minetest/src/lighting.h

49 lines
1.3 KiB
C++

// Luanti
// SPDX-License-Identifier: LGPL-2.1-or-later
// Copyright (C) 2021 x2048, Dmitry Kostenko <codeforsmile@gmail.com>
#pragma once
#include "SColor.h"
using namespace irr;
/**
* 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};
video::SColor shadow_tint {255, 0, 0, 0};
float bloom_intensity {0.05f};
float bloom_strength_factor {1.0f};
float bloom_radius {1.0f};
};