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Various changes and fixes
Hopefully this works, I haven't yet checked in detail for any problems.
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parent
e05544b84e
commit
51cb37570a
14 changed files with 72 additions and 56 deletions
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@ -217,7 +217,6 @@ class GameGlobalShaderUniformSetter : public IShaderUniformSetter
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}};
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float m_user_exposure_compensation;
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bool m_bloom_enabled;
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bool m_color_grading_enabled;
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CachedPixelShaderSetting<float> m_bloom_intensity_pixel{"bloomIntensity"};
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CachedPixelShaderSetting<float> m_bloom_strength_pixel{"bloomStrength"};
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CachedPixelShaderSetting<float> m_bloom_radius_pixel{"bloomRadius"};
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@ -234,9 +233,9 @@ class GameGlobalShaderUniformSetter : public IShaderUniformSetter
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CachedPixelShaderSetting<float>
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m_volumetric_light_strength_pixel{"volumetricLightStrength"};
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CachedPixelShaderSetting<float, 3>
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m_volumetric_beta_r0_pixel{ "beta_r0_l" };
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m_atmospheric_scattering_coefficients_pixel{ "scattering_coefficients" };
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CachedVertexShaderSetting<float, 3>
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m_volumetric_beta_r0_vertex{ "beta_r0_l" };
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m_atmospheric_scattering_coefficients_vertex{ "scattering_coefficients" };
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CachedPixelShaderSetting<float, 3> m_cdl_slope_pixel{"cdl_slope"};
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CachedPixelShaderSetting<float, 3> m_cdl_offset_pixel{"cdl_offset"};
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CachedPixelShaderSetting<float, 3> m_cdl_power_pixel{"cdl_power"};
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@ -275,7 +274,6 @@ public:
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m_bloom_enabled = g_settings->getBool("enable_bloom");
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m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
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m_gamma = g_settings->getFloat("secondstage_gamma");
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m_color_grading_enabled = g_settings->getBool("enable_color_grading");
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}
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~GameGlobalShaderUniformSetter()
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@ -356,12 +354,10 @@ public:
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m_foliage_translucency_pixel.set(&lighting.foliage_translucency, services);
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m_specular_intensity_pixel.set(&lighting.specular_intensity, services);
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if (m_color_grading_enabled) {
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const ColorDecisionList& cdl_params = lighting.cdl;
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m_cdl_slope_pixel.set(cdl_params.slope, services);
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m_cdl_offset_pixel.set(cdl_params.offset, services);
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m_cdl_power_pixel.set(cdl_params.power, services);
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}
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const ColorDecisionList& cdl_params = lighting.cdl;
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m_cdl_slope_pixel.set(cdl_params.slope, services);
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m_cdl_offset_pixel.set(cdl_params.offset, services);
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m_cdl_power_pixel.set(cdl_params.power, services);
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if (m_volumetric_light_enabled) {
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// Map directional light to screen space
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@ -407,9 +403,9 @@ public:
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m_volumetric_light_strength_pixel.set(&volumetric_light_strength, services);
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}
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v3f beta_r0 = lighting.volumetric_beta_r0;
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m_volumetric_beta_r0_vertex.set(beta_r0, services);
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m_volumetric_beta_r0_pixel.set(beta_r0, services);
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v3f scattering_coefficients = lighting.scattering_coefficients;
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m_atmospheric_scattering_coefficients_vertex.set(scattering_coefficients, services);
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m_atmospheric_scattering_coefficients_pixel.set(scattering_coefficients, services);
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}
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void onSetMaterial(const video::SMaterial &material) override
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@ -504,8 +500,9 @@ public:
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#undef PROVIDE
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bool enable_waving_water = g_settings->getBool("enable_waving_water");
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bool enable_water_reflections = g_settings->getBool("enable_water_reflections");
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constants["ENABLE_WAVING_WATER"] = enable_waving_water ? 1 : 0;
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if (enable_waving_water) {
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if (enable_waving_water || enable_water_reflections) {
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constants["WATER_WAVE_HEIGHT"] = g_settings->getFloat("water_wave_height");
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constants["WATER_WAVE_LENGTH"] = g_settings->getFloat("water_wave_length");
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constants["WATER_WAVE_SPEED"] = g_settings->getFloat("water_wave_speed");
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