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-rw-r--r--src/light.cpp56
1 files changed, 16 insertions, 40 deletions
diff --git a/src/light.cpp b/src/light.cpp
index 4a3ca5a60..b269f6233 100644
--- a/src/light.cpp
+++ b/src/light.cpp
@@ -20,6 +20,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "light.h"
#include <math.h>
#include "util/numeric.h"
+#include "settings.h"
#ifndef SERVER
@@ -32,52 +33,27 @@ u8 light_LUT[LIGHT_MAX+1];
const u8 *light_decode_table = light_LUT;
/** Initialize or update the light value tables using the specified \p gamma.
- * If \p gamma == 1.0 then the light table is linear. Typically values for
- * gamma range between 1.8 and 2.2.
- *
- * @note The value for gamma will be restricted to the range 1.1 <= gamma <= 3.0.
- *
- * @note This function is not, currently, a simple linear to gamma encoding
- * because adjustments are made so that a gamma of 1.8 gives the same
- * results as those hardcoded for use by the server.
*/
void set_light_table(float gamma)
{
- static const float brightness_step = 255.0f / (LIGHT_MAX + 1);
-
- // 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] = {
- -67,
- -91,
- -125,
- -115,
- -104,
- -85,
- -70,
- -63,
- -56,
- -49,
- -42,
- -35,
- -28,
- -22,
- 0
- };
-
- gamma = rangelim(gamma, 1.0, 3.0);
-
- float brightness = brightness_step;
+// lighting curve derivatives
+ const float alpha = g_settings->getFloat("lighting_alpha");
+ const float beta = g_settings->getFloat("lighting_beta");
+// lighting curve coefficients
+ const float a = alpha + beta - 2;
+ const float b = 3 - 2 * alpha - beta;
+ const float c = alpha;
+// gamma correction
+ gamma = rangelim(gamma, 0.5, 3.0);
for (size_t i = 0; i < LIGHT_MAX; i++) {
- 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])
+ float x = i;
+ x /= LIGHT_MAX;
+ float brightness = a * x * x * x + b * x * x + c * x;
+ brightness = powf(brightness, 1.0 / gamma);
+ light_LUT[i] = rangelim((u32)(255 * brightness), 0, 255);
+ 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;
}