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Add agx_white, agx_contrast and HDR support to the AgX tonemapper.
Also optimize all tonemappers to perform less calculations per-pixel. Note: unlike `white`, `agx_white` is limited to a minimum of `2.0` and defaults to `16.29`. When using a RGB10A2 render buffer, `agx_white` will be ignored and a value of `2.0` will be used instead to ensure good behavior on the Mobile renderer.
This commit is contained in:
parent
7a228b4b91
commit
628df323e2
24 changed files with 546 additions and 241 deletions
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@ -147,6 +147,10 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
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}
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tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
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tonemap.push_constant.tonemapper_params[0] = p_settings.tonemapper_params[0];
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tonemap.push_constant.tonemapper_params[1] = p_settings.tonemapper_params[1];
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tonemap.push_constant.tonemapper_params[2] = p_settings.tonemapper_params[2];
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tonemap.push_constant.tonemapper_params[3] = p_settings.tonemapper_params[3];
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tonemap.push_constant.flags |= p_settings.use_auto_exposure ? TONEMAP_FLAG_USE_AUTO_EXPOSURE : 0;
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tonemap.push_constant.exposure = p_settings.exposure;
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tonemap.push_constant.white = p_settings.white;
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@ -237,6 +241,11 @@ void ToneMapper::tonemapper_mobile(RID p_source_color, RID p_dst_framebuffer, co
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tonemap_mobile.push_constant.white = p_settings.white;
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tonemap_mobile.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
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tonemap_mobile.push_constant.tonemapper_params[0] = p_settings.tonemapper_params[0];
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tonemap_mobile.push_constant.tonemapper_params[1] = p_settings.tonemapper_params[1];
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tonemap_mobile.push_constant.tonemapper_params[2] = p_settings.tonemapper_params[2];
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tonemap_mobile.push_constant.tonemapper_params[3] = p_settings.tonemapper_params[3];
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uint32_t spec_constant = 0;
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spec_constant |= p_settings.use_bcs ? TONEMAP_MOBILE_FLAG_USE_BCS : 0;
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spec_constant |= p_settings.use_glow ? TONEMAP_MOBILE_FLAG_USE_GLOW : 0;
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@ -324,6 +333,11 @@ void ToneMapper::tonemapper_subpass(RD::DrawListID p_subpass_draw_list, RID p_so
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tonemap_mobile.push_constant.white = p_settings.white;
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tonemap_mobile.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
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tonemap_mobile.push_constant.tonemapper_params[0] = p_settings.tonemapper_params[0];
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tonemap_mobile.push_constant.tonemapper_params[1] = p_settings.tonemapper_params[1];
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tonemap_mobile.push_constant.tonemapper_params[2] = p_settings.tonemapper_params[2];
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tonemap_mobile.push_constant.tonemapper_params[3] = p_settings.tonemapper_params[3];
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uint32_t spec_constant = TONEMAP_MOBILE_ADRENO_BUG;
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spec_constant |= p_settings.use_bcs ? TONEMAP_MOBILE_FLAG_USE_BCS : 0;
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//spec_constant |= p_settings.use_glow ? TONEMAP_MOBILE_FLAG_USE_GLOW : 0;
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@ -122,6 +122,8 @@ private:
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float white; // 4 - 88
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float auto_exposure_scale; // 4 - 92
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float luminance_multiplier; // 4 - 96
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float tonemapper_params[4]; // 16 - 112
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};
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struct TonemapPushConstantMobile {
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@ -135,6 +137,8 @@ private:
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float glow_map_strength; // 4 - 40
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float exposure; // 4 - 44
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float white; // 4 - 48
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float tonemapper_params[4]; // 16 - 64
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};
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/* tonemap actually writes to a framebuffer, which is
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@ -171,6 +175,7 @@ public:
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RID glow_map;
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RS::EnvironmentToneMapper tonemap_mode = RS::ENV_TONE_MAPPER_LINEAR;
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float tonemapper_params[4] = { 0.0, 0.0, 0.0, 0.0 };
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float exposure = 1.0;
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float white = 1.0;
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@ -722,8 +722,19 @@ void RendererSceneRenderRD::_render_buffers_post_process_and_tonemap(const Rende
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tonemap.texture_size = Vector2i(color_size.x, color_size.y);
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if (p_render_data->environment.is_valid()) {
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// When we are using RGB10A2 render buffer format, our scene
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// is limited to a maximum of 2.0. In this case we should limit
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// the max white of tonemappers, specifically AgX which defaults
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// to a high white value.
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bool limit_agx_white = rb->get_base_data_format() == RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
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tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
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tonemap.white = environment_get_white(p_render_data->environment);
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RendererEnvironmentStorage::TonemapParameters params = environment_get_tonemap_parameters(p_render_data->environment, limit_agx_white);
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tonemap.tonemapper_params[0] = params.tonemapper_params[0];
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tonemap.tonemapper_params[1] = params.tonemapper_params[1];
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tonemap.tonemapper_params[2] = params.tonemapper_params[2];
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tonemap.tonemapper_params[3] = params.tonemapper_params[3];
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tonemap.white = environment_get_white(p_render_data->environment, limit_agx_white);
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tonemap.exposure = environment_get_exposure(p_render_data->environment);
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}
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@ -882,9 +893,20 @@ void RendererSceneRenderRD::_post_process_subpass(RID p_source_texture, RID p_fr
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RendererRD::ToneMapper::TonemapSettings tonemap;
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if (p_render_data->environment.is_valid()) {
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// When we are using RGB10A2 render buffer format, our scene
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// is limited to a maximum of 2.0. In this case we should limit
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// the max white of tonemappers, specifically AgX which defaults
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// to a high white value.
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bool limit_agx_white = rb->get_base_data_format() == RD::DATA_FORMAT_A2B10G10R10_UNORM_PACK32;
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tonemap.tonemap_mode = environment_get_tone_mapper(p_render_data->environment);
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RendererEnvironmentStorage::TonemapParameters params = environment_get_tonemap_parameters(p_render_data->environment, limit_agx_white);
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tonemap.tonemapper_params[0] = params.tonemapper_params[0];
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tonemap.tonemapper_params[1] = params.tonemapper_params[1];
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tonemap.tonemapper_params[2] = params.tonemapper_params[2];
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tonemap.tonemapper_params[3] = params.tonemapper_params[3];
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tonemap.exposure = environment_get_exposure(p_render_data->environment);
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tonemap.white = environment_get_white(p_render_data->environment);
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tonemap.white = environment_get_white(p_render_data->environment, limit_agx_white);
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}
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// We don't support glow or auto exposure here, if they are needed, don't use subpasses!
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@ -82,23 +82,26 @@ layout(push_constant, std430) uniform Params {
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float white;
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float auto_exposure_scale;
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float luminance_multiplier;
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vec4 tonemapper_params;
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}
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params;
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layout(location = 0) out vec4 frag_color;
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// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
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vec3 tonemap_reinhard(vec3 color, float white) {
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float white_squared = white * white;
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vec3 tonemap_reinhard(vec3 color) {
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float white_squared = params.tonemapper_params.x;
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vec3 white_squared_color = white_squared * color;
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// Equivalent to color * (1 + color / white_squared) / (1 + color)
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return (white_squared_color + color * color) / (white_squared_color + white_squared);
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}
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vec3 tonemap_filmic(vec3 color, float white) {
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// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
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// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
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// has no effect on the curve's general shape or visual properties
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vec3 tonemap_filmic(vec3 color) {
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// These constants must match the those in the C++ code that calculates the parameters.
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// exposure_bias: Input scale (color *= bias, env->white *= bias) to make the brightness consistent with other tonemappers.
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// Also useful to scale the input to the range that the tonemapper is designed for (some require very high input values).
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// Has no effect on the curve's general shape or visual properties.
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const float exposure_bias = 2.0f;
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const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
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const float B = 0.30f * exposure_bias;
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@ -108,14 +111,14 @@ vec3 tonemap_filmic(vec3 color, float white) {
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const float F = 0.30f;
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vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
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float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
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return color_tonemapped / white_tonemapped;
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return color_tonemapped / params.tonemapper_params.x;
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}
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// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
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// (MIT License).
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vec3 tonemap_aces(vec3 color, float white) {
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vec3 tonemap_aces(vec3 color) {
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// These constants must match the those in the C++ code that calculates the parameters.
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const float exposure_bias = 1.8f;
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const float A = 0.0245786f;
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const float B = 0.000090537f;
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@ -138,46 +141,46 @@ vec3 tonemap_aces(vec3 color, float white) {
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vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
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color_tonemapped *= odt_to_rgb;
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white *= exposure_bias;
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float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E);
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return color_tonemapped / white_tonemapped;
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return color_tonemapped / params.tonemapper_params.x;
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}
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// Polynomial approximation of EaryChow's AgX sigmoid curve.
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// x must be within the range [0.0, 1.0]
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vec3 agx_contrast_approx(vec3 x) {
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// Generated with Excel trendline
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// Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps
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// Additional padding values were added to give correct intersections at 0.0 and 1.0
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// 6th order, intercept of 0.0 to remove an operation and ensure intersection at 0.0
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vec3 x2 = x * x;
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vec3 x4 = x2 * x2;
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return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2;
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// allenwp tonemapping curve; developed for use in the Godot game engine.
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// Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
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// Input must be a non-negative linear scene value.
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vec3 allenwp_curve(vec3 x) {
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const float output_max_value = 1.0; // SDR always has an output_max_value of 1.0
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// These constants must match the those in the C++ code that calculates the parameters.
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// 18% "middle gray" is perceptually 50% of the brightness of reference white.
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const float awp_crossover_point = 0.18;
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// When output_max_value and/or awp_crossover_point are no longer constant,
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// awp_shoulder_max can be calculated on the CPU and passed in as params.tonemap_e.
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const float awp_shoulder_max = output_max_value - awp_crossover_point;
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float awp_contrast = params.tonemapper_params.x;
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float awp_toe_a = params.tonemapper_params.y;
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float awp_slope = params.tonemapper_params.z;
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float awp_w = params.tonemapper_params.w;
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// Reinhard-like shoulder:
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vec3 s = x - awp_crossover_point;
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vec3 slope_s = awp_slope * s;
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s = slope_s * (1.0 + s / awp_w) / (1.0 + (slope_s / awp_shoulder_max));
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s += awp_crossover_point;
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// Sigmoid power function toe:
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vec3 t = pow(x, vec3(awp_contrast));
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t = t / (t + awp_toe_a);
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return mix(s, t, lessThan(x, vec3(awp_crossover_point)));
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}
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// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
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// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
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// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
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// Colorspace transformation source: https://www.colour-science.org:8010/apps/rgb_colourspace_transformation_matrix
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vec3 tonemap_agx(vec3 color) {
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// Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices:
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const mat3 srgb_to_rec2020_agx_inset_matrix = mat3(
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0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603,
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0.37377945959812267119, 0.75410959864013760045, 0.17887712465043811023,
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0.081384976686407536266, 0.10543358536857773485, 0.73224999956948382528);
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// Combined inverse AgX outset matrix and linear Rec 2020 to linear sRGB matrices.
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const mat3 agx_outset_rec2020_to_srgb_matrix = mat3(
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1.9645509602733325934, -0.29932243390911083839, -0.16436833806080403409,
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-0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117,
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-0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889);
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// LOG2_MIN = -10.0
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// LOG2_MAX = +6.5
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// MIDDLE_GRAY = 0.18
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const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY)
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const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY)
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// Input color should be non-negative!
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// Large negative values in one channel and large positive values in other
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// channels can result in a colour that appears darker and more saturated than
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// desired after passing it through the inset matrix. For this reason, it is
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@ -185,31 +188,43 @@ vec3 tonemap_agx(vec3 color) {
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// This is done before the Rec. 2020 transform to allow the Rec. 2020
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// transform to be combined with the AgX inset matrix. This results in a loss
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// of color information that could be correctly interpreted within the
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// Rec. 2020 color space as positive RGB values, but it is less common for Godot
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// to provide this function with negative sRGB values and therefore not worth
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// Rec. 2020 color space as positive RGB values, but is often not worth
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// the performance cost of an additional matrix multiplication.
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// A value of 2e-10 intentionally introduces insignificant error to prevent
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// log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after
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// the matrix transform.
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color = max(color, 2e-10);
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//
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// Additionally, this AgX configuration was created subjectively based on
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// output appearance in the Rec. 709 color gamut, so it is possible that these
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// matrices will not perform well with non-Rec. 709 output (more testing with
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// future wide-gamut displays is be needed).
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// See this comment from the author on the decisions made to create the matrices:
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// https://github.com/godotengine/godot-proposals/issues/12317#issuecomment-2835824250
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// Do AGX in rec2020 to match Blender and then apply inset matrix.
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color = srgb_to_rec2020_agx_inset_matrix * color;
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// Combined Rec. 709 to Rec. 2020 and Blender AgX inset matrices:
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const mat3 rec709_to_rec2020_agx_inset_matrix = mat3(
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0.544814746488245, 0.140416948464053, 0.0888104196149096,
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0.373787398372697, 0.754137554567394, 0.178871756420858,
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0.0813978551390581, 0.105445496968552, 0.732317823964232);
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// Log2 space encoding.
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// Must be clamped because agx_contrast_approx may not work
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// well with values outside of the range [0.0, 1.0]
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color = clamp(log2(color), min_ev, max_ev);
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color = (color - min_ev) / (max_ev - min_ev);
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// Combined inverse AgX outset matrix and Rec. 2020 to Rec. 709 matrices.
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const mat3 agx_outset_rec2020_to_rec709_matrix = mat3(
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1.96488741169489, -0.299313364904742, -0.164352742528393,
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-0.855988495690215, 1.32639796461980, -0.238183969428088,
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-0.108898916004672, -0.0270845997150571, 1.40253671195648);
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// Apply sigmoid function approximation.
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color = agx_contrast_approx(color);
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const float output_max_value = 1.0; // SDR always has an output_max_value of 1.0
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// Convert back to linear before applying outset matrix.
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color = pow(color, vec3(2.4));
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// Apply inset matrix.
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color = rec709_to_rec2020_agx_inset_matrix * color;
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// Apply outset to make the result more chroma-laden and then go back to linear sRGB.
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color = agx_outset_rec2020_to_srgb_matrix * color;
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// Use the allenwp tonemapping curve to match the Blender AgX curve while
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// providing stability across all variable dyanimc range (SDR, HDR, EDR).
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color = allenwp_curve(color);
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// Clipping to output_max_value is required to address a cyan colour that occurs
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// with very bright inputs.
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color = min(vec3(output_max_value), color);
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// Apply outset to make the result more chroma-laden and then go back to Rec. 709.
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color = agx_outset_rec2020_to_rec709_matrix * color;
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// Blender's lusRGB.compensate_low_side is too complex for this shader, so
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// simply return the color, even if it has negative components. These negative
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@ -233,17 +248,21 @@ vec3 srgb_to_linear(vec3 color) {
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#define TONEMAPPER_ACES 3
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#define TONEMAPPER_AGX 4
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vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR
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// Ensure color values passed to tonemappers are positive.
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// They can be negative in the case of negative lights, which leads to undesired behavior.
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vec3 apply_tonemapping(vec3 color) { // inputs are LINEAR
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if (params.tonemapper == TONEMAPPER_LINEAR) {
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return color;
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} else if (params.tonemapper == TONEMAPPER_REINHARD) {
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return tonemap_reinhard(max(vec3(0.0f), color), white);
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}
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// Ensure color values passed to tonemappers are positive.
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// They can be negative in the case of negative lights, which leads to undesired behavior.
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color = max(vec3(0.0), color);
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if (params.tonemapper == TONEMAPPER_REINHARD) {
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return tonemap_reinhard(color);
|
||||
} else if (params.tonemapper == TONEMAPPER_FILMIC) {
|
||||
return tonemap_filmic(max(vec3(0.0f), color), white);
|
||||
return tonemap_filmic(color);
|
||||
} else if (params.tonemapper == TONEMAPPER_ACES) {
|
||||
return tonemap_aces(max(vec3(0.0f), color), white);
|
||||
return tonemap_aces(color);
|
||||
} else { // TONEMAPPER_AGX
|
||||
return tonemap_agx(color);
|
||||
}
|
||||
|
|
@ -876,7 +895,7 @@ void main() {
|
|||
|
||||
// Tonemap to lower dynamic range.
|
||||
|
||||
color.rgb = apply_tonemapping(color.rgb, params.white);
|
||||
color.rgb = apply_tonemapping(color.rgb);
|
||||
|
||||
// Post-tonemap glow.
|
||||
|
||||
|
|
@ -888,7 +907,7 @@ void main() {
|
|||
if (params.glow_map_strength > 0.001) {
|
||||
glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
|
||||
}
|
||||
glow = apply_tonemapping(glow, params.white);
|
||||
glow = apply_tonemapping(glow);
|
||||
color.rgb = apply_glow(color.rgb, glow, params.white);
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -89,23 +89,26 @@ layout(push_constant, std430) uniform Params {
|
|||
float glow_map_strength;
|
||||
float exposure;
|
||||
float white;
|
||||
|
||||
vec4 tonemapper_params;
|
||||
}
|
||||
params;
|
||||
|
||||
layout(location = 0) out vec4 frag_color;
|
||||
|
||||
// Based on Reinhard's extended formula, see equation 4 in https://doi.org/cjbgrt
|
||||
vec3 tonemap_reinhard(vec3 color, float white) {
|
||||
float white_squared = white * white;
|
||||
vec3 tonemap_reinhard(vec3 color) {
|
||||
float white_squared = params.tonemapper_params.x;
|
||||
vec3 white_squared_color = white_squared * color;
|
||||
// Equivalent to color * (1 + color / white_squared) / (1 + color)
|
||||
return (white_squared_color + color * color) / (white_squared_color + white_squared);
|
||||
}
|
||||
|
||||
vec3 tonemap_filmic(vec3 color, float white) {
|
||||
// exposure bias: input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
|
||||
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values)
|
||||
// has no effect on the curve's general shape or visual properties
|
||||
vec3 tonemap_filmic(vec3 color) {
|
||||
// These constants must match the those in the C++ code that calculates the parameters.
|
||||
// exposure_bias: Input scale (color *= bias, env->white *= bias) to make the brightness consistent with other tonemappers.
|
||||
// Also useful to scale the input to the range that the tonemapper is designed for (some require very high input values).
|
||||
// Has no effect on the curve's general shape or visual properties.
|
||||
const float exposure_bias = 2.0f;
|
||||
const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
|
||||
const float B = 0.30f * exposure_bias;
|
||||
|
|
@ -115,14 +118,14 @@ vec3 tonemap_filmic(vec3 color, float white) {
|
|||
const float F = 0.30f;
|
||||
|
||||
vec3 color_tonemapped = ((color * (A * color + C * B) + D * E) / (color * (A * color + B) + D * F)) - E / F;
|
||||
float white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
|
||||
|
||||
return color_tonemapped / white_tonemapped;
|
||||
return color_tonemapped / params.tonemapper_params.x;
|
||||
}
|
||||
|
||||
// Adapted from https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
|
||||
// (MIT License).
|
||||
vec3 tonemap_aces(vec3 color, float white) {
|
||||
vec3 tonemap_aces(vec3 color) {
|
||||
// These constants must match the those in the C++ code that calculates the parameters.
|
||||
const float exposure_bias = 1.8f;
|
||||
const float A = 0.0245786f;
|
||||
const float B = 0.000090537f;
|
||||
|
|
@ -145,46 +148,46 @@ vec3 tonemap_aces(vec3 color, float white) {
|
|||
vec3 color_tonemapped = (color * (color + A) - B) / (color * (C * color + D) + E);
|
||||
color_tonemapped *= odt_to_rgb;
|
||||
|
||||
white *= exposure_bias;
|
||||
float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E);
|
||||
|
||||
return color_tonemapped / white_tonemapped;
|
||||
return color_tonemapped / params.tonemapper_params.x;
|
||||
}
|
||||
|
||||
// Polynomial approximation of EaryChow's AgX sigmoid curve.
|
||||
// x must be within the range [0.0, 1.0]
|
||||
vec3 agx_contrast_approx(vec3 x) {
|
||||
// Generated with Excel trendline
|
||||
// Input data: Generated using python sigmoid with EaryChow's configuration and 57 steps
|
||||
// Additional padding values were added to give correct intersections at 0.0 and 1.0
|
||||
// 6th order, intercept of 0.0 to remove an operation and ensure intersection at 0.0
|
||||
vec3 x2 = x * x;
|
||||
vec3 x4 = x2 * x2;
|
||||
return 0.021 * x + 4.0111 * x2 - 25.682 * x2 * x + 70.359 * x4 - 74.778 * x4 * x + 27.069 * x4 * x2;
|
||||
// allenwp tonemapping curve; developed for use in the Godot game engine.
|
||||
// Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
|
||||
// Input must be a non-negative linear scene value.
|
||||
vec3 allenwp_curve(vec3 x) {
|
||||
const float output_max_value = 1.0; // SDR always has an output_max_value of 1.0
|
||||
|
||||
// These constants must match the those in the C++ code that calculates the parameters.
|
||||
// 18% "middle gray" is perceptually 50% of the brightness of reference white.
|
||||
const float awp_crossover_point = 0.18;
|
||||
// When output_max_value and/or awp_crossover_point are no longer constant,
|
||||
// awp_shoulder_max can be calculated on the CPU and passed in as params.tonemap_e.
|
||||
const float awp_shoulder_max = output_max_value - awp_crossover_point;
|
||||
|
||||
float awp_contrast = params.tonemapper_params.x;
|
||||
float awp_toe_a = params.tonemapper_params.y;
|
||||
float awp_slope = params.tonemapper_params.z;
|
||||
float awp_w = params.tonemapper_params.w;
|
||||
|
||||
// Reinhard-like shoulder:
|
||||
vec3 s = x - awp_crossover_point;
|
||||
vec3 slope_s = awp_slope * s;
|
||||
s = slope_s * (1.0 + s / awp_w) / (1.0 + (slope_s / awp_shoulder_max));
|
||||
s += awp_crossover_point;
|
||||
|
||||
// Sigmoid power function toe:
|
||||
vec3 t = pow(x, vec3(awp_contrast));
|
||||
t = t / (t + awp_toe_a);
|
||||
|
||||
return mix(s, t, lessThan(x, vec3(awp_crossover_point)));
|
||||
}
|
||||
|
||||
// This is an approximation and simplification of EaryChow's AgX implementation that is used by Blender.
|
||||
// This code is based off of the script that generates the AgX_Base_sRGB.cube LUT that Blender uses.
|
||||
// Source: https://github.com/EaryChow/AgX_LUT_Gen/blob/main/AgXBasesRGB.py
|
||||
// Colorspace transformation source: https://www.colour-science.org:8010/apps/rgb_colourspace_transformation_matrix
|
||||
vec3 tonemap_agx(vec3 color) {
|
||||
// Combined linear sRGB to linear Rec 2020 and Blender AgX inset matrices:
|
||||
const mat3 srgb_to_rec2020_agx_inset_matrix = mat3(
|
||||
0.54490813676363087053, 0.14044005884001287035, 0.088827411851915368603,
|
||||
0.37377945959812267119, 0.75410959864013760045, 0.17887712465043811023,
|
||||
0.081384976686407536266, 0.10543358536857773485, 0.73224999956948382528);
|
||||
|
||||
// Combined inverse AgX outset matrix and linear Rec 2020 to linear sRGB matrices.
|
||||
const mat3 agx_outset_rec2020_to_srgb_matrix = mat3(
|
||||
1.9645509602733325934, -0.29932243390911083839, -0.16436833806080403409,
|
||||
-0.85585845117807513559, 1.3264510741502356555, -0.23822464068860595117,
|
||||
-0.10886710826831608324, -0.027084020983874825605, 1.402665347143271889);
|
||||
|
||||
// LOG2_MIN = -10.0
|
||||
// LOG2_MAX = +6.5
|
||||
// MIDDLE_GRAY = 0.18
|
||||
const float min_ev = -12.4739311883324; // log2(pow(2, LOG2_MIN) * MIDDLE_GRAY)
|
||||
const float max_ev = 4.02606881166759; // log2(pow(2, LOG2_MAX) * MIDDLE_GRAY)
|
||||
|
||||
// Input color should be non-negative!
|
||||
// Large negative values in one channel and large positive values in other
|
||||
// channels can result in a colour that appears darker and more saturated than
|
||||
// desired after passing it through the inset matrix. For this reason, it is
|
||||
|
|
@ -192,31 +195,43 @@ vec3 tonemap_agx(vec3 color) {
|
|||
// This is done before the Rec. 2020 transform to allow the Rec. 2020
|
||||
// transform to be combined with the AgX inset matrix. This results in a loss
|
||||
// of color information that could be correctly interpreted within the
|
||||
// Rec. 2020 color space as positive RGB values, but it is less common for Godot
|
||||
// to provide this function with negative sRGB values and therefore not worth
|
||||
// Rec. 2020 color space as positive RGB values, but is often not worth
|
||||
// the performance cost of an additional matrix multiplication.
|
||||
// A value of 2e-10 intentionally introduces insignificant error to prevent
|
||||
// log2(0.0) after the inset matrix is applied; color will be >= 1e-10 after
|
||||
// the matrix transform.
|
||||
color = max(color, 2e-10);
|
||||
//
|
||||
// Additionally, this AgX configuration was created subjectively based on
|
||||
// output appearance in the Rec. 709 color gamut, so it is possible that these
|
||||
// matrices will not perform well with non-Rec. 709 output (more testing with
|
||||
// future wide-gamut displays is be needed).
|
||||
// See this comment from the author on the decisions made to create the matrices:
|
||||
// https://github.com/godotengine/godot-proposals/issues/12317#issuecomment-2835824250
|
||||
|
||||
// Do AGX in rec2020 to match Blender and then apply inset matrix.
|
||||
color = srgb_to_rec2020_agx_inset_matrix * color;
|
||||
// Combined Rec. 709 to Rec. 2020 and Blender AgX inset matrices:
|
||||
const mat3 rec709_to_rec2020_agx_inset_matrix = mat3(
|
||||
0.544814746488245, 0.140416948464053, 0.0888104196149096,
|
||||
0.373787398372697, 0.754137554567394, 0.178871756420858,
|
||||
0.0813978551390581, 0.105445496968552, 0.732317823964232);
|
||||
|
||||
// Log2 space encoding.
|
||||
// Must be clamped because agx_contrast_approx may not work
|
||||
// well with values outside of the range [0.0, 1.0]
|
||||
color = clamp(log2(color), min_ev, max_ev);
|
||||
color = (color - min_ev) / (max_ev - min_ev);
|
||||
// Combined inverse AgX outset matrix and Rec. 2020 to Rec. 709 matrices.
|
||||
const mat3 agx_outset_rec2020_to_rec709_matrix = mat3(
|
||||
1.96488741169489, -0.299313364904742, -0.164352742528393,
|
||||
-0.855988495690215, 1.32639796461980, -0.238183969428088,
|
||||
-0.108898916004672, -0.0270845997150571, 1.40253671195648);
|
||||
|
||||
// Apply sigmoid function approximation.
|
||||
color = agx_contrast_approx(color);
|
||||
const float output_max_value = 1.0; // SDR always has an output_max_value of 1.0
|
||||
|
||||
// Convert back to linear before applying outset matrix.
|
||||
color = pow(color, vec3(2.4));
|
||||
// Apply inset matrix.
|
||||
color = rec709_to_rec2020_agx_inset_matrix * color;
|
||||
|
||||
// Apply outset to make the result more chroma-laden and then go back to linear sRGB.
|
||||
color = agx_outset_rec2020_to_srgb_matrix * color;
|
||||
// Use the allenwp tonemapping curve to match the Blender AgX curve while
|
||||
// providing stability across all variable dyanimc range (SDR, HDR, EDR).
|
||||
color = allenwp_curve(color);
|
||||
|
||||
// Clipping to output_max_value is required to address a cyan colour that occurs
|
||||
// with very bright inputs.
|
||||
color = min(vec3(output_max_value), color);
|
||||
|
||||
// Apply outset to make the result more chroma-laden and then go back to Rec. 709.
|
||||
color = agx_outset_rec2020_to_rec709_matrix * color;
|
||||
|
||||
// Blender's lusRGB.compensate_low_side is too complex for this shader, so
|
||||
// simply return the color, even if it has negative components. These negative
|
||||
|
|
@ -234,17 +249,21 @@ vec3 srgb_to_linear(vec3 color) {
|
|||
return mix(pow((color.rgb + a) * (1.0f / (vec3(1.0f) + a)), vec3(2.4f)), color.rgb * (1.0f / 12.92f), lessThan(color.rgb, vec3(0.04045f)));
|
||||
}
|
||||
|
||||
vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR
|
||||
// Ensure color values passed to tonemappers are positive.
|
||||
// They can be negative in the case of negative lights, which leads to undesired behavior.
|
||||
vec3 apply_tonemapping(vec3 color) { // inputs are LINEAR
|
||||
if (tonemapper_linear) {
|
||||
return color;
|
||||
} else if (tonemapper_reinhard) {
|
||||
return tonemap_reinhard(max(vec3(0.0f), color), white);
|
||||
}
|
||||
|
||||
// Ensure color values passed to tonemappers are positive.
|
||||
// They can be negative in the case of negative lights, which leads to undesired behavior.
|
||||
color = max(vec3(0.0), color);
|
||||
|
||||
if (tonemapper_reinhard) {
|
||||
return tonemap_reinhard(color);
|
||||
} else if (tonemapper_filmic) {
|
||||
return tonemap_filmic(max(vec3(0.0f), color), white);
|
||||
return tonemap_filmic(color);
|
||||
} else if (tonemapper_aces) {
|
||||
return tonemap_aces(max(vec3(0.0f), color), white);
|
||||
return tonemap_aces(color);
|
||||
} else { // tonemapper_agx
|
||||
return tonemap_agx(color);
|
||||
}
|
||||
|
|
@ -748,7 +767,7 @@ void main() {
|
|||
|
||||
// Tonemap to lower dynamic range.
|
||||
|
||||
color.rgb = apply_tonemapping(color.rgb, params.white);
|
||||
color.rgb = apply_tonemapping(color.rgb);
|
||||
|
||||
#ifndef SUBPASS
|
||||
// Post-tonemap glow.
|
||||
|
|
@ -761,7 +780,7 @@ void main() {
|
|||
if (use_glow_map) {
|
||||
glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
|
||||
}
|
||||
glow = apply_tonemapping(glow, params.white);
|
||||
glow = apply_tonemapping(glow);
|
||||
color.rgb = apply_glow(color.rgb, glow, params.white);
|
||||
}
|
||||
#endif
|
||||
|
|
|
|||
|
|
@ -1240,9 +1240,10 @@ public:
|
|||
|
||||
// Tonemap
|
||||
PASS4(environment_set_tonemap, RID, RS::EnvironmentToneMapper, float, float)
|
||||
PASS2(environment_set_tonemap_agx_contrast, RID, float)
|
||||
PASS1RC(RS::EnvironmentToneMapper, environment_get_tone_mapper, RID)
|
||||
PASS1RC(float, environment_get_exposure, RID)
|
||||
PASS1RC(float, environment_get_white, RID)
|
||||
PASS2RC(float, environment_get_white, RID, bool)
|
||||
|
||||
// Fog
|
||||
PASS11(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float, float, RS::EnvironmentFogMode)
|
||||
|
|
|
|||
|
|
@ -373,8 +373,20 @@ float RendererSceneRender::environment_get_exposure(RID p_env) const {
|
|||
return environment_storage.environment_get_exposure(p_env);
|
||||
}
|
||||
|
||||
float RendererSceneRender::environment_get_white(RID p_env) const {
|
||||
return environment_storage.environment_get_white(p_env);
|
||||
float RendererSceneRender::environment_get_white(RID p_env, bool p_limit_agx_white) const {
|
||||
return environment_storage.environment_get_white(p_env, p_limit_agx_white);
|
||||
}
|
||||
|
||||
void RendererSceneRender::environment_set_tonemap_agx_contrast(RID p_env, float p_agx_contrast) {
|
||||
environment_storage.environment_set_tonemap_agx_contrast(p_env, p_agx_contrast);
|
||||
}
|
||||
|
||||
float RendererSceneRender::environment_get_tonemap_agx_contrast(RID p_env) const {
|
||||
return environment_storage.environment_get_tonemap_agx_contrast(p_env);
|
||||
}
|
||||
|
||||
RendererEnvironmentStorage::TonemapParameters RendererSceneRender::environment_get_tonemap_parameters(RID p_env, bool p_limit_agx_white) const {
|
||||
return environment_storage.environment_get_tonemap_parameters(p_env, p_limit_agx_white);
|
||||
}
|
||||
|
||||
// Fog
|
||||
|
|
|
|||
|
|
@ -137,7 +137,10 @@ public:
|
|||
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
|
||||
RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
|
||||
float environment_get_exposure(RID p_env) const;
|
||||
float environment_get_white(RID p_env) const;
|
||||
float environment_get_white(RID p_env, bool p_limit_agx_white) const;
|
||||
void environment_set_tonemap_agx_contrast(RID p_env, float p_agx_contrast);
|
||||
float environment_get_tonemap_agx_contrast(RID p_env) const;
|
||||
RendererEnvironmentStorage::TonemapParameters environment_get_tonemap_parameters(RID p_env, bool p_limit_agx_white) const;
|
||||
|
||||
// Fog
|
||||
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode);
|
||||
|
|
|
|||
|
|
@ -185,10 +185,11 @@ public:
|
|||
|
||||
// Tonemap
|
||||
virtual void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) = 0;
|
||||
virtual void environment_set_tonemap_agx_contrast(RID p_env, float p_agx_contrast) = 0;
|
||||
|
||||
virtual RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const = 0;
|
||||
virtual float environment_get_exposure(RID p_env) const = 0;
|
||||
virtual float environment_get_white(RID p_env) const = 0;
|
||||
virtual float environment_get_white(RID p_env, bool p_limit_agx_white) const = 0;
|
||||
|
||||
// Fog
|
||||
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode = RS::EnvironmentFogMode::ENV_FOG_MODE_EXPONENTIAL) = 0;
|
||||
|
|
|
|||
|
|
@ -3102,6 +3102,7 @@ void RenderingServer::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contribution", "reflection_source"), &RenderingServer::environment_set_ambient_light, DEFVAL(RS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(RS::ENV_REFLECTION_SOURCE_BG));
|
||||
ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "levels", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap", "glow_map_strength", "glow_map"), &RenderingServer::environment_set_glow);
|
||||
ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white"), &RenderingServer::environment_set_tonemap);
|
||||
ClassDB::bind_method(D_METHOD("environment_set_tonemap_agx_contrast", "env", "agx_contrast"), &RenderingServer::environment_set_tonemap_agx_contrast);
|
||||
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "use_1d_color_correction", "color_correction"), &RenderingServer::environment_set_adjustment);
|
||||
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
|
||||
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "power", "detail", "horizon", "sharpness", "light_affect", "ao_channel_affect"), &RenderingServer::environment_set_ssao);
|
||||
|
|
|
|||
|
|
@ -1284,6 +1284,7 @@ public:
|
|||
};
|
||||
|
||||
virtual void environment_set_tonemap(RID p_env, EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white) = 0;
|
||||
virtual void environment_set_tonemap_agx_contrast(RID p_env, float p_agx_contrast) = 0;
|
||||
virtual void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) = 0;
|
||||
|
||||
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance) = 0;
|
||||
|
|
|
|||
|
|
@ -831,6 +831,7 @@ public:
|
|||
FUNC1(environment_glow_set_use_bicubic_upscale, bool)
|
||||
|
||||
FUNC4(environment_set_tonemap, RID, EnvironmentToneMapper, float, float)
|
||||
FUNC2(environment_set_tonemap_agx_contrast, RID, float)
|
||||
|
||||
FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
|
||||
|
||||
|
|
|
|||
|
|
@ -208,13 +208,7 @@ void RendererEnvironmentStorage::environment_set_tonemap(RID p_env, RS::Environm
|
|||
ERR_FAIL_NULL(env);
|
||||
env->exposure = p_exposure;
|
||||
env->tone_mapper = p_tone_mapper;
|
||||
if (p_tone_mapper == RS::ENV_TONE_MAPPER_LINEAR) {
|
||||
env->white = 1.0; // With HDR output, this should be the output max value instead.
|
||||
} else if (p_tone_mapper == RS::ENV_TONE_MAPPER_AGX) {
|
||||
env->white = 16.29;
|
||||
} else {
|
||||
env->white = MAX(1.0, p_white); // Glow with screen blend mode does not work when white < 1.0.
|
||||
}
|
||||
env->white = p_white;
|
||||
}
|
||||
|
||||
RS::EnvironmentToneMapper RendererEnvironmentStorage::environment_get_tone_mapper(RID p_env) const {
|
||||
|
|
@ -229,10 +223,124 @@ float RendererEnvironmentStorage::environment_get_exposure(RID p_env) const {
|
|||
return env->exposure;
|
||||
}
|
||||
|
||||
float RendererEnvironmentStorage::environment_get_white(RID p_env) const {
|
||||
float RendererEnvironmentStorage::environment_get_white(RID p_env, bool p_limit_agx_white) const {
|
||||
Environment *env = environment_owner.get_or_null(p_env);
|
||||
ERR_FAIL_NULL_V(env, 1.0);
|
||||
return env->white;
|
||||
|
||||
const float output_max_value = 1.0; // SDR always has an output_max_value of 1.0.
|
||||
|
||||
// Glow with screen blend mode does not work when white < 1.0, so make sure
|
||||
// it is at least 1.0 for all tonemappers:
|
||||
if (env->tone_mapper == RS::ENV_TONE_MAPPER_LINEAR) {
|
||||
return output_max_value;
|
||||
} else if (env->tone_mapper == RS::ENV_TONE_MAPPER_FILMIC || env->tone_mapper == RS::ENV_TONE_MAPPER_ACES) {
|
||||
// Filmic and ACES only support SDR; their white is stable regardless
|
||||
// of output_max_value.
|
||||
return MAX(1.0, env->white);
|
||||
} else if (env->tone_mapper == RS::ENV_TONE_MAPPER_AGX) {
|
||||
// AgX works best with a high white. 2.0 is the minimum required for
|
||||
// good behavior with Mobile rendering method.
|
||||
if (p_limit_agx_white) {
|
||||
return 2.0;
|
||||
} else {
|
||||
float agx_white = MAX(2.0, env->white);
|
||||
// Instead of constraining by matching the output_max_value, constrain
|
||||
// by multiplying to ensure the desired non-uniform scaling behavior
|
||||
// is maintained in the shoulder.
|
||||
return agx_white * output_max_value;
|
||||
}
|
||||
} else { // Reinhard
|
||||
// The Reinhard tonemapper is not designed to have a white parameter
|
||||
// that is less than the output max value. This is especially important
|
||||
// in the variable Extended Dynamic Range (EDR) paradigm where the
|
||||
// output max value may change to be greater or less than the white
|
||||
// parameter, depending on the available dynamic range.
|
||||
return MAX(output_max_value, env->white);
|
||||
}
|
||||
}
|
||||
|
||||
void RendererEnvironmentStorage::environment_set_tonemap_agx_contrast(RID p_env, float p_agx_contrast) {
|
||||
Environment *env = environment_owner.get_or_null(p_env);
|
||||
ERR_FAIL_NULL(env);
|
||||
env->tonemap_agx_contrast = p_agx_contrast;
|
||||
}
|
||||
|
||||
float RendererEnvironmentStorage::environment_get_tonemap_agx_contrast(RID p_env) const {
|
||||
Environment *env = environment_owner.get_or_null(p_env);
|
||||
ERR_FAIL_NULL_V(env, 1.0);
|
||||
return env->tonemap_agx_contrast;
|
||||
}
|
||||
|
||||
RendererEnvironmentStorage::TonemapParameters RendererEnvironmentStorage::environment_get_tonemap_parameters(RID p_env, bool p_limit_agx_white) const {
|
||||
Environment *env = environment_owner.get_or_null(p_env);
|
||||
ERR_FAIL_NULL_V(env, TonemapParameters());
|
||||
|
||||
const float output_max_value = 1.0; // SDR always has an output_max_value of 1.0.
|
||||
|
||||
float white = environment_get_white(p_env, p_limit_agx_white);
|
||||
TonemapParameters tonemap_parameters = TonemapParameters();
|
||||
|
||||
if (env->tone_mapper == RS::ENV_TONE_MAPPER_LINEAR) {
|
||||
// Linear has no tonemapping parameters
|
||||
} else if (env->tone_mapper == RS::ENV_TONE_MAPPER_REINHARD) {
|
||||
tonemap_parameters.white_squared = white * white;
|
||||
} else if (env->tone_mapper == RS::ENV_TONE_MAPPER_FILMIC) {
|
||||
// These constants must match those in the shader code.
|
||||
// exposure_bias: Input scale (color *= bias, white *= bias) to make the brightness consistent with other tonemappers
|
||||
// also useful to scale the input to the range that the tonemapper is designed for (some require very high input values).
|
||||
// Has no effect on the curve's general shape or visual properties.
|
||||
const float exposure_bias = 2.0f;
|
||||
const float A = 0.22f * exposure_bias * exposure_bias; // bias baked into constants for performance
|
||||
const float B = 0.30f * exposure_bias;
|
||||
const float C = 0.10f;
|
||||
const float D = 0.20f;
|
||||
const float E = 0.01f;
|
||||
const float F = 0.30f;
|
||||
|
||||
tonemap_parameters.white_tonemapped = ((white * (A * white + C * B) + D * E) / (white * (A * white + B) + D * F)) - E / F;
|
||||
} else if (env->tone_mapper == RS::ENV_TONE_MAPPER_ACES) {
|
||||
// These constants must match those in the shader code.
|
||||
const float exposure_bias = 1.8f;
|
||||
const float A = 0.0245786f;
|
||||
const float B = 0.000090537f;
|
||||
const float C = 0.983729f;
|
||||
const float D = 0.432951f;
|
||||
const float E = 0.238081f;
|
||||
|
||||
white *= exposure_bias;
|
||||
float white_tonemapped = (white * (white + A) - B) / (white * (C * white + D) + E);
|
||||
tonemap_parameters.white_tonemapped = white_tonemapped;
|
||||
} else if (env->tone_mapper == RS::ENV_TONE_MAPPER_AGX) {
|
||||
// Calculate allenwp tonemapping curve parameters on the CPU to improve shader performance.
|
||||
// Source and details: https://allenwp.com/blog/2025/05/29/allenwp-tonemapping-curve/
|
||||
|
||||
// These constants must match the those in the shader code.
|
||||
// 18% "middle gray" is perceptually 50% of the brightness of reference white.
|
||||
const float awp_crossover_point = 0.18;
|
||||
// When output_max_value and/or awp_crossover_point are no longer constant, awp_shoulder_max can
|
||||
// be calculated on the CPU and passed in as tonemap_parameters.tonemap_e.
|
||||
const float awp_shoulder_max = output_max_value - awp_crossover_point;
|
||||
|
||||
float awp_high_clip = white;
|
||||
|
||||
// awp_toe_a is a solution generated by Mathematica that ensures intersection at awp_crossover_point.
|
||||
float awp_toe_a = ((1.0 / awp_crossover_point) - 1.0) * pow(awp_crossover_point, env->tonemap_agx_contrast);
|
||||
// Slope formula is simply the derivative of the toe function with an input of awp_crossover_point.
|
||||
float awp_slope_denom = pow(awp_crossover_point, env->tonemap_agx_contrast) + awp_toe_a;
|
||||
float awp_slope = (env->tonemap_agx_contrast * pow(awp_crossover_point, env->tonemap_agx_contrast - 1.0) * awp_toe_a) / (awp_slope_denom * awp_slope_denom);
|
||||
|
||||
float awp_w = awp_high_clip - awp_crossover_point;
|
||||
awp_w = awp_w * awp_w;
|
||||
awp_w = awp_w / awp_shoulder_max;
|
||||
awp_w = awp_w * awp_slope;
|
||||
|
||||
tonemap_parameters.awp_contrast = env->tonemap_agx_contrast;
|
||||
tonemap_parameters.awp_toe_a = awp_toe_a;
|
||||
tonemap_parameters.awp_slope = awp_slope;
|
||||
tonemap_parameters.awp_w = awp_w;
|
||||
}
|
||||
|
||||
return tonemap_parameters;
|
||||
}
|
||||
|
||||
// Fog
|
||||
|
|
|
|||
|
|
@ -34,6 +34,30 @@
|
|||
#include "servers/rendering/rendering_server.h"
|
||||
|
||||
class RendererEnvironmentStorage {
|
||||
public:
|
||||
union TonemapParameters {
|
||||
// Shader vec4:
|
||||
float tonemapper_params[4];
|
||||
|
||||
// Reinhard:
|
||||
struct {
|
||||
float white_squared;
|
||||
};
|
||||
|
||||
// Filmic and ACES:
|
||||
struct {
|
||||
float white_tonemapped;
|
||||
};
|
||||
|
||||
// AgX:
|
||||
struct {
|
||||
float awp_contrast;
|
||||
float awp_toe_a;
|
||||
float awp_slope;
|
||||
float awp_w;
|
||||
};
|
||||
};
|
||||
|
||||
private:
|
||||
static RendererEnvironmentStorage *singleton;
|
||||
|
||||
|
|
@ -62,6 +86,7 @@ private:
|
|||
RS::EnvironmentToneMapper tone_mapper;
|
||||
float exposure = 1.0;
|
||||
float white = 1.0;
|
||||
float tonemap_agx_contrast = 1.25; // Default to approximately Blender's AgX contrast
|
||||
|
||||
// Fog
|
||||
bool fog_enabled = false;
|
||||
|
|
@ -202,7 +227,10 @@ public:
|
|||
void environment_set_tonemap(RID p_env, RS::EnvironmentToneMapper p_tone_mapper, float p_exposure, float p_white);
|
||||
RS::EnvironmentToneMapper environment_get_tone_mapper(RID p_env) const;
|
||||
float environment_get_exposure(RID p_env) const;
|
||||
float environment_get_white(RID p_env) const;
|
||||
float environment_get_white(RID p_env, bool p_limit_agx_white) const;
|
||||
void environment_set_tonemap_agx_contrast(RID p_env, float p_agx_contrast);
|
||||
float environment_get_tonemap_agx_contrast(RID p_env) const;
|
||||
TonemapParameters environment_get_tonemap_parameters(RID p_env, bool p_limit_agx_white) const;
|
||||
|
||||
// Fog
|
||||
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective, float p_sky_affect, RS::EnvironmentFogMode p_mode);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue