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Various changes, fixes and features

This commit is contained in:
Gefüllte Taubenbrust 2024-10-27 21:36:40 +01:00
parent b6c099073f
commit 4b88a32c1c
17 changed files with 409 additions and 261 deletions

View file

@ -53,8 +53,7 @@ Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
m_material.FogEnable = true;
m_material.AntiAliasing = video::EAAM_SIMPLE;
if (m_enable_shaders) {
bool shaded_clouds = g_settings->getBool("soft_clouds") && g_settings->getBool("enable_dynamic_shadows");
auto sid = ssrc->getShader(shaded_clouds ? "soft_clouds" : "cloud_shader", TILE_MATERIAL_ALPHA);
auto sid = ssrc->getShader("cloud_shader", TILE_MATERIAL_ALPHA);
m_material.MaterialType = ssrc->getShaderInfo(sid).material;
} else {
m_material.MaterialType = video::EMT_TRANSPARENT_ALPHA_CHANNEL;
@ -226,210 +225,137 @@ void Clouds::updateMesh()
v3f pos(p0.X, m_params.height * BS, p0.Y);
if (shaded_clouds_enabled) {
bool neighbours[4] = {false, false, false, false};
if (INAREA(xi - 1, zi, m_cloud_radius_i))
neighbours[0] = grid[GETINDEX(xi - 1, zi, m_cloud_radius_i)];
if (INAREA(xi, zi - 1, m_cloud_radius_i))
neighbours[1] = grid[GETINDEX(xi, zi - 1, m_cloud_radius_i)];
if (INAREA(xi + 1, zi, m_cloud_radius_i))
neighbours[2] = grid[GETINDEX(xi + 1, zi, m_cloud_radius_i)];
if (INAREA(xi, zi + 1, m_cloud_radius_i))
neighbours[3] = grid[GETINDEX(xi, zi + 1, m_cloud_radius_i)];
video::S3DVertex v[4] = {
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
};
video::S3DVertex v[32];
v[ 0].Pos = core::vector3df( -rx, ry, -rz);
v[ 1].Pos = core::vector3df(-0.75 * rx, ry, -rz);
v[ 2].Pos = core::vector3df( 0.75 * rx, ry, -rz);
v[ 3].Pos = core::vector3df( rx, ry, -rz);
v[ 4].Pos = core::vector3df( -rx, ry, -0.75 * rz);
v[ 5].Pos = core::vector3df(-0.75 * rx, ry, -0.75 * rz);
v[ 6].Pos = core::vector3df( 0.75 * rx, ry, -0.75 * rz);
v[ 7].Pos = core::vector3df( rx, ry, -0.75 * rz);
v[ 8].Pos = core::vector3df( -rx, ry, 0.75 * rz);
v[ 9].Pos = core::vector3df(-0.75 * rx, ry, 0.75 * rz);
v[10].Pos = core::vector3df( 0.75 * rx, ry, 0.75 * rz);
v[11].Pos = core::vector3df( rx, ry, 0.75 * rz);
v[12].Pos = core::vector3df( -rx, ry, rz);
v[13].Pos = core::vector3df(-0.75 * rx, ry, rz);
v[14].Pos = core::vector3df( 0.75 * rx, ry, rz);
v[15].Pos = core::vector3df( rx, ry, rz);
// These normals are intentionally left unnormalized
if (neighbours[0]) {
v[ 0].Normal.X -= 1.0;
v[ 4].Normal.X -= 1.0;
v[ 8].Normal.X -= 1.0;
v[12].Normal.X -= 1.0;
}
if (neighbours[1]) {
v[0].Normal.Z -= 1.0;
v[1].Normal.Z -= 1.0;
v[2].Normal.Z -= 1.0;
v[3].Normal.Z -= 1.0;
}
if (neighbours[2]) {
v[ 3].Normal.X += 1.0;
v[ 7].Normal.X += 1.0;
v[11].Normal.X += 1.0;
v[15].Normal.X += 1.0;
}
if (neighbours[3]) {
v[12].Normal.Z += 1.0;
v[13].Normal.Z += 1.0;
v[14].Normal.Z += 1.0;
v[15].Normal.Z += 1.0;
}
for (int i = 0; i < 16; ++i) {
v[i + 32] = v[i];
v[i + 32].Pos.Y = -ry;
v[i].Normal = core::vector3df(0.0, 1.0, 0.0);
v[i + 32].Normal = core::vector3df(0.0, -1.0, 0.0);
for (u32 i = 0; i < num_faces_to_draw; i++)
{
switch (i)
{
case 0: // top
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 1, 0);
}
v[0].Pos.set(-rx, ry, -rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set(rx, ry, rz);
v[3].Pos.set(rx, ry, -rz);
break;
case 1: // back
if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set(-rx, ry, -rz);
v[1].Pos.set(rx, ry, -rz);
v[2].Pos.set(rx, 0, -rz);
v[3].Pos.set(-rx, 0, -rz);
break;
case 2: //right
if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(1, 0, 0);
}
}
v[0].Pos.set(rx, ry, -rz);
v[1].Pos.set(rx, ry, rz);
v[2].Pos.set(rx, 0, rz);
v[3].Pos.set(rx, 0, -rz);
break;
case 3: // front
if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set(rx, ry, rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set(-rx, 0, rz);
v[3].Pos.set(rx, 0, rz);
break;
case 4: // left
if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(-1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(-1, 0, 0);
}
}
v[0].Pos.set(-rx, ry, rz);
v[1].Pos.set(-rx, ry, -rz);
v[2].Pos.set(-rx, 0, -rz);
v[3].Pos.set(-rx, 0, rz);
break;
case 5: // bottom
for (video::S3DVertex& vertex : v) {
vertex.Color = c_bottom;
vertex.Normal.set(0, -1, 0);
}
v[0].Pos.set(rx, 0, rz);
v[1].Pos.set(-rx, 0, rz);
v[2].Pos.set(-rx, 0, -rz);
v[3].Pos.set(rx, 0, -rz);
break;
}
for (video::S3DVertex& vertex : v) {
vertex.Color = shadow.toSColor();
vertex.Pos += pos;
}
//top
}
else {
video::S3DVertex v[4] = {
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 1),
video::S3DVertex(0,0,0, 0,0,0, c_top, 1, 0),
video::S3DVertex(0,0,0, 0,0,0, c_top, 0, 0)
};
for (u32 i = 0; i < num_faces_to_draw; i++)
{
switch (i)
{
case 0: // top
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 1, 0);
}
v[0].Pos.set(-rx, ry, -rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set(rx, ry, rz);
v[3].Pos.set(rx, ry, -rz);
break;
case 1: // back
if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set(-rx, ry, -rz);
v[1].Pos.set(rx, ry, -rz);
v[2].Pos.set(rx, 0, -rz);
v[3].Pos.set(-rx, 0, -rz);
break;
case 2: //right
if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(1, 0, 0);
}
}
v[0].Pos.set(rx, ry, -rz);
v[1].Pos.set(rx, ry, rz);
v[2].Pos.set(rx, 0, rz);
v[3].Pos.set(rx, 0, -rz);
break;
case 3: // front
if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set(rx, ry, rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set(-rx, 0, rz);
v[3].Pos.set(rx, 0, rz);
break;
case 4: // left
if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
if (grid[j])
continue;
}
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(-1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(-1, 0, 0);
}
}
v[0].Pos.set(-rx, ry, rz);
v[1].Pos.set(-rx, ry, -rz);
v[2].Pos.set(-rx, 0, -rz);
v[3].Pos.set(-rx, 0, rz);
break;
case 5: // bottom
for (video::S3DVertex& vertex : v) {
vertex.Color = c_bottom;
vertex.Normal.set(0, -1, 0);
}
v[0].Pos.set(rx, 0, rz);
v[1].Pos.set(-rx, 0, rz);
v[2].Pos.set(-rx, 0, -rz);
v[3].Pos.set(rx, 0, -rz);
break;
}
for (video::S3DVertex& vertex : v) {
vertex.Pos += pos;
vertices.push_back(vertex);
}
vertices.push_back(vertex);
}
}
}

View file

@ -395,8 +395,6 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float, 16> m_camera_projinv_pixel{"mCameraProjInv"};
CachedVertexShaderSetting<float, 16> m_camera_view_vertex{"mCameraView"};
CachedPixelShaderSetting<float, 16> m_camera_view_pixel{"mCameraView"};
CachedPixelShaderSetting<float> m_camera_near_pixel{"cameraNear"};
CachedPixelShaderSetting<float> m_camera_far_pixel{"cameraFar"};
CachedPixelShaderSetting<SamplerLayer_t> m_texture0{"texture0"};
CachedPixelShaderSetting<SamplerLayer_t> m_texture1{"texture1"};
CachedPixelShaderSetting<SamplerLayer_t> m_texture2{"texture2"};
@ -428,6 +426,18 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float> m_moon_brightness_pixel{"moonBrightness"};
CachedPixelShaderSetting<float>
m_volumetric_light_strength_pixel{"volumetricLightStrength"};
CachedPixelShaderSetting<float, 3>
m_volumetric_beta_r0_pixel{ "beta_r0_l" };
CachedVertexShaderSetting<float, 3>
m_volumetric_beta_r0_vertex{ "beta_r0_l" };
CachedPixelShaderSetting<float, 3> m_cdl_slope_pixel{"cdl_slope"};
CachedPixelShaderSetting<float, 3> m_cdl_offset_pixel{"cdl_offset"};
CachedPixelShaderSetting<float, 3> m_cdl_power_pixel{"cdl_power"};
CachedPixelShaderSetting<float> m_vignette_dark_pixel{"vignette_dark"};
CachedPixelShaderSetting<float> m_vignette_bright_pixel{"vignette_bright"};
CachedPixelShaderSetting<float> m_vignette_power_pixel{"vignette_power"};
CachedPixelShaderSetting<float> m_fov_pixel{"fov"};
CachedPixelShaderSetting<float, 2> m_window_size_pixel{"windowSize"};
static constexpr std::array<const char*, 1> SETTING_CALLBACKS = {
"exposure_compensation",
@ -457,6 +467,7 @@ public:
m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
m_gamma = g_settings->getFloat("secondstage_gamma");
}
~GameGlobalShaderConstantSetter()
@ -506,10 +517,11 @@ public:
m_camera_view_vertex.set(camera_view, services);
m_camera_view_pixel.set(camera_view, services);
float camera_near = m_client->getCamera()->getCameraNode()->getNearValue();
m_camera_near_pixel.set(&camera_near, services);
float camera_far = m_client->getCamera()->getCameraNode()->getFarValue();
m_camera_far_pixel.set(&camera_far, services);
float fov = m_client->getCamera()->getFovMax();
m_fov_pixel.set(&fov, services);
v2u32 window_size_int = RenderingEngine::getWindowSize();
core::vector2df window_size = core::vector2df(window_size_int.X, window_size_int.Y);
m_window_size_pixel.set(window_size, services);
SamplerLayer_t tex_id;
tex_id = 0;
@ -552,6 +564,26 @@ public:
video::SColorf artificial_light = lighting.artificial_light_color;
m_artificial_light.set(artificial_light, services);
float gamma = m_gamma;
m_gamma_pixel.set(&gamma, services);
if (g_settings->getBool("enable_vignette")) {
const Vignette &vignette_params = lighting.vignette;
m_vignette_dark_pixel.set(&vignette_params.dark, services);
m_vignette_bright_pixel.set(&vignette_params.bright, services);
m_vignette_power_pixel.set(&vignette_params.power, services);
}
if (g_settings->getBool("enable_color_grading")) {
const ColorDecisionList& cdl_params = lighting.cdl;
core::vector3df slope = cdl_params.slope;
m_cdl_slope_pixel.set(slope, services);
core::vector3df offset = cdl_params.offset;
m_cdl_offset_pixel.set(offset, services);
core::vector3df power = cdl_params.power;
m_cdl_power_pixel.set(power, services);
}
if (m_volumetric_light_enabled) {
// Map directional light to screen space
auto camera_node = m_client->getCamera()->getCameraNode();
@ -594,6 +626,10 @@ public:
float volumetric_light_strength = lighting.volumetric_light_strength;
m_volumetric_light_strength_pixel.set(&volumetric_light_strength, services);
core::vector3df beta_r0 = lighting.volumetric_beta_r0;
m_volumetric_beta_r0_vertex.set(beta_r0, services);
m_volumetric_beta_r0_pixel.set(beta_r0, services);
}
}

View file

@ -727,6 +727,9 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
if (shadow_soft_radius < 1.0f)
shadow_soft_radius = 1.0f;
shaders_header << "#define SOFTSHADOWRADIUS " << shadow_soft_radius << "\n";
if (g_settings->getBool("enable_sun_tint"))
shaders_header << "#define ENABLE_TINTED_SUNLIGHT 1\n";
}
if (g_settings->getBool("enable_bloom")) {
@ -757,6 +760,10 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
shaders_header << "#define VOLUMETRIC_LIGHT 1\n";
}
if (g_settings->getBool("enable_volumetric_depth_attenuation")) {
shaders_header << "#define VOLUMETRIC_DEPTH_ATTENUATION 1\n";
}
shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
std::string common_header = shaders_header.str();

View file

@ -344,12 +344,13 @@ void set_default_settings()
settings->setDefault("enable_auto_exposure", "false");
settings->setDefault("enable_color_grading", "false");
settings->setDefault("enable_vignette", "false");
settings->setDefault("gamma", "1.6");
settings->setDefault("secondstage_gamma", "1.6");
settings->setDefault("debanding", "true");
settings->setDefault("antialiasing", "none");
settings->setDefault("enable_bloom", "false");
settings->setDefault("enable_bloom_debug", "false");
settings->setDefault("enable_volumetric_lighting", "false");
settings->setDefault("enable_volumetric_depth_attenuation", "false");
settings->setDefault("enable_bumpmaps", "false");
settings->setDefault("enable_water_reflections", "false");
settings->setDefault("enable_translucent_foliage", "false");
@ -368,6 +369,7 @@ void set_default_settings()
settings->setDefault("shadow_update_frames", "8");
settings->setDefault("shadow_soft_radius", "5.0");
settings->setDefault("shadow_sky_body_orbit_tilt", "0.0");
settings->setDefault("enable_sun_tint", "false");
// Input
settings->setDefault("invert_mouse", "false");

View file

@ -19,6 +19,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#pragma once
#include "SColor.h"
#include "vector3d.h"
using namespace irr;
@ -48,14 +49,46 @@ struct AutoExposure
AutoExposure();
};
/**
* Parameters for vignette in post
*
*/
struct Vignette {
/// @brief The darkest part of the vignette will be darkened/brightened by this factor.
float dark = 0.3f;
/// @brief The brightest part of the vignette will be darkened/brightened by this factor.
float bright = 1.1f;
/// @brief Describes the blending between dark and bright. Higher values mean darkening is more intense at the screen edges.
float power = 1.1f;
};
/**
* ASL CDL parameters
*
* Colors in ASL CDL follow the following equation:
*
* out = pow(in * slope + offset, power)
*
*/
struct ColorDecisionList {
core::vector3df slope{1.2, 1.0, 0.8};
core::vector3df offset{0.0, 0.0, 0.0};
core::vector3df power{1.25, 1.0, 0.9};
};
/** Describes ambient light settings for a player
*/
struct Lighting
{
AutoExposure exposure;
Vignette vignette;
ColorDecisionList cdl;
float shadow_intensity {0.0f};
float saturation {1.0f};
float volumetric_light_strength {0.0f};
// These factors are calculated based on expected value of scattering factor of 1e-5
// for Nitrogen at 532nm (green), 2e25 molecules/m3 in atmosphere
core::vector3df volumetric_beta_r0{ 3.3362176e-01, 8.75378289198826e-01, 1.95342379700656 };
video::SColor artificial_light_color{ 255, 133, 133, 133 };
video::SColor shadow_tint {255, 0, 0, 0};
float bloom_intensity {0.05f};

View file

@ -1830,5 +1830,13 @@ void Client::handleCommand_SetLighting(NetworkPacket *pkt)
>> lighting.bloom_radius;
if (pkt->getRemainingBytes() >= 4)
*pkt >> lighting.artificial_light_color;
if (pkt->getRemainingBytes() >= 60)
*pkt >> lighting.volumetric_beta_r0;
*pkt >> lighting.vignette.dark
>> lighting.vignette.bright
>> lighting.vignette.power;
*pkt >> lighting.cdl.slope;
*pkt >> lighting.cdl.offset;
*pkt >> lighting.cdl.power;
}
}

View file

@ -58,6 +58,7 @@
Rename TOCLIENT_DEATHSCREEN to TOCLIENT_DEATHSCREEN_LEGACY
Rename TOSERVER_RESPAWN to TOSERVER_RESPAWN_LEGACY
Support float animation frame numbers in TOCLIENT_LOCAL_PLAYER_ANIMATIONS
Add beta_r0, vignette and cdl parameters to Lighting packets
[scheduled bump for 5.10.0]
*/

View file

@ -2654,6 +2654,12 @@ int ObjectRef::l_set_lighting(lua_State *L)
if (lua_istable(L, -1)) {
getfloatfield(L, -1, "strength", lighting.volumetric_light_strength);
lighting.volumetric_light_strength = rangelim(lighting.volumetric_light_strength, 0.0f, 1.0f);
lua_getfield(L, -1, "beta_r0");
if (!lua_isnil(L, -1)) {
lighting.volumetric_beta_r0 = read_v3f(L, -1);
}
lua_pop(L, 1); // beta_r0
}
lua_pop(L, 1); // volumetric_light
@ -2664,6 +2670,31 @@ int ObjectRef::l_set_lighting(lua_State *L)
lighting.bloom_radius = getfloatfield_default(L, -1, "radius", lighting.bloom_radius);
}
lua_pop(L, 1); // bloom
lua_getfield(L, 2, "vignette");
if (lua_istable(L, -1)) {
lighting.vignette.dark = getfloatfield_default(L, -1, "dark", lighting.vignette.dark);
lighting.vignette.bright = getfloatfield_default(L, -1, "bright", lighting.vignette.bright);
lighting.vignette.power = getfloatfield_default(L, -1, "power", lighting.vignette.power);
}
lua_pop(L, 1); // vignette
lua_getfield(L, 2, "cdl");
if (lua_istable(L, -1)) {
lua_getfield(L, -1, "slope");
if (!lua_isnil(L, -1))
lighting.cdl.slope = read_v3f(L, -1);
lua_pop(L, 1); // slope
lua_getfield(L, -1, "offset");
if (!lua_isnil(L, -1))
lighting.cdl.offset = read_v3f(L, -1);
lua_pop(L, 1); // offset
lua_getfield(L, -1, "power");
if (!lua_isnil(L, -1))
lighting.cdl.power = read_v3f(L, -1);
lua_pop(L, 1); // power
}
lua_pop(L, 1); // cdl
}
getServer(L)->setLighting(player, lighting);
@ -2709,6 +2740,8 @@ int ObjectRef::l_get_lighting(lua_State *L)
lua_newtable(L); // "volumetric_light"
lua_pushnumber(L, lighting.volumetric_light_strength);
lua_setfield(L, -2, "strength");
push_v3f(L, lighting.volumetric_beta_r0);
lua_setfield(L, -2, "beta_r0");
lua_setfield(L, -2, "volumetric_light");
lua_newtable(L); // "bloom"
lua_pushnumber(L, lighting.bloom_intensity);
@ -2718,6 +2751,22 @@ int ObjectRef::l_get_lighting(lua_State *L)
lua_pushnumber(L, lighting.bloom_radius);
lua_setfield(L, -2, "radius");
lua_setfield(L, -2, "bloom");
lua_newtable(L); // "vignette"
lua_pushnumber(L, lighting.vignette.dark);
lua_setfield(L, -2, "dark");
lua_pushnumber(L, lighting.vignette.bright);
lua_setfield(L, -2, "bright");
lua_pushnumber(L, lighting.vignette.power);
lua_setfield(L, -2, "power");
lua_setfield(L, -2, "vignette");
lua_newtable(L); // "cdl"
push_v3f(L, lighting.cdl.slope);
lua_setfield(L, -2, "slope");
push_v3f(L, lighting.cdl.offset);
lua_setfield(L, -2, "offset");
push_v3f(L, lighting.cdl.power);
lua_setfield(L, -2, "power");
lua_setfield(L, -2, "cdl");
return 1;
}

View file

@ -1913,7 +1913,7 @@ void Server::SendOverrideDayNightRatio(session_t peer_id, bool do_override,
Send(&pkt);
}
void Server::SendSetLighting(session_t peer_id, const Lighting &lighting)
void Server::SendSetLighting(session_t peer_id, const Lighting & lighting)
{
NetworkPacket pkt(TOCLIENT_SET_LIGHTING,
4, peer_id);
@ -1932,6 +1932,13 @@ void Server::SendSetLighting(session_t peer_id, const Lighting &lighting)
pkt << lighting.bloom_intensity << lighting.bloom_strength_factor <<
lighting.bloom_radius;
pkt << lighting.artificial_light_color;
pkt << lighting.volumetric_beta_r0;
pkt << lighting.vignette.dark
<< lighting.vignette.bright
<< lighting.vignette.power;
pkt << lighting.cdl.slope;
pkt << lighting.cdl.offset;
pkt << lighting.cdl.power;
Send(&pkt);
}