From 075833e39368e63e06889f21140f816420e83541 Mon Sep 17 00:00:00 2001 From: Lars Hofhansl Date: Sat, 3 Dec 2016 21:43:25 -0800 Subject: [PATCH] Fog: Make fraction of visible distance at which fog starts configurable Optimise the fetching of global settings 'camera_smoothing', 'cinematic' and 'cinematic_camera_smoothing'. Cache 'cam_smoothing'. --- builtin/settingtypes.txt | 3 ++ .../shaders/nodes_shader/opengl_fragment.glsl | 2 +- .../water_surface_shader/opengl_fragment.glsl | 2 +- .../wielded_shader/opengl_fragment.glsl | 2 +- minetest.conf.example | 4 ++ src/defaultsettings.cpp | 1 + src/game.cpp | 37 ++++++++++++++----- src/shader.cpp | 4 ++ 8 files changed, 43 insertions(+), 12 deletions(-) diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt index b1f31054e..10db4787d 100644 --- a/builtin/settingtypes.txt +++ b/builtin/settingtypes.txt @@ -529,6 +529,9 @@ ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0 # Enables animation of inventory items. inventory_items_animations (Inventory items animations) bool false +# Fraction of the visible distance at which fog starts to be rendered +fog_start (Fog Start) float 0.4 0.0 0.99 + [**Menus] # Use a cloud animation for the main menu background. diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 149aa2bc5..71ded2b9d 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -19,7 +19,7 @@ bool normalTexturePresent = false; const float e = 2.718281828459; const float BS = 10.0; -const float fogStart = 0.4; +const float fogStart = FOG_START; const float fogShadingParameter = 1 / ( 1 - fogStart); #ifdef ENABLE_TONE_MAPPING diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index 4164870c7..c4e78470d 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -21,7 +21,7 @@ bool texSeamless = false; const float e = 2.718281828459; const float BS = 10.0; -const float fogStart = 0.4; +const float fogStart = FOG_START; const float fogShadingParameter = 1 / ( 1 - fogStart); #ifdef ENABLE_TONE_MAPPING diff --git a/client/shaders/wielded_shader/opengl_fragment.glsl b/client/shaders/wielded_shader/opengl_fragment.glsl index 7c38b749a..ba7a8f12d 100644 --- a/client/shaders/wielded_shader/opengl_fragment.glsl +++ b/client/shaders/wielded_shader/opengl_fragment.glsl @@ -19,7 +19,7 @@ bool texSeamless = false; const float e = 2.718281828459; const float BS = 10.0; -const float fogStart = 0.4; +const float fogStart = FOG_START; const float fogShadingParameter = 1 / ( 1 - fogStart); void get_texture_flags() diff --git a/minetest.conf.example b/minetest.conf.example index 361311ba0..90d7af0a3 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -615,6 +615,10 @@ # type: bool # inventory_items_animations = false +# Fraction of the visible distance at which fog starts to be rendered +# Range 0 - 0.99 +# fog_start = 0.4 + ### Menus # Use a cloud animation for the main menu background. diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index 2cb57532d..bd88cf530 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -106,6 +106,7 @@ void set_default_settings(Settings *settings) settings->setDefault("client_unload_unused_data_timeout", "600"); settings->setDefault("client_mapblock_limit", "5000"); settings->setDefault("enable_fog", "true"); + settings->setDefault("fog_start", "0.4"); settings->setDefault("fov", "72"); settings->setDefault("view_bobbing", "true"); settings->setDefault("leaves_style", "fancy"); diff --git a/src/game.cpp b/src/game.cpp index e6d38d0a0..cc6e5a0e3 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -1825,6 +1825,8 @@ private: f32 m_cache_mouse_sensitivity; f32 m_cache_joystick_frustum_sensitivity; f32 m_repeat_right_click_time; + f32 m_cache_cam_smoothing; + f32 m_cache_fog_start; #ifdef __ANDROID__ bool m_cache_hold_aux1; @@ -1876,6 +1878,12 @@ Game::Game() : &settingChangedCallback, this); g_settings->registerChangedCallback("free_move", &settingChangedCallback, this); + g_settings->registerChangedCallback("cinematic", + &settingChangedCallback, this); + g_settings->registerChangedCallback("cinematic_camera_smoothing", + &settingChangedCallback, this); + g_settings->registerChangedCallback("camera_smoothing", + &settingChangedCallback, this); readSettings(); @@ -1929,6 +1937,12 @@ Game::~Game() &settingChangedCallback, this); g_settings->deregisterChangedCallback("free_move", &settingChangedCallback, this); + g_settings->deregisterChangedCallback("cinematic", + &settingChangedCallback, this); + g_settings->deregisterChangedCallback("cinematic_camera_smoothing", + &settingChangedCallback, this); + g_settings->deregisterChangedCallback("camera_smoothing", + &settingChangedCallback, this); } bool Game::startup(bool *kill, @@ -2034,16 +2048,10 @@ void Game::run() processUserInput(&flags, &runData, dtime); // Update camera before player movement to avoid camera lag of one frame updateCameraDirection(&cam_view_target, &flags, dtime); - float cam_smoothing = 0; - if (g_settings->getBool("cinematic")) - cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing"); - else - cam_smoothing = 1 - g_settings->getFloat("camera_smoothing"); - cam_smoothing = rangelim(cam_smoothing, 0.01f, 1.0f); cam_view.camera_yaw += (cam_view_target.camera_yaw - - cam_view.camera_yaw) * cam_smoothing; + cam_view.camera_yaw) * m_cache_cam_smoothing; cam_view.camera_pitch += (cam_view_target.camera_pitch - - cam_view.camera_pitch) * cam_smoothing; + cam_view.camera_pitch) * m_cache_cam_smoothing; updatePlayerControl(cam_view); step(&dtime); processClientEvents(&cam_view_target, &runData.damage_flash); @@ -4284,7 +4292,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats, driver->setFog( sky->getBgColor(), video::EFT_FOG_LINEAR, - runData->fog_range * 0.4, + runData->fog_range * m_cache_fog_start, runData->fog_range * 1.0, 0.01, false, // pixel fog @@ -4660,7 +4668,18 @@ void Game::readSettings() m_cache_enable_noclip = g_settings->getBool("noclip"); m_cache_enable_free_move = g_settings->getBool("free_move"); + m_cache_fog_start = g_settings->getFloat("fog_start"); + + m_cache_cam_smoothing = 0; + if (g_settings->getBool("cinematic")) + m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing"); + else + m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing"); + + m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f); + m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f); m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0); + } /****************************************************************************/ diff --git a/src/shader.cpp b/src/shader.cpp index d51c1e308..c0ecf738d 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -751,6 +751,10 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype, if (g_settings->getBool("tone_mapping")) shaders_header += "#define ENABLE_TONE_MAPPING\n"; + shaders_header += "#define FOG_START "; + shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f)); + shaders_header += "\n"; + // Call addHighLevelShaderMaterial() or addShaderMaterial() const c8* vertex_program_ptr = 0; const c8* pixel_program_ptr = 0;