mirror of
https://github.com/minetest/minetest.git
synced 2024-12-05 22:13:16 +01:00
e0d4a9d575
- Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom
58 lines
1.8 KiB
C
58 lines
1.8 KiB
C
/*
|
|
Minetest
|
|
Copyright (C) 2021 x2048, Dmitry Kostenko <codeforsmile@gmail.com>
|
|
|
|
This program is free software; you can redistribute it and/or modify
|
|
it under the terms of the GNU Lesser General Public License as published by
|
|
the Free Software Foundation; either version 2.1 of the License, or
|
|
(at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU Lesser General Public License for more details.
|
|
|
|
You should have received a copy of the GNU Lesser General Public License along
|
|
with this program; if not, write to the Free Software Foundation, Inc.,
|
|
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
|
*/
|
|
|
|
#pragma once
|
|
|
|
|
|
/**
|
|
* Parameters for automatic exposure compensation
|
|
*
|
|
* Automatic exposure compensation uses the following equation:
|
|
*
|
|
* wanted_exposure = 2^exposure_correction / clamp(observed_luminance, 2^luminance_min, 2^luminance_max)
|
|
*
|
|
*/
|
|
struct AutoExposure
|
|
{
|
|
/// @brief Minimum boundary for computed luminance
|
|
float luminance_min;
|
|
/// @brief Maximum boundary for computed luminance
|
|
float luminance_max;
|
|
/// @brief Luminance bias. Higher values make the scene darker, can be negative.
|
|
float exposure_correction;
|
|
/// @brief Speed of transition from dark to bright scenes
|
|
float speed_dark_bright;
|
|
/// @brief Speed of transition from bright to dark scenes
|
|
float speed_bright_dark;
|
|
/// @brief Power value for center-weighted metering. Value of 1.0 measures entire screen uniformly
|
|
float center_weight_power;
|
|
|
|
AutoExposure();
|
|
};
|
|
|
|
/** Describes ambient light settings for a player
|
|
*/
|
|
struct Lighting
|
|
{
|
|
AutoExposure exposure;
|
|
float shadow_intensity {0.0f};
|
|
float saturation {1.0f};
|
|
float volumetric_light_strength {0.0f};
|
|
};
|