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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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