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Add configurable saturation (#12865)

* Add configurable saturation

Co-authored-by: Pevernow <3450354617@qq.com>
Co-authored-by: x2048 <codeforsmile@gmail.com>

Author:    Lars <larsh@apache.org>
This commit is contained in:
lhofhansl 2022-11-18 11:49:52 -08:00 committed by GitHub
parent dac05a500e
commit 7bf64fc61a
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 29 additions and 1 deletions

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@ -436,6 +436,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
float m_bloom_strength;
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
float m_bloom_radius;
float m_saturation;
CachedPixelShaderSetting<float> m_saturation_pixel;
public:
void onSettingsChange(const std::string &name)
@ -450,6 +452,8 @@ public:
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
if (name == "bloom_radius")
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
if (name == "saturation")
m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
}
static void settingsCallback(const std::string &name, void *userdata)
@ -484,19 +488,22 @@ public:
m_exposure_factor_pixel("exposureFactor"),
m_bloom_intensity_pixel("bloomIntensity"),
m_bloom_strength_pixel("bloomStrength"),
m_bloom_radius_pixel("bloomRadius")
m_bloom_radius_pixel("bloomRadius"),
m_saturation_pixel("saturation")
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
g_settings->registerChangedCallback("saturation", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
m_saturation = g_settings->getFloat("saturation", 0.0f, 5.0f);
}
~GameGlobalShaderConstantSetter()
@ -584,6 +591,7 @@ public:
m_bloom_radius_pixel.set(&m_bloom_radius, services);
m_bloom_strength_pixel.set(&m_bloom_strength, services);
}
m_saturation_pixel.set(&m_saturation, services);
}
void onSetMaterial(const video::SMaterial &material)