/*************************************************************************/ /* 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 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 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); }