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authorAuke Kok <sofar@foo-projects.org>2016-12-08 17:37:13 -0800
committerAuke Kok <sofar+github@foo-projects.org>2016-12-28 14:16:39 -0800
commit094a5a73d3b9817d07c52754749f0828c4005b8c (patch)
treeb971448da1c59a0fd10fcb73d32b383bdd3f7ba6
parent5a0a59ad463143d4452524837d69c108908f20d5 (diff)
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Redo light.cpp.
Remake the light_decode_table. The table starts out without pre-filled in values since those are always discarded by the code apparently. We calculate a pseudo curve with gamma power function, and then apply a new adjustment table. The adjustment table is setup to make the default gamma of 2.2 look decent: not too dark at light level 3 or so, but too dark at 1 and below to be playable. The curve is much smoother than before and looks reasonable at the whole range, offering a pleasant decay of light levels away from lights. The `display_gamma` setting now actually does something logical: the game is darker at values below 2.2, and brighter at values above 2.2. At 3.0, the game is very bright, but still has a good light scale. At 1.1 or so, the bottom 5 light levels are virtually black, but you can still see enough detail at light levels 7-8, so the range and spread is adequate. I must add that my monitor is somewhat dark to begin with, since I have a `hc` screen that doesn't dynamic range colors or try to pull up `black` pixels for me (it is tuned for accurate color and light levels), so this should look even better on more dynamic display tunings.
-rw-r--r--builtin/settingtypes.txt4
-rw-r--r--minetest.conf.example2
-rw-r--r--src/defaultsettings.cpp2
-rw-r--r--src/light.cpp351
4 files changed, 28 insertions, 331 deletions
diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index 3a740f3ca..8668e1472 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -442,9 +442,9 @@ fov (Field of view) int 72 30 160
# This requires the "zoom" privilege on the server.
zoom_fov (Field of view for zoom) int 15 15 160
-# Adjust the gamma encoding for the light tables. Lower numbers are brighter.
+# Adjust the gamma encoding for the light tables. Higher numbers are brighter.
# This setting is for the client only and is ignored by the server.
-display_gamma (Gamma) float 1.8 1.0 3.0
+display_gamma (Gamma) float 2.2 1.0 3.0
# Path to texture directory. All textures are first searched from here.
texture_path (Texture path) path
diff --git a/minetest.conf.example b/minetest.conf.example
index b1d6c86bd..262f95115 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -508,7 +508,7 @@
# Adjust the gamma encoding for the light tables. Lower numbers are brighter.
# This setting is for the client only and is ignored by the server.
# type: float min: 1 max: 3
-# display_gamma = 1.8
+# display_gamma = 2.2
# Path to texture directory. All textures are first searched from here.
# type: path
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index 5bcd7da3d..52f4cfec8 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -112,7 +112,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("leaves_style", "fancy");
settings->setDefault("connected_glass", "false");
settings->setDefault("smooth_lighting", "true");
- settings->setDefault("display_gamma", "1.8");
+ settings->setDefault("display_gamma", "2.2");
settings->setDefault("texture_path", "");
settings->setDefault("shader_path", "");
settings->setDefault("video_driver", "opengl");
diff --git a/src/light.cpp b/src/light.cpp
index 5dc01fcf0..4a3ca5a60 100644
--- a/src/light.cpp
+++ b/src/light.cpp
@@ -26,29 +26,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
// LIGHT_SUN is read as LIGHT_MAX from here.
-u8 light_LUT[LIGHT_MAX+1] =
-{
- /* Middle-raised variation of a_n+1 = a_n * 0.786
- * Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
- * LIGHT_SUN is read as LIGHT_MAX from here.
- */
- 8,
- 11+2,
- 14+7,
- 18+10,
- 22+15,
- 29+20,
- 37+20,
- 47+15,
- 60+10,
- 76+7,
- 97+5,
- 123+2,
- 157,
- 200,
- 255,
-};
+u8 light_LUT[LIGHT_MAX+1];
+// the const ref to light_LUT is what is actually used in the code.
const u8 *light_decode_table = light_LUT;
/** Initialize or update the light value tables using the specified \p gamma.
@@ -65,26 +45,26 @@ void set_light_table(float gamma)
{
static const float brightness_step = 255.0f / (LIGHT_MAX + 1);
- /* These are adjustment values that are added to the calculated light value
- * after gamma is applied. Currently they are used so that given a gamma
- * of 1.8 the light values set by this function are the same as those
- * hardcoded in the initalizer list for the declaration of light_LUT.
- */
+ // this table is pure arbitrary values, made so that
+ // at gamma 2.2 the game looks not too dark at light=1,
+ // and mostly linear for the rest of the scale.
+ // we could try to inverse the gamma power function, but this
+ // is simpler and quicker.
static const int adjustments[LIGHT_MAX + 1] = {
- 7,
- 7,
- 7,
- 5,
- 2,
- 0,
- -7,
- -20,
- -31,
- -39,
- -43,
- -45,
- -40,
- -25,
+ -67,
+ -91,
+ -125,
+ -115,
+ -104,
+ -85,
+ -70,
+ -63,
+ -56,
+ -49,
+ -42,
+ -35,
+ -28,
+ -22,
0
};
@@ -93,296 +73,13 @@ void set_light_table(float gamma)
float brightness = brightness_step;
for (size_t i = 0; i < LIGHT_MAX; i++) {
- light_LUT[i] = (u8)(255 * powf(brightness / 255.0f, gamma));
+ light_LUT[i] = (u8)(255 * powf(brightness / 255.0f, 1.0 / gamma));
light_LUT[i] = rangelim(light_LUT[i] + adjustments[i], 0, 255);
- if (i > 1 && light_LUT[i] < light_LUT[i-1])
- light_LUT[i] = light_LUT[i-1] + 1;
+ if (i > 1 && light_LUT[i] < light_LUT[i - 1])
+ light_LUT[i] = light_LUT[i - 1] + 1;
brightness += brightness_step;
}
light_LUT[LIGHT_MAX] = 255;
}
#endif
-
-
-#if 0
-/*
-Made using this and:
-- adding 220 as the second last one
-- replacing the third last one (212) with 195
-
-#!/usr/bin/python
-
-from math import *
-from sys import stdout
-
-# We want 0 at light=0 and 255 at light=LIGHT_MAX
-LIGHT_MAX = 14
-#FACTOR = 0.69
-#FACTOR = 0.75
-FACTOR = 0.83
-START_FROM_ZERO = False
-
-L = []
-if START_FROM_ZERO:
- for i in range(1,LIGHT_MAX+1):
- L.append(int(round(255.0 * FACTOR ** (i-1))))
- L.append(0)
-else:
- for i in range(1,LIGHT_MAX+1):
- L.append(int(round(255.0 * FACTOR ** (i-1))))
- L.append(255)
-
-L.reverse()
-for i in L:
- stdout.write(str(i)+",\n")
-*/
-u8 light_decode_table[LIGHT_MAX+1] =
-{
-23,
-27,
-33,
-40,
-48,
-57,
-69,
-83,
-100,
-121,
-146,
-176,
-195,
-220,
-255,
-};
-#endif
-
-#if 0
-// This is good
-// a_n+1 = a_n * 0.786
-// Length of LIGHT_MAX+1 means LIGHT_MAX is the last value.
-// LIGHT_SUN is read as LIGHT_MAX from here.
-u8 light_decode_table[LIGHT_MAX+1] =
-{
-8,
-11,
-14,
-18,
-22,
-29,
-37,
-47,
-60,
-76,
-97,
-123,
-157,
-200,
-255,
-};
-#endif
-
-#if 0
-// Use for debugging in dark
-u8 light_decode_table[LIGHT_MAX+1] =
-{
-58,
-64,
-72,
-80,
-88,
-98,
-109,
-121,
-135,
-150,
-167,
-185,
-206,
-229,
-255,
-};
-#endif
-
-// This is reasonable with classic lighting with a light source
-/*u8 light_decode_table[LIGHT_MAX+1] =
-{
-2,
-3,
-4,
-6,
-9,
-13,
-18,
-25,
-32,
-35,
-45,
-57,
-69,
-79,
-255
-};*/
-
-
-// As in minecraft, a_n+1 = a_n * 0.8
-// NOTE: This doesn't really work that well because this defines
-// LIGHT_MAX as dimmer than LIGHT_SUN
-// NOTE: Uh, this has had 34 left out; forget this.
-/*u8 light_decode_table[LIGHT_MAX+1] =
-{
-8,
-11,
-14,
-17,
-21,
-27,
-42,
-53,
-66,
-83,
-104,
-130,
-163,
-204,
-255,
-};*/
-
-// This was a quick try of more light, manually quickly made
-/*u8 light_decode_table[LIGHT_MAX+1] =
-{
-0,
-7,
-11,
-15,
-21,
-29,
-42,
-53,
-69,
-85,
-109,
-135,
-167,
-205,
-255,
-};*/
-
-// This was used for a long time, manually made
-/*u8 light_decode_table[LIGHT_MAX+1] =
-{
-0,
-6,
-8,
-11,
-14,
-19,
-26,
-34,
-45,
-61,
-81,
-108,
-143,
-191,
-255,
-};*/
-
-/*u8 light_decode_table[LIGHT_MAX+1] =
-{
-0,
-3,
-6,
-10,
-18,
-25,
-35,
-50,
-75,
-95,
-120,
-150,
-185,
-215,
-255,
-};*/
-/*u8 light_decode_table[LIGHT_MAX+1] =
-{
-0,
-5,
-12,
-22,
-35,
-50,
-65,
-85,
-100,
-120,
-140,
-160,
-185,
-215,
-255,
-};*/
-// LIGHT_MAX is 14, 0-14 is 15 values
-/*u8 light_decode_table[LIGHT_MAX+1] =
-{
-0,
-9,
-12,
-14,
-16,
-20,
-26,
-34,
-45,
-61,
-81,
-108,
-143,
-191,
-255,
-};*/
-
-#if 0
-/*
-#!/usr/bin/python
-
-from math import *
-from sys import stdout
-
-# We want 0 at light=0 and 255 at light=LIGHT_MAX
-LIGHT_MAX = 14
-#FACTOR = 0.69
-FACTOR = 0.75
-
-L = []
-for i in range(1,LIGHT_MAX+1):
- L.append(int(round(255.0 * FACTOR ** (i-1))))
-L.append(0)
-
-L.reverse()
-for i in L:
- stdout.write(str(i)+",\n")
-*/
-u8 light_decode_table[LIGHT_MAX+1] =
-{
-0,
-6,
-8,
-11,
-14,
-19,
-26,
-34,
-45,
-61,
-81,
-108,
-143,
-191,
-255,
-};
-#endif
-
-