Allow saturation to be controlled by the server. (#13075)

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lhofhansl 2022-12-25 16:15:32 -08:00 committed by GitHub
parent afd5caa26a
commit 1e7804aaf6
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10 changed files with 23 additions and 16 deletions

@ -365,15 +365,6 @@ enable_shaders (Shaders) bool true
# enhanced, highlights and shadows are gradually compressed. # enhanced, highlights and shadows are gradually compressed.
tone_mapping (Filmic tone mapping) bool false tone_mapping (Filmic tone mapping) bool false
# Adjust the saturation (or vividness) of the scene
# Values
# < 1.0 decrease saturation
# > 1.0 increase saturation
# 1.0 = unchanged saturation
# 0.0 = black and white
# (Tone mapping needs to be enabled.)
saturation (Saturation) float 1.0 0.0 5.0
[**Waving Nodes] [**Waving Nodes]
# Set to true to enable waving leaves. # Set to true to enable waving leaves.

@ -7465,6 +7465,9 @@ child will follow movement and rotation of that bone.
* Resource intensive - use sparsely * Resource intensive - use sparsely
* `set_lighting(light_definition)`: sets lighting for the player * `set_lighting(light_definition)`: sets lighting for the player
* `light_definition` is a table with the following optional fields: * `light_definition` is a table with the following optional fields:
* `saturation` sets the saturation (vividness).
values > 1 increase the saturation
values in [0,1) decrease the saturation
* `shadows` is a table that controls ambient shadows * `shadows` is a table that controls ambient shadows
* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness) * `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
* `get_lighting()`: returns the current state of lighting for the player. * `get_lighting()`: returns the current state of lighting for the player.

@ -223,3 +223,12 @@ core.register_chatcommand("set_shadow", {
minetest.get_player_by_name(player_name):set_lighting({shadows = { intensity = shadow_intensity} }) minetest.get_player_by_name(player_name):set_lighting({shadows = { intensity = shadow_intensity} })
end end
}) })
core.register_chatcommand("set_saturation", {
params = "<saturation>",
description = "Set the saturation for current player.",
func = function(player_name, param)
local saturation = tonumber(param)
minetest.get_player_by_name(player_name):set_lighting({saturation = saturation })
end
})

@ -436,7 +436,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
float m_bloom_strength; float m_bloom_strength;
CachedPixelShaderSetting<float> m_bloom_radius_pixel; CachedPixelShaderSetting<float> m_bloom_radius_pixel;
float m_bloom_radius; float m_bloom_radius;
float m_saturation;
CachedPixelShaderSetting<float> m_saturation_pixel; CachedPixelShaderSetting<float> m_saturation_pixel;
public: public:
@ -452,8 +451,6 @@ public:
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f); m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
if (name == "bloom_radius") if (name == "bloom_radius")
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f); m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
if (name == "saturation")
m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
} }
static void settingsCallback(const std::string &name, void *userdata) static void settingsCallback(const std::string &name, void *userdata)
@ -503,7 +500,6 @@ public:
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f); m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f); m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f); m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
} }
~GameGlobalShaderConstantSetter() ~GameGlobalShaderConstantSetter()
@ -591,7 +587,8 @@ public:
m_bloom_radius_pixel.set(&m_bloom_radius, services); m_bloom_radius_pixel.set(&m_bloom_radius, services);
m_bloom_strength_pixel.set(&m_bloom_strength, services); m_bloom_strength_pixel.set(&m_bloom_strength, services);
} }
m_saturation_pixel.set(&m_saturation, services); float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
m_saturation_pixel.set(&saturation, services);
} }
void onSetMaterial(const video::SMaterial &material) void onSetMaterial(const video::SMaterial &material)

@ -281,7 +281,6 @@ void set_default_settings()
settings->setDefault("bloom_strength_factor", "1.0"); settings->setDefault("bloom_strength_factor", "1.0");
settings->setDefault("bloom_intensity", "0.05"); settings->setDefault("bloom_intensity", "0.05");
settings->setDefault("bloom_radius", "1"); settings->setDefault("bloom_radius", "1");
settings->setDefault("saturation", "1.0");
// Effects Shadows // Effects Shadows
settings->setDefault("enable_dynamic_shadows", "false"); settings->setDefault("enable_dynamic_shadows", "false");

@ -24,4 +24,5 @@ with this program; if not, write to the Free Software Foundation, Inc.,
struct Lighting struct Lighting
{ {
float shadow_intensity {0.0f}; float shadow_intensity {0.0f};
float saturation {1.0f};
}; };

@ -1764,4 +1764,6 @@ void Client::handleCommand_SetLighting(NetworkPacket *pkt)
if (pkt->getRemainingBytes() >= 4) if (pkt->getRemainingBytes() >= 4)
*pkt >> lighting.shadow_intensity; *pkt >> lighting.shadow_intensity;
if (pkt->getRemainingBytes() >= 4)
*pkt >> lighting.saturation;
} }

@ -830,6 +830,7 @@ enum ToClientCommand
TOCLIENT_SET_LIGHTING = 0x63, TOCLIENT_SET_LIGHTING = 0x63,
/* /*
f32 shadow_intensity f32 shadow_intensity
f32 saturation
*/ */
TOCLIENT_NUM_MSG_TYPES = 0x64, TOCLIENT_NUM_MSG_TYPES = 0x64,

@ -2296,6 +2296,7 @@ int ObjectRef::l_set_lighting(lua_State *L)
if (lua_istable(L, -1)) { if (lua_istable(L, -1)) {
lighting.shadow_intensity = getfloatfield_default(L, -1, "intensity", lighting.shadow_intensity); lighting.shadow_intensity = getfloatfield_default(L, -1, "intensity", lighting.shadow_intensity);
} }
lighting.saturation = getfloatfield_default(L, 2, "saturation", lighting.saturation);
lua_pop(L, -1); lua_pop(L, -1);
getServer(L)->setLighting(player, lighting); getServer(L)->setLighting(player, lighting);
@ -2318,6 +2319,8 @@ int ObjectRef::l_get_lighting(lua_State *L)
lua_pushnumber(L, lighting.shadow_intensity); lua_pushnumber(L, lighting.shadow_intensity);
lua_setfield(L, -2, "intensity"); lua_setfield(L, -2, "intensity");
lua_setfield(L, -2, "shadows"); lua_setfield(L, -2, "shadows");
lua_pushnumber(L, lighting.saturation);
lua_setfield(L, -2, "saturation");
return 1; return 1;
} }

@ -1864,6 +1864,7 @@ void Server::SendSetLighting(session_t peer_id, const Lighting &lighting)
4, peer_id); 4, peer_id);
pkt << lighting.shadow_intensity; pkt << lighting.shadow_intensity;
pkt << lighting.saturation;
Send(&pkt); Send(&pkt);
} }