Light curve: Simplify and improve code, fix darkened daytime sky (#7693)

This commit is contained in:
Vitaliy 2018-09-16 19:59:42 +03:00 committed by Paramat
parent 220ec79e4a
commit 79e393cf4b
3 changed files with 46 additions and 30 deletions

@ -29,6 +29,28 @@ static u8 light_LUT[LIGHT_SUN + 1];
// The const ref to light_LUT is what is actually used in the code // The const ref to light_LUT is what is actually used in the code
const u8 *light_decode_table = light_LUT; const u8 *light_decode_table = light_LUT;
struct LightingParams {
float a, b, c; // polynomial coefficients
float boost, center, sigma; // normal boost parameters
float gamma;
};
static LightingParams params;
float decode_light_f(float x)
{
if (x >= 1.0f) // x is equal to 1.0f half the time
return 1.0f;
x = std::fmax(x, 0.0f);
float brightness = ((params.a * x + params.b) * x + params.c) * x;
brightness += params.boost * std::exp(-0.5f * sqr((x - params.center) / params.sigma));
if (brightness <= 0.0f) // may happen if parameters are insane
return 0.0f;
if (brightness >= 1.0f)
return 1.0f;
return powf(brightness, 1.0f / params.gamma);
}
// Initialize or update the light value tables using the specified gamma // Initialize or update the light value tables using the specified gamma
void set_light_table(float gamma) void set_light_table(float gamma)
{ {
@ -36,26 +58,29 @@ void set_light_table(float gamma)
const float alpha = g_settings->getFloat("lighting_alpha"); const float alpha = g_settings->getFloat("lighting_alpha");
const float beta = g_settings->getFloat("lighting_beta"); const float beta = g_settings->getFloat("lighting_beta");
// Lighting curve coefficients // Lighting curve coefficients
const float a = alpha + beta - 2.0f; params.a = alpha + beta - 2.0f;
const float b = 3.0f - 2.0f * alpha - beta; params.b = 3.0f - 2.0f * alpha - beta;
const float c = alpha; params.c = alpha;
// Mid boost // Mid boost
const float d = g_settings->getFloat("lighting_boost"); params.boost = g_settings->getFloat("lighting_boost");
const float e = g_settings->getFloat("lighting_boost_center"); params.center = g_settings->getFloat("lighting_boost_center");
const float f = g_settings->getFloat("lighting_boost_spread"); params.sigma = g_settings->getFloat("lighting_boost_spread");
// Gamma correction // Gamma correction
gamma = rangelim(gamma, 0.5f, 3.0f); params.gamma = rangelim(gamma, 0.5f, 3.0f);
for (size_t i = 0; i < LIGHT_SUN; i++) { // Boundary values should be fixed
float x = i; light_LUT[0] = 0;
x /= LIGHT_SUN; light_LUT[LIGHT_SUN] = 255;
float brightness = a * x * x * x + b * x * x + c * x;
float boost = d * std::exp(-((x - e) * (x - e)) / (2.0f * f * f)); for (size_t i = 1; i < LIGHT_SUN; i++) {
brightness = powf(brightness + boost, 1.0f / gamma); float brightness = decode_light_f((float)i / LIGHT_SUN);
light_LUT[i] = rangelim((u32)(255.0f * brightness), 0, 255); // Strictly speaking, rangelim is not necessary here—if the implementation
// is conforming. But we dont want problems in any case.
light_LUT[i] = rangelim((s32)(255.0f * brightness), 0, 255);
// Ensure light brightens with each level
if (i > 1 && light_LUT[i] <= light_LUT[i - 1]) if (i > 1 && light_LUT[i] <= light_LUT[i - 1])
light_LUT[i] = light_LUT[i - 1] + 1; light_LUT[i] = light_LUT[i - 1] + 1;
} }
light_LUT[LIGHT_SUN] = 255;
} }
#endif #endif

@ -63,21 +63,7 @@ inline u8 decode_light(u8 light)
// 0.0 <= light <= 1.0 // 0.0 <= light <= 1.0
// 0.0 <= return value <= 1.0 // 0.0 <= return value <= 1.0
inline float decode_light_f(float light_f) float decode_light_f(float light_f);
{
s32 i = (u32)(light_f * LIGHT_MAX + 0.5);
if (i <= 0)
return (float)light_decode_table[0] / 255.0;
if (i >= LIGHT_SUN)
return (float)light_decode_table[LIGHT_SUN] / 255.0;
float v1 = (float)light_decode_table[i - 1] / 255.0;
float v2 = (float)light_decode_table[i] / 255.0;
float f0 = (float)i - 0.5;
float f = light_f * LIGHT_MAX - f0;
return f * v2 + (1.0 - f) * v1;
}
void set_light_table(float gamma); void set_light_table(float gamma);

@ -243,6 +243,11 @@ inline s32 myround(f32 f)
return (s32)(f < 0.f ? (f - 0.5f) : (f + 0.5f)); return (s32)(f < 0.f ? (f - 0.5f) : (f + 0.5f));
} }
inline constexpr f32 sqr(f32 f)
{
return f * f;
}
/* /*
Returns integer position of node in given floating point position Returns integer position of node in given floating point position
*/ */