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Lots of changes
some redundant stuff in vertex shaders needs fixing
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parent
ded1b09838
commit
ca4f04ecab
9 changed files with 138 additions and 23 deletions
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@ -409,6 +409,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float> m_bloom_radius_pixel{"bloomRadius"};
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float m_bloom_radius;
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CachedPixelShaderSetting<float> m_saturation_pixel{"saturation"};
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float m_gamma;
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CachedPixelShaderSetting<float> m_gamma_pixel{"gamma"};
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bool m_volumetric_light_enabled;
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CachedPixelShaderSetting<float, 3>
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m_sun_position_pixel{"sunPositionScreen"};
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@ -419,11 +421,12 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float>
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m_volumetric_light_strength_pixel{"volumetricLightStrength"};
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static constexpr std::array<const char*, 4> SETTING_CALLBACKS = {
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static constexpr std::array<const char*, 5> SETTING_CALLBACKS = {
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"exposure_compensation",
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"bloom_intensity",
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"bloom_strength_factor",
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"bloom_radius"
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"bloom_radius",
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"gamma"
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};
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public:
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@ -437,6 +440,8 @@ public:
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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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if (name == "bloom_radius")
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m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
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if (name == "gamma")
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m_gamma = g_settings->getFloat("gamma", 1.0f, 5.0f);
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}
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static void settingsCallback(const std::string &name, void *userdata)
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@ -458,6 +463,7 @@ public:
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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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m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
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m_gamma = g_settings->getFloat("gamma", 1.0f, 5.0f);
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m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
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}
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@ -523,6 +529,8 @@ public:
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m_bloom_strength_pixel.set(&m_bloom_strength, services);
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}
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m_gamma_pixel.set(&m_gamma, services);
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const auto &lighting = m_client->getEnv().getLocalPlayer()->getLighting();
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float saturation = lighting.saturation;
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m_saturation_pixel.set(&saturation, services);
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