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author | Auke Kok <sofar@foo-projects.org> | 2016-12-08 17:37:13 -0800 |
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committer | Auke Kok <sofar+github@foo-projects.org> | 2016-12-28 14:16:39 -0800 |
commit | 094a5a73d3b9817d07c52754749f0828c4005b8c (patch) | |
tree | b971448da1c59a0fd10fcb73d32b383bdd3f7ba6 | |
parent | 5a0a59ad463143d4452524837d69c108908f20d5 (diff) | |
download | minetest-094a5a73d3b9817d07c52754749f0828c4005b8c.tar.gz minetest-094a5a73d3b9817d07c52754749f0828c4005b8c.tar.bz2 minetest-094a5a73d3b9817d07c52754749f0828c4005b8c.zip |
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.txt | 4 | ||||
-rw-r--r-- | minetest.conf.example | 2 | ||||
-rw-r--r-- | src/defaultsettings.cpp | 2 | ||||
-rw-r--r-- | src/light.cpp | 351 |
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 - - |