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Fix fast leaves with texture_clean_transparent enabled.
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Warr1024 authored and Zeno- committed Apr 26, 2015
1 parent 400c608 commit 1fb3d11
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Showing 2 changed files with 37 additions and 17 deletions.
36 changes: 19 additions & 17 deletions src/client/tile.cpp
Expand Up @@ -224,10 +224,6 @@ class SourceImageCache
}
}

// Apply the "clean transparent" filter, if configured.
if (g_settings->getBool("texture_clean_transparent"))
imageCleanTransparent(toadd, 127);

if (need_to_grab)
toadd->grab();
m_images[name] = toadd;
Expand Down Expand Up @@ -676,7 +672,7 @@ video::ITexture* TextureSource::getTexture(const std::string &name, u32 *id)

video::ITexture* TextureSource::getTextureForMesh(const std::string &name, u32 *id)
{
return getTexture(name + "^[autoupscaleformesh", id);
return getTexture(name + "^[applyfiltersformesh", id);
}

void TextureSource::processQueue()
Expand Down Expand Up @@ -1191,7 +1187,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
Adds a cracking texture
N = animation frame count, P = crack progression
*/
if (part_of_name.substr(0,6) == "[crack")
if (str_starts_with(part_of_name, "[crack"))
{
if (baseimg == NULL) {
errorstream<<"generateImagePart(): baseimg == NULL "
Expand Down Expand Up @@ -1228,7 +1224,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
[combine:WxH:X,Y=filename:X,Y=filename2
Creates a bigger texture from an amount of smaller ones
*/
else if (part_of_name.substr(0,8) == "[combine")
else if (str_starts_with(part_of_name, "[combine"))
{
Strfnd sf(part_of_name);
sf.next(":");
Expand Down Expand Up @@ -1272,7 +1268,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
/*
"[brighten"
*/
else if (part_of_name.substr(0,9) == "[brighten")
else if (str_starts_with(part_of_name, "[brighten"))
{
if (baseimg == NULL) {
errorstream<<"generateImagePart(): baseimg==NULL "
Expand All @@ -1290,7 +1286,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
that the transparent parts don't look completely black
when simple alpha channel is used for rendering.
*/
else if (part_of_name.substr(0,8) == "[noalpha")
else if (str_starts_with(part_of_name, "[noalpha"))
{
if (baseimg == NULL){
errorstream<<"generateImagePart(): baseimg==NULL "
Expand All @@ -1314,7 +1310,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
"[makealpha:R,G,B"
Convert one color to transparent.
*/
else if (part_of_name.substr(0,11) == "[makealpha:")
else if (str_starts_with(part_of_name, "[makealpha:"))
{
if (baseimg == NULL) {
errorstream<<"generateImagePart(): baseimg == NULL "
Expand Down Expand Up @@ -1370,7 +1366,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
The resulting transform will be equivalent to one of the
eight existing ones, though (see: dihedral group).
*/
else if (part_of_name.substr(0,10) == "[transform")
else if (str_starts_with(part_of_name, "[transform"))
{
if (baseimg == NULL) {
errorstream<<"generateImagePart(): baseimg == NULL "
Expand All @@ -1397,7 +1393,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
Example (a grass block (not actually used in game):
"[inventorycube{grass.png{mud.png&grass_side.png{mud.png&grass_side.png"
*/
else if (part_of_name.substr(0,14) == "[inventorycube")
else if (str_starts_with(part_of_name, "[inventorycube"))
{
if (baseimg != NULL){
errorstream<<"generateImagePart(): baseimg != NULL "
Expand Down Expand Up @@ -1514,7 +1510,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
[lowpart:percent:filename
Adds the lower part of a texture
*/
else if (part_of_name.substr(0,9) == "[lowpart:")
else if (str_starts_with(part_of_name, "[lowpart:"))
{
Strfnd sf(part_of_name);
sf.next(":");
Expand Down Expand Up @@ -1550,7 +1546,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
Crops a frame of a vertical animation.
N = frame count, I = frame index
*/
else if (part_of_name.substr(0,15) == "[verticalframe:")
else if (str_starts_with(part_of_name, "[verticalframe:"))
{
Strfnd sf(part_of_name);
sf.next(":");
Expand Down Expand Up @@ -1594,7 +1590,7 @@ bool TextureSource::generateImagePart(std::string part_of_name,
[mask:filename
Applies a mask to an image
*/
else if (part_of_name.substr(0,6) == "[mask:")
else if (str_starts_with(part_of_name, "[mask:"))
{
if (baseimg == NULL) {
errorstream << "generateImage(): baseimg == NULL "
Expand All @@ -1620,7 +1616,8 @@ bool TextureSource::generateImagePart(std::string part_of_name,
Overlays image with given color
color = color as ColorString
*/
else if (part_of_name.substr(0,10) == "[colorize:") {
else if (str_starts_with(part_of_name, "[colorize:"))
{
Strfnd sf(part_of_name);
sf.next(":");
std::string color_str = sf.next(":");
Expand Down Expand Up @@ -1657,7 +1654,12 @@ 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") {
else if (str_starts_with(part_of_name, "[applyfiltersformesh"))
{
// Apply the "clean transparent" filter, if configured.
if (g_settings->getBool("texture_clean_transparent"))
imageCleanTransparent(baseimg, 127);

/* 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
Expand Down
18 changes: 18 additions & 0 deletions src/util/string.h
Expand Up @@ -151,6 +151,24 @@ inline bool str_starts_with(const std::basic_string<T> &str,
return true;
}

/**
* Check whether \p str begins with the string prefix. If \p case_insensitive
* is true then the check is case insensitve (default is false; i.e. case is
* significant).
*
* @param str
* @param prefix
* @param case_insensitive
* @return true if the str begins with prefix
*/
template <typename T>
inline bool str_starts_with(const std::basic_string<T> &str,
const T *prefix,
bool case_insensitive = false)
{
return str_starts_with(str, std::basic_string<T>(prefix),
case_insensitive);
}

/**
* Splits a string into its component parts separated by the character
Expand Down

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