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mirror of https://github.com/MaSzyna-EU07/maszyna.git synced 2026-07-17 23:39:18 +02:00

Merge pull request #120 from dos1/agx-fixups

AgX fixups
This commit is contained in:
2026-06-30 09:23:31 +02:00
committed by GitHub
4 changed files with 24 additions and 26 deletions

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@@ -185,7 +185,7 @@ float CSkyDome::PerezFunctionO2( float Perezcoeffs[ 5 ], const float Icostheta,
void CSkyDome::RebuildColors() {
float twilightfactor = std::clamp( -simulation::Environment.sun().getAngle(), 0.0f, 18.0f ) / 18.0f;
auto gammacorrection = glm::mix( glm::vec3( 0.45f ), glm::vec3( 1.0f ), twilightfactor );
auto gammacorrection = glm::mix( glm::vec3( 1.0f ), glm::vec3( 0.45f ), twilightfactor );
// get zenith luminance
float const chi = ( (4.0f / 9.0f) - (m_turbidity / 120.0f) ) * ( M_PI - (2.0f * m_thetasun) );
@@ -211,7 +211,7 @@ void CSkyDome::RebuildColors() {
// trough all vertices
glm::vec3 vertex;
glm::vec3 color, colorconverter, shiftedcolor;
glm::vec3 color, colorconverter;
for ( unsigned int i = 0; i < m_vertices.size(); ++i ) {
// grab it
@@ -258,9 +258,7 @@ void CSkyDome::RebuildColors() {
colorconverter.z = 1.0f - std::exp( -m_expfactor * colorconverter.z );
}
if( colorconverter.z > 0.85f ) {
colorconverter.z = 0.85f + ( colorconverter.z - 0.85f ) * 0.35f;
}
colorconverter.z = std::pow( std::max( colorconverter.z, 0.0f ), gammacorrection.x );
colorconverter.y = std::clamp( colorconverter.y * Global.m_skysaturationcorrection, 0.0f, 1.0f );
// desaturate sky colour, based on overcast level
@@ -277,12 +275,10 @@ void CSkyDome::RebuildColors() {
// this height-based factor is reduced the farther the sun is up in the sky
float const shiftfactor = std::clamp( std::lerp(heightbasedphase, sunbasedphase, sunbasedphase), 0.0f, 1.0f );
// h = 210 makes for 'typical' sky tone
shiftedcolor = glm::vec3( 210.0f, colorconverter.y, colorconverter.z );
shiftedcolor = colors::HSVtoRGB( shiftedcolor );
glm::vec3 const skytonecolor = colors::HSVtoRGB( glm::vec3( 210.0f, 0.5f, colorconverter.z ) );
color = colors::HSVtoRGB( colorconverter );
color = glm::mix( color, shiftedcolor, shiftfactor * Global.m_skyhuecorrection );
color = glm::mix( color, skytonecolor, shiftfactor * Global.m_skyhuecorrection );
// crude correction for the times where the model breaks (late night)
// TODO: use proper night sky calculation for these times instead
@@ -295,10 +291,15 @@ void CSkyDome::RebuildColors() {
color.y = 0.65f * color.z;
}
// simple gradient, darkening towards the top
color *= std::clamp( ( 1.0f - vertex.y ), 0.2f, 1.f );
color *= std::clamp( ( 1.0f - vertex.y * 0.75f ), 0.0f, 1.f );
float const horizonboost = 1.5f + m_overcast;
float const horizonbandwidth = 0.2f; // boost tapers to 0 by ~11.5 degrees elevation
float const horizonband = std::clamp( 1.0f - vertex.y / horizonbandwidth, 0.0f, 1.0f );
color *= std::lerp( 1.0, horizonboost, horizonband );
//color *= ( 0.25f - vertex.y );
// gamma correction
color = glm::pow( color, gammacorrection );
m_colours[ i ] = color;
averagecolor += color;
if( ( m_vertices.size() - i ) <= ( m_tesselation * 10 + 10 ) ) {

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@@ -1875,7 +1875,7 @@ void opengl33_renderer::setup_environment_light(TEnvironmentType const Environme
void opengl33_renderer::setup_sunlight_intensity( float const Factor ) {
m_sunlight.apply_intensity( Factor );
light_ubs.lights[ 0 ].intensity = m_sunlight.factor;
light_ubs.lights[ 0 ].intensity = m_sunlight.factor * (1.0f - Global.Overcast * 0.33f);
light_ubs.ambient = m_sunlight.ambient * m_sunlight.factor;
light_ubo->update( light_ubs );
}
@@ -2047,7 +2047,7 @@ bool opengl33_renderer::Render(world_environment *Environment)
// write cloud color into material
TSubModel *mdl = Environment->m_clouds.mdCloud->Root;
if (mdl->m_material != null_handle)
m_materials.material(mdl->m_material).params[0] = glm::vec4(color, 1.0f);
m_materials.material(mdl->m_material).params[0] = glm::vec4(color * 2.5f, 1.0f);
// render
Render(Environment->m_clouds.mdCloud, nullptr, 100.0);

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@@ -27,8 +27,8 @@ float metalic = 0.0;
// = sharper terminator (more contrast between
// lit and shaded faces of the same surface).
// ---------------------------------------------------------------------
const float AMBIENT_SCALE = 0.3;
const float SUN_DIFFUSE_SCALE = 0.4;
const float AMBIENT_SCALE = 0.65;
const float SUN_DIFFUSE_SCALE = 1.5;
const float SUN_NDOTL_SHARPNESS = 1.25;
float length2(vec3 v)

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@@ -69,12 +69,12 @@ vec3 Agx(vec3 val)
0.0423756549057051, 0.0784336, 0.879142973793104
);
// DEFAULT_LOG2_MIN = -10.0
// DEFAULT_LOG2_MAX = +6.5
// DEFAULT_LOG2_MIN = -6.0
// DEFAULT_LOG2_MAX = +4.5
// MIDDLE_GRAY = 0.18
// log2(pow(2, VALUE) * MIDDLE_GRAY)
const float min_ev = -12.47393;
const float max_ev = 0.526069;
const float min_ev = -8.47393;
const float max_ev = 2.026069;
const float agx_eps = 1e-6;
// Input transform (inset)
@@ -99,10 +99,7 @@ vec3 AgxEotf(vec3 val)
// Inverse input transform (outset)
val = agx_mat_inv * val;
// sRGB IEC 61966-2-1 2.2 Exponent Reference EOTF Display.
// If your render target already applies sRGB conversion, replace this with:
// return max(val, vec3(0.0));
return pow(max(val, vec3(0.0)), vec3(2.2));
return max(val, vec3(0.0));
}
vec3 AgxLook(vec3 val)
@@ -124,7 +121,7 @@ vec3 AgxLook(vec3 val)
// Punchy
slope = vec3(1.0);
power = vec3(1.35);
sat = 1.4;
sat = 1.1;
#endif
// ASC CDL