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'.master
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9714cdcf4b
commit
075833e393
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@ -529,6 +529,9 @@ ambient_occlusion_gamma (Ambient occlusion gamma) float 2.2 0.25 4.0
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# Enables animation of inventory items.
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inventory_items_animations (Inventory items animations) bool false
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# Fraction of the visible distance at which fog starts to be rendered
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fog_start (Fog Start) float 0.4 0.0 0.99
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[**Menus]
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# Use a cloud animation for the main menu background.
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@ -19,7 +19,7 @@ bool normalTexturePresent = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = 0.4;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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#ifdef ENABLE_TONE_MAPPING
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@ -21,7 +21,7 @@ bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = 0.4;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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#ifdef ENABLE_TONE_MAPPING
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@ -19,7 +19,7 @@ bool texSeamless = false;
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const float e = 2.718281828459;
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const float BS = 10.0;
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const float fogStart = 0.4;
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const float fogStart = FOG_START;
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const float fogShadingParameter = 1 / ( 1 - fogStart);
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void get_texture_flags()
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@ -615,6 +615,10 @@
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# type: bool
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# inventory_items_animations = false
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# Fraction of the visible distance at which fog starts to be rendered
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# Range 0 - 0.99
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# fog_start = 0.4
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### Menus
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# Use a cloud animation for the main menu background.
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@ -106,6 +106,7 @@ void set_default_settings(Settings *settings)
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settings->setDefault("client_unload_unused_data_timeout", "600");
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settings->setDefault("client_mapblock_limit", "5000");
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settings->setDefault("enable_fog", "true");
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settings->setDefault("fog_start", "0.4");
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settings->setDefault("fov", "72");
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settings->setDefault("view_bobbing", "true");
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settings->setDefault("leaves_style", "fancy");
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37
src/game.cpp
37
src/game.cpp
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@ -1825,6 +1825,8 @@ private:
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f32 m_cache_mouse_sensitivity;
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f32 m_cache_joystick_frustum_sensitivity;
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f32 m_repeat_right_click_time;
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f32 m_cache_cam_smoothing;
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f32 m_cache_fog_start;
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#ifdef __ANDROID__
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bool m_cache_hold_aux1;
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@ -1876,6 +1878,12 @@ Game::Game() :
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&settingChangedCallback, this);
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g_settings->registerChangedCallback("free_move",
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&settingChangedCallback, this);
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g_settings->registerChangedCallback("cinematic",
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&settingChangedCallback, this);
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g_settings->registerChangedCallback("cinematic_camera_smoothing",
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&settingChangedCallback, this);
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g_settings->registerChangedCallback("camera_smoothing",
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&settingChangedCallback, this);
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readSettings();
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@ -1929,6 +1937,12 @@ Game::~Game()
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&settingChangedCallback, this);
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g_settings->deregisterChangedCallback("free_move",
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&settingChangedCallback, this);
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g_settings->deregisterChangedCallback("cinematic",
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&settingChangedCallback, this);
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g_settings->deregisterChangedCallback("cinematic_camera_smoothing",
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&settingChangedCallback, this);
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g_settings->deregisterChangedCallback("camera_smoothing",
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&settingChangedCallback, this);
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}
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bool Game::startup(bool *kill,
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@ -2034,16 +2048,10 @@ void Game::run()
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processUserInput(&flags, &runData, dtime);
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// Update camera before player movement to avoid camera lag of one frame
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updateCameraDirection(&cam_view_target, &flags, dtime);
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float cam_smoothing = 0;
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if (g_settings->getBool("cinematic"))
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cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
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else
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cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
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cam_smoothing = rangelim(cam_smoothing, 0.01f, 1.0f);
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cam_view.camera_yaw += (cam_view_target.camera_yaw -
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cam_view.camera_yaw) * cam_smoothing;
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cam_view.camera_yaw) * m_cache_cam_smoothing;
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cam_view.camera_pitch += (cam_view_target.camera_pitch -
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cam_view.camera_pitch) * cam_smoothing;
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cam_view.camera_pitch) * m_cache_cam_smoothing;
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updatePlayerControl(cam_view);
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step(&dtime);
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processClientEvents(&cam_view_target, &runData.damage_flash);
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@ -4284,7 +4292,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
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driver->setFog(
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sky->getBgColor(),
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video::EFT_FOG_LINEAR,
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runData->fog_range * 0.4,
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runData->fog_range * m_cache_fog_start,
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runData->fog_range * 1.0,
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0.01,
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false, // pixel fog
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@ -4660,7 +4668,18 @@ void Game::readSettings()
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m_cache_enable_noclip = g_settings->getBool("noclip");
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m_cache_enable_free_move = g_settings->getBool("free_move");
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m_cache_fog_start = g_settings->getFloat("fog_start");
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m_cache_cam_smoothing = 0;
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if (g_settings->getBool("cinematic"))
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m_cache_cam_smoothing = 1 - g_settings->getFloat("cinematic_camera_smoothing");
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else
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m_cache_cam_smoothing = 1 - g_settings->getFloat("camera_smoothing");
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m_cache_fog_start = rangelim(m_cache_fog_start, 0.0f, 0.99f);
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m_cache_cam_smoothing = rangelim(m_cache_cam_smoothing, 0.01f, 1.0f);
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m_cache_mouse_sensitivity = rangelim(m_cache_mouse_sensitivity, 0.001, 100.0);
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}
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/****************************************************************************/
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@ -751,6 +751,10 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
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if (g_settings->getBool("tone_mapping"))
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shaders_header += "#define ENABLE_TONE_MAPPING\n";
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shaders_header += "#define FOG_START ";
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shaders_header += ftos(rangelim(g_settings->getFloat("fog_start"), 0.0f, 0.99f));
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shaders_header += "\n";
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// Call addHighLevelShaderMaterial() or addShaderMaterial()
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const c8* vertex_program_ptr = 0;
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const c8* pixel_program_ptr = 0;
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