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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
This commit is contained in:
Lars
2023-10-23 17:05:31 -07:00
committed by lhofhansl
parent 04f0d545da
commit e0d4a9d575
16 changed files with 227 additions and 144 deletions

View File

@ -404,10 +404,12 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float> m_bloom_radius_pixel;
float m_bloom_radius;
CachedPixelShaderSetting<float> m_saturation_pixel;
bool m_volumetric_light_enabled;
CachedPixelShaderSetting<float, 3> m_sun_position_pixel;
CachedPixelShaderSetting<float> m_sun_brightness_pixel;
CachedPixelShaderSetting<float, 3> m_moon_position_pixel;
CachedPixelShaderSetting<float> m_moon_brightness_pixel;
CachedPixelShaderSetting<float> m_volumetric_light_strength_pixel;
public:
void onSettingsChange(const std::string &name)
@ -469,7 +471,8 @@ public:
m_sun_position_pixel("sunPositionScreen"),
m_sun_brightness_pixel("sunBrightness"),
m_moon_position_pixel("moonPositionScreen"),
m_moon_brightness_pixel("moonBrightness")
m_moon_brightness_pixel("moonBrightness"),
m_volumetric_light_strength_pixel("volumetricLightStrength")
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
@ -483,6 +486,7 @@ public:
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
m_bloom_radius = g_settings->getFloat("bloom_radius", 0.1f, 8.0f);
m_volumetric_light_enabled = g_settings->getBool("enable_volumetric_lighting") && m_bloom_enabled;
}
~GameGlobalShaderConstantSetter()
@ -588,49 +592,52 @@ public:
float saturation = m_client->getEnv().getLocalPlayer()->getLighting().saturation;
m_saturation_pixel.set(&saturation, services);
// Map directional light to screen space
auto camera_node = m_client->getCamera()->getCameraNode();
core::matrix4 transform = camera_node->getProjectionMatrix();
transform *= camera_node->getViewMatrix();
if (m_volumetric_light_enabled) {
// Map directional light to screen space
auto camera_node = m_client->getCamera()->getCameraNode();
core::matrix4 transform = camera_node->getProjectionMatrix();
transform *= camera_node->getViewMatrix();
if (m_sky->getSunVisible()) {
v3f sun_position = camera_node->getAbsolutePosition() +
10000. * m_sky->getSunDirection();
transform.transformVect(sun_position);
sun_position.normalize();
if (m_sky->getSunVisible()) {
v3f sun_position = camera_node->getAbsolutePosition() +
10000. * m_sky->getSunDirection();
transform.transformVect(sun_position);
sun_position.normalize();
float sun_position_array[3] = { sun_position.X, sun_position.Y, sun_position.Z};
m_sun_position_pixel.set(sun_position_array, services);
float sun_position_array[3] = { sun_position.X, sun_position.Y, sun_position.Z};
m_sun_position_pixel.set(sun_position_array, services);
float sun_brightness = rangelim(107.143f * m_sky->getSunDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
m_sun_brightness_pixel.set(&sun_brightness, services);
}
else {
float sun_position_array[3] = { 0.f, 0.f, -1.f };
m_sun_position_pixel.set(sun_position_array, services);
float sun_brightness = rangelim(107.143f * m_sky->getSunDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
m_sun_brightness_pixel.set(&sun_brightness, services);
} else {
float sun_position_array[3] = { 0.f, 0.f, -1.f };
m_sun_position_pixel.set(sun_position_array, services);
float sun_brightness = 0.f;
m_sun_brightness_pixel.set(&sun_brightness, services);
}
float sun_brightness = 0.f;
m_sun_brightness_pixel.set(&sun_brightness, services);
}
if (m_sky->getMoonVisible()) {
v3f moon_position = camera_node->getAbsolutePosition() +
10000. * m_sky->getMoonDirection();
transform.transformVect(moon_position);
moon_position.normalize();
if (m_sky->getMoonVisible()) {
v3f moon_position = camera_node->getAbsolutePosition() +
10000. * m_sky->getMoonDirection();
transform.transformVect(moon_position);
moon_position.normalize();
float moon_position_array[3] = { moon_position.X, moon_position.Y, moon_position.Z};
m_moon_position_pixel.set(moon_position_array, services);
float moon_position_array[3] = { moon_position.X, moon_position.Y, moon_position.Z};
m_moon_position_pixel.set(moon_position_array, services);
float moon_brightness = rangelim(107.143f * m_sky->getMoonDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
m_moon_brightness_pixel.set(&moon_brightness, services);
}
else {
float moon_position_array[3] = { 0.f, 0.f, -1.f };
m_moon_position_pixel.set(moon_position_array, services);
float moon_brightness = rangelim(107.143f * m_sky->getMoonDirection().dotProduct(v3f(0.f, 1.f, 0.f)), 0.f, 1.f);
m_moon_brightness_pixel.set(&moon_brightness, services);
}
else {
float moon_position_array[3] = { 0.f, 0.f, -1.f };
m_moon_position_pixel.set(moon_position_array, services);
float moon_brightness = 0.f;
m_moon_brightness_pixel.set(&moon_brightness, services);
float moon_brightness = 0.f;
m_moon_brightness_pixel.set(&moon_brightness, services);
}
float volumetric_light_strength = m_client->getEnv().getLocalPlayer()->getLighting().volumetric_light_strength;
m_volumetric_light_strength_pixel.set(&volumetric_light_strength, services);
}
}
@ -3089,7 +3096,6 @@ void Game::handleClientEvent_SetSky(ClientEvent *event, CameraOrientation *cam)
else
sky->setFogStart(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
delete event->set_sky;
}