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consistent average scene luminance
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@ -96,6 +96,7 @@
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Bug #7654: Tooltips for enchantments with invalid effects cause crashes
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Bug #7660: Some inconsistencies regarding Invisibility breaking
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Bug #7675: Successful lock spell doesn't produce a sound
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Bug #7679: Scene luminance value flashes when toggling shaders
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Feature #3537: Shader-based water ripples
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Feature #5492: Let rain and snow collide with statics
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Feature #6149: Dehardcode Lua API_REVISION
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@ -20,11 +20,6 @@ namespace MWRender
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mResolveProgram = shaderManager.getProgram(vertex, std::move(resolveFragment));
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mLuminanceProgram = shaderManager.getProgram(vertex, std::move(luminanceFragment));
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}
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void LuminanceCalculator::compile()
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{
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int mipmapLevels = osg::Image::computeNumberOfMipmapLevels(mWidth, mHeight);
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for (auto& buffer : mBuffers)
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{
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@ -38,7 +33,6 @@ namespace MWRender
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osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR_MIPMAP_NEAREST);
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buffer.mipmappedSceneLuminanceTex->setFilter(osg::Texture2D::MAG_FILTER, osg::Texture2D::LINEAR);
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buffer.mipmappedSceneLuminanceTex->setTextureSize(mWidth, mHeight);
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buffer.mipmappedSceneLuminanceTex->setNumMipmapLevels(mipmapLevels);
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buffer.luminanceTex = new osg::Texture2D;
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buffer.luminanceTex->setInternalFormat(GL_R16F);
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@ -62,14 +56,6 @@ namespace MWRender
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buffer.luminanceProxyFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.luminanceProxyTex));
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buffer.resolveSceneLumFbo = new osg::FrameBufferObject;
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buffer.resolveSceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex, mipmapLevels - 1));
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buffer.sceneLumFbo = new osg::FrameBufferObject;
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buffer.sceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex));
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buffer.sceneLumSS = new osg::StateSet;
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buffer.sceneLumSS->setAttributeAndModes(mLuminanceProgram);
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buffer.sceneLumSS->addUniform(new osg::Uniform("sceneTex", 0));
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@ -84,6 +70,26 @@ namespace MWRender
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mBuffers[0].resolveSS->setTextureAttributeAndModes(1, mBuffers[1].luminanceTex);
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mBuffers[1].resolveSS->setTextureAttributeAndModes(1, mBuffers[0].luminanceTex);
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}
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void LuminanceCalculator::compile()
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{
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int mipmapLevels = osg::Image::computeNumberOfMipmapLevels(mWidth, mHeight);
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for (auto& buffer : mBuffers)
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{
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buffer.mipmappedSceneLuminanceTex->setTextureSize(mWidth, mHeight);
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buffer.mipmappedSceneLuminanceTex->setNumMipmapLevels(mipmapLevels);
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buffer.mipmappedSceneLuminanceTex->dirtyTextureObject();
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buffer.resolveSceneLumFbo = new osg::FrameBufferObject;
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buffer.resolveSceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex, mipmapLevels - 1));
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buffer.sceneLumFbo = new osg::FrameBufferObject;
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buffer.sceneLumFbo->setAttachment(osg::FrameBufferObject::BufferComponent::COLOR_BUFFER0,
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osg::FrameBufferAttachment(buffer.mipmappedSceneLuminanceTex));
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}
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mCompiled = true;
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}
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@ -114,13 +120,14 @@ namespace MWRender
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buffer.luminanceProxyFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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ext->glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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if (dirty)
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if (mIsBlank)
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{
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// Use current frame data for previous frame to warm up calculations and prevent popin
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mBuffers[(frameId + 1) % 2].resolveFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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ext->glBlitFramebuffer(0, 0, 1, 1, 0, 0, 1, 1, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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buffer.luminanceProxyFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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mIsBlank = false;
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}
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buffer.resolveFbo->apply(state, osg::FrameBufferObject::DRAW_FRAMEBUFFER);
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@ -58,6 +58,7 @@ namespace MWRender
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bool mCompiled = false;
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bool mEnabled = false;
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bool mIsBlank = true;
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int mWidth = 1;
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int mHeight = 1;
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