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https://github.com/minetest/minetest.git
synced 2025-07-03 00:20:21 +02:00
Make volumetric light effect strength server controllable
- Make volumetric light effect strength server controllable - Separate volumetric and bloom shader pipeline - Require bloom to be enable, scale godrays with bloom
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@ -404,10 +404,12 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float> m_bloom_radius_pixel;
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float m_bloom_radius;
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CachedPixelShaderSetting<float> m_saturation_pixel;
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bool m_volumetric_light_enabled;
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CachedPixelShaderSetting<float, 3> m_sun_position_pixel;
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CachedPixelShaderSetting<float> m_sun_brightness_pixel;
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CachedPixelShaderSetting<float, 3> m_moon_position_pixel;
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CachedPixelShaderSetting<float> m_moon_brightness_pixel;
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CachedPixelShaderSetting<float> m_volumetric_light_strength_pixel;
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public:
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void onSettingsChange(const std::string &name)
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@ -469,7 +471,8 @@ public:
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m_sun_position_pixel("sunPositionScreen"),
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m_sun_brightness_pixel("sunBrightness"),
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m_moon_position_pixel("moonPositionScreen"),
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m_moon_brightness_pixel("moonBrightness")
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m_moon_brightness_pixel("moonBrightness"),
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m_volumetric_light_strength_pixel("volumetricLightStrength")
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{
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g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
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g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
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@ -483,6 +486,7 @@ public:
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m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
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m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
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m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
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m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
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}
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~GameGlobalShaderConstantSetter()
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@ -588,49 +592,52 @@ public:
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float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
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m_saturation_pixel.set(&saturation, services);
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// Map directional light to screen space
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auto camera_node = m_client->getCamera()->getCameraNode();
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core::matrix4 transform = camera_node->getProjectionMatrix();
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transform *= camera_node->getViewMatrix();
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if (m_volumetric_light_enabled) {
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// Map directional light to screen space
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auto camera_node = m_client->getCamera()->getCameraNode();
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core::matrix4 transform = camera_node->getProjectionMatrix();
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transform *= camera_node->getViewMatrix();
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if (m_sky->getSunVisible()) {
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v3f sun_position = camera_node->getAbsolutePosition() +
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10000. * m_sky->getSunDirection();
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transform.transformVect(sun_position);
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sun_position.normalize();
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if (m_sky->getSunVisible()) {
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v3f sun_position = camera_node->getAbsolutePosition() +
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10000. * m_sky->getSunDirection();
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transform.transformVect(sun_position);
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sun_position.normalize();
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float sun_position_array[3] = { sun_position.X, sun_position.Y, sun_position.Z};
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m_sun_position_pixel.set(sun_position_array, services);
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float sun_position_array[3] = { sun_position.X, sun_position.Y, sun_position.Z};
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m_sun_position_pixel.set(sun_position_array, services);
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float sun_brightness = rangelim(107.143f * m_sky->getSunDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
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m_sun_brightness_pixel.set(&sun_brightness, services);
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}
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else {
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float sun_position_array[3] = { 0.f, 0.f, -1.f };
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m_sun_position_pixel.set(sun_position_array, services);
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float sun_brightness = rangelim(107.143f * m_sky->getSunDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
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m_sun_brightness_pixel.set(&sun_brightness, services);
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} else {
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float sun_position_array[3] = { 0.f, 0.f, -1.f };
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m_sun_position_pixel.set(sun_position_array, services);
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float sun_brightness = 0.f;
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m_sun_brightness_pixel.set(&sun_brightness, services);
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}
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float sun_brightness = 0.f;
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m_sun_brightness_pixel.set(&sun_brightness, services);
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}
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if (m_sky->getMoonVisible()) {
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v3f moon_position = camera_node->getAbsolutePosition() +
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10000. * m_sky->getMoonDirection();
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transform.transformVect(moon_position);
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moon_position.normalize();
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if (m_sky->getMoonVisible()) {
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v3f moon_position = camera_node->getAbsolutePosition() +
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10000. * m_sky->getMoonDirection();
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transform.transformVect(moon_position);
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moon_position.normalize();
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float moon_position_array[3] = { moon_position.X, moon_position.Y, moon_position.Z};
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m_moon_position_pixel.set(moon_position_array, services);
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float moon_position_array[3] = { moon_position.X, moon_position.Y, moon_position.Z};
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m_moon_position_pixel.set(moon_position_array, services);
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float moon_brightness = rangelim(107.143f * m_sky->getMoonDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
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m_moon_brightness_pixel.set(&moon_brightness, services);
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}
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else {
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float moon_position_array[3] = { 0.f, 0.f, -1.f };
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m_moon_position_pixel.set(moon_position_array, services);
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float moon_brightness = rangelim(107.143f * m_sky->getMoonDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
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m_moon_brightness_pixel.set(&moon_brightness, services);
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}
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else {
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float moon_position_array[3] = { 0.f, 0.f, -1.f };
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m_moon_position_pixel.set(moon_position_array, services);
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float moon_brightness = 0.f;
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m_moon_brightness_pixel.set(&moon_brightness, services);
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float moon_brightness = 0.f;
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m_moon_brightness_pixel.set(&moon_brightness, services);
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}
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float volumetric_light_strength = m_client->getEnv().getLocalPlayer()->getLighting().volumetric_light_strength;
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m_volumetric_light_strength_pixel.set(&volumetric_light_strength, services);
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}
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}
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@ -3089,7 +3096,6 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
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else
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sky->setFogStart(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
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delete event->set_sky;
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}
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@ -120,8 +120,9 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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static const u8 TEXTURE_EXPOSURE_1 = 3;
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static const u8 TEXTURE_EXPOSURE_2 = 4;
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static const u8 TEXTURE_FXAA = 5;
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static const u8 TEXTURE_BLOOM_DOWN = 10;
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static const u8 TEXTURE_BLOOM_UP = 20;
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static const u8 TEXTURE_VOLUME = 6;
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static const u8 TEXTURE_SCALE_DOWN = 10;
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static const u8 TEXTURE_SCALE_UP = 20;
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// Super-sampling is simply rendering into a larger texture.
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// Downscaling is done by the final step when rendering to the screen.
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@ -130,6 +131,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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const bool enable_auto_exposure = g_settings->getBool("enable_auto_exposure");
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const bool enable_ssaa = antialiasing == "ssaa";
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const bool enable_fxaa = antialiasing == "fxaa";
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const bool enable_volumetric_light = g_settings->getBool("enable_volumetric_lighting") && enable_bloom;
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if (enable_ssaa) {
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u16 ssaa_scale = MYMAX(2, g_settings->getU16("fsaa"));
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@ -160,9 +162,9 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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v2f downscale = scale * 0.5;
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for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
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buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("downsample") + std::to_string(i), color_format);
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buffer->setTexture(TEXTURE_SCALE_DOWN + i, downscale, std::string("downsample") + std::to_string(i), color_format);
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if (enable_bloom)
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buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("upsample") + std::to_string(i), color_format);
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buffer->setTexture(TEXTURE_SCALE_UP + i, downscale, std::string("upsample") + std::to_string(i), color_format);
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downscale *= 0.5;
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}
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@ -171,20 +173,30 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// get bright spots
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u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_EXPOSURE_1, TEXTURE_DEPTH });
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RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source, TEXTURE_EXPOSURE_1 });
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extract_bloom->setRenderSource(buffer);
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extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
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source = TEXTURE_BLOOM;
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}
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if (enable_volumetric_light) {
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buffer->setTexture(TEXTURE_VOLUME, scale, "volume", color_format);
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shader_id = client->getShaderSource()->getShader("volumetric_light", TILE_MATERIAL_PLAIN, NDT_MESH);
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auto volume = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source, TEXTURE_DEPTH });
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volume->setRenderSource(buffer);
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volume->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_VOLUME));
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source = TEXTURE_VOLUME;
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}
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// downsample
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shader_id = client->getShaderSource()->getShader("bloom_downsample", TILE_MATERIAL_PLAIN, NDT_MESH);
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for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
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auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source });
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step->setRenderSource(buffer);
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step->setBilinearFilter(0, true);
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step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM_DOWN + i));
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source = TEXTURE_BLOOM_DOWN + i;
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step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_SCALE_DOWN + i));
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source = TEXTURE_SCALE_DOWN + i;
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}
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}
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@ -193,19 +205,19 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// upsample
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shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
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for (u8 i = MIPMAP_LEVELS - 1; i > 0; i--) {
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auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { u8(TEXTURE_BLOOM_DOWN + i - 1), source });
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auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { u8(TEXTURE_SCALE_DOWN + i - 1), source });
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step->setRenderSource(buffer);
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step->setBilinearFilter(0, true);
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step->setBilinearFilter(1, true);
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step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, u8(TEXTURE_BLOOM_UP + i - 1)));
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source = TEXTURE_BLOOM_UP + i - 1;
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step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, u8(TEXTURE_SCALE_UP + i - 1)));
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source = TEXTURE_SCALE_UP + i - 1;
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}
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}
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// Dynamic Exposure pt2
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if (enable_auto_exposure) {
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shader_id = client->getShaderSource()->getShader("update_exposure", TILE_MATERIAL_PLAIN, NDT_MESH);
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auto update_exposure = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_EXPOSURE_1, u8(TEXTURE_BLOOM_DOWN + MIPMAP_LEVELS - 1) });
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auto update_exposure = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_EXPOSURE_1, u8(TEXTURE_SCALE_DOWN + MIPMAP_LEVELS - 1) });
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update_exposure->setBilinearFilter(1, true);
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update_exposure->setRenderSource(buffer);
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update_exposure->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_EXPOSURE_2));
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@ -228,7 +240,7 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// final merge
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shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
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PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { final_stage_source, TEXTURE_BLOOM_UP, TEXTURE_EXPOSURE_2 });
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PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { final_stage_source, TEXTURE_SCALE_UP, TEXTURE_EXPOSURE_2 });
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pipeline->addStep(effect);
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if (enable_ssaa)
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effect->setBilinearFilter(0, true);
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@ -770,6 +770,10 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
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if (g_settings->getBool("debanding"))
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shaders_header << "#define ENABLE_DITHERING 1\n";
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if (g_settings->getBool("enable_volumetric_lighting")) {
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shaders_header << "#define VOLUMETRIC_LIGHT 1\n";
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}
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shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
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std::string common_header = shaders_header.str();
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@ -120,6 +120,9 @@ public:
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void setFogStart(float fog_start) { m_sky_params.fog_start = fog_start; }
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float getFogStart() const { return m_sky_params.fog_start; }
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void setVolumetricLightStrength(float volumetric_light_strength) { m_sky_params.volumetric_light_strength = volumetric_light_strength; }
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float getVolumetricLightStrength() const { return m_sky_params.volumetric_light_strength; }
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private:
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aabb3f m_box;
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video::SMaterial m_materials[SKY_MATERIAL_COUNT];
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