godot/servers/rendering/renderer_rd/effects/tone_mapper.cpp

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/*************************************************************************/
/* tone_mapper.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "tone_mapper.h"
#include "servers/rendering/renderer_rd/renderer_compositor_rd.h"
#include "servers/rendering/renderer_rd/storage_rd/material_storage.h"
#include "servers/rendering/renderer_rd/uniform_set_cache_rd.h"
using namespace RendererRD;
ToneMapper::ToneMapper() {
{
// Initialize tonemapper
Vector<String> tonemap_modes;
tonemap_modes.push_back("\n");
tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
tonemap_modes.push_back("\n#define USE_1D_LUT\n");
tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
tonemap_modes.push_back("\n#define SUBPASS\n");
tonemap_modes.push_back("\n#define SUBPASS\n#define USE_1D_LUT\n");
// multiview versions of our shaders
tonemap_modes.push_back("\n#define MULTIVIEW\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_1D_LUT\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n");
tonemap_modes.push_back("\n#define MULTIVIEW\n#define SUBPASS\n#define USE_1D_LUT\n");
tonemap.shader.initialize(tonemap_modes);
if (!RendererCompositorRD::singleton->is_xr_enabled()) {
tonemap.shader.set_variant_enabled(TONEMAP_MODE_NORMAL_MULTIVIEW, false);
tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW, false);
tonemap.shader.set_variant_enabled(TONEMAP_MODE_1D_LUT_MULTIVIEW, false);
tonemap.shader.set_variant_enabled(TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW, false);
tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_MULTIVIEW, false);
tonemap.shader.set_variant_enabled(TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW, false);
}
tonemap.shader_version = tonemap.shader.version_create();
for (int i = 0; i < TONEMAP_MODE_MAX; i++) {
if (tonemap.shader.is_variant_enabled(i)) {
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);
} else {
tonemap.pipelines[i].clear();
}
}
}
// TODO maybe centralise this in mesh_storage?
{ //create index array for copy shaders
Vector<uint8_t> pv;
pv.resize(6 * 4);
{
uint8_t *w = pv.ptrw();
int *p32 = (int *)w;
p32[0] = 0;
p32[1] = 1;
p32[2] = 2;
p32[3] = 0;
p32[4] = 2;
p32[5] = 3;
}
index_buffer = RD::get_singleton()->index_buffer_create(6, RenderingDevice::INDEX_BUFFER_FORMAT_UINT32, pv);
index_array = RD::get_singleton()->index_array_create(index_buffer, 0, 6);
}
}
ToneMapper::~ToneMapper() {
RD::get_singleton()->free(index_buffer); //array gets freed as dependency
tonemap.shader.version_free(tonemap.shader_version);
}
void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
tonemap.push_constant.use_bcs = p_settings.use_bcs;
tonemap.push_constant.bcs[0] = p_settings.brightness;
tonemap.push_constant.bcs[1] = p_settings.contrast;
tonemap.push_constant.bcs[2] = p_settings.saturation;
tonemap.push_constant.use_glow = p_settings.use_glow;
tonemap.push_constant.glow_intensity = p_settings.glow_intensity;
tonemap.push_constant.glow_map_strength = p_settings.glow_map_strength;
tonemap.push_constant.glow_levels[0] = p_settings.glow_levels[0]; // clean this up to just pass by pointer or something
tonemap.push_constant.glow_levels[1] = p_settings.glow_levels[1];
tonemap.push_constant.glow_levels[2] = p_settings.glow_levels[2];
tonemap.push_constant.glow_levels[3] = p_settings.glow_levels[3];
tonemap.push_constant.glow_levels[4] = p_settings.glow_levels[4];
tonemap.push_constant.glow_levels[5] = p_settings.glow_levels[5];
tonemap.push_constant.glow_levels[6] = p_settings.glow_levels[6];
tonemap.push_constant.glow_texture_size[0] = p_settings.glow_texture_size.x;
tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
tonemap.push_constant.glow_mode = p_settings.glow_mode;
int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
if (p_settings.use_1d_color_correction) {
mode += 2;
}
tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
tonemap.push_constant.exposure = p_settings.exposure;
tonemap.push_constant.white = p_settings.white;
tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
tonemap.push_constant.use_fxaa = p_settings.use_fxaa;
tonemap.push_constant.use_debanding = p_settings.use_debanding;
tonemap.push_constant.pixel_size[0] = 1.0 / p_settings.texture_size.x;
tonemap.push_constant.pixel_size[1] = 1.0 / p_settings.texture_size.y;
if (p_settings.view_count > 1) {
// Use MULTIVIEW versions
mode += 6;
}
RID default_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RID default_mipmap_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_color;
u_source_color.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_source_color.binding = 0;
u_source_color.append_id(default_shader);
u_source_color.append_id(p_source_color);
RD::Uniform u_exposure_texture;
u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_exposure_texture.binding = 0;
u_exposure_texture.append_id(default_shader);
u_exposure_texture.append_id(p_settings.exposure_texture);
RD::Uniform u_glow_texture;
u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_glow_texture.binding = 0;
u_glow_texture.append_id(default_mipmap_shader);
u_glow_texture.append_id(p_settings.glow_texture);
RD::Uniform u_glow_map;
u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_glow_map.binding = 1;
u_glow_map.append_id(default_mipmap_shader);
u_glow_map.append_id(p_settings.glow_map);
RD::Uniform u_color_correction_texture;
u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_color_correction_texture.binding = 0;
u_color_correction_texture.append_id(default_shader);
u_color_correction_texture.append_id(p_settings.color_correction_texture);
RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
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);
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()));
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 1, u_exposure_texture), 1);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 2, u_glow_texture, u_glow_map), 2);
RD::get_singleton()->draw_list_bind_uniform_set(draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
RD::get_singleton()->draw_list_bind_index_array(draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
RD::get_singleton()->draw_list_draw(draw_list, true);
RD::get_singleton()->draw_list_end();
}
void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings) {
UniformSetCacheRD *uniform_set_cache = UniformSetCacheRD::get_singleton();
ERR_FAIL_NULL(uniform_set_cache);
MaterialStorage *material_storage = MaterialStorage::get_singleton();
ERR_FAIL_NULL(material_storage);
memset(&tonemap.push_constant, 0, sizeof(TonemapPushConstant));
tonemap.push_constant.use_bcs = p_settings.use_bcs;
tonemap.push_constant.bcs[0] = p_settings.brightness;
tonemap.push_constant.bcs[1] = p_settings.contrast;
tonemap.push_constant.bcs[2] = p_settings.saturation;
ERR_FAIL_COND_MSG(p_settings.use_glow, "Glow is not supported when using subpasses.");
tonemap.push_constant.use_glow = p_settings.use_glow;
int mode = p_settings.use_1d_color_correction ? TONEMAP_MODE_SUBPASS_1D_LUT : TONEMAP_MODE_SUBPASS;
if (p_settings.view_count > 1) {
// Use MULTIVIEW versions
mode += 6;
}
tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
tonemap.push_constant.exposure = p_settings.exposure;
tonemap.push_constant.white = p_settings.white;
tonemap.push_constant.auto_exposure_grey = p_settings.auto_exposure_grey;
tonemap.push_constant.use_color_correction = p_settings.use_color_correction;
tonemap.push_constant.use_debanding = p_settings.use_debanding;
tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
RID default_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RID default_mipmap_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
RD::Uniform u_source_color;
u_source_color.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
u_source_color.binding = 0;
u_source_color.append_id(p_source_color);
RD::Uniform u_exposure_texture;
u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_exposure_texture.binding = 0;
u_exposure_texture.append_id(default_shader);
u_exposure_texture.append_id(p_settings.exposure_texture);
RD::Uniform u_glow_texture;
u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_glow_texture.binding = 0;
u_glow_texture.append_id(default_mipmap_shader);
u_glow_texture.append_id(p_settings.glow_texture);
RD::Uniform u_glow_map;
u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_glow_map.binding = 1;
u_glow_map.append_id(default_mipmap_shader);
u_glow_map.append_id(p_settings.glow_map);
RD::Uniform u_color_correction_texture;
u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
u_color_correction_texture.binding = 0;
u_color_correction_texture.append_id(default_shader);
u_color_correction_texture.append_id(p_settings.color_correction_texture);
RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
ERR_FAIL_COND(shader.is_null());
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()));
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 0, u_source_color), 0);
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
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
RD::get_singleton()->draw_list_bind_uniform_set(p_subpass_draw_list, uniform_set_cache->get_cache(shader, 3, u_color_correction_texture), 3);
RD::get_singleton()->draw_list_bind_index_array(p_subpass_draw_list, index_array);
RD::get_singleton()->draw_list_set_push_constant(p_subpass_draw_list, &tonemap.push_constant, sizeof(TonemapPushConstant));
RD::get_singleton()->draw_list_draw(p_subpass_draw_list, true);
}