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Add display_gamma option for client
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2414580754
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@ -114,7 +114,11 @@
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# Enable smooth lighting with simple ambient occlusion.
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# Enable smooth lighting with simple ambient occlusion.
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# Disable for speed or for different looks.
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# Disable for speed or for different looks.
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#smooth_lighting = true
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#smooth_lighting = true
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# Path to texture directory. All textures are first searched from here.
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# Adjust the gamma encoding for the light tables. Valid values are in the range
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# 1.1 to 3.0 (inclusive); lower numbers are brighter. This setting is for the
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# client only and is ignored by the server
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#display_gamma = 1.8
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# Path to texture directory. All textures are first searched from here.
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#texture_path =
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#texture_path =
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# Video back-end.
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# Video back-end.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
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# Possible values: null, software, burningsvideo, direct3d8, direct3d9, opengl.
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@ -854,7 +854,6 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
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ret = decode_light(n.getLightBlend(daylight_factor, ndef));
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ret = decode_light(n.getLightBlend(daylight_factor, ndef));
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} else {
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} else {
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ret = oldvalue;
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ret = oldvalue;
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//ret = blend_light(255, 0, daylight_factor);
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}
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}
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} else {
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} else {
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/*float pre = (float)brightness_sum / (float)brightness_count;
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/*float pre = (float)brightness_sum / (float)brightness_count;
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@ -108,6 +108,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("new_style_leaves", "true");
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settings->setDefault("new_style_leaves", "true");
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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("display_gamma", "1.8");
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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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@ -1747,6 +1747,8 @@ void Game::run()
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std::vector<aabb3f> highlight_boxes;
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std::vector<aabb3f> highlight_boxes;
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set_light_table(g_settings->getFloat("display_gamma"));
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while (device->run() && !(*kill || g_gamecallback->shutdown_requested)) {
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while (device->run() && !(*kill || g_gamecallback->shutdown_requested)) {
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/* Must be called immediately after a device->run() call because it
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/* Must be called immediately after a device->run() call because it
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@ -18,31 +18,93 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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*/
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#include "light.h"
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#include "light.h"
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#include <math.h>
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#include "util/numeric.h"
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#ifndef SERVER
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#if 1
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// Middle-raised variation of a_n+1 = a_n * 0.786
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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_decode_table[LIGHT_MAX+1] =
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u8 light_LUT[LIGHT_MAX+1] =
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{
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{
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8,
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/* Middle-raised variation of a_n+1 = a_n * 0.786
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11+2,
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* Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
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14+7,
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* LIGHT_SUN is read as LIGHT_MAX from here.
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18+10,
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*/
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22+15,
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8,
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29+20,
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11+2,
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37+20,
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14+7,
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47+15,
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18+10,
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60+10,
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22+15,
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76+7,
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29+20,
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97+5,
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37+20,
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123+2,
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47+15,
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157,
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60+10,
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200,
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76+7,
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255,
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97+5,
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123+2,
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157,
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200,
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255,
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};
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};
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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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* If \p gamma == 1.0 then the light table is linear. Typically values for
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* gamma range between 1.8 and 2.2.
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*
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* @note The value for gamma will be restricted to the range 1.1 <= gamma <= 3.0.
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*
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* @note This function is not, currently, a simple linear to gamma encoding
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* because adjustments are made so that a gamma of 1.8 gives the same
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* results as those hardcoded for use by the server.
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*/
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void set_light_table(float gamma)
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{
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static const float brightness_step = 255.0f / (LIGHT_MAX + 1);
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/* These are adjustment values that are added to the calculated light value
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* after gamma is applied. Currently they are used so that given a gamma
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* of 1.8 the light values set by this function are the same as those
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* hardcoded in the initalizer list for the declaration of light_LUT.
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*/
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static const int adjustments[LIGHT_MAX + 1] = {
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7,
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7,
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7,
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5,
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2,
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0,
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-7,
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-20,
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-31,
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-39,
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-43,
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-45,
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-40,
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-25,
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0
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};
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gamma = rangelim(gamma, 1.1, 3.0);
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float brightness = brightness_step;
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for (size_t i = 0; i < LIGHT_MAX; i++) {
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light_LUT[i] = (u8)(255 * powf(brightness / 255.0f, gamma));
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light_LUT[i] = rangelim(light_LUT[i] + adjustments[i], 0, 255);
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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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brightness += brightness_step;
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}
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light_LUT[LIGHT_MAX] = 255;
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}
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#endif
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#endif
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#if 0
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#if 0
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/*
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/*
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Made using this and:
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Made using this and:
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30
src/light.h
30
src/light.h
@ -63,7 +63,21 @@ inline u8 undiminish_light(u8 light)
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return light + 1;
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return light + 1;
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}
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}
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extern u8 light_decode_table[LIGHT_MAX+1];
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#ifndef SERVER
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/**
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* \internal
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*
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* \warning DO NOT USE this directly; it is here simply so that decode_light()
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* can be inlined.
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*
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* Array size is #LIGHTMAX+1
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*
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* The array is a lookup table to convert the internal representation of light
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* (brightness) to the display brightness.
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*
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*/
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extern const u8 *light_decode_table;
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// 0 <= light <= LIGHT_SUN
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// 0 <= light <= LIGHT_SUN
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// 0 <= return value <= 255
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// 0 <= return value <= 255
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@ -93,6 +107,10 @@ inline float decode_light_f(float light_f)
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return f * v2 + (1.0 - f) * v1;
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return f * v2 + (1.0 - f) * v1;
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}
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}
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void set_light_table(float gamma);
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#endif // ifndef SERVER
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// 0 <= daylight_factor <= 1000
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// 0 <= daylight_factor <= 1000
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// 0 <= lightday, lightnight <= LIGHT_SUN
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// 0 <= lightday, lightnight <= LIGHT_SUN
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// 0 <= return value <= LIGHT_SUN
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// 0 <= return value <= LIGHT_SUN
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@ -105,15 +123,5 @@ inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight)
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return l;
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return l;
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}
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}
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// 0.0 <= daylight_factor <= 1.0
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// 0 <= lightday, lightnight <= LIGHT_SUN
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// 0 <= return value <= 255
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inline u8 blend_light_f1(float daylight_factor, u8 lightday, u8 lightnight)
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{
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u8 l = ((daylight_factor * decode_light(lightday) +
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(1.0-daylight_factor) * decode_light(lightnight)));
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return l;
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}
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#endif
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#endif
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@ -209,7 +209,7 @@ struct MapNode
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u8 getLightNoChecks(LightBank bank, const ContentFeatures *f);
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u8 getLightNoChecks(LightBank bank, const ContentFeatures *f);
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bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
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bool getLightBanks(u8 &lightday, u8 &lightnight, INodeDefManager *nodemgr) const;
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// 0 <= daylight_factor <= 1000
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// 0 <= daylight_factor <= 1000
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// 0 <= return value <= LIGHT_SUN
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// 0 <= return value <= LIGHT_SUN
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u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
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u8 getLightBlend(u32 daylight_factor, INodeDefManager *nodemgr) const
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@ -220,16 +220,6 @@ struct MapNode
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return blend_light(daylight_factor, lightday, lightnight);
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return blend_light(daylight_factor, lightday, lightnight);
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}
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}
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// 0.0 <= daylight_factor <= 1.0
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// 0 <= return value <= LIGHT_SUN
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u8 getLightBlendF1(float daylight_factor, INodeDefManager *nodemgr) const
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{
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u8 lightday = 0;
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u8 lightnight = 0;
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getLightBanks(lightday, lightnight, nodemgr);
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return blend_light_f1(daylight_factor, lightday, lightnight);
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}
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u8 getFaceDir(INodeDefManager *nodemgr) const;
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u8 getFaceDir(INodeDefManager *nodemgr) const;
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u8 getWallMounted(INodeDefManager *nodemgr) const;
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u8 getWallMounted(INodeDefManager *nodemgr) const;
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v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
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v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;
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