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Light curve: Add and tune mid boost gaussian
Create a closer match to the light curve of 0.4.16 stable. Results in darker shadows while maintaining the 'brightness' and light spread.
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@ -574,9 +574,21 @@ zoom_fov (Field of view for zoom) int 15 7 160
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# This setting is for the client only and is ignored by the server.
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# This setting is for the client only and is ignored by the server.
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display_gamma (Gamma) float 1.0 0.5 3.0
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display_gamma (Gamma) float 1.0 0.5 3.0
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# Gradient of light curve at minimum light level.
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lighting_alpha (Darkness sharpness) float 0.0 0.0 4.0
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lighting_alpha (Darkness sharpness) float 0.0 0.0 4.0
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lighting_beta (Lightness sharpness) float 0.0 0.0 4.0
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# Gradient of light curve at maximum light level.
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lighting_beta (Lightness sharpness) float 1.5 0.0 4.0
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# Strength of light curve mid-boost.
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lighting_boost (Light curve mid boost) float 0.2 0.0 1.0
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# Center of light curve mid-boost.
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lighting_boost_center (Light curve mid boost center) float 0.5 0.0 1.0
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# Spread of light curve mid-boost.
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# Standard deviation of the mid-boost gaussian.
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lighting_boost_spread (Light curve mid boost spread) float 0.2 0.0 1.0
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# Path to texture directory. All textures are first searched from here.
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# Path to texture directory. All textures are first searched from here.
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texture_path (Texture path) path
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texture_path (Texture path) path
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@ -163,8 +163,11 @@ void set_default_settings(Settings *settings)
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settings->setDefault("connected_glass", "false");
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settings->setDefault("connected_glass", "false");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("smooth_lighting", "true");
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settings->setDefault("lighting_alpha", "0.0");
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settings->setDefault("lighting_alpha", "0.0");
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settings->setDefault("lighting_beta", "0.0");
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settings->setDefault("lighting_beta", "1.5");
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settings->setDefault("display_gamma", "1.0");
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settings->setDefault("display_gamma", "1.0");
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settings->setDefault("lighting_boost", "0.2");
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settings->setDefault("lighting_boost_center", "0.5");
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settings->setDefault("lighting_boost_spread", "0.2");
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settings->setDefault("texture_path", "");
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settings->setDefault("texture_path", "");
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settings->setDefault("shader_path", "");
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settings->setDefault("shader_path", "");
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settings->setDefault("video_driver", "opengl");
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settings->setDefault("video_driver", "opengl");
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@ -24,38 +24,40 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef SERVER
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#ifndef SERVER
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// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
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// Length of LIGHT_MAX + 1 means LIGHT_MAX is the last value.
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// LIGHT_SUN is read as LIGHT_MAX from here.
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// LIGHT_SUN is read as LIGHT_MAX from here.
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u8 light_LUT[LIGHT_MAX + 1];
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u8 light_LUT[LIGHT_MAX+1];
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// The const ref to light_LUT is what is actually used in the code
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// the const ref to light_LUT is what is actually used in the code.
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const u8 *light_decode_table = light_LUT;
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const u8 *light_decode_table = light_LUT;
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/** Initialize or update the light value tables using the specified \p gamma.
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// Initialize or update the light value tables using the specified gamma
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*/
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void set_light_table(float gamma)
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void set_light_table(float gamma)
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{
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{
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// lighting curve derivatives
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// Lighting curve derivatives
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const float alpha = g_settings->getFloat("lighting_alpha");
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const float alpha = g_settings->getFloat("lighting_alpha");
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const float beta = g_settings->getFloat("lighting_beta");
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const float beta = g_settings->getFloat("lighting_beta");
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// lighting curve coefficients
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// Lighting curve coefficients
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const float a = alpha + beta - 2;
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const float a = alpha + beta - 2.0f;
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const float b = 3 - 2 * alpha - beta;
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const float b = 3.0f - 2.0f * alpha - beta;
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const float c = alpha;
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const float c = alpha;
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// gamma correction
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// Mid boost
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gamma = rangelim(gamma, 0.5, 3.0);
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const float d = g_settings->getFloat("lighting_boost");
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const float e = g_settings->getFloat("lighting_boost_center");
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const float f = g_settings->getFloat("lighting_boost_spread");
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// Gamma correction
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gamma = rangelim(gamma, 0.5f, 3.0f);
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for (size_t i = 0; i < LIGHT_MAX; i++) {
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for (size_t i = 0; i < LIGHT_MAX; i++) {
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float x = i;
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float x = i;
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x /= LIGHT_MAX;
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x /= LIGHT_MAX;
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float brightness = a * x * x * x + b * x * x + c * x;
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float brightness = a * x * x * x + b * x * x + c * x;
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brightness = powf(brightness, 1.0 / gamma);
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float boost = d * std::exp(-((x - e) * (x - e)) / (2.0f * f * f));
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light_LUT[i] = rangelim((u32)(255 * brightness), 0, 255);
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brightness = powf(brightness + boost, 1.0f / gamma);
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light_LUT[i] = rangelim((u32)(255.0f * brightness), 0, 255);
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if (i > 1 && light_LUT[i] <= light_LUT[i - 1])
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if (i > 1 && light_LUT[i] <= light_LUT[i - 1])
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light_LUT[i] = light_LUT[i - 1] + 1;
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light_LUT[i] = light_LUT[i - 1] + 1;
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}
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}
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light_LUT[LIGHT_MAX] = 255;
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light_LUT[LIGHT_MAX] = 255;
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}
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}
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#endif
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#endif
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