mirror of https://github.com/godotengine/godot
Tonemapping ported (not all parameters supported yet, only enough to get correct color)
This commit is contained in:
parent
2d6a916835
commit
1d871f6226
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@ -164,6 +164,44 @@ void RasterizerEffectsRD::make_mipmap(RID p_source_rd_texture, RID p_dest_frameb
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RD::get_singleton()->draw_list_end();
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}
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void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
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zeromem(&tonemap.push_constant, sizeof(TonemapPushConstant));
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tonemap.push_constant.use_bcs = p_settings.use_bcs;
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tonemap.push_constant.bcs[0] = p_settings.brightness;
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tonemap.push_constant.bcs[1] = p_settings.contrast;
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tonemap.push_constant.bcs[2] = p_settings.saturation;
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tonemap.push_constant.use_glow = p_settings.use_glow;
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tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
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tonemap.push_constant.glow_level_flags = p_settings.glow_level_flags;
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tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
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tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
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TonemapMode mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
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tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
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tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
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tonemap.push_constant.exposure = p_settings.exposure;
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tonemap.push_constant.white = p_settings.white;
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tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
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tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_KEEP_COLOR, RD::FINAL_ACTION_READ_COLOR_DISCARD_DEPTH);
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RD::get_singleton()->draw_list_bind_render_pipeline(draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, RD::get_singleton()->framebuffer_get_format(p_dst_framebuffer)));
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_source_color), 0);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.exposure_texture), 1);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.glow_texture), 2);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, _get_uniform_set_from_texture(p_settings.color_correction_texture), 3);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
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RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
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RD::get_singleton()->draw_list_draw(draw_list, true);
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RD::get_singleton()->draw_list_end();
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}
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RasterizerEffectsRD::RasterizerEffectsRD() {
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{
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@ -224,6 +262,21 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
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sky.pipeline.setup(sky.shader.version_get_shader(sky.shader_version, 0), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), depth_stencil_state, RD::PipelineColorBlendState::create_disabled(), 0);
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}
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{
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// Initialize tonemapper
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Vector<String> tonemap_modes;
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tonemap_modes.push_back("\n");
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tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
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tonemap.shader.initialize(tonemap_modes);
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tonemap.shader_version = tonemap.shader.version_create();
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for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
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tonemap.pipelines[i].setup(tonemap.shader.version_get_shader(tonemap.shader_version, i), RD::RENDER_PRIMITIVE_TRIANGLES, RD::PipelineRasterizationState(), RD::PipelineMultisampleState(), RD::PipelineDepthStencilState(), RD::PipelineColorBlendState::create_disabled(), 0);
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}
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}
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RD::SamplerState sampler;
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sampler.mag_filter = RD::SAMPLER_FILTER_LINEAR;
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sampler.min_filter = RD::SAMPLER_FILTER_LINEAR;
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@ -6,6 +6,8 @@
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#include "servers/visual/rasterizer_rd/shaders/blur.glsl.gen.h"
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#include "servers/visual/rasterizer_rd/shaders/cubemap_roughness.glsl.gen.h"
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#include "servers/visual/rasterizer_rd/shaders/sky.glsl.gen.h"
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#include "servers/visual/rasterizer_rd/shaders/tonemap.glsl.gen.h"
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#include "servers/visual_server.h"
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class RasterizerEffectsRD {
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@ -110,6 +112,40 @@ class RasterizerEffectsRD {
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RenderPipelineVertexFormatCacheRD pipeline;
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} sky;
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enum TonemapMode {
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TONEMAP_MODE_NORMAL,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER,
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TONEMAP_MODE_MAX
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};
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struct TonemapPushConstant {
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float bcs[3];
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uint32_t use_bcs;
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uint32_t use_glow;
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uint32_t use_auto_exposure;
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uint32_t use_color_correction;
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uint32_t tonemapper;
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uint32_t glow_texture_size[2];
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float glow_intensity;
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uint32_t glow_level_flags;
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uint32_t glow_mode;
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float exposure;
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float white;
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float auto_exposure_grey;
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};
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struct Tonemap {
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TonemapPushConstant push_constant;
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TonemapShaderRD shader;
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RID shader_version;
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RenderPipelineVertexFormatCacheRD pipelines[TONEMAP_MODE_MAX];
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} tonemap;
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RID default_sampler;
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RID index_buffer;
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RID index_array;
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@ -125,6 +161,42 @@ public:
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void render_panorama(RD::DrawListID p_list, RenderingDevice::FramebufferFormatID p_fb_format, RID p_panorama, const CameraMatrix &p_camera, const Basis &p_orientation, float p_alpha, float p_multipler);
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void make_mipmap(RID p_source_rd_texture, RID p_framebuffer_half, const Vector2 &p_pixel_size);
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struct TonemapSettings {
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bool use_glow = false;
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enum GlowMode {
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GLOW_MODE_ADD,
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GLOW_MODE_SCREEN,
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GLOW_MODE_SOFTLIGHT,
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GLOW_MODE_REPLACE
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};
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GlowMode glow_mode = GLOW_MODE_ADD;
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float glow_intensity = 1.0;
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uint32_t glow_level_flags = 0;
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Vector2i glow_texture_size;
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bool glow_use_bicubic_upscale = false;
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RID glow_texture;
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VS::EnvironmentToneMapper tonemap_mode = VS::ENV_TONE_MAPPER_LINEAR;
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float exposure = 1.0;
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float white = 1.0;
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bool use_auto_exposure = false;
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float auto_exposure_grey = 0.5;
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RID exposure_texture;
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bool use_bcs = false;
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float brightness = 1.0;
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float contrast = 1.0;
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float saturation = 1.0;
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bool use_color_correction = false;
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RID color_correction_texture;
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};
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void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
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RasterizerEffectsRD();
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~RasterizerEffectsRD();
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};
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@ -1912,7 +1912,23 @@ void RasterizerSceneForwardRD::_render_scene(RenderBufferData *p_buffer_data, co
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}
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RasterizerEffectsRD *effects = storage->get_effects();
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effects->copy(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), Rect2());
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{
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//tonemap
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RasterizerEffectsRD::TonemapSettings tonemap;
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tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
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tonemap.exposure_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
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tonemap.glow_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_BLACK);
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if (is_environment(p_environment)) {
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tonemap.tonemap_mode = environment_get_tonemapper(p_environment);
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tonemap.white = environment_get_white(p_environment);
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tonemap.exposure = environment_get_exposure(p_environment);
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}
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effects->tonemapper(render_buffer->color, storage->render_target_get_rd_framebuffer(render_buffer->render_target), tonemap);
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}
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storage->render_target_disable_clear_request(render_buffer->render_target);
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#if 0
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@ -358,6 +358,60 @@ VS::EnvironmentReflectionSource RasterizerSceneRD::environment_get_reflection_so
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return env->reflection_source;
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}
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void RasterizerSceneRD::environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND(!env);
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env->tone_mapper = p_tone_mapper;
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env->auto_exposure = p_auto_exposure;
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env->white = p_white;
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env->min_luminance = p_min_luminance;
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env->max_luminance = p_max_luminance;
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env->auto_exp_speed = p_auto_exp_speed;
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env->auto_exp_scale = p_auto_exp_scale;
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}
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VS::EnvironmentToneMapper RasterizerSceneRD::environment_get_tonemapper(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, VS::ENV_TONE_MAPPER_LINEAR);
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return env->tone_mapper;
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}
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float RasterizerSceneRD::environment_get_exposure(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, 0);
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return env->exposure;
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}
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float RasterizerSceneRD::environment_get_white(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, 0);
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return env->white;
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}
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bool RasterizerSceneRD::environment_get_auto_exposure(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, false);
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return env->auto_exposure;
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}
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float RasterizerSceneRD::environment_get_min_luminance(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, 0);
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return env->min_luminance;
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}
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float RasterizerSceneRD::environment_get_max_luminance(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, 0);
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return env->max_luminance;
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}
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float RasterizerSceneRD::environment_get_auto_exposure_scale(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, 0);
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return env->auto_exp_scale;
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}
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float RasterizerSceneRD::environment_get_auto_exposure_speed(RID p_env) const {
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Environent *env = environment_owner.getornull(p_env);
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ERR_FAIL_COND_V(!env, 0);
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return env->auto_exp_speed;
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}
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bool RasterizerSceneRD::is_environment(RID p_env) const {
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return environment_owner.owns(p_env);
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}
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@ -54,6 +54,7 @@ private:
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struct Environent {
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// BG
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VS::EnvironmentBG background = VS::ENV_BG_CLEAR_COLOR;
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RID sky;
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float sky_custom_fov = 0.0;
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@ -66,6 +67,17 @@ private:
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float ambient_light_energy = 1.0;
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float ambient_sky_contribution = 1.0;
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VS::EnvironmentReflectionSource reflection_source = VS::ENV_REFLECTION_SOURCE_BG;
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/// Tonemap
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VS::EnvironmentToneMapper tone_mapper;
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float exposure = 1.0;
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float white = 1.0;
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bool auto_exposure = false;
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float min_luminance = 0.2;
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float max_luminance = 8.0;
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float auto_exp_speed = 0.2;
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float auto_exp_scale = 0.5;
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};
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mutable RID_Owner<Environent> environment_owner;
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@ -138,7 +150,15 @@ public:
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void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_int, float p_fade_out, float p_depth_tolerance, bool p_roughness) {}
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void environment_set_ssao(RID p_env, bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect, float p_ao_channel_affect, const Color &p_color, VS::EnvironmentSSAOQuality p_quality, VS::EnvironmentSSAOBlur p_blur, float p_bilateral_sharpness) {}
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void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale) {}
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void environment_set_tonemap(RID p_env, VS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white, bool p_auto_exposure, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale);
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VS::EnvironmentToneMapper environment_get_tonemapper(RID p_env) const;
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float environment_get_exposure(RID p_env) const;
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float environment_get_white(RID p_env) const;
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bool environment_get_auto_exposure(RID p_env) const;
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float environment_get_min_luminance(RID p_env) const;
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float environment_get_max_luminance(RID p_env) const;
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float environment_get_auto_exposure_scale(RID p_env) const;
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float environment_get_auto_exposure_speed(RID p_env) const;
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void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
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@ -2653,6 +2653,61 @@ RasterizerStorageRD::RasterizerStorageRD() {
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default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
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}
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}
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{ //create default 3D
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RD::TextureFormat tformat;
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tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
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tformat.width = 4;
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tformat.height = 4;
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tformat.depth = 4;
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tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
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tformat.type = RD::TEXTURE_TYPE_3D;
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PoolVector<uint8_t> pv;
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pv.resize(64 * 4);
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for (int i = 0; i < 64; i++) {
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pv.set(i * 4 + 0, 0);
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pv.set(i * 4 + 1, 0);
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pv.set(i * 4 + 2, 0);
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pv.set(i * 4 + 3, 0);
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}
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{
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Vector<PoolVector<uint8_t> > vpv;
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vpv.push_back(pv);
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default_rd_textures[DEFAULT_RD_TEXTURE_3D_WHITE] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
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}
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}
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{ //create default cubemap array
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RD::TextureFormat tformat;
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tformat.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
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tformat.width = 4;
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tformat.height = 4;
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tformat.array_layers = 6;
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tformat.usage_bits = RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_UPDATE_BIT;
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tformat.type = RD::TEXTURE_TYPE_CUBE_ARRAY;
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PoolVector<uint8_t> pv;
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pv.resize(16 * 4);
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for (int i = 0; i < 16; i++) {
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pv.set(i * 4 + 0, 0);
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pv.set(i * 4 + 1, 0);
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pv.set(i * 4 + 2, 0);
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pv.set(i * 4 + 3, 0);
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}
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{
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Vector<PoolVector<uint8_t> > vpv;
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for (int i = 0; i < 6; i++) {
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vpv.push_back(pv);
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}
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default_rd_textures[DEFAULT_RD_TEXTURE_CUBEMAP_BLACK] = RD::get_singleton()->texture_create(tformat, RD::TextureView(), vpv);
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}
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}
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//default samplers
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for (int i = 1; i < VS::CANVAS_ITEM_TEXTURE_FILTER_MAX; i++) {
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for (int j = 1; j < VS::CANVAS_ITEM_TEXTURE_REPEAT_MAX; j++) {
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@ -79,6 +79,7 @@ public:
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DEFAULT_RD_TEXTURE_MULTIMESH_BUFFER,
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DEFAULT_RD_TEXTURE_CUBEMAP_BLACK,
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DEFAULT_RD_TEXTURE_CUBEMAP_ARRAY_BLACK,
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DEFAULT_RD_TEXTURE_3D_WHITE,
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DEFAULT_RD_TEXTURE_MAX
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};
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@ -9,4 +9,5 @@ if 'RD_GLSL' in env['BUILDERS']:
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env.RD_GLSL('cubemap_roughness.glsl');
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env.RD_GLSL('scene_forward.glsl');
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env.RD_GLSL('sky.glsl');
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env.RD_GLSL('tonemap.glsl');
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@ -0,0 +1,309 @@
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/* clang-format off */
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[vertex]
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/* clang-format on */
|
||||
|
||||
#version 450
|
||||
|
||||
/* clang-format off */
|
||||
VERSION_DEFINES
|
||||
/* clang-format on */
|
||||
|
||||
layout(location = 0) out vec2 uv_interp;
|
||||
|
||||
void main() {
|
||||
|
||||
vec2 base_arr[4] = vec2[](vec2(0.0,0.0),vec2(0.0,1.0),vec2(1.0,1.0),vec2(1.0,0.0));
|
||||
uv_interp = base_arr[gl_VertexIndex];
|
||||
gl_Position = vec4( uv_interp *2.0 - 1.0, 0.0, 1.0);
|
||||
}
|
||||
|
||||
/* clang-format off */
|
||||
[fragment]
|
||||
|
||||
/* clang-format on */
|
||||
|
||||
|
||||
#version 450
|
||||
|
||||
/* clang-format off */
|
||||
VERSION_DEFINES
|
||||
/* clang-format on */
|
||||
|
||||
layout(location =0) in vec2 uv_interp;
|
||||
|
||||
layout( set=0, binding=0 ) uniform sampler2D source_color;
|
||||
layout( set=1, binding=0 ) uniform sampler2D source_auto_exposure;
|
||||
layout( set=2, binding=0 ) uniform sampler2D source_glow;
|
||||
layout( set=3, binding=0 ) uniform sampler3D color_correction;
|
||||
|
||||
layout(push_constant, binding = 1, std430) uniform Params {
|
||||
vec3 bcs;
|
||||
bool use_bcs;
|
||||
|
||||
bool use_glow;
|
||||
bool use_auto_exposure;
|
||||
bool use_color_correction;
|
||||
uint tonemapper;
|
||||
|
||||
uvec2 glow_texture_size;
|
||||
|
||||
float glow_intensity;
|
||||
uint glow_level_flags;
|
||||
uint glow_mode;
|
||||
|
||||
float exposure;
|
||||
float white;
|
||||
float auto_exposure_grey;
|
||||
|
||||
} params;
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
#ifdef USE_GLOW_FILTER_BICUBIC
|
||||
// w0, w1, w2, and w3 are the four cubic B-spline basis functions
|
||||
float w0(float a) {
|
||||
return (1.0f / 6.0f) * (a * (a * (-a + 3.0f) - 3.0f) + 1.0f);
|
||||
}
|
||||
|
||||
float w1(float a) {
|
||||
return (1.0f / 6.0f) * (a * a * (3.0f * a - 6.0f) + 4.0f);
|
||||
}
|
||||
|
||||
float w2(float a) {
|
||||
return (1.0f / 6.0f) * (a * (a * (-3.0f * a + 3.0f) + 3.0f) + 1.0f);
|
||||
}
|
||||
|
||||
float w3(float a) {
|
||||
return (1.0f / 6.0f) * (a * a * a);
|
||||
}
|
||||
|
||||
// g0 and g1 are the two amplitude functions
|
||||
float g0(float a) {
|
||||
return w0(a) + w1(a);
|
||||
}
|
||||
|
||||
float g1(float a) {
|
||||
return w2(a) + w3(a);
|
||||
}
|
||||
|
||||
// h0 and h1 are the two offset functions
|
||||
float h0(float a) {
|
||||
return -1.0f + w1(a) / (w0(a) + w1(a));
|
||||
}
|
||||
|
||||
float h1(float a) {
|
||||
return 1.0f + w3(a) / (w2(a) + w3(a));
|
||||
}
|
||||
|
||||
|
||||
vec4 texture2D_bicubic(sampler2D tex, vec2 uv, int p_lod) {
|
||||
float lod = float(p_lod);
|
||||
vec2 tex_size = vec2(params.glow_texture_size >> p_lod);
|
||||
vec2 pixel_size = vec2(1.0f) / tex_size;
|
||||
|
||||
uv = uv * tex_size + vec2(0.5f);
|
||||
|
||||
vec2 iuv = floor(uv);
|
||||
vec2 fuv = fract(uv);
|
||||
|
||||
float g0x = g0(fuv.x);
|
||||
float g1x = g1(fuv.x);
|
||||
float h0x = h0(fuv.x);
|
||||
float h1x = h1(fuv.x);
|
||||
float h0y = h0(fuv.y);
|
||||
float h1y = h1(fuv.y);
|
||||
|
||||
vec2 p0 = (vec2(iuv.x + h0x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
|
||||
vec2 p1 = (vec2(iuv.x + h1x, iuv.y + h0y) - vec2(0.5f)) * pixel_size;
|
||||
vec2 p2 = (vec2(iuv.x + h0x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
|
||||
vec2 p3 = (vec2(iuv.x + h1x, iuv.y + h1y) - vec2(0.5f)) * pixel_size;
|
||||
|
||||
return (g0(fuv.y) * (g0x * textureLod(tex, p0, lod) + g1x * textureLod(tex, p1, lod))) +
|
||||
(g1(fuv.y) * (g0x * textureLod(tex, p2, lod) + g1x * textureLod(tex, p3, lod)));
|
||||
}
|
||||
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) texture2D_bicubic(m_tex, m_uv, m_lod)
|
||||
|
||||
#else
|
||||
|
||||
#define GLOW_TEXTURE_SAMPLE(m_tex, m_uv, m_lod) textureLod(m_tex, m_uv, float(m_lod))
|
||||
|
||||
#endif
|
||||
|
||||
vec3 tonemap_filmic(vec3 color, float white) {
|
||||
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
|
||||
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
|
||||
// has no effect on the curve's general shape or visual properties
|
||||
const float exposure_bias = 2.0f;
|
||||
const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
|
||||
const float B = 0.30f * exposure_bias;
|
||||
const float C = 0.10f;
|
||||
const float D = 0.20f;
|
||||
const float E = 0.01f;
|
||||
const float F = 0.30f;
|
||||
|
||||
vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
||||
float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
|
||||
|
||||
return color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f);
|
||||
}
|
||||
|
||||
vec3 tonemap_aces(vec3 color, float white) {
|
||||
const float exposure_bias = 0.85f;
|
||||
const float A = 2.51f * exposure_bias * exposure_bias;
|
||||
const float B = 0.03f * exposure_bias;
|
||||
const float C = 2.43f * exposure_bias * exposure_bias;
|
||||
const float D = 0.59f * exposure_bias;
|
||||
const float E = 0.14f;
|
||||
|
||||
vec3 color_tonemapped = (color * (A * color + B)) / (color * (C * color + D) + E);
|
||||
float white_tonemapped = (white * (A * white + B)) / (white * (C * white + D) + E);
|
||||
|
||||
return color_tonemapped / white_tonemapped, vec3(0.0f), vec3(1.0f);
|
||||
}
|
||||
|
||||
vec3 tonemap_reinhard(vec3 color, float white) {
|
||||
return (white * color + color) / (color * white + white);
|
||||
}
|
||||
|
||||
vec3 linear_to_srgb(vec3 color) { // convert linear rgb to srgb, assumes clamped input in range [0;1]
|
||||
const vec3 a = vec3(0.055f);
|
||||
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
|
||||
}
|
||||
|
||||
#define TONEMAPPER_LINEAR 0
|
||||
#define TONEMAPPER_REINHARD 1
|
||||
#define TONEMAPPER_FILMIC 2
|
||||
#define TONEMAPPER_ACES 3
|
||||
|
||||
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always outputs clamped [0;1] color
|
||||
|
||||
if (params.tonemapper==TONEMAPPER_LINEAR) {
|
||||
return color;
|
||||
} else if (params.tonemapper==TONEMAPPER_REINHARD) {
|
||||
return tonemap_reinhard(color, white);
|
||||
} else if (params.tonemapper==TONEMAPPER_FILMIC) {
|
||||
return tonemap_filmic(color, white);
|
||||
} else { //aces
|
||||
return tonemap_aces(color, white);
|
||||
}
|
||||
}
|
||||
|
||||
vec3 gather_glow(sampler2D tex, vec2 uv) { // sample all selected glow levels
|
||||
vec3 glow = vec3(0.0f);
|
||||
|
||||
if (bool(params.glow_level_flags&(1<<0))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 1).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags&(1<<1))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 2).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags&(1<<2))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 3).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags&(1<<3))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 4).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags&(1<<4))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 5).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags&(1<<5))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 6).rgb;
|
||||
}
|
||||
|
||||
if (bool(params.glow_level_flags&(1<<6))) {
|
||||
glow += GLOW_TEXTURE_SAMPLE(tex, uv, 7).rgb;
|
||||
}
|
||||
|
||||
return glow;
|
||||
}
|
||||
|
||||
#define GLOW_MODE_ADD 0
|
||||
#define GLOW_MODE_SCREEN 1
|
||||
#define GLOW_MODE_SOFTLIGHT 2
|
||||
#define GLOW_MODE_REPLACE 3
|
||||
|
||||
vec3 apply_glow(vec3 color, vec3 glow) { // apply glow using the selected blending mode
|
||||
if (params.glow_mode==GLOW_MODE_ADD) {
|
||||
return color + glow;
|
||||
} else if (params.glow_mode==GLOW_MODE_SCREEN) {
|
||||
//need color clamping
|
||||
color = clamp(color,0.0,1.0);
|
||||
glow = clamp(glow,0.0,1.0);
|
||||
|
||||
return max((color + glow) - (color * glow), vec3(0.0));
|
||||
} else if ( params.glow_mode==GLOW_MODE_SOFTLIGHT) {
|
||||
//need color clamping
|
||||
color = clamp(color,0.0,1.0);
|
||||
glow = clamp(glow,0.0,1.0);
|
||||
|
||||
glow = glow * vec3(0.5f) + vec3(0.5f);
|
||||
|
||||
color.r = (glow.r <= 0.5f) ? (color.r - (1.0f - 2.0f * glow.r) * color.r * (1.0f - color.r)) : (((glow.r > 0.5f) && (color.r <= 0.25f)) ? (color.r + (2.0f * glow.r - 1.0f) * (4.0f * color.r * (4.0f * color.r + 1.0f) * (color.r - 1.0f) + 7.0f * color.r)) : (color.r + (2.0f * glow.r - 1.0f) * (sqrt(color.r) - color.r)));
|
||||
color.g = (glow.g <= 0.5f) ? (color.g - (1.0f - 2.0f * glow.g) * color.g * (1.0f - color.g)) : (((glow.g > 0.5f) && (color.g <= 0.25f)) ? (color.g + (2.0f * glow.g - 1.0f) * (4.0f * color.g * (4.0f * color.g + 1.0f) * (color.g - 1.0f) + 7.0f * color.g)) : (color.g + (2.0f * glow.g - 1.0f) * (sqrt(color.g) - color.g)));
|
||||
color.b = (glow.b <= 0.5f) ? (color.b - (1.0f - 2.0f * glow.b) * color.b * (1.0f - color.b)) : (((glow.b > 0.5f) && (color.b <= 0.25f)) ? (color.b + (2.0f * glow.b - 1.0f) * (4.0f * color.b * (4.0f * color.b + 1.0f) * (color.b - 1.0f) + 7.0f * color.b)) : (color.b + (2.0f * glow.b - 1.0f) * (sqrt(color.b) - color.b)));
|
||||
return color;
|
||||
} else { //replace
|
||||
return glow;
|
||||
}
|
||||
}
|
||||
|
||||
vec3 apply_bcs(vec3 color, vec3 bcs) {
|
||||
color = mix(vec3(0.0f), color, bcs.x);
|
||||
color = mix(vec3(0.5f), color, bcs.y);
|
||||
color = mix(vec3(dot(vec3(1.0f), color) * 0.33333f), color, bcs.z);
|
||||
|
||||
return color;
|
||||
}
|
||||
|
||||
vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
|
||||
return texture(correction_tex,color).rgb;
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb;
|
||||
|
||||
// Exposure
|
||||
|
||||
if (params.use_auto_exposure) {
|
||||
color /= texelFetch(source_auto_exposure, ivec2(0, 0), 0).r / params.auto_exposure_grey;
|
||||
}
|
||||
|
||||
color *= params.exposure;
|
||||
|
||||
// Early Tonemap & SRGB Conversion
|
||||
|
||||
color = apply_tonemapping(color, params.white);
|
||||
|
||||
color = linear_to_srgb(color); // regular linear -> SRGB conversion
|
||||
|
||||
// Glow
|
||||
|
||||
if (params.use_glow) {
|
||||
|
||||
vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity;
|
||||
|
||||
// high dynamic range -> SRGB
|
||||
glow = apply_tonemapping(glow, params.white);
|
||||
glow = linear_to_srgb(glow);
|
||||
|
||||
color = apply_glow(color, glow);
|
||||
}
|
||||
|
||||
// Additional effects
|
||||
|
||||
if (params.use_bcs) {
|
||||
color = apply_bcs(color, params.bcs);
|
||||
}
|
||||
|
||||
if (params.use_color_correction) {
|
||||
color = apply_color_correction(color, color_correction);
|
||||
}
|
||||
|
||||
frag_color = vec4(color, 1.0f);
|
||||
}
|
||||
Loading…
Reference in New Issue