2024-10-28 15:57:39 +01:00
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// Luanti
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// SPDX-License-Identifier: LGPL-2.1-or-later
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// Copyright (C) 2021 x2048, Dmitry Kostenko <codeforsmile@gmail.com>
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2022-03-26 16:58:26 +01:00
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#pragma once
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2024-09-24 20:14:27 +02:00
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#include "SColor.h"
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2022-03-26 16:58:26 +01:00
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2024-09-24 20:14:27 +02:00
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using namespace irr;
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2023-01-06 22:33:25 +01:00
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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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2023-05-26 15:13:57 +02:00
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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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2023-01-06 22:33:25 +01:00
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};
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2022-03-26 16:58:26 +01:00
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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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2023-10-24 02:05:31 +02:00
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float volumetric_light_strength {0.0f};
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2024-09-27 11:08:35 +02:00
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video::SColor shadow_tint {255, 0, 0, 0};
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2024-10-09 15:08:03 +02:00
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float bloom_intensity {0.05f};
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float bloom_strength_factor {1.0f};
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float bloom_radius {1.0f};
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2022-03-26 16:58:26 +01:00
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};
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