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This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear. This is necessary for proper HDR screen support in the future.
160 lines
5.4 KiB
C++
160 lines
5.4 KiB
C++
/**************************************************************************/
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/* tone_mapper.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef TONE_MAPPER_RD_H
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#define TONE_MAPPER_RD_H
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#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
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#include "servers/rendering/renderer_rd/shaders/effects/tonemap.glsl.gen.h"
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#include "servers/rendering/renderer_scene_render.h"
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#include "servers/rendering_server.h"
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namespace RendererRD {
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class ToneMapper {
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private:
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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_1D_LUT,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
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TONEMAP_MODE_SUBPASS,
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TONEMAP_MODE_SUBPASS_1D_LUT,
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TONEMAP_MODE_NORMAL_MULTIVIEW,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
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TONEMAP_MODE_1D_LUT_MULTIVIEW,
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TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
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TONEMAP_MODE_SUBPASS_MULTIVIEW,
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TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW,
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TONEMAP_MODE_MAX
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};
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enum {
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TONEMAP_FLAG_USE_BCS = (1 << 0),
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TONEMAP_FLAG_USE_GLOW = (1 << 1),
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TONEMAP_FLAG_USE_AUTO_EXPOSURE = (1 << 2),
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TONEMAP_FLAG_USE_COLOR_CORRECTION = (1 << 3),
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TONEMAP_FLAG_USE_FXAA = (1 << 4),
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TONEMAP_FLAG_USE_DEBANDING = (1 << 5),
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TONEMAP_FLAG_CONVERT_TO_SRGB = (1 << 6),
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};
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struct TonemapPushConstant {
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float bcs[3]; // 12 - 12
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uint32_t flags; // 4 - 16
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float pixel_size[2]; // 8 - 24
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uint32_t tonemapper; // 4 - 28
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uint32_t pad; // 4 - 32
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uint32_t glow_texture_size[2]; // 8 - 40
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float glow_intensity; // 4 - 44
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float glow_map_strength; // 4 - 48
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uint32_t glow_mode; // 4 - 52
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float glow_levels[7]; // 28 - 80
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float exposure; // 4 - 84
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float white; // 4 - 88
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float auto_exposure_scale; // 4 - 92
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float luminance_multiplier; // 4 - 96
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};
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/* tonemap actually writes to a framebuffer, which is
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* better to do using the raster pipeline rather than
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* compute, as that framebuffer might be in different formats
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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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PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
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} tonemap;
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public:
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ToneMapper();
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~ToneMapper();
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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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GLOW_MODE_MIX
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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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float glow_map_strength = 0.0f;
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float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
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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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RID glow_map;
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RS::EnvironmentToneMapper tonemap_mode = RS::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_scale = 0.5;
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RID exposure_texture;
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float luminance_multiplier = 1.0;
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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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bool use_1d_color_correction = false;
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RID color_correction_texture;
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bool use_fxaa = false;
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bool use_debanding = false;
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Vector2i texture_size;
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uint32_t view_count = 1;
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bool convert_to_srgb = false;
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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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void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
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};
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} // namespace RendererRD
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#endif // TONE_MAPPER_RD_H
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