diff options
-rw-r--r-- | editor/import/resource_importer_texture.cpp | 30 |
1 files changed, 30 insertions, 0 deletions
diff --git a/editor/import/resource_importer_texture.cpp b/editor/import/resource_importer_texture.cpp index 1dec4b00bb..769ce43616 100644 --- a/editor/import/resource_importer_texture.cpp +++ b/editor/import/resource_importer_texture.cpp @@ -217,6 +217,7 @@ void ResourceImporterTexture::get_import_options(const String &p_path, List<Impo r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/premult_alpha"), false)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/normal_map_invert_y"), false)); r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/hdr_as_srgb"), false)); + r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/hdr_clamp_exposure"), false)); r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "process/size_limit", PROPERTY_HINT_RANGE, "0,4096,1"), 0)); r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "detect_3d/compress_to", PROPERTY_HINT_ENUM, "Disabled,VRAM Compressed,Basis Universal"), (p_preset == PRESET_DETECT) ? 1 : 0)); @@ -411,6 +412,7 @@ Error ResourceImporterTexture::import(const String &p_source_file, const String const bool stream = p_options["compress/streamed"]; const int size_limit = p_options["process/size_limit"]; const bool hdr_as_srgb = p_options["process/hdr_as_srgb"]; + const bool hdr_clamp_exposure = p_options["process/hdr_clamp_exposure"]; const int normal = p_options["compress/normal_map"]; const int hdr_compression = p_options["compress/hdr_compression"]; const int bptc_ldr = p_options["compress/bptc_ldr"]; @@ -482,6 +484,34 @@ Error ResourceImporterTexture::import(const String &p_source_file, const String } } + if (hdr_clamp_exposure) { + // Clamp HDR exposure following Filament's tonemapping formula. + // This can be used to reduce fireflies in environment maps or reduce the influence + // of the sun from an HDRI panorama on environment lighting (when a DirectionalLight3D is used instead). + const int height = image->get_height(); + const int width = image->get_width(); + + // These values are chosen arbitrarily and seem to produce good results with 4,096 samples. + const float linear = 4096.0; + const float compressed = 16384.0; + + for (int i = 0; i < width; i++) { + for (int j = 0; j < height; j++) { + const Color color = image->get_pixel(i, j); + const float luma = color.get_luminance(); + + Color clamped_color; + if (luma <= linear) { + clamped_color = color; + } else { + clamped_color = (color / luma) * ((linear * linear - compressed * luma) / (2 * linear - compressed - luma)); + } + + image->set_pixel(i, j, clamped_color); + } + } + } + if (compress_mode == COMPRESS_BASIS_UNIVERSAL && image->get_format() >= Image::FORMAT_RF) { //basis universal does not support float formats, fall back compress_mode = COMPRESS_VRAM_COMPRESSED; |