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

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/*************************************************************************/
/* tone_mapper.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef TONE_MAPPER_RD_H
#define TONE_MAPPER_RD_H
#include "servers/rendering/renderer_rd/pipeline_cache_rd.h"
#include "servers/rendering/renderer_rd/shaders/effects/tonemap.glsl.gen.h"
#include "servers/rendering/renderer_scene_render.h"
#include "servers/rendering_server.h"
namespace RendererRD {
class ToneMapper {
private:
enum TonemapMode {
TONEMAP_MODE_NORMAL,
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
TONEMAP_MODE_1D_LUT,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
TONEMAP_MODE_SUBPASS,
TONEMAP_MODE_SUBPASS_1D_LUT,
TONEMAP_MODE_NORMAL_MULTIVIEW,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_MULTIVIEW,
TONEMAP_MODE_1D_LUT_MULTIVIEW,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT_MULTIVIEW,
TONEMAP_MODE_SUBPASS_MULTIVIEW,
TONEMAP_MODE_SUBPASS_1D_LUT_MULTIVIEW,
TONEMAP_MODE_MAX
};
struct TonemapPushConstant {
float bcs[3]; // 12 - 12
uint32_t use_bcs; // 4 - 16
uint32_t use_glow; // 4 - 20
uint32_t use_auto_exposure; // 4 - 24
uint32_t use_color_correction; // 4 - 28
uint32_t tonemapper; // 4 - 32
uint32_t glow_texture_size[2]; // 8 - 40
float glow_intensity; // 4 - 44
float glow_map_strength; // 4 - 48
uint32_t glow_mode; // 4 - 52
float glow_levels[7]; // 28 - 80
float exposure; // 4 - 84
float white; // 4 - 88
float auto_exposure_grey; // 4 - 92
float luminance_multiplier; // 4 - 96
float pixel_size[2]; // 8 - 104
uint32_t use_fxaa; // 4 - 108
uint32_t use_debanding; // 4 - 112
};
/* tonemap actually writes to a framebuffer, which is
* better to do using the raster pipeline rather than
* compute, as that framebuffer might be in different formats
*/
struct Tonemap {
TonemapPushConstant push_constant;
TonemapShaderRD shader;
RID shader_version;
PipelineCacheRD pipelines[TONEMAP_MODE_MAX];
} tonemap;
RID index_buffer;
RID index_array;
public:
ToneMapper();
~ToneMapper();
struct TonemapSettings {
bool use_glow = false;
enum GlowMode {
GLOW_MODE_ADD,
GLOW_MODE_SCREEN,
GLOW_MODE_SOFTLIGHT,
GLOW_MODE_REPLACE,
GLOW_MODE_MIX
};
GlowMode glow_mode = GLOW_MODE_ADD;
float glow_intensity = 1.0;
float glow_map_strength = 0.0f;
float glow_levels[7] = { 0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0 };
Vector2i glow_texture_size;
bool glow_use_bicubic_upscale = false;
RID glow_texture;
RID glow_map;
RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR;
float exposure = 1.0;
float white = 1.0;
bool use_auto_exposure = false;
float auto_exposure_grey = 0.5;
RID exposure_texture;
float luminance_multiplier = 1.0;
bool use_bcs = false;
float brightness = 1.0;
float contrast = 1.0;
float saturation = 1.0;
bool use_color_correction = false;
bool use_1d_color_correction = false;
RID color_correction_texture;
bool use_fxaa = false;
bool use_debanding = false;
Vector2i texture_size;
uint32_t view_count = 1;
};
void tonemapper(RID p_source_color, RID p_dst_framebuffer, const TonemapSettings &p_settings);
void tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_color, RD::FramebufferFormatID p_dst_format_id, const TonemapSettings &p_settings);
};
} // namespace RendererRD
#endif // !TONE_MAPPER_RD_H