Add display_gamma option for client

This commit is contained in:
Craig Robbins 2014-12-14 21:28:08 +10:00
parent 2414580754
commit 3d29be24e0
7 changed files with 108 additions and 42 deletions

@ -114,6 +114,10 @@
# Enable smooth lighting with simple ambient occlusion.
# Disable for speed or for different looks.
#smooth_lighting = true
# Adjust the gamma encoding for the light tables. Valid values are in the range
# 1.1 to 3.0 (inclusive); lower numbers are brighter. This setting is for the
# client only and is ignored by the server
#display_gamma = 1.8
# Path to texture directory. All textures are first searched from here.
#texture_path =
# Video back-end.

@ -854,7 +854,6 @@ int ClientMap::getBackgroundBrightness(float max_d, u32 daylight_factor,
ret = decode_light(n.getLightBlend(daylight_factor, ndef));
} else {
ret = oldvalue;
//ret = blend_light(255, 0, daylight_factor);
}
} else {
/*float pre = (float)brightness_sum / (float)brightness_count;

@ -108,6 +108,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("new_style_leaves", "true");
settings->setDefault("connected_glass", "false");
settings->setDefault("smooth_lighting", "true");
settings->setDefault("display_gamma", "1.8");
settings->setDefault("texture_path", "");
settings->setDefault("shader_path", "");
settings->setDefault("video_driver", "opengl");

@ -1747,6 +1747,8 @@ void Game::run()
std::vector<aabb3f> highlight_boxes;
set_light_table(g_settings->getFloat("display_gamma"));
while (device->run() && !(*kill || g_gamecallback->shutdown_requested)) {
/* Must be called immediately after a device->run() call because it

@ -18,31 +18,93 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#include "light.h"
#include <math.h>
#include "util/numeric.h"
#ifndef SERVER
#if 1
// Middle-raised variation of a_n+1 = a_n * 0.786
// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
// LIGHT_SUN is read as LIGHT_MAX from here.
u8 light_decode_table[LIGHT_MAX+1] =
u8 light_LUT[LIGHT_MAX+1] =
{
8,
11+2,
14+7,
18+10,
22+15,
29+20,
37+20,
47+15,
60+10,
76+7,
97+5,
123+2,
157,
200,
255,
/* Middle-raised variation of a_n+1 = a_n * 0.786
* Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
* LIGHT_SUN is read as LIGHT_MAX from here.
*/
8,
11+2,
14+7,
18+10,
22+15,
29+20,
37+20,
47+15,
60+10,
76+7,
97+5,
123+2,
157,
200,
255,
};
const u8 *light_decode_table = light_LUT;
/** Initialize or update the light value tables using the specified \p gamma.
* If \p gamma == 1.0 then the light table is linear. Typically values for
* gamma range between 1.8 and 2.2.
*
* @note The value for gamma will be restricted to the range 1.1 <= gamma <= 3.0.
*
* @note This function is not, currently, a simple linear to gamma encoding
* because adjustments are made so that a gamma of 1.8 gives the same
* results as those hardcoded for use by the server.
*/
void set_light_table(float gamma)
{
static const float brightness_step = 255.0f / (LIGHT_MAX + 1);
/* These are adjustment values that are added to the calculated light value
* after gamma is applied. Currently they are used so that given a gamma
* of 1.8 the light values set by this function are the same as those
* hardcoded in the initalizer list for the declaration of light_LUT.
*/
static const int adjustments[LIGHT_MAX + 1] = {
7,
7,
7,
5,
2,
0,
-7,
-20,
-31,
-39,
-43,
-45,
-40,
-25,
0
};
gamma = rangelim(gamma, 1.1, 3.0);
float brightness = brightness_step;
for (size_t i = 0; i < LIGHT_MAX; i++) {
light_LUT[i] = (u8)(255 * powf(brightness / 255.0f, gamma));
light_LUT[i] = rangelim(light_LUT[i] + adjustments[i], 0, 255);
if (i > 1 && light_LUT[i] < light_LUT[i-1])
light_LUT[i] = light_LUT[i-1] + 1;
brightness += brightness_step;
}
light_LUT[LIGHT_MAX] = 255;
}
#endif
#if 0
/*
Made using this and:

@ -63,7 +63,21 @@ inline u8 undiminish_light(u8 light)
return light + 1;
}
extern u8 light_decode_table[LIGHT_MAX+1];
#ifndef SERVER
/**
* \internal
*
* \warning DO NOT USE this directly; it is here simply so that decode_light()
* can be inlined.
*
* Array size is #LIGHTMAX+1
*
* The array is a lookup table to convert the internal representation of light
* (brightness) to the display brightness.
*
*/
extern const u8 *light_decode_table;
// 0 <= light <= LIGHT_SUN
// 0 <= return value <= 255
@ -93,6 +107,10 @@ inline float decode_light_f(float light_f)
return f * v2 + (1.0 - f) * v1;
}
void set_light_table(float gamma);
#endif // ifndef SERVER
// 0 <= daylight_factor <= 1000
// 0 <= lightday, lightnight <= LIGHT_SUN
// 0 <= return value <= LIGHT_SUN
@ -105,15 +123,5 @@ inline u8 blend_light(u32 daylight_factor, u8 lightday, u8 lightnight)
return l;
}
// 0.0 <= daylight_factor <= 1.0
// 0 <= lightday, lightnight <= LIGHT_SUN
// 0 <= return value <= 255
inline u8 blend_light_f1(float daylight_factor, u8 lightday, u8 lightnight)
{
u8 l = ((daylight_factor * decode_light(lightday) +
(1.0-daylight_factor) * decode_light(lightnight)));
return l;
}
#endif

@ -220,16 +220,6 @@ struct MapNode
return blend_light(daylight_factor, lightday, lightnight);
}
// 0.0 <= daylight_factor <= 1.0
// 0 <= return value <= LIGHT_SUN
u8 getLightBlendF1(float daylight_factor, INodeDefManager *nodemgr) const
{
u8 lightday = 0;
u8 lightnight = 0;
getLightBanks(lightday, lightnight, nodemgr);
return blend_light_f1(daylight_factor, lightday, lightnight);
}
u8 getFaceDir(INodeDefManager *nodemgr) const;
u8 getWallMounted(INodeDefManager *nodemgr) const;
v3s16 getWallMountedDir(INodeDefManager *nodemgr) const;