Tonemapping and Auto Exposure support

This commit is contained in:
Juan Linietsky 2016-12-07 17:49:52 -03:00
parent 9bc506067a
commit 8534ced22d
12 changed files with 517 additions and 41 deletions

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@ -890,11 +890,24 @@ void RasterizerSceneGLES3::environment_set_ssao(RID p_env,bool p_enable, float p
}
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale) {
void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, bool p_enable, float p_exposure, float p_white, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale, VS::EnvironmentToneMapper p_tone_mapper){
Environment *env=environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->tone_mapper=p_tone_mapper;
env->tone_mapper_exposure=p_exposure;
env->tone_mapper_exposure_white=p_white;
env->auto_exposure=p_auto_exposure;
env->auto_exposure_speed=p_auto_exp_speed;
env->auto_exposure_min=p_min_luminance;
env->auto_exposure_max=p_max_luminance;
env->auto_exposure_grey=p_auto_exp_scale;
}
void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) {
@ -3010,6 +3023,172 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
}
void RasterizerSceneGLES3::_post_process(Environment *env){
//copy to front buffer
glDepthMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDepthFunc(GL_LEQUAL);
glColorMask(1,1,1,1);
//turn off everything used
if (!env) {
//no environment, simply return and convert to SRGB
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
storage->shaders.copy.bind();
_copy_screen();
storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false); //compute luminance
return;
}
//order of operation
//1) DOF Blur (first blur, then copy to buffer applying the blur)
//2) Motion Blur
//3) Bloom
//4) Tonemap
//5) Adjustments
GLuint composite_from = storage->frame.current_rt->buffers.diffuse;
if ( env->auto_exposure) {
//compute auto exposure
//first step, copy from image to luminance buffer
state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,true);
state.exposure_shader.bind();
int ss[2]={
storage->frame.current_rt->width,
storage->frame.current_rt->height,
};
int ds[2]={
exposure_shrink_size,
exposure_shrink_size,
};
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE),1,ss);
glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE),1,ds);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[0].fbo);
glViewport(0,0,exposure_shrink_size,exposure_shrink_size);
_copy_screen();
//second step, shrink to 2x2 pixels
state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,false);
state.exposure_shader.bind();
//shrink from second to previous to last level
int s_size=exposure_shrink_size/3;
for(int i=1;i<exposure_shrink.size()-1;i++) {
glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[i].fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,exposure_shrink[i-1].color);
_copy_screen();
glViewport(0,0,s_size,s_size);
s_size/=3;
}
//third step, shrink to 1x1 pixel taking in consideration the previous exposure
state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,true);
uint64_t tick = OS::get_singleton()->get_ticks_usec();
uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick==0?0:tick-storage->frame.current_rt->last_exposure_tick;
storage->frame.current_rt->last_exposure_tick=tick;
if (tick_diff==0 || tick_diff>1000000) {
state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,true);
}
state.exposure_shader.bind();
glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[exposure_shrink.size()-1].fbo);
glViewport(0,0,1,1);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,exposure_shrink[exposure_shrink.size()-2].color);
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); //read from previous
state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST,env->auto_exposure_speed*(tick_diff/1000000.0));
state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE,env->auto_exposure_max);
state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE,env->auto_exposure_min);
_copy_screen();
state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,false);
state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,false);
//last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer
SWAP(exposure_shrink[exposure_shrink.size()-1].fbo,storage->frame.current_rt->exposure.fbo);
SWAP(exposure_shrink[exposure_shrink.size()-1].color,storage->frame.current_rt->exposure.color);
glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
}
glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,composite_from);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_FILMIC);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_ACES);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_REINHARDT);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,env->auto_exposure);
state.tonemap_shader.bind();
state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE,env->tone_mapper_exposure);
state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE,env->tone_mapper_exposure_white);
if (env->auto_exposure) {
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey);
}
_copy_screen();
//turn off everything used
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,false);
state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,false);
}
void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass){
@ -3056,8 +3235,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
render_list.clear();
bool use_mrt=true;
bool use_mrt=false;
_fill_render_list(p_cull_result,p_cull_count,false);
@ -3074,6 +3252,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
GLuint current_fbo;
if (probe) {
ReflectionAtlas *ref_atlas = reflection_atlas_owner.getptr(probe->atlas);
@ -3100,6 +3279,8 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
} else {
use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled
glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
if (use_mrt) {
@ -3267,9 +3448,11 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
return;
}
_copy_to_front_buffer(env);
/* if (shadow_atlas) {
_post_process(env);
if (false && shadow_atlas) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
@ -3279,7 +3462,17 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));
}
*/
if (false && storage->frame.current_rt) {
//_copy_texture_to_front_buffer(shadow_atlas->depth);
storage->canvas->canvas_begin();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D,exposure_shrink[4].color);
// glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/16,storage->frame.current_rt->height/16),Rect2(0,0,1,1));
}
if (false && reflection_atlas && storage->frame.current_rt) {
@ -4199,6 +4392,8 @@ void RasterizerSceneGLES3::initialize() {
state.ssao_minify_shader.init();
state.ssao_shader.init();
state.ssao_blur_shader.init();
state.exposure_shader.init();
state.tonemap_shader.init();
{
@ -4209,6 +4404,34 @@ void RasterizerSceneGLES3::initialize() {
GLOBAL_DEF("rendering/gles3/subsurface_scattering/follow_surface",false);
}
exposure_shrink_size=243;
int max_exposure_shrink_size=exposure_shrink_size;
while(max_exposure_shrink_size>0) {
RasterizerStorageGLES3::RenderTarget::Exposure e;
glGenFramebuffers(1, &e.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, e.fbo);
glGenTextures(1, &e.color);
glBindTexture(GL_TEXTURE_2D, e.color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, e.color, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
exposure_shrink.push_back(e);
max_exposure_shrink_size/=3;
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
}
}
void RasterizerSceneGLES3::iteration() {

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@ -11,6 +11,8 @@
#include "drivers/gles3/shaders/ssao_minify.glsl.h"
#include "drivers/gles3/shaders/ssao.glsl.h"
#include "drivers/gles3/shaders/ssao_blur.glsl.h"
#include "drivers/gles3/shaders/exposure.glsl.h"
#include "drivers/gles3/shaders/tonemap.glsl.h"
class RasterizerSceneGLES3 : public RasterizerScene {
public:
@ -48,6 +50,9 @@ public:
RasterizerStorageGLES3 *storage;
Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
int exposure_shrink_size;
struct State {
@ -68,6 +73,8 @@ public:
SsaoMinifyShaderGLES3 ssao_minify_shader;
SsaoShaderGLES3 ssao_shader;
SsaoBlurShaderGLES3 ssao_blur_shader;
ExposureShaderGLES3 exposure_shader;
TonemapShaderGLES3 tonemap_shader;
struct SceneDataUBO {
@ -334,6 +341,15 @@ public:
Color ssao_color;
bool ssao_filter;
VS::EnvironmentToneMapper tone_mapper;
float tone_mapper_exposure;
float tone_mapper_exposure_white;
bool auto_exposure;
float auto_exposure_speed;
float auto_exposure_min;
float auto_exposure_max;
float auto_exposure_grey;
Environment() {
bg_mode=VS::ENV_BG_CLEAR_COLOR;
skybox_scale=1.0;
@ -360,6 +376,14 @@ public:
ssao_light_affect=0;
ssao_filter=true;
tone_mapper=VS::ENV_TONE_MAPPER_LINEAR;
tone_mapper_exposure=1.0;
tone_mapper_exposure_white=1.0;
auto_exposure=false;
auto_exposure_speed=0.5;
auto_exposure_min=0.05;
auto_exposure_max=8;
auto_exposure_grey=0.4;
}
};
@ -382,7 +406,8 @@ public:
virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness);
virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect,const Color &p_color,bool p_blur);
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,VS::EnvironmentToneMapper p_tone_mapper);
virtual void environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale);
virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp);
@ -618,6 +643,8 @@ public:
void _fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow);
void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
void _post_process(Environment *env);
virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass);
virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count);
virtual bool free(RID p_rid);

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@ -4799,6 +4799,10 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
glDeleteTextures(1,&rt->effects.ssao.linear_depth);
}
if (rt->exposure.fbo) {
glDeleteFramebuffers(1,&rt->exposure.fbo);
glDeleteTextures(1,&rt->exposure.color);
}
Texture *tex = texture_owner.get(rt->texture);
tex->alloc_height=0;
tex->alloc_width=0;
@ -5120,6 +5124,23 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
}
//////Exposure
glGenFramebuffers(1, &rt->exposure.fbo);
glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo);
glGenTextures(1, &rt->exposure.color);
glBindTexture(GL_TEXTURE_2D, rt->exposure.color);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F, 1, 1, 0, GL_RED, GL_FLOAT, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, rt->exposure.color, 0);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
_render_target_clear(rt);
ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
}
}
}

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@ -922,12 +922,19 @@ public:
SSAO() { blur_fbo[0]=0; blur_fbo[1]=0; linear_depth=0; }
} ssao;
Effects() {
}
Effects() {}
} effects;
struct Exposure {
GLuint fbo;
GLuint color;
Exposure() { fbo=0; }
} exposure;
uint64_t last_exposure_tick;
int width,height;
bool flags[RENDER_TARGET_FLAG_MAX];
@ -950,6 +957,8 @@ public:
flags[RENDER_TARGET_TRANSPARENT]=false;
flags[RENDER_TARGET_NO_3D]=false;
flags[RENDER_TARGET_NO_SAMPLING]=false;
last_exposure_tick=0;
}
};

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@ -15,5 +15,7 @@ if env['BUILDERS'].has_key('GLES3_GLSL'):
env.GLES3_GLSL('ssao.glsl');
env.GLES3_GLSL('ssao_minify.glsl');
env.GLES3_GLSL('ssao_blur.glsl');
env.GLES3_GLSL('exposure.glsl');
env.GLES3_GLSL('tonemap.glsl');

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@ -0,0 +1,98 @@
[vertex]
layout(location=0) in highp vec4 vertex_attrib;
void main() {
gl_Position = vertex_attrib;
}
[fragment]
uniform highp sampler2D source_exposure; //texunit:0
#ifdef EXPOSURE_BEGIN
uniform highp ivec2 source_render_size;
uniform highp ivec2 target_size;
#endif
#ifdef EXPOSURE_END
uniform highp sampler2D prev_exposure; //texunit:1
uniform highp float exposure_adjust;
uniform highp float min_luminance;
uniform highp float max_luminance;
#endif
layout(location = 0) out highp float exposure;
void main() {
#ifdef EXPOSURE_BEGIN
ivec2 src_pos = ivec2(gl_FragCoord.xy)*source_render_size/target_size;
#if 1
//more precise and expensive, but less jittery
ivec2 next_pos = ivec2(gl_FragCoord.xy+ivec2(1))*source_render_size/target_size;
next_pos = max(next_pos,src_pos+ivec2(1)); //so it at least reads one pixel
highp vec3 source_color=vec3(0.0);
for(int i=src_pos.x;i<next_pos.x;i++) {
for(int j=src_pos.y;j<next_pos.y;j++) {
source_color += texelFetch(source_exposure,ivec2(i,j),0).rgb;
}
}
source_color/=float( (next_pos.x-src_pos.x)*(next_pos.y-src_pos.y) );
#else
highp vec3 source_color = texelFetch(source_exposure,src_pos,0).rgb;
#endif
exposure = max(source_color.r,max(source_color.g,source_color.b));
#else
ivec2 coord = ivec2(gl_FragCoord.xy);
exposure = texelFetch(source_exposure,coord*3+ivec2(0,0),0).r;
exposure += texelFetch(source_exposure,coord*3+ivec2(1,0),0).r;
exposure += texelFetch(source_exposure,coord*3+ivec2(2,0),0).r;
exposure += texelFetch(source_exposure,coord*3+ivec2(0,1),0).r;
exposure += texelFetch(source_exposure,coord*3+ivec2(1,1),0).r;
exposure += texelFetch(source_exposure,coord*3+ivec2(2,1),0).r;
exposure += texelFetch(source_exposure,coord*3+ivec2(0,2),0).r;
exposure += texelFetch(source_exposure,coord*3+ivec2(1,2),0).r;
exposure += texelFetch(source_exposure,coord*3+ivec2(2,2),0).r;
exposure *= (1.0/9.0);
#ifdef EXPOSURE_END
#ifdef EXPOSURE_FORCE_SET
//will stay as is
#else
highp float prev_lum = texelFetch(prev_exposure,ivec2(0,0),0).r; //1 pixel previous exposure
exposure = clamp( prev_lum + (exposure-prev_lum)*exposure_adjust,min_luminance,max_luminance);
#endif //EXPOSURE_FORCE_SET
#endif //EXPOSURE_END
#endif //EXPOSURE_BEGIN
}

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@ -0,0 +1,97 @@
[vertex]
layout(location=0) in highp vec4 vertex_attrib;
void main() {
gl_Position = vertex_attrib;
}
[fragment]
uniform highp sampler2D source; //texunit:0
uniform float exposure;
uniform float white;
#ifdef USE_AUTO_EXPOSURE
uniform highp sampler2D source_auto_exposure; //texunit:1
uniform highp float auto_exposure_grey;
#endif
layout(location = 0) out vec4 frag_color;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
vec3 color = texelFetch(source,coord,0).rgb;
#ifdef USE_AUTO_EXPOSURE
color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey;
#endif
color*=exposure;
#ifdef USE_REINDHART_TONEMAPPER
{
color.rgb = ( color.rgb * ( 1.0 + ( color.rgb / ( white) ) ) ) / ( 1.0 + color.rgb );
}
#endif
#ifdef USE_FILMIC_TONEMAPPER
{
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
vec3 coltn = ((color.rgb*(A*color.rgb+C*B)+D*E)/(color.rgb*(A*color.rgb+B)+D*F))-E/F;
float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F;
color.rgb=coltn/whitetn;
}
#endif
#ifdef USE_ACES_TONEMAPPER
{
float a = 2.51f;
float b = 0.03f;
float c = 2.43f;
float d = 0.59f;
float e = 0.14f;
color.rgb = clamp((color.rgb*(a*color.rgb+b))/(color.rgb*(c*color.rgb+d)+e),vec3(0.0),vec3(1.0));
}
#endif
//regular Linear -> SRGB conversion
vec3 a = vec3(0.055);
color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
frag_color=vec4(color.rgb,1.0);
}

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@ -136,7 +136,7 @@ float Environment::get_ambient_light_skybox_contribution() const{
void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
tone_mapper=p_tone_mapper;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
}
Environment::ToneMapper Environment::get_tonemapper() const{
@ -147,18 +147,18 @@ Environment::ToneMapper Environment::get_tonemapper() const{
void Environment::set_tonemap_exposure(float p_exposure){
tonemap_exposure=p_exposure;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_exposure() const{
return get_tonemap_auto_exposure();
return tonemap_exposure;
}
void Environment::set_tonemap_white(float p_white){
tonemap_white=p_white;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_white() const {
@ -169,7 +169,7 @@ float Environment::get_tonemap_white() const {
void Environment::set_tonemap_auto_exposure(bool p_enabled) {
tonemap_auto_exposure=p_enabled;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
}
bool Environment::get_tonemap_auto_exposure() const {
@ -180,7 +180,7 @@ bool Environment::get_tonemap_auto_exposure() const {
void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) {
tonemap_auto_exposure_max=p_auto_exposure_max;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_auto_exposure_max() const {
@ -191,7 +191,7 @@ float Environment::get_tonemap_auto_exposure_max() const {
void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) {
tonemap_auto_exposure_min=p_auto_exposure_min;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_auto_exposure_min() const {
@ -202,7 +202,7 @@ float Environment::get_tonemap_auto_exposure_min() const {
void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) {
tonemap_auto_exposure_speed=p_auto_exposure_speed;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_auto_exposure_speed() const {
@ -210,15 +210,15 @@ float Environment::get_tonemap_auto_exposure_speed() const {
return tonemap_auto_exposure_speed;
}
void Environment::set_tonemap_auto_exposure_scale(float p_auto_exposure_scale) {
void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) {
tonemap_auto_exposure_scale=p_auto_exposure_scale;
VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
tonemap_auto_exposure_grey=p_auto_exposure_grey;
VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
}
float Environment::get_tonemap_auto_exposure_scale() const {
float Environment::get_tonemap_auto_exposure_grey() const {
return tonemap_auto_exposure_scale;
return tonemap_auto_exposure_grey;
}
void Environment::set_adjustment_enable(bool p_enable) {
@ -597,17 +597,17 @@ void Environment::_bind_methods() {
ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_speed","exposure_speed"),&Environment::set_tonemap_auto_exposure_speed);
ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_speed"),&Environment::get_tonemap_auto_exposure_speed);
ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_scale","exposure_scale"),&Environment::set_tonemap_auto_exposure_scale);
ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_scale"),&Environment::get_tonemap_auto_exposure_scale);
ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_grey","exposure_grey"),&Environment::set_tonemap_auto_exposure_grey);
ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_grey"),&Environment::get_tonemap_auto_exposure_grey);
ADD_PROPERTY(PropertyInfo(Variant::INT,"tonemap/mode",PROPERTY_HINT_ENUM,"Linear,Log,Reindhart,Filmic,Aces"),_SCS("set_tonemapper"),_SCS("get_tonemapper") );
ADD_PROPERTY(PropertyInfo(Variant::INT,"tonemap/mode",PROPERTY_HINT_ENUM,"Linear,Reindhart,Filmic,Aces"),_SCS("set_tonemapper"),_SCS("get_tonemapper") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/exposure",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_exposure"),_SCS("get_tonemap_exposure") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/white",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_white"),_SCS("get_tonemap_white") );
ADD_PROPERTY(PropertyInfo(Variant::BOOL,"auto_exposure/enable"),_SCS("set_tonemap_auto_exposure"),_SCS("get_tonemap_auto_exposure") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/scale",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_scale"),_SCS("get_tonemap_auto_exposure_scale") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/scale",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_grey"),_SCS("get_tonemap_auto_exposure_grey") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/min_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_min"),_SCS("get_tonemap_auto_exposure_min") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/max_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_max"),_SCS("get_tonemap_auto_exposure_max") );
ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/speed",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_speed"),_SCS("get_tonemap_auto_exposure_speed") );
@ -648,10 +648,9 @@ void Environment::_bind_methods() {
BIND_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
BIND_CONSTANT(GLOW_BLEND_MODE_DISABLED);
BIND_CONSTANT(TONE_MAPPER_LINEAR);
BIND_CONSTANT(TONE_MAPPER_LOG);
BIND_CONSTANT(TONE_MAPPER_REINHARDT);
BIND_CONSTANT(TONE_MAPPER_FILMIC);
BIND_CONSTANT(TONE_MAPPER_ACES_FILMIC);
BIND_CONSTANT(TONE_MAPPER_ACES);
}
@ -671,9 +670,9 @@ Environment::Environment() {
tonemap_white=1.0;
tonemap_auto_exposure=false;
tonemap_auto_exposure_max=8;
tonemap_auto_exposure_min=0.4;
tonemap_auto_exposure_min=0.05;
tonemap_auto_exposure_speed=0.5;
tonemap_auto_exposure_scale=0.4;
tonemap_auto_exposure_grey=0.4;
set_tonemapper(tone_mapper); //update

View File

@ -58,10 +58,9 @@ public:
enum ToneMapper {
TONE_MAPPER_LINEAR,
TONE_MAPPER_LOG,
TONE_MAPPER_REINHARDT,
TONE_MAPPER_FILMIC,
TONE_MAPPER_ACES_FILMIC
TONE_MAPPER_ACES
};
@ -86,7 +85,7 @@ private:
float tonemap_auto_exposure_max;
float tonemap_auto_exposure_min;
float tonemap_auto_exposure_speed;
float tonemap_auto_exposure_scale;
float tonemap_auto_exposure_grey;
bool adjustment_enabled;
float adjustment_contrast;
@ -163,8 +162,8 @@ public:
void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed);
float get_tonemap_auto_exposure_speed() const;
void set_tonemap_auto_exposure_scale(float p_auto_exposure_scale);
float get_tonemap_auto_exposure_scale() const;
void set_tonemap_auto_exposure_grey(float p_auto_exposure_grey);
float get_tonemap_auto_exposure_grey() const;
void set_adjustment_enable(bool p_enable);
bool is_adjustment_enabled() const;

View File

@ -67,7 +67,8 @@ public:
virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0;
virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur)=0;
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,VS::EnvironmentToneMapper p_tone_mapper)=0;
virtual void environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale)=0;
virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
struct InstanceBase : RID_Data {

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@ -882,7 +882,8 @@ public:
BIND7(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode )
BIND5(environment_set_fog,RID,bool ,float ,float ,RID )
BIND9(environment_set_tonemap,RID,bool ,float ,float ,float ,float ,float,float ,EnvironmentToneMapper )
BIND9(environment_set_tonemap,RID,EnvironmentToneMapper, float ,float ,bool, float ,float ,float,float )
BIND6(environment_set_adjustment,RID,bool ,float ,float ,float ,RID )

View File

@ -546,13 +546,12 @@ public:
enum EnvironmentToneMapper {
ENV_TONE_MAPPER_LINEAR,
ENV_TONE_MAPPER_LOG,
ENV_TONE_MAPPER_REINHARDT,
ENV_TONE_MAPPER_FILMIC,
ENV_TONE_MAPPER_ACES_FILMIC
ENV_TONE_MAPPER_ACES
};
virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,EnvironmentToneMapper p_tone_mapper)=0;
virtual void environment_set_tonemap(RID p_env,EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_grey)=0;
virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0;