parent
b19241b9bc
commit
2d9f0d344e
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@ -24,9 +24,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef SERVER
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// Length of LIGHT_MAX + 1 means LIGHT_MAX is the last value.
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// LIGHT_SUN is read as LIGHT_MAX from here.
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u8 light_LUT[LIGHT_MAX + 1];
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static u8 light_LUT[LIGHT_SUN + 1];
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// The const ref to light_LUT is what is actually used in the code
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const u8 *light_decode_table = light_LUT;
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@ -48,9 +46,9 @@ void set_light_table(float gamma)
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// Gamma correction
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gamma = rangelim(gamma, 0.5f, 3.0f);
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for (size_t i = 0; i < LIGHT_MAX; i++) {
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for (size_t i = 0; i < LIGHT_SUN; i++) {
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float x = i;
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x /= LIGHT_MAX;
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x /= LIGHT_SUN;
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float brightness = a * x * x * x + b * x * x + c * x;
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float boost = d * std::exp(-((x - e) * (x - e)) / (2.0f * f * f));
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brightness = powf(brightness + boost, 1.0f / gamma);
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@ -58,6 +56,6 @@ void set_light_table(float gamma)
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if (i > 1 && light_LUT[i] <= light_LUT[i - 1])
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light_LUT[i] = light_LUT[i - 1] + 1;
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}
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light_LUT[LIGHT_MAX] = 255;
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light_LUT[LIGHT_SUN] = 255;
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}
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#endif
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15
src/light.h
15
src/light.h
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@ -18,7 +18,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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*/
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#pragma once
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#include <cassert>
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#include "irrlichttypes.h"
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/*
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@ -54,11 +54,12 @@ inline u8 diminish_light(u8 light, u8 distance)
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inline u8 undiminish_light(u8 light)
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{
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assert(light <= LIGHT_SUN);
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// We don't know if light should undiminish from this particular 0.
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// Thus, keep it at 0.
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if (light == 0)
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return 0;
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if (light == LIGHT_MAX)
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if (light >= LIGHT_MAX)
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return light;
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return light + 1;
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@ -84,9 +85,9 @@ extern const u8 *light_decode_table;
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// 0 <= return value <= 255
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inline u8 decode_light(u8 light)
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{
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if (light > LIGHT_MAX)
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light = LIGHT_MAX;
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// assert(light <= LIGHT_SUN);
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if (light > LIGHT_SUN)
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light = LIGHT_SUN;
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return light_decode_table[light];
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}
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@ -98,8 +99,8 @@ inline float decode_light_f(float light_f)
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if (i <= 0)
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return (float)light_decode_table[0] / 255.0;
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if (i >= LIGHT_MAX)
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return (float)light_decode_table[LIGHT_MAX] / 255.0;
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if (i >= LIGHT_SUN)
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return (float)light_decode_table[LIGHT_SUN] / 255.0;
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float v1 = (float)light_decode_table[i - 1] / 255.0;
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float v2 = (float)light_decode_table[i] / 255.0;
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