if (ambient_occlusion > 4)
{
- //table of precalculated gamma space multiply factors
- //light^2.2 * factor (0.75, 0.5, 0.25, 0.0), so table holds factor ^ (1 / 2.2)
- static const float light_amount[4] = { 0.877424315, 0.729740053, 0.532520545, 0.0 };
+ static const float ao_gamma = rangelim(
+ g_settings->getFloat("ambient_occlusion_gamma"), 0.25, 4.0);
+
+ // Table of gamma space multiply factors.
+ static const float light_amount[3] = {
+ powf(0.75, 1.0 / ao_gamma),
+ powf(0.5, 1.0 / ao_gamma),
+ powf(0.25, 1.0 / ao_gamma)
+ };
//calculate table index for gamma space multiplier
ambient_occlusion -= 5;
1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
};
- b += emphase_blue_when_dark[b / 8];
- b = irr::core::clamp (b, 0, 255);
+ b += emphase_blue_when_dark[irr::core::clamp(b, 0, 255) / 8];
+ b = irr::core::clamp(b, 0, 255);
// Artificial light is yellow-ish
static const u8 emphase_yellow_when_artificial[16] = {
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
};
rg += emphase_yellow_when_artificial[night/16];
- rg = irr::core::clamp (rg, 0, 255);
+ rg = irr::core::clamp(rg, 0, 255);
result.setRed(rg);
result.setGreen(rg);
// Get rotation for things like chests
u8 facedir = mn.getFaceDir(ndef);
- if (facedir > 23)
- facedir = 0;
+
static const u16 dir_to_tile[24 * 16] =
{
// 0 +X +Y +Z -Z -Y -X -> value=tile,rotation