57eb762bae
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.
261 lines
14 KiB
C++
261 lines
14 KiB
C++
/**************************************************************************/
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/* tone_mapper.cpp */
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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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#include "tone_mapper.h"
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#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
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#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
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#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
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using namespace RendererRD;
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ToneMapper::ToneMapper() {
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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_modes.push_back("\n#define USE_1D_LUT\n");
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tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
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tonemap_modes.push_back("\n#define SUBPASS\n");
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tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n");
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// multiview versions of our shaders
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tonemap_modes.push_back("\n#define MULTIVIEW\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n");
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tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n");
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tonemap.shader.initialize(tonemap_modes);
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if (!RendererCompositorRD::get_singleton()->is_xr_enabled()) {
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_NORMAL_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false);
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tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false);
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}
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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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if (tonemap.shader.is_variant_enabled(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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} else {
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tonemap.pipelines[i].clear();
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}
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}
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}
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}
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ToneMapper::~ToneMapper() {
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tonemap.shader.version_free(tonemap.shader_version);
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}
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void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
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tonemap.push_constant.flags |= p_settings.use_bcs ? TONEMAP_FLAG_USE_BCS : 0;
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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.flags |= p_settings.use_glow ? TONEMAP_FLAG_USE_GLOW : 0;
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tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
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tonemap.push_constant.glow_map_strength = p_settings.glow_map_strength;
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tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something
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tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1];
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tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2];
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tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3];
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tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4];
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tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5];
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tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6];
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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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tonemap.push_constant.glow_mode = p_settings.glow_mode;
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int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
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if (p_settings.use_1d_color_correction) {
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mode += 2;
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}
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tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
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tonemap.push_constant.flags |= p_settings.use_auto_exposure ? TONEMAP_FLAG_USE_AUTO_EXPOSURE : 0;
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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_scale = p_settings.auto_exposure_scale;
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tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
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tonemap.push_constant.flags |= p_settings.use_color_correction ? TONEMAP_FLAG_USE_COLOR_CORRECTION : 0;
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tonemap.push_constant.flags |= p_settings.use_fxaa ? TONEMAP_FLAG_USE_FXAA : 0;
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tonemap.push_constant.flags |= p_settings.use_debanding ? TONEMAP_FLAG_USE_DEBANDING : 0;
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tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
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tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
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tonemap.push_constant.flags |= p_settings.convert_to_srgb ? TONEMAP_FLAG_CONVERT_TO_SRGB : 0;
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if (p_settings.view_count > 1) {
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// Use MULTIVIEW versions
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mode += 6;
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}
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_color(RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE, 0, Vector<RID>({ default_sampler, p_source_color }));
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RD::Uniform u_exposure_texture;
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u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_exposure_texture.binding = 0;
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u_exposure_texture.append_id(default_sampler);
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u_exposure_texture.append_id(p_settings.exposure_texture);
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RD::Uniform u_glow_texture;
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u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_texture.binding = 0;
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u_glow_texture.append_id(default_mipmap_sampler);
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u_glow_texture.append_id(p_settings.glow_texture);
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RD::Uniform u_glow_map;
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u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_map.binding = 1;
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u_glow_map.append_id(default_mipmap_sampler);
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u_glow_map.append_id(p_settings.glow_map);
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RD::Uniform u_color_correction_texture;
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u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_color_correction_texture.binding = 0;
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u_color_correction_texture.append_id(default_sampler);
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u_color_correction_texture.append_id(p_settings.color_correction_texture);
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RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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RD::DrawListID draw_list = RD::get_singleton()->draw_list_begin(p_dst_framebuffer, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_READ, RD::INITIAL_ACTION_DROP, RD::FINAL_ACTION_DISCARD);
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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), false, RD::get_singleton()->draw_list_get_current_pass()));
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2);
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RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
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RD::get_singleton()->draw_list_bind_index_array(draw_list, material_storage->get_quad_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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void ToneMapper::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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UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
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ERR_FAIL_NULL(uniform_set_cache);
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MaterialStorage *material_storage = MaterialStorage::get_singleton();
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ERR_FAIL_NULL(material_storage);
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memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
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tonemap.push_constant.flags |= p_settings.use_bcs ? TONEMAP_FLAG_USE_BCS : 0;
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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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ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses.");
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tonemap.push_constant.flags |= p_settings.use_glow ? TONEMAP_FLAG_USE_GLOW : 0;
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int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS;
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if (p_settings.view_count > 1) {
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// Use MULTIVIEW versions
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mode += 6;
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}
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tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
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tonemap.push_constant.flags |= p_settings.use_auto_exposure ? TONEMAP_FLAG_USE_AUTO_EXPOSURE : 0;
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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_scale = p_settings.auto_exposure_scale;
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tonemap.push_constant.flags |= p_settings.use_color_correction ? TONEMAP_FLAG_USE_COLOR_CORRECTION : 0;
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tonemap.push_constant.flags |= p_settings.use_debanding ? TONEMAP_FLAG_USE_DEBANDING : 0;
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tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
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tonemap.push_constant.flags |= p_settings.convert_to_srgb ? TONEMAP_FLAG_CONVERT_TO_SRGB : 0;
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_color;
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u_source_color.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
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u_source_color.binding = 0;
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u_source_color.append_id(p_source_color);
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RD::Uniform u_exposure_texture;
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u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_exposure_texture.binding = 0;
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u_exposure_texture.append_id(default_sampler);
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u_exposure_texture.append_id(p_settings.exposure_texture);
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RD::Uniform u_glow_texture;
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u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_texture.binding = 0;
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u_glow_texture.append_id(default_mipmap_sampler);
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u_glow_texture.append_id(p_settings.glow_texture);
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RD::Uniform u_glow_map;
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u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_map.binding = 1;
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u_glow_map.append_id(default_mipmap_sampler);
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u_glow_map.append_id(p_settings.glow_map);
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RD::Uniform u_color_correction_texture;
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u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_color_correction_texture.binding = 0;
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u_color_correction_texture.append_id(default_sampler);
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u_color_correction_texture.append_id(p_settings.color_correction_texture);
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RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
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ERR_FAIL_COND(shader.is_null());
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RD::get_singleton()->draw_list_bind_render_pipeline(p_subpass_draw_list, tonemap.pipelines[mode].get_render_pipeline(RD::INVALID_ID, p_dst_format_id, false, RD::get_singleton()->draw_list_get_current_pass()));
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RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
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RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1); // should be set to a default texture, it's ignored
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RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2); // should be set to a default texture, it's ignored
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RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
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RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, material_storage->get_quad_index_array());
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RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
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RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
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}
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