mirror of
https://github.com/luanti-org/luanti.git
synced 2025-09-10 18:51:05 +00:00
Add dynamic exposure correction (#12959)
* Add uniform for frame delta time * Adjust exposure in logarithmic (EV) space * Add network support and LUA API * Add testing mod
This commit is contained in:
parent
2715cc8bf6
commit
6d45c243f8
29 changed files with 567 additions and 71 deletions
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@ -375,6 +375,7 @@ set(common_SRCS
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itemdef.cpp
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itemstackmetadata.cpp
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light.cpp
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lighting.cpp
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log.cpp
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main.cpp
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map.cpp
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@ -531,8 +531,13 @@ void ClientEnvironment::updateFrameTime(bool is_paused)
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{
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// if paused, m_frame_time_pause_accumulator increases by dtime,
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// otherwise, m_frame_time increases by dtime
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if (is_paused)
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if (is_paused) {
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m_frame_dtime = 0;
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m_frame_time_pause_accumulator = porting::getTimeMs() - m_frame_time;
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else
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m_frame_time = porting::getTimeMs() - m_frame_time_pause_accumulator;
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}
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else {
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auto new_frame_time = porting::getTimeMs() - m_frame_time_pause_accumulator;
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m_frame_dtime = new_frame_time - MYMAX(m_frame_time, m_frame_time_pause_accumulator);
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m_frame_time = new_frame_time;
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}
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}
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@ -144,6 +144,7 @@ public:
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void updateFrameTime(bool is_paused);
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u64 getFrameTime() const { return m_frame_time; }
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u64 getFrameTimeDelta() const { return m_frame_dtime; }
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private:
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ClientMap *m_map;
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@ -158,5 +159,6 @@ private:
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std::list<std::string> m_player_names;
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v3s16 m_camera_offset;
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u64 m_frame_time = 0;
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u64 m_frame_dtime = 0;
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u64 m_frame_time_pause_accumulator = 0;
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};
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@ -414,6 +414,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float> m_fog_distance;
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CachedVertexShaderSetting<float> m_animation_timer_vertex;
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CachedPixelShaderSetting<float> m_animation_timer_pixel;
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CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
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CachedPixelShaderSetting<float> m_animation_timer_delta_pixel;
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CachedPixelShaderSetting<float, 3> m_day_light;
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CachedPixelShaderSetting<float, 4> m_star_color;
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CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
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@ -427,8 +429,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
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CachedPixelShaderSetting<float, 2> m_texel_size0;
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std::array<float, 2> m_texel_size0_values;
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CachedPixelShaderSetting<float> m_exposure_factor_pixel;
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float m_user_exposure_factor;
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CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
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float m_user_exposure_compensation;
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bool m_bloom_enabled;
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CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
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float m_bloom_intensity;
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@ -443,8 +445,8 @@ public:
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{
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if (name == "enable_fog")
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m_fog_enabled = g_settings->getBool("enable_fog");
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if (name == "exposure_factor")
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m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
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if (name == "exposure_compensation")
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m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
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if (name == "bloom_intensity")
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m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
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if (name == "bloom_strength_factor")
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@ -470,6 +472,8 @@ public:
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m_fog_distance("fogDistance"),
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m_animation_timer_vertex("animationTimer"),
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m_animation_timer_pixel("animationTimer"),
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m_animation_timer_delta_vertex("animationTimerDelta"),
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m_animation_timer_delta_pixel("animationTimerDelta"),
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m_day_light("dayLight"),
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m_star_color("starColor"),
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m_eye_position_pixel("eyePosition"),
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@ -482,20 +486,24 @@ public:
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m_texture2("texture2"),
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m_texture3("texture3"),
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m_texel_size0("texelSize0"),
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m_exposure_factor_pixel("exposureFactor"),
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m_exposure_params_pixel("exposureParams",
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std::array<const char*, 7> {
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"luminanceMin", "luminanceMax", "exposureCorrection",
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"speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
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}),
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m_bloom_intensity_pixel("bloomIntensity"),
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m_bloom_strength_pixel("bloomStrength"),
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m_bloom_radius_pixel("bloomRadius"),
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m_saturation_pixel("saturation")
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{
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g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
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g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
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g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
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g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
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g_settings->registerChangedCallback("saturation", settingsCallback, this);
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m_fog_enabled = g_settings->getBool("enable_fog");
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m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
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m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
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m_bloom_enabled = g_settings->getBool("enable_bloom");
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m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
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m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
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@ -546,6 +554,10 @@ public:
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m_animation_timer_vertex.set(&animation_timer_f, services);
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m_animation_timer_pixel.set(&animation_timer_f, services);
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float animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
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m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
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m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
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float eye_position_array[3];
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v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
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epos.getAs3Values(eye_position_array);
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@ -577,10 +589,17 @@ public:
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m_texel_size0.set(m_texel_size0_values.data(), services);
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float exposure_factor = m_user_exposure_factor;
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if (std::isnan(exposure_factor))
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exposure_factor = 1.0f;
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m_exposure_factor_pixel.set(&exposure_factor, services);
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const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
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std::array<float, 7> exposure_buffer = {
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std::pow(2.0f, exposure_params.luminance_min),
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std::pow(2.0f, exposure_params.luminance_max),
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exposure_params.exposure_correction,
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exposure_params.speed_dark_bright,
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exposure_params.speed_bright_dark,
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exposure_params.center_weight_power,
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powf(2.f, m_user_exposure_compensation)
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};
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m_exposure_params_pixel.set(exposure_buffer.data(), services);
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if (m_bloom_enabled) {
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m_bloom_intensity_pixel.set(&m_bloom_intensity, services);
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@ -101,6 +101,16 @@ void TextureBuffer::reset(PipelineContext &context)
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RenderSource::reset(context);
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}
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void TextureBuffer::swapTextures(u8 texture_a, u8 texture_b)
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{
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assert(m_definitions[texture_a].valid && m_definitions[texture_b].valid);
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video::ITexture *temp = m_textures[texture_a];
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m_textures[texture_a] = m_textures[texture_b];
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m_textures[texture_b] = temp;
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}
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bool TextureBuffer::ensureTexture(video::ITexture **texture, const TextureDefinition& definition, PipelineContext &context)
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{
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bool modify;
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@ -230,6 +240,16 @@ void SetRenderTargetStep::run(PipelineContext &context)
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step->setRenderTarget(target);
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}
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SwapTexturesStep::SwapTexturesStep(TextureBuffer *_buffer, u8 _texture_a, u8 _texture_b)
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: buffer(_buffer), texture_a(_texture_a), texture_b(_texture_b)
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{
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}
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void SwapTexturesStep::run(PipelineContext &context)
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{
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buffer->swapTextures(texture_a, texture_b);
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}
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RenderSource *RenderPipeline::getInput()
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{
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return &m_input;
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@ -53,7 +53,7 @@ struct PipelineContext
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/**
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* Base object that can be owned by RenderPipeline
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*
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*
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*/
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class RenderPipelineObject
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{
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virtual u8 getTextureCount() = 0;
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/**
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* Get a texture by index.
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* Get a texture by index.
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* Returns nullptr is the texture does not exist.
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*/
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virtual video::ITexture *getTexture(u8 index) = 0;
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@ -119,7 +119,7 @@ public:
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/**
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* Configure fixed-size texture for the specific index
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*
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*
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* @param index index of the texture
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* @param size width and height of the texture in pixels
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* @param height height of the texture in pixels
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@ -130,7 +130,7 @@ public:
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/**
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* Configure relative-size texture for the specific index
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*
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*
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* @param index index of the texture
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* @param scale_factor relation of the texture dimensions to the screen dimensions
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* @param name unique name of the texture
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virtual u8 getTextureCount() override { return m_textures.size(); }
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virtual video::ITexture *getTexture(u8 index) override;
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virtual void reset(PipelineContext &context) override;
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void swapTextures(u8 texture_a, u8 texture_b);
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private:
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static const u8 NO_DEPTH_TEXTURE = 255;
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@ -193,7 +194,7 @@ private:
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/**
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* Allows remapping texture indicies in another RenderSource.
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*
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*
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* @note all unmapped indexes are passed through to the underlying render source.
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*/
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class RemappingSource : RenderSource
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/**
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* Maps texture index to a different index in the dependent source.
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*
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*
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* @param index texture index as requested by the @see RenderStep.
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* @param target_index matching texture index in the underlying @see RenderSource.
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*/
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virtual u8 getTextureCount() override;
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/**
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* Get a texture by index.
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* Get a texture by index.
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* Returns nullptr is the texture does not exist.
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*/
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virtual video::ITexture *getTexture(u8 index) override;
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public:
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/**
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* Assigns render source to this step.
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*
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*
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* @param source source of rendering information
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*/
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virtual void setRenderSource(RenderSource *source) = 0;
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/**
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* Assigned render target to this step.
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*
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*
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* @param target render target to send output to.
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*/
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virtual void setRenderTarget(RenderTarget *target) = 0;
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/**
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* Dynamically changes render target of another step.
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*
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*
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* This allows re-running parts of the pipeline with different outputs
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*/
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class SetRenderTargetStep : public TrivialRenderStep
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RenderTarget *target;
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};
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/**
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* Swaps two textures in the texture buffer.
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*
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*/
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class SwapTexturesStep : public TrivialRenderStep
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{
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public:
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SwapTexturesStep(TextureBuffer *buffer, u8 texture_a, u8 texture_b);
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virtual void run(PipelineContext &context) override;
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private:
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TextureBuffer *buffer;
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u8 texture_a;
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u8 texture_b;
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};
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/**
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* Render Pipeline provides a flexible way to execute rendering steps in the engine.
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*
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*
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* RenderPipeline also implements @see RenderStep, allowing for nesting of the pipelines.
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*/
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class RenderPipeline : public RenderStep
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public:
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/**
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* Add a step to the end of the pipeline
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*
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*
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* @param step reference to a @see RenderStep implementation.
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*/
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RenderStep *addStep(RenderStep *step)
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@ -353,9 +369,9 @@ public:
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/**
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* Capture ownership of a dynamically created @see RenderStep instance.
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*
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*
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* RenderPipeline will delete the instance when the pipeline is destroyed.
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*
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*
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* @param step reference to the instance.
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* @return RenderStep* value of the 'step' parameter.
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*/
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@ -115,10 +115,14 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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static const u8 TEXTURE_COLOR = 0;
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static const u8 TEXTURE_DEPTH = 1;
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static const u8 TEXTURE_BLOOM = 2;
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static const u8 TEXTURE_EXPOSURE_1 = 3;
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static const u8 TEXTURE_EXPOSURE_2 = 4;
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static const u8 TEXTURE_BLOOM_DOWN = 10;
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static const u8 TEXTURE_BLOOM_UP = 20;
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buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
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buffer->setTexture(TEXTURE_EXPOSURE_1, core::dimension2du(1,1), "exposure_1", color_format);
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buffer->setTexture(TEXTURE_EXPOSURE_2, core::dimension2du(1,1), "exposure_2", color_format);
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buffer->setTexture(TEXTURE_DEPTH, scale, "3d_depthmap", depth_format);
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// attach buffer to the previous step
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@ -127,30 +131,40 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// shared variables
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u32 shader_id;
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// Number of mipmap levels of the bloom downsampling texture
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const u8 MIPMAP_LEVELS = 4;
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const bool enable_bloom = g_settings->getBool("enable_bloom");
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const bool enable_auto_exposure = g_settings->getBool("enable_auto_exposure");
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// post-processing stage
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// set up bloom
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if (g_settings->getBool("enable_bloom")) {
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u8 source = TEXTURE_COLOR;
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buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
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// common downsampling step for bloom or autoexposure
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if (enable_bloom || enable_auto_exposure) {
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const u8 MIPMAP_LEVELS = 4;
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v2f downscale = scale * 0.5;
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for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
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buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("bloom_down") + std::to_string(i), color_format);
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buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("bloom_up") + std::to_string(i), color_format);
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buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("downsample") + std::to_string(i), color_format);
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if (enable_bloom)
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buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("upsample") + std::to_string(i), color_format);
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downscale *= 0.5;
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}
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// get bright spots
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u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
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extract_bloom->setRenderSource(buffer);
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extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
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if (enable_bloom) {
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buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
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// get bright spots
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u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_EXPOSURE_1 });
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extract_bloom->setRenderSource(buffer);
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extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
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source = TEXTURE_BLOOM;
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}
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// downsample
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shader_id = client->getShaderSource()->getShader("bloom_downsample", TILE_MATERIAL_PLAIN, NDT_MESH);
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u8 source = TEXTURE_BLOOM;
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for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
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auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source });
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step->setRenderSource(buffer);
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@ -158,7 +172,9 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM_DOWN + i));
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source = TEXTURE_BLOOM_DOWN + i;
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}
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}
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if (enable_bloom) {
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// upsample
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shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
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for (u8 i = MIPMAP_LEVELS - 1; i > 0; i--) {
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@ -171,11 +187,24 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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}
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}
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if (enable_auto_exposure) {
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shader_id = client->getShaderSource()->getShader("update_exposure", TILE_MATERIAL_PLAIN, NDT_MESH);
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auto update_exposure = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_EXPOSURE_1, u8(TEXTURE_BLOOM_DOWN + MIPMAP_LEVELS - 1) });
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||||
update_exposure->setBilinearFilter(1, true);
|
||||
update_exposure->setRenderSource(buffer);
|
||||
update_exposure->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_EXPOSURE_2));
|
||||
}
|
||||
|
||||
// final post-processing
|
||||
shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
|
||||
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP });
|
||||
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP, TEXTURE_EXPOSURE_2 });
|
||||
pipeline->addStep(effect);
|
||||
effect->setBilinearFilter(1, true); // apply filter to the bloom
|
||||
effect->setRenderSource(buffer);
|
||||
|
||||
if (enable_auto_exposure) {
|
||||
pipeline->addStep<SwapTexturesStep>(buffer, TEXTURE_EXPOSURE_1, TEXTURE_EXPOSURE_2);
|
||||
}
|
||||
|
||||
return effect;
|
||||
}
|
||||
|
|
|
@ -56,7 +56,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
#endif
|
||||
|
||||
RenderingEngine *RenderingEngine::s_singleton = nullptr;
|
||||
const float RenderingEngine::BASE_BLOOM_STRENGTH = 8.0f;
|
||||
const float RenderingEngine::BASE_BLOOM_STRENGTH = 1.0f;
|
||||
|
||||
|
||||
static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
|
||||
|
|
|
@ -784,6 +784,9 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
|
|||
shaders_header << "#define ENABLE_BLOOM_DEBUG 1\n";
|
||||
}
|
||||
|
||||
if (g_settings->getBool("enable_auto_exposure"))
|
||||
shaders_header << "#define ENABLE_AUTO_EXPOSURE 1\n";
|
||||
|
||||
shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
|
||||
|
||||
std::string common_header = shaders_header.str();
|
||||
|
|
|
@ -121,6 +121,43 @@ public:
|
|||
CachedShaderSetting<T, count, cache>(name, false){}
|
||||
};
|
||||
|
||||
template <typename T, std::size_t count, bool cache, bool is_pixel>
|
||||
class CachedStructShaderSetting {
|
||||
const char *m_name;
|
||||
T m_sent[count];
|
||||
bool has_been_set = false;
|
||||
std::array<const char*, count> m_fields;
|
||||
public:
|
||||
CachedStructShaderSetting(const char *name, std::array<const char*, count> &&fields) :
|
||||
m_name(name), m_fields(std::move(fields))
|
||||
{}
|
||||
|
||||
void set(const T value[count], video::IMaterialRendererServices *services)
|
||||
{
|
||||
if (cache && has_been_set && std::equal(m_sent, m_sent + count, value))
|
||||
return;
|
||||
|
||||
for (std::size_t i = 0; i < count; i++) {
|
||||
std::string uniform_name = std::string(m_name) + "." + m_fields[i];
|
||||
|
||||
if (is_pixel)
|
||||
services->setPixelShaderConstant(services->getPixelShaderConstantID(uniform_name.c_str()), value + i, 1);
|
||||
else
|
||||
services->setVertexShaderConstant(services->getVertexShaderConstantID(uniform_name.c_str()), value + i, 1);
|
||||
}
|
||||
|
||||
if (cache) {
|
||||
std::copy(value, value + count, m_sent);
|
||||
has_been_set = true;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename T, std::size_t count, bool cache = true>
|
||||
using CachedStructVertexShaderSetting = CachedStructShaderSetting<T, count, cache, false>;
|
||||
|
||||
template<typename T, std::size_t count, bool cache = true>
|
||||
using CachedStructPixelShaderSetting = CachedStructShaderSetting<T, count, cache, true>;
|
||||
|
||||
/*
|
||||
ShaderSource creates and caches shaders.
|
||||
|
|
|
@ -278,7 +278,8 @@ void set_default_settings()
|
|||
settings->setDefault("water_wave_speed", "5.0");
|
||||
settings->setDefault("enable_waving_leaves", "false");
|
||||
settings->setDefault("enable_waving_plants", "false");
|
||||
settings->setDefault("exposure_factor", "1.0");
|
||||
settings->setDefault("exposure_compensation", "0.0");
|
||||
settings->setDefault("enable_auto_exposure", "false");
|
||||
settings->setDefault("enable_bloom", "false");
|
||||
settings->setDefault("enable_bloom_debug", "false");
|
||||
settings->setDefault("bloom_strength_factor", "1.0");
|
||||
|
|
29
src/lighting.cpp
Normal file
29
src/lighting.cpp
Normal file
|
@ -0,0 +1,29 @@
|
|||
/*
|
||||
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.
|
||||
*/
|
||||
|
||||
#include "lighting.h"
|
||||
|
||||
AutoExposure::AutoExposure()
|
||||
: luminance_min(-3.f),
|
||||
luminance_max(-3.f),
|
||||
exposure_correction(0.0f),
|
||||
speed_dark_bright(1000.f),
|
||||
speed_bright_dark(1000.f),
|
||||
center_weight_power(1.f)
|
||||
{}
|
|
@ -19,10 +19,38 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
|||
|
||||
#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};
|
||||
};
|
||||
|
|
|
@ -1766,4 +1766,12 @@ void Client::handleCommand_SetLighting(NetworkPacket *pkt)
|
|||
*pkt >> lighting.shadow_intensity;
|
||||
if (pkt->getRemainingBytes() >= 4)
|
||||
*pkt >> lighting.saturation;
|
||||
if (pkt->getRemainingBytes() >= 24) {
|
||||
*pkt >> lighting.exposure.luminance_min
|
||||
>> lighting.exposure.luminance_max
|
||||
>> lighting.exposure.exposure_correction
|
||||
>> lighting.exposure.speed_dark_bright
|
||||
>> lighting.exposure.speed_bright_dark
|
||||
>> lighting.exposure.center_weight_power;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -831,6 +831,13 @@ enum ToClientCommand
|
|||
/*
|
||||
f32 shadow_intensity
|
||||
f32 saturation
|
||||
exposure parameters
|
||||
f32 luminance_min
|
||||
f32 luminance_max
|
||||
f32 exposure_correction
|
||||
f32 speed_dark_bright
|
||||
f32 speed_bright_dark
|
||||
f32 center_weight_power
|
||||
*/
|
||||
|
||||
TOCLIENT_NUM_MSG_TYPES = 0x64,
|
||||
|
|
|
@ -2297,8 +2297,20 @@ int ObjectRef::l_set_lighting(lua_State *L)
|
|||
getfloatfield(L, -1, "intensity", lighting.shadow_intensity);
|
||||
}
|
||||
lua_pop(L, 1); // shadows
|
||||
|
||||
getfloatfield(L, -1, "saturation", lighting.saturation);
|
||||
|
||||
lua_getfield(L, 2, "exposure");
|
||||
if (lua_istable(L, -1)) {
|
||||
lighting.exposure.luminance_min = getfloatfield_default(L, -1, "luminance_min", lighting.exposure.luminance_min);
|
||||
lighting.exposure.luminance_max = getfloatfield_default(L, -1, "luminance_max", lighting.exposure.luminance_max);
|
||||
lighting.exposure.exposure_correction = getfloatfield_default(L, -1, "exposure_correction", lighting.exposure.exposure_correction);
|
||||
lighting.exposure.speed_dark_bright = getfloatfield_default(L, -1, "speed_dark_bright", lighting.exposure.speed_dark_bright);
|
||||
lighting.exposure.speed_bright_dark = getfloatfield_default(L, -1, "speed_bright_dark", lighting.exposure.speed_bright_dark);
|
||||
lighting.exposure.center_weight_power = getfloatfield_default(L, -1, "center_weight_power", lighting.exposure.center_weight_power);
|
||||
}
|
||||
lua_pop(L, 1); // exposure
|
||||
|
||||
getServer(L)->setLighting(player, lighting);
|
||||
return 0;
|
||||
}
|
||||
|
@ -2321,6 +2333,20 @@ int ObjectRef::l_get_lighting(lua_State *L)
|
|||
lua_setfield(L, -2, "shadows");
|
||||
lua_pushnumber(L, lighting.saturation);
|
||||
lua_setfield(L, -2, "saturation");
|
||||
lua_newtable(L); // "exposure"
|
||||
lua_pushnumber(L, lighting.exposure.luminance_min);
|
||||
lua_setfield(L, -2, "luminance_min");
|
||||
lua_pushnumber(L, lighting.exposure.luminance_max);
|
||||
lua_setfield(L, -2, "luminance_max");
|
||||
lua_pushnumber(L, lighting.exposure.exposure_correction);
|
||||
lua_setfield(L, -2, "exposure_correction");
|
||||
lua_pushnumber(L, lighting.exposure.speed_dark_bright);
|
||||
lua_setfield(L, -2, "speed_dark_bright");
|
||||
lua_pushnumber(L, lighting.exposure.speed_bright_dark);
|
||||
lua_setfield(L, -2, "speed_bright_dark");
|
||||
lua_pushnumber(L, lighting.exposure.center_weight_power);
|
||||
lua_setfield(L, -2, "center_weight_power");
|
||||
lua_setfield(L, -2, "exposure");
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
|
|
@ -1866,6 +1866,13 @@ void Server::SendSetLighting(session_t peer_id, const Lighting &lighting)
|
|||
pkt << lighting.shadow_intensity;
|
||||
pkt << lighting.saturation;
|
||||
|
||||
pkt << lighting.exposure.luminance_min
|
||||
<< lighting.exposure.luminance_max
|
||||
<< lighting.exposure.exposure_correction
|
||||
<< lighting.exposure.speed_dark_bright
|
||||
<< lighting.exposure.speed_bright_dark
|
||||
<< lighting.exposure.center_weight_power;
|
||||
|
||||
Send(&pkt);
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue