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Light curve: Simplify and improve code, fix darkened daytime sky (#7693)
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@ -29,6 +29,28 @@ static u8 light_LUT[LIGHT_SUN + 1];
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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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struct LightingParams {
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float a, b, c; // polynomial coefficients
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float boost, center, sigma; // normal boost parameters
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float gamma;
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};
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static LightingParams params;
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float decode_light_f(float x)
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{
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if (x >= 1.0f) // x is equal to 1.0f half the time
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return 1.0f;
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x = std::fmax(x, 0.0f);
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float brightness = ((params.a * x + params.b) * x + params.c) * x;
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brightness += params.boost * std::exp(-0.5f * sqr((x - params.center) / params.sigma));
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if (brightness <= 0.0f) // may happen if parameters are insane
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return 0.0f;
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if (brightness >= 1.0f)
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return 1.0f;
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return powf(brightness, 1.0f / params.gamma);
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}
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// Initialize or update the light value tables using the specified gamma
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void set_light_table(float gamma)
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{
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@ -36,26 +58,29 @@ void set_light_table(float gamma)
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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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// Lighting curve coefficients
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const float a = alpha + beta - 2.0f;
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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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params.a = alpha + beta - 2.0f;
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params.b = 3.0f - 2.0f * alpha - beta;
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params.c = alpha;
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// Mid boost
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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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params.boost = g_settings->getFloat("lighting_boost");
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params.center = g_settings->getFloat("lighting_boost_center");
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params.sigma = 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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params.gamma = rangelim(gamma, 0.5f, 3.0f);
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for (size_t i = 0; i < LIGHT_SUN; i++) {
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float x = i;
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x /= LIGHT_SUN;
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float brightness = a * x * x * x + b * x * x + c * x;
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float boost = d * std::exp(-((x - e) * (x - e)) / (2.0f * f * f));
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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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// Boundary values should be fixed
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light_LUT[0] = 0;
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light_LUT[LIGHT_SUN] = 255;
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for (size_t i = 1; i < LIGHT_SUN; i++) {
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float brightness = decode_light_f((float)i / LIGHT_SUN);
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// Strictly speaking, rangelim is not necessary here—if the implementation
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// is conforming. But we don’t want problems in any case.
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light_LUT[i] = rangelim((s32)(255.0f * brightness), 0, 255);
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// Ensure light brightens with each level
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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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}
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light_LUT[LIGHT_SUN] = 255;
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}
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#endif
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16
src/light.h
16
src/light.h
@ -63,21 +63,7 @@ inline u8 decode_light(u8 light)
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// 0.0 <= light <= 1.0
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// 0.0 <= return value <= 1.0
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inline float decode_light_f(float light_f)
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{
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s32 i = (u32)(light_f * LIGHT_MAX + 0.5);
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if (i <= 0)
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return (float)light_decode_table[0] / 255.0;
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if (i >= LIGHT_SUN)
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return (float)light_decode_table[LIGHT_SUN] / 255.0;
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float v1 = (float)light_decode_table[i - 1] / 255.0;
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float v2 = (float)light_decode_table[i] / 255.0;
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float f0 = (float)i - 0.5;
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float f = light_f * LIGHT_MAX - f0;
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return f * v2 + (1.0 - f) * v1;
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}
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float decode_light_f(float light_f);
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void set_light_table(float gamma);
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@ -243,6 +243,11 @@ inline s32 myround(f32 f)
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return (s32)(f < 0.f ? (f - 0.5f) : (f + 0.5f));
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}
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inline constexpr f32 sqr(f32 f)
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{
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return f * f;
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}
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/*
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Returns integer position of node in given floating point position
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*/
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