1/**************************************************************************/
2/* tone_mapper.h */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
6/* https://godotengine.org */
7/**************************************************************************/
8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef TONE_MAPPER_RD_H
32#define TONE_MAPPER_RD_H
33
34#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
35#include "servers/rendering/renderer_rd/shaders/effects/tonemap.glsl.gen.h"
36#include "servers/rendering/renderer_scene_render.h"
37
38#include "servers/rendering_server.h"
39
40namespace RendererRD {
41
42class ToneMapper {
43private:
44 enum TonemapMode {
45 TONEMAP_MODE_NORMAL,
46 TONEMAP_MODE_BICUBIC_GLOW_FILTER,
47 TONEMAP_MODE_1D_LUT,
48 TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
49 TONEMAP_MODE_SUBPASS,
50 TONEMAP_MODE_SUBPASS_1D_LUT,
51
52 TONEMAP_MODE_NORMAL_MULTIVIEW,
53 TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
54 TONEMAP_MODE_1D_LUT_MULTIVIEW,
55 TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
56 TONEMAP_MODE_SUBPASS_MULTIVIEW,
57 TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW,
58
59 TONEMAP_MODE_MAX
60 };
61
62 enum {
63 TONEMAP_FLAG_USE_BCS = (1 << 0),
64 TONEMAP_FLAG_USE_GLOW = (1 << 1),
65 TONEMAP_FLAG_USE_AUTO_EXPOSURE = (1 << 2),
66 TONEMAP_FLAG_USE_COLOR_CORRECTION = (1 << 3),
67 TONEMAP_FLAG_USE_FXAA = (1 << 4),
68 TONEMAP_FLAG_USE_DEBANDING = (1 << 5),
69 TONEMAP_FLAG_CONVERT_TO_SRGB = (1 << 6),
70 };
71
72 struct TonemapPushConstant {
73 float bcs[3]; // 12 - 12
74 uint32_t flags; // 4 - 16
75
76 float pixel_size[2]; // 8 - 24
77 uint32_t tonemapper; // 4 - 28
78 uint32_t pad; // 4 - 32
79
80 uint32_t glow_texture_size[2]; // 8 - 40
81 float glow_intensity; // 4 - 44
82 float glow_map_strength; // 4 - 48
83
84 uint32_t glow_mode; // 4 - 52
85 float glow_levels[7]; // 28 - 80
86
87 float exposure; // 4 - 84
88 float white; // 4 - 88
89 float auto_exposure_scale; // 4 - 92
90 float luminance_multiplier; // 4 - 96
91 };
92
93 /* tonemap actually writes to a framebuffer, which is
94 * better to do using the raster pipeline rather than
95 * compute, as that framebuffer might be in different formats
96 */
97 struct Tonemap {
98 TonemapPushConstant push_constant;
99 TonemapShaderRD shader;
100 RID shader_version;
101 PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
102 } tonemap;
103
104public:
105 ToneMapper();
106 ~ToneMapper();
107
108 struct TonemapSettings {
109 bool use_glow = false;
110 enum GlowMode {
111 GLOW_MODE_ADD,
112 GLOW_MODE_SCREEN,
113 GLOW_MODE_SOFTLIGHT,
114 GLOW_MODE_REPLACE,
115 GLOW_MODE_MIX
116 };
117
118 GlowMode glow_mode = GLOW_MODE_ADD;
119 float glow_intensity = 1.0;
120 float glow_map_strength = 0.0f;
121 float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
122 Vector2i glow_texture_size;
123 bool glow_use_bicubic_upscale = false;
124 RID glow_texture;
125 RID glow_map;
126
127 RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR;
128 float exposure = 1.0;
129 float white = 1.0;
130
131 bool use_auto_exposure = false;
132 float auto_exposure_scale = 0.5;
133 RID exposure_texture;
134 float luminance_multiplier = 1.0;
135
136 bool use_bcs = false;
137 float brightness = 1.0;
138 float contrast = 1.0;
139 float saturation = 1.0;
140
141 bool use_color_correction = false;
142 bool use_1d_color_correction = false;
143 RID color_correction_texture;
144
145 bool use_fxaa = false;
146 bool use_debanding = false;
147 Vector2i texture_size;
148 uint32_t view_count = 1;
149
150 bool convert_to_srgb = false;
151 };
152
153 void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
154 void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
155};
156
157} // namespace RendererRD
158
159#endif // TONE_MAPPER_RD_H
160