forked from Mirrorlandia_minetest/minetest
e0d4a9d575
- Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom
58 lines
1.8 KiB
C
58 lines
1.8 KiB
C
/*
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Minetest
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Copyright (C) 2021 x2048, Dmitry Kostenko <codeforsmile@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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/**
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* Parameters for automatic exposure compensation
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*
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* Automatic exposure compensation uses the following equation:
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*
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* wanted_exposure = 2^exposure_correction / clamp(observed_luminance, 2^luminance_min, 2^luminance_max)
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*
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*/
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struct AutoExposure
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{
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/// @brief Minimum boundary for computed luminance
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float luminance_min;
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/// @brief Maximum boundary for computed luminance
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float luminance_max;
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/// @brief Luminance bias. Higher values make the scene darker, can be negative.
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float exposure_correction;
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/// @brief Speed of transition from dark to bright scenes
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float speed_dark_bright;
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/// @brief Speed of transition from bright to dark scenes
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float speed_bright_dark;
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/// @brief Power value for center-weighted metering. Value of 1.0 measures entire screen uniformly
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float center_weight_power;
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AutoExposure();
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};
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/** Describes ambient light settings for a player
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*/
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struct Lighting
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{
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AutoExposure exposure;
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float shadow_intensity {0.0f};
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float saturation {1.0f};
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float volumetric_light_strength {0.0f};
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};
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