minetest/src/client/render/plain.cpp
sfan5 36edc3f161 Add 10-bit texture format and setting to chose PP color depth
(and move some settings to the advanced category)
2024-12-04 18:20:34 +01:00

173 lines
5.2 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
// Copyright (C) 2017 numzero, Lobachevskiy Vitaliy <numzer0@yandex.ru>
#include "plain.h"
#include "secondstage.h"
#include "client/camera.h"
#include "client/client.h"
#include "client/clientmap.h"
#include "client/hud.h"
#include "client/minimap.h"
#include "client/shadows/dynamicshadowsrender.h"
/// Draw3D pipeline step
void Draw3D::run(PipelineContext &context)
{
if (m_target)
m_target->activate(context);
context.device->getSceneManager()->drawAll();
context.device->getVideoDriver()->setTransform(video::ETS_WORLD, core::IdentityMatrix);
if (!context.show_hud)
return;
context.hud->drawBlockBounds();
context.hud->drawSelectionMesh();
}
void DrawWield::run(PipelineContext &context)
{
if (m_target)
m_target->activate(context);
if (context.draw_wield_tool)
context.client->getCamera()->drawWieldedTool();
}
void DrawHUD::run(PipelineContext &context)
{
if (context.show_hud) {
if (context.shadow_renderer)
context.shadow_renderer->drawDebug();
context.hud->resizeHotbar();
if (context.draw_crosshair)
context.hud->drawCrosshair();
context.hud->drawLuaElements(context.client->getCamera()->getOffset());
context.client->getCamera()->drawNametags();
}
context.device->getGUIEnvironment()->drawAll();
}
void MapPostFxStep::setRenderTarget(RenderTarget * _target)
{
target = _target;
}
void MapPostFxStep::run(PipelineContext &context)
{
if (target)
target->activate(context);
context.client->getEnv().getClientMap().renderPostFx(context.client->getCamera()->getCameraMode());
}
void RenderShadowMapStep::run(PipelineContext &context)
{
// This is necessary to render shadows for animations correctly
context.device->getSceneManager()->getRootSceneNode()->OnAnimate(context.device->getTimer()->getTime());
context.shadow_renderer->update();
}
// class UpscaleStep
void UpscaleStep::run(PipelineContext &context)
{
video::ITexture *lowres = m_source->getTexture(0);
m_target->activate(context);
context.device->getVideoDriver()->draw2DImage(lowres,
core::rect<s32>(0, 0, context.target_size.X, context.target_size.Y),
core::rect<s32>(0, 0, lowres->getSize().Width, lowres->getSize().Height));
}
std::unique_ptr<RenderStep> create3DStage(Client *client, v2f scale)
{
RenderStep *step = new Draw3D();
if (g_settings->getBool("enable_post_processing")) {
RenderPipeline *pipeline = new RenderPipeline();
pipeline->addStep(pipeline->own(std::unique_ptr<RenderStep>(step)));
auto effect = addPostProcessing(pipeline, step, scale, client);
effect->setRenderTarget(pipeline->getOutput());
step = pipeline;
}
return std::unique_ptr<RenderStep>(step);
}
static v2f getDownscaleFactor()
{
u16 undersampling = MYMAX(g_settings->getU16("undersampling"), 1);
return v2f(1.0f / undersampling);
}
RenderStep* addUpscaling(RenderPipeline *pipeline, RenderStep *previousStep, v2f downscale_factor, Client *client)
{
const int TEXTURE_LOWRES_COLOR = 0;
const int TEXTURE_LOWRES_DEPTH = 1;
if (downscale_factor.X == 1.0f && downscale_factor.Y == 1.0f)
return previousStep;
// post-processing pipeline takes care of rescaling
if (g_settings->getBool("enable_post_processing"))
return previousStep;
auto driver = client->getSceneManager()->getVideoDriver();
video::ECOLOR_FORMAT color_format = selectColorFormat(driver);
video::ECOLOR_FORMAT depth_format = selectDepthFormat(driver);
// Initialize buffer
TextureBuffer *buffer = pipeline->createOwned<TextureBuffer>();
buffer->setTexture(TEXTURE_LOWRES_COLOR, downscale_factor, "lowres_color", color_format);
buffer->setTexture(TEXTURE_LOWRES_DEPTH, downscale_factor, "lowres_depth", depth_format);
// Attach previous step to the buffer
TextureBufferOutput *buffer_output = pipeline->createOwned<TextureBufferOutput>(
buffer, std::vector<u8> {TEXTURE_LOWRES_COLOR}, TEXTURE_LOWRES_DEPTH);
previousStep->setRenderTarget(buffer_output);
// Add upscaling step
RenderStep *upscale = pipeline->createOwned<UpscaleStep>();
upscale->setRenderSource(buffer);
pipeline->addStep(upscale);
return upscale;
}
void populatePlainPipeline(RenderPipeline *pipeline, Client *client)
{
auto downscale_factor = getDownscaleFactor();
auto step3D = pipeline->own(create3DStage(client, downscale_factor));
pipeline->addStep(step3D);
pipeline->addStep<DrawWield>();
pipeline->addStep<MapPostFxStep>();
step3D = addUpscaling(pipeline, step3D, downscale_factor, client);
step3D->setRenderTarget(pipeline->createOwned<ScreenTarget>());
pipeline->addStep<DrawHUD>();
}
video::ECOLOR_FORMAT selectColorFormat(video::IVideoDriver *driver)
{
u32 bits = g_settings->getU32("post_processing_texture_bits");
if (bits >= 16 && driver->queryTextureFormat(video::ECF_A16B16G16R16F))
return video::ECF_A16B16G16R16F;
if (bits >= 10 && driver->queryTextureFormat(video::ECF_A2R10G10B10))
return video::ECF_A2R10G10B10;
return video::ECF_A8R8G8B8;
}
video::ECOLOR_FORMAT selectDepthFormat(video::IVideoDriver *driver)
{
if (driver->queryTextureFormat(video::ECF_D24))
return video::ECF_D24;
if (driver->queryTextureFormat(video::ECF_D24S8))
return video::ECF_D24S8;
return video::ECF_D16; // fallback depth format
}