("texture_clean_transparent")) {
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const core::dimension2d<u32> dim = toadd->getDimension();
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// Walk each pixel looking for ones that will show as transparent.
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for (u32 ctrx = 0; ctrx < dim.Width; ctrx++)
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for (u32 ctry = 0; ctry < dim.Height; ctry++) {
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irr::video::SColor c = toadd->getPixel(ctrx, ctry);
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if (c.getAlpha() > 127)
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continue;
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// Sample size and total weighted r, g, b values.
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u32 ss = 0, sr = 0, sg = 0, sb = 0;
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// Walk each neighbor pixel (clipped to image bounds).
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for (u32 sx = (ctrx < 1) ? 0 : (ctrx - 1);
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sx <= (ctrx + 1) && sx < dim.Width; sx++)
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for (u32 sy = (ctry < 1) ? 0 : (ctry - 1);
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sy <= (ctry + 1) && sy < dim.Height; sy++) {
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// Ignore the center pixel (its RGB is already
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// presumed meaningless).
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if ((sx == ctrx) && (sy == ctry))
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continue;
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// Ignore other nearby pixels that would be
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// transparent upon display.
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irr::video::SColor d = toadd->getPixel(sx, sy);
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if(d.getAlpha() < 128)
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continue;
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// Add one weighted sample.
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ss++;
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sr += d.getRed();
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sg += d.getGreen();
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sb += d.getBlue();
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}
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// If we found any neighbor RGB data, set pixel to average
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// weighted by alpha.
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if (ss > 0) {
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c.setRed(sr / ss);
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c.setGreen(sg / ss);
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c.setBlue(sb / ss);
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toadd->setPixel(ctrx, ctry, c);
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}
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}
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}
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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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s32 scaleto = g_settings->getS32("texture_min_size");
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if (scaleto > 0) {
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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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const core::dimension2d<u32> dim = toadd->getDimension();
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u32 xscale = scaleto / dim.Width;
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u32 yscale = scaleto / dim.Height;
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u32 scale = (xscale > yscale) ? 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 = core::dimension2d<u32>(w, h);
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video::IImage *newimg = driver->createImage(
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toadd->getColorFormat(), newdim);
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toadd->copyToScaling(newimg);
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toadd = newimg;
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}
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}
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if (need_to_grab)
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toadd->grab();
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m_images[name] = toadd;
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@ -149,6 +149,8 @@ void set_default_settings(Settings *settings)
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settings->setDefault("anisotropic_filter", "false");
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settings->setDefault("bilinear_filter", "false");
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settings->setDefault("trilinear_filter", "false");
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settings->setDefault("texture_clean_transparent", "true");
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settings->setDefault("texture_min_size", "16");
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settings->setDefault("preload_item_visuals", "false");
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settings->setDefault("enable_bumpmapping", "false");
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settings->setDefault("enable_parallax_occlusion", "false");
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