1
0
Fork 0
mirror of https://github.com/luanti-org/luanti.git synced 2025-08-06 17:41:04 +00:00
luanti/src/lighting.h
GefullteTaubenbrust2 d8f1daac25
Visual Effects Vol. 1 (#14610)
This PR adds a variety of effects to enhance the visual experience.

    "soft" clouds look
    Tinted shadows
    Crude water reflections (sky and sun) and waves
    Translucent foliage
    Node specular highlights
    Adjusted fog color (more saturated where the fog is lighter)
    Minor changes to volumetric lighting (crudely simulates the effect of depth)

Co-authored-by: sfan5 <sfan5@live.de>
2024-09-24 11:14:27 -07:00

60 lines
1.9 KiB
C++

/*
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.
*/
#pragma once
#include "SColor.h"
using namespace irr;
/**
* 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};
float volumetric_light_strength {0.0f};
video::SColor shadow_tint;
};