]> git.lizzy.rs Git - minetest.git/blobdiff - src/client/game.cpp
Add dynamic exposure correction (#12959)
[minetest.git] / src / client / game.cpp
index 3f76d2e05d48ddc281a34c0c5040dc638c38b2b3..cf0117046906acc1c4e9a10770a48d5e1635c590 100644 (file)
@@ -414,6 +414,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
        CachedPixelShaderSetting<float> m_fog_distance;
        CachedVertexShaderSetting<float> m_animation_timer_vertex;
        CachedPixelShaderSetting<float> m_animation_timer_pixel;
+       CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
+       CachedPixelShaderSetting<float> m_animation_timer_delta_pixel;
        CachedPixelShaderSetting<float, 3> m_day_light;
        CachedPixelShaderSetting<float, 4> m_star_color;
        CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
@@ -427,8 +429,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
        CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
        CachedPixelShaderSetting<float, 2> m_texel_size0;
        std::array<float, 2> m_texel_size0_values;
-       CachedPixelShaderSetting<float> m_exposure_factor_pixel;
-       float m_user_exposure_factor;
+       CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
+       float m_user_exposure_compensation;
        bool m_bloom_enabled;
        CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
        float m_bloom_intensity;
@@ -443,8 +445,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
        {
                if (name == "enable_fog")
                        m_fog_enabled = g_settings->getBool("enable_fog");
-               if (name == "exposure_factor")
-                       m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
+               if (name == "exposure_compensation")
+                       m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
                if (name == "bloom_intensity")
                        m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
                if (name == "bloom_strength_factor")
@@ -470,6 +472,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
                m_fog_distance("fogDistance"),
                m_animation_timer_vertex("animationTimer"),
                m_animation_timer_pixel("animationTimer"),
+               m_animation_timer_delta_vertex("animationTimerDelta"),
+               m_animation_timer_delta_pixel("animationTimerDelta"),
                m_day_light("dayLight"),
                m_star_color("starColor"),
                m_eye_position_pixel("eyePosition"),
@@ -482,20 +486,24 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
                m_texture2("texture2"),
                m_texture3("texture3"),
                m_texel_size0("texelSize0"),
-               m_exposure_factor_pixel("exposureFactor"),
+               m_exposure_params_pixel("exposureParams",
+                               std::array<const char*, 7> {
+                                               "luminanceMin", "luminanceMax", "exposureCorrection",
+                                               "speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
+                               }),
                m_bloom_intensity_pixel("bloomIntensity"),
                m_bloom_strength_pixel("bloomStrength"),
                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("exposure_compensation", 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_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
                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);
@@ -546,6 +554,10 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
                m_animation_timer_vertex.set(&animation_timer_f, services);
                m_animation_timer_pixel.set(&animation_timer_f, services);
 
+               float animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
+               m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
+               m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
+
                float eye_position_array[3];
                v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
                epos.getAs3Values(eye_position_array);
@@ -577,10 +589,17 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
 
                m_texel_size0.set(m_texel_size0_values.data(), services);
 
-               float exposure_factor = m_user_exposure_factor;
-               if (std::isnan(exposure_factor))
-                       exposure_factor = 1.0f;
-               m_exposure_factor_pixel.set(&exposure_factor, services);
+               const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
+               std::array<float, 7> exposure_buffer = {
+                       std::pow(2.0f, exposure_params.luminance_min),
+                       std::pow(2.0f, exposure_params.luminance_max),
+                       exposure_params.exposure_correction,
+                       exposure_params.speed_dark_bright,
+                       exposure_params.speed_bright_dark,
+                       exposure_params.center_weight_power,
+                       powf(2.f, m_user_exposure_compensation)
+               };
+               m_exposure_params_pixel.set(exposure_buffer.data(), services);
 
                if (m_bloom_enabled) {
                        m_bloom_intensity_pixel.set(&m_bloom_intensity, services);