*/
#include "light.h"
-#include <math.h>
+#include <algorithm>
+#include <cmath>
#include "util/numeric.h"
+#include "settings.h"
#ifndef SERVER
-// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
-// LIGHT_SUN is read as LIGHT_MAX from here.
+static u8 light_LUT[LIGHT_SUN + 1];
-u8 light_LUT[LIGHT_MAX+1];
-
-// the const ref to light_LUT is what is actually used in the code.
+// The const ref to light_LUT is what is actually used in the code
const u8 *light_decode_table = light_LUT;
-/** Initialize or update the light value tables using the specified \p gamma.
- * If \p gamma == 1.0 then the light table is linear. Typically values for
- * gamma range between 1.8 and 2.2.
- *
- * @note The value for gamma will be restricted to the range 1.1 <= gamma <= 3.0.
- *
- * @note This function is not, currently, a simple linear to gamma encoding
- * because adjustments are made so that a gamma of 1.8 gives the same
- * results as those hardcoded for use by the server.
- */
+
+struct LightingParams {
+ float a, b, c; // Lighting curve polynomial coefficients
+ float boost, center, sigma; // Lighting curve parametric boost
+ float gamma; // Lighting curve gamma correction
+};
+
+static LightingParams params;
+
+
+float decode_light_f(float x)
+{
+ if (x >= 1.0f) // x is often 1.0f
+ return 1.0f;
+ x = std::fmax(x, 0.0f);
+ float brightness = ((params.a * x + params.b) * x + params.c) * x;
+ brightness += params.boost *
+ std::exp(-0.5f * sqr((x - params.center) / params.sigma));
+ if (brightness <= 0.0f) // May happen if parameters are extreme
+ return 0.0f;
+ if (brightness >= 1.0f)
+ return 1.0f;
+ return powf(brightness, 1.0f / params.gamma);
+}
+
+
+// Initialize or update the light value tables using the specified gamma
void set_light_table(float gamma)
{
- static const float brightness_step = 255.0f / (LIGHT_MAX + 1);
-
- // this table is pure arbitrary values, made so that
- // at gamma 2.2 the game looks not too dark at light=1,
- // and mostly linear for the rest of the scale.
- // we could try to inverse the gamma power function, but this
- // is simpler and quicker.
- static const int adjustments[LIGHT_MAX + 1] = {
- -67,
- -91,
- -125,
- -115,
- -104,
- -85,
- -70,
- -63,
- -56,
- -49,
- -42,
- -35,
- -28,
- -22,
- 0
- };
-
- gamma = rangelim(gamma, 1.0, 3.0);
-
- float brightness = brightness_step;
-
- for (size_t i = 0; i < LIGHT_MAX; i++) {
- light_LUT[i] = (u8)(255 * powf(brightness / 255.0f, 1.0 / gamma));
- light_LUT[i] = rangelim(light_LUT[i] + adjustments[i], 0, 255);
- if (i > 1 && light_LUT[i] < light_LUT[i - 1])
- light_LUT[i] = light_LUT[i - 1] + 1;
- brightness += brightness_step;
+// Lighting curve bounding gradients
+ const float alpha = rangelim(g_settings->getFloat("lighting_alpha"), 0.0f, 3.0f);
+ const float beta = rangelim(g_settings->getFloat("lighting_beta"), 0.0f, 3.0f);
+// Lighting curve polynomial coefficients
+ params.a = alpha + beta - 2.0f;
+ params.b = 3.0f - 2.0f * alpha - beta;
+ params.c = alpha;
+// Lighting curve parametric boost
+ params.boost = rangelim(g_settings->getFloat("lighting_boost"), 0.0f, 0.4f);
+ params.center = rangelim(g_settings->getFloat("lighting_boost_center"), 0.0f, 1.0f);
+ params.sigma = rangelim(g_settings->getFloat("lighting_boost_spread"), 0.0f, 0.4f);
+// Lighting curve gamma correction
+ params.gamma = rangelim(gamma, 0.33f, 3.0f);
+
+// Boundary values should be fixed
+ light_LUT[0] = 0;
+ light_LUT[LIGHT_SUN] = 255;
+
+ for (size_t i = 1; i < LIGHT_SUN; i++) {
+ float brightness = decode_light_f((float)i / LIGHT_SUN);
+ // Strictly speaking, rangelim is not necessary here—if the implementation
+ // is conforming. But we don’t want problems in any case.
+ light_LUT[i] = rangelim((s32)(255.0f * brightness), 0, 255);
+
+ // Ensure light brightens with each level
+ if (i > 0 && light_LUT[i] <= light_LUT[i - 1]) {
+ light_LUT[i] = std::min((u8)254, light_LUT[i - 1]) + 1;
+ }
}
- light_LUT[LIGHT_MAX] = 255;
}
-#endif
+#endif