X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Flight.cpp;h=575bc2c72a876c6690e5b8b7d68ba990690f0265;hb=ec93893c7f34bcab35b1c356497d8def47d1bf1c;hp=4a3ca5a60767c8388429f59e0a025935f80e7375;hpb=094a5a73d3b9817d07c52754749f0828c4005b8c;p=minetest.git diff --git a/src/light.cpp b/src/light.cpp index 4a3ca5a60..575bc2c72 100644 --- a/src/light.cpp +++ b/src/light.cpp @@ -18,8 +18,9 @@ with this program; if not, write to the Free Software Foundation, Inc., */ #include "light.h" -#include +#include #include "util/numeric.h" +#include "settings.h" #ifndef SERVER @@ -32,52 +33,27 @@ u8 light_LUT[LIGHT_MAX+1]; 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. */ 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; +// lighting curve derivatives + const float alpha = g_settings->getFloat("lighting_alpha"); + const float beta = g_settings->getFloat("lighting_beta"); +// lighting curve coefficients + const float a = alpha + beta - 2; + const float b = 3 - 2 * alpha - beta; + const float c = alpha; +// gamma correction + gamma = rangelim(gamma, 0.5, 3.0); 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]) + float x = i; + x /= LIGHT_MAX; + float brightness = a * x * x * x + b * x * x + c * x; + brightness = powf(brightness, 1.0 / gamma); + light_LUT[i] = rangelim((u32)(255 * brightness), 0, 255); + if (i > 1 && light_LUT[i] <= light_LUT[i - 1]) light_LUT[i] = light_LUT[i - 1] + 1; - brightness += brightness_step; } light_LUT[LIGHT_MAX] = 255; }