Add ambient light to light color, calculate the color in final_color_blend() if shaders are off

This commit is contained in:
Andrey2470T 2024-02-24 15:59:20 +03:00
parent ff7ba2b7a1
commit 220ece672c
13 changed files with 95 additions and 80 deletions

@ -9,8 +9,7 @@ uniform float fogShadingParameter;
uniform highp vec3 cameraOffset;
uniform float animationTimer;
uniform float ambientLight;
uniform vec3 ambientColor;
uniform vec3 ambientLight;
#ifdef ENABLE_DYNAMIC_SHADOWS
// shadow texture
uniform sampler2D ShadowMapSampler;
@ -378,10 +377,8 @@ void main(void)
#endif
color = base.rgb;
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
if (!(ambientColor.r == ambientColor.g && ambientColor.r == ambientColor.b))
col.rgb += ambientLight * ambientColor.rgb;
vec4 col = vec4(color.rgb * (varColor.rgb + ambientLight), 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
if (f_shadow_strength > 0.0) {

@ -9,8 +9,7 @@ uniform float fogShadingParameter;
uniform highp vec3 cameraOffset;
uniform float animationTimer;
uniform float ambientLight;
uniform vec3 ambientColor;
uniform vec3 ambientLight;
#ifdef ENABLE_DYNAMIC_SHADOWS
// shadow texture
uniform sampler2D ShadowMapSampler;
@ -381,9 +380,8 @@ void main(void)
#endif
color = base.rgb;
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
if (!(ambientColor.r == ambientColor.g && ambientColor.r == ambientColor.b))
col.rgb += ambientLight * ambientColor.rgb;
vec4 col = vec4(color.rgb * (varColor.rgb + ambientLight), 1.0);
col.rgb *= vIDiff;
#ifdef ENABLE_DYNAMIC_SHADOWS

@ -8397,7 +8397,7 @@ child will follow movement and rotation of that bone.
* `light_definition` is a table with the following optional fields:
* `ambient_light` is a table controlling amount and color of ambient light (global lighting)
* `luminance` sets the amount of ambient light in range (0... LIGHT_SUN) like `light_source` has (default: `0`)
* `color` sets the color of ambient light (ColorSpec) (default: `{a = 0, r = 0, g = 0, b = 0}`)
* `color` sets the color of ambient light (ColorSpec) (default: `{a = 255, r = 255, g = 255, b = 255}`)
* `saturation` sets the saturation (vividness; default: `1.0`).
* values > 1 increase the saturation
* values in [0,1] decrease the saturation

@ -248,6 +248,16 @@ void ClientEnvironment::step(float dtime)
if (m_client->modsLoaded())
m_script->environment_step(dtime);
// Update the ambient light
Lighting &lighting = getLocalPlayer()->getLighting();
auto new_ambient_light = encodeAmbientLight(lighting.ambient_light.luminance, lighting.ambient_light.color);
if (new_ambient_light != m_ambient_light) {
m_ambient_light = new_ambient_light;
getClientMap().forceUpdateMapblocksMeshes();
}
// Update lighting on local player (used for wield item)
u32 day_night_ratio = getDayNightRatio();
{
@ -261,9 +271,8 @@ void ClientEnvironment::step(float dtime)
node_at_lplayer = m_map->getNode(p);
u16 light = getInteriorLight(node_at_lplayer, 0, m_client->ndef());
lplayer->light_color = encode_light(light, 0,
lplayer->getLighting().ambient_light.luminance); // this transfers light.alpha
final_color_blend(&lplayer->light_color, light, day_night_ratio);
lplayer->light_color = encode_light(light, 0); // this transfers light.alpha
final_color_blend(&lplayer->light_color, light, day_night_ratio, m_ambient_light);
}
/*

@ -150,6 +150,8 @@ class ClientEnvironment : public Environment
u64 getFrameTime() const { return m_frame_time; }
u64 getFrameTimeDelta() const { return m_frame_dtime; }
const video::SColor& getAmbientLight() const { return m_ambient_light; }
private:
ClientMap *m_map;
LocalPlayer *m_local_player = nullptr;
@ -165,4 +167,5 @@ class ClientEnvironment : public Environment
u64 m_frame_time = 0;
u64 m_frame_dtime = 0;
u64 m_frame_time_pause_accumulator = 0;
video::SColor m_ambient_light {0, 0, 0, 0};
};

@ -727,6 +727,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
const float animation_time = m_client->getAnimationTime();
const int crack = m_client->getCrackLevel();
const u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
const video::SColor &ambient_light = m_client->getEnv().getAmbientLight();
const v3f camera_position = m_camera_position;
@ -788,7 +789,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
mesh_animate_count < (m_control.range_all ? 200 : 50)) {
bool animated = block_mesh->animate(faraway, animation_time,
crack, daynight_ratio);
crack, daynight_ratio, ambient_light);
if (animated)
mesh_animate_count++;
} else {

@ -907,10 +907,10 @@ void GenericCAO::updateLight(u32 day_night_ratio)
// Encode light into color, adding a small boost
// based on the entity glow.
if (m_enable_shaders)
light = encode_light(light_at_pos, m_prop.glow,
m_env->getLocalPlayer()->getLighting().ambient_light.luminance);
light = encode_light(light_at_pos, m_prop.glow);
else
final_color_blend(&light, light_at_pos, day_night_ratio);
final_color_blend(&light, light_at_pos, day_night_ratio,
m_client->getEnv().getAmbientLight());
if (light != m_last_light) {
m_last_light = light;

@ -80,7 +80,6 @@ MapblockMeshGenerator::MapblockMeshGenerator(MeshMakeData *input, MeshCollector
nodedef(data->nodedef),
meshmanip(mm),
blockpos_nodes(data->m_blockpos * MAP_BLOCKSIZE),
player(data->m_client->getEnv().getLocalPlayer()),
enable_mesh_cache(g_settings->getBool("enable_mesh_cache") &&
!data->m_smooth_lighting) // Mesh cache is not supported with smooth lighting
{
@ -93,8 +92,7 @@ void MapblockMeshGenerator::useTile(int index, u8 set_flags, u8 reset_flags, boo
else
getTile(index, &cur_node.tile);
if (!data->m_smooth_lighting)
cur_node.color = encode_light(cur_node.light, cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
cur_node.color = encode_light(cur_node.light, cur_node.f->light_source);
for (auto &layer : cur_node.tile.layers) {
layer.material_flags |= set_flags;
@ -303,8 +301,7 @@ LightInfo MapblockMeshGenerator::blendLight(const v3f &vertex_pos)
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos)
{
LightInfo light = blendLight(vertex_pos);
return encode_light(light.getPair(), cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
return encode_light(light.getPair(), cur_node.f->light_source);
}
video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
@ -312,8 +309,7 @@ video::SColor MapblockMeshGenerator::blendLightColor(const v3f &vertex_pos,
{
LightInfo light = blendLight(vertex_pos);
video::SColor color = encode_light(light.getPair(MYMAX(0.0f, vertex_normal.Y)),
cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
cur_node.f->light_source);
if (!cur_node.f->light_source)
applyFacesShading(color, vertex_normal);
return color;
@ -388,8 +384,7 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
for (int j = 0; j < 4; j++) {
video::S3DVertex &vertex = vertices[j];
final_lights[j] = lights[light_indices[face][j]].getPair(MYMAX(0.0f, vertex.Normal.Y));
vertex.Color = encode_light(final_lights[j], cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
vertex.Color = encode_light(final_lights[j], cur_node.f->light_source);
if (!cur_node.f->light_source)
applyFacesShading(vertex.Color, vertex.Normal);
}
@ -399,8 +394,7 @@ void MapblockMeshGenerator::drawAutoLightedCuboid(aabb3f box, const f32 *txc,
});
} else {
drawCuboid(box, tiles, tile_count, txc, mask, [&] (int face, video::S3DVertex vertices[4]) {
video::SColor color = encode_light(cur_node.light, cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
video::SColor color = encode_light(cur_node.light, cur_node.f->light_source);
if (!cur_node.f->light_source)
applyFacesShading(color, vertices[0].Normal);
for (int j = 0; j < 4; j++) {
@ -480,8 +474,7 @@ void MapblockMeshGenerator::drawSolidNode()
auto final_lights = lights[face];
for (int j = 0; j < 4; j++) {
video::S3DVertex &vertex = vertices[j];
vertex.Color = encode_light(final_lights[j], cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
vertex.Color = encode_light(final_lights[j], cur_node.f->light_source);
if (!cur_node.f->light_source)
applyFacesShading(vertex.Color, vertex.Normal);
}
@ -491,8 +484,7 @@ void MapblockMeshGenerator::drawSolidNode()
});
} else {
drawCuboid(box, tiles, 6, texture_coord_buf, mask, [&] (int face, video::S3DVertex vertices[4]) {
video::SColor color = encode_light(lights[face], cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
video::SColor color = encode_light(lights[face], cur_node.f->light_source);
if (!cur_node.f->light_source)
applyFacesShading(color, vertices[0].Normal);
for (int j = 0; j < 4; j++) {
@ -574,10 +566,8 @@ void MapblockMeshGenerator::prepareLiquidNodeDrawing()
cur_node.light = LightPair(getInteriorLight(ntop, 0, nodedef));
}
cur_liquid.color_top = encode_light(cur_node.light, cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
cur_node.color = encode_light(cur_node.light, cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
cur_liquid.color_top = encode_light(cur_node.light, cur_node.f->light_source);
cur_node.color = encode_light(cur_node.light, cur_node.f->light_source);
}
void MapblockMeshGenerator::getLiquidNeighborhood()
@ -869,8 +859,7 @@ void MapblockMeshGenerator::drawGlasslikeFramedNode()
getTile(g_6dirs[face], &tiles[face]);
if (!data->m_smooth_lighting)
cur_node.color = encode_light(cur_node.light, cur_node.f->light_source,
player->getLighting().ambient_light.luminance);
cur_node.color = encode_light(cur_node.light, cur_node.f->light_source);
TileSpec glass_tiles[6];
for (auto &glass_tile : glass_tiles)

@ -76,7 +76,6 @@ class MapblockMeshGenerator
const v3s16 blockpos_nodes;
LocalPlayer *player;
// options
const bool enable_mesh_cache;

@ -383,7 +383,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
m_animation_timer_delta_pixel{"animationTimerDelta"};
CachedPixelShaderSetting<float, 3> m_day_light{"dayLight"};
CachedPixelShaderSetting<float, 1> m_ambient_light{"ambientLight"};
CachedPixelShaderSetting<float, 3> m_ambient_color{"ambientColor"};
CachedPixelShaderSetting<float, 3> m_minimap_yaw{"yawVec"};
CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{"cameraOffset"};
CachedVertexShaderSetting<float, 3> m_camera_offset_vertex{"cameraOffset"};
@ -475,20 +474,15 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
get_sunlight_color(&sunlight, daynight_ratio);
m_day_light.set(sunlight, services);
auto lighting = m_client->getEnv().getLocalPlayer()->getLighting();
auto ambient_light = m_client->getEnv().getAmbientLight();
float ambient_light = lighting.ambient_light.luminance / 16.f;
m_ambient_light.set(&ambient_light, services);
video::SColor ambient_color = lighting.ambient_light.color;
float ac_f[3] = {
ambient_color.getRed()/255.f,
ambient_color.getGreen()/255.f,
ambient_color.getBlue()/255.f
float ambient_light_f[3] = {
ambient_light.getRed() / 255.f,
ambient_light.getGreen() / 255.f,
ambient_light.getBlue() / 255.f
};
m_ambient_color.set(ac_f, services);
m_ambient_light.set(ambient_light_f, services);
u32 animation_timer = m_client->getEnv().getFrameTime() % 1000000;
float animation_timer_f = (float)animation_timer / 100000.f;
@ -3542,7 +3536,7 @@ PointedThing Game::updatePointedThing(
u32 daynight_ratio = client->getEnv().getDayNightRatio();
video::SColor c;
final_color_blend(&c, light_level, daynight_ratio);
final_color_blend(&c, light_level, daynight_ratio, client->getEnv().getAmbientLight());
// Modify final color a bit with time
u32 timer = client->getEnv().getFrameTime() % 5000;

@ -290,16 +290,17 @@ void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio){
}
void final_color_blend(video::SColor *result,
u16 light, u32 daynight_ratio)
u16 light, u32 daynight_ratio, const video::SColor &ambientLight)
{
video::SColorf dayLight;
get_sunlight_color(&dayLight, daynight_ratio);
final_color_blend(result,
encode_light(light, 0, 0), dayLight);
encode_light(light, 0), dayLight, ambientLight);
}
void final_color_blend(video::SColor *result,
const video::SColor &data, const video::SColorf &dayLight)
const video::SColor &data, const video::SColorf &dayLight,
const video::SColor &ambientLight)
{
static const video::SColorf artificialColor(1.04f, 1.04f, 1.04f);
@ -320,9 +321,14 @@ void final_color_blend(video::SColor *result,
b += emphase_blue_when_dark[irr::core::clamp((s32) ((r + g + b) / 3 * 255),
0, 255) / 8] / 255.0f;
result->setRed(core::clamp((s32) (r * 255.0f), 0, 255));
result->setGreen(core::clamp((s32) (g * 255.0f), 0, 255));
result->setBlue(core::clamp((s32) (b * 255.0f), 0, 255));
// Add ambient light
r += ambientLight.getRed() / 255.f;
g += ambientLight.getGreen() / 255.f;
b += ambientLight.getBlue() / 255.f;
result->setRed(core::clamp((s32)(r * 255.f), 0, 255));
result->setGreen(core::clamp((s32)(g * 255.f), 0, 255));
result->setBlue(core::clamp((s32)(b * 255.f), 0, 255));
}
/*
@ -719,13 +725,15 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
video::SColorf sunlight;
get_sunlight_color(&sunlight, 0);
auto ambientlight = client->getEnv().getAmbientLight();
std::map<u32, video::SColor> colors;
const u32 vertex_count = p.vertices.size();
for (u32 j = 0; j < vertex_count; j++) {
video::SColor *vc = &p.vertices[j].Color;
video::SColor copy = *vc;
if (vc->getAlpha() == 0) // No sunlight - no need to animate
final_color_blend(vc, copy, sunlight); // Finalize color
final_color_blend(vc, copy, sunlight, ambientlight); // Finalize color
else // Record color to animate
colors[j] = copy;
@ -737,6 +745,17 @@ MapBlockMesh::MapBlockMesh(Client *client, MeshMakeData *data, v3s16 camera_offs
m_daynight_diffs[{layer, i}] = std::move(colors);
}
// Apply the ambient light to all vertices
/*auto ambient_light = data->m_client->getEnv().getAmbientLight();
for (u32 i = 0; i < p.vertices.size(); i++) {
video::SColor &vert_c = p.vertices[i].Color;
vert_c.setRed(vert_c.getRed() + ambient_light.getRed());
vert_c.setGreen(vert_c.getGreen() + ambient_light.getGreen());
vert_c.setBlue(vert_c.getBlue() + ambient_light.getBlue());
}*/
// Create material
video::SMaterial material;
material.Lighting = false;
@ -808,7 +827,7 @@ MapBlockMesh::~MapBlockMesh()
}
bool MapBlockMesh::animate(bool faraway, float time, int crack,
u32 daynight_ratio)
u32 daynight_ratio, const video::SColor &ambient_light)
{
if (!m_has_animation) {
m_animation_force_timer = 100000;
@ -880,7 +899,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack,
video::S3DVertex *vertices = (video::S3DVertex *)buf->getVertices();
for (const auto &j : daynight_diff.second)
final_color_blend(&(vertices[j.first].Color), j.second,
day_color);
day_color, ambient_light);
}
m_last_daynight_ratio = daynight_ratio;
}
@ -949,7 +968,7 @@ void MapBlockMesh::consolidateTransparentBuffers()
}
}
video::SColor encode_light(u16 light, u8 emissive_light, u8 ambient_light)
video::SColor encode_light(u16 light, u8 emissive_light)
{
// Get components
u32 day = (light & 0xff);
@ -958,15 +977,6 @@ video::SColor encode_light(u16 light, u8 emissive_light, u8 ambient_light)
// Add emissive light
night += emissive_light * 2.5f;
f32 ratio = ambient_light/16.f;
u32 ambient_light_32 = ratio * 255;
if (day < ambient_light_32)
day = ambient_light_32;
if (night < ambient_light_32)
night = ambient_light_32;
if (night > 255)
night = 255;
// Since we don't know if the day light is sunlight or
@ -988,6 +998,19 @@ video::SColor encode_light(u16 light, u8 emissive_light, u8 ambient_light)
return video::SColor(r, b, b, b);
}
video::SColor encodeAmbientLight(u8 light, video::SColor color)
{
video::SColor res_color(0, 0, 0, 0);
float light_f = light / 15.f;
res_color.setRed(core::round32(light_f * color.getRed()));
res_color.setGreen(core::round32(light_f * color.getGreen()));
res_color.setBlue(core::round32(light_f * color.getBlue()));
return res_color;
}
u8 get_solid_sides(MeshMakeData *data)
{
std::unordered_map<v3s16, u8> results;

@ -190,7 +190,7 @@ class MapBlockMesh
// daynight_ratio: 0 .. 1000
// crack: -1 .. CRACK_ANIMATION_LENGTH-1 (-1 for off)
// Returns true if anything has been changed.
bool animate(bool faraway, float time, int crack, u32 daynight_ratio);
bool animate(bool faraway, float time, int crack, u32 daynight_ratio, const video::SColor &ambient_light);
scene::IMesh *getMesh()
{
@ -295,10 +295,10 @@ class MapBlockMesh
* the last 8 bits are night light
* \param emissive_light amount of light the surface emits,
* from 0 to LIGHT_SUN.
* \param ambient_light amount of ambient light that the surface should have
* from 0 to LIGHT_SUN.
*/
video::SColor encode_light(u16 light, u8 emissive_light, u8 ambient_light=0);
video::SColor encode_light(u16 light, u8 emissive_light);
video::SColor encodeAmbientLight(u8 light, video::SColor color);
// Compute light at node
u16 getInteriorLight(MapNode n, s32 increment, const NodeDefManager *ndef);
@ -320,7 +320,7 @@ void get_sunlight_color(video::SColorf *sunlight, u32 daynight_ratio);
* night light
*/
void final_color_blend(video::SColor *result,
u16 light, u32 daynight_ratio);
u16 light, u32 daynight_ratio, const video::SColor &ambientLight);
/*!
* Gives the final SColor shown on screen.
@ -330,7 +330,8 @@ void final_color_blend(video::SColor *result,
* \param dayLight color of the sunlight
*/
void final_color_blend(video::SColor *result,
const video::SColor &data, const video::SColorf &dayLight);
const video::SColor &data, const video::SColorf &dayLight,
const video::SColor &ambientLight);
// Retrieves the TileSpec of a face of a node
// Adds MATERIAL_FLAG_CRACK if the node is cracked

@ -52,7 +52,8 @@ struct AutoExposure
*/
struct AmbientLight
{
AmbientLight() : luminance(0), color(255, 255, 255, 255) {}
AmbientLight() : luminance(0), color(255, 255, 255, 255)
{}
/// @brief Minimal threshold of luminance of ambience. Can be from 0 - 14.
u8 luminance;