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 | |
40 | namespace RendererRD { |
41 | |
42 | class ToneMapper { |
43 | private: |
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 | |
104 | public: |
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 | |