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Add dynamic exposure correction (#12959)

* Add uniform for frame delta time
* Adjust exposure in logarithmic (EV) space
* Add network support and LUA API
* Add testing mod
This commit is contained in:
x2048 2023-01-06 22:33:25 +01:00 committed by GitHub
parent 2715cc8bf6
commit 6d45c243f8
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GPG key ID: 4AEE18F83AFDEB23
29 changed files with 567 additions and 71 deletions

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@ -414,6 +414,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float> m_fog_distance;
CachedVertexShaderSetting<float> m_animation_timer_vertex;
CachedPixelShaderSetting<float> m_animation_timer_pixel;
CachedVertexShaderSetting<float> m_animation_timer_delta_vertex;
CachedPixelShaderSetting<float> m_animation_timer_delta_pixel;
CachedPixelShaderSetting<float, 3> m_day_light;
CachedPixelShaderSetting<float, 4> m_star_color;
CachedPixelShaderSetting<float, 3> m_eye_position_pixel;
@ -427,8 +429,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<SamplerLayer_t> m_texture3;
CachedPixelShaderSetting<float, 2> m_texel_size0;
std::array<float, 2> m_texel_size0_values;
CachedPixelShaderSetting<float> m_exposure_factor_pixel;
float m_user_exposure_factor;
CachedStructPixelShaderSetting<float, 7> m_exposure_params_pixel;
float m_user_exposure_compensation;
bool m_bloom_enabled;
CachedPixelShaderSetting<float> m_bloom_intensity_pixel;
float m_bloom_intensity;
@ -443,8 +445,8 @@ public:
{
if (name == "enable_fog")
m_fog_enabled = g_settings->getBool("enable_fog");
if (name == "exposure_factor")
m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
if (name == "exposure_compensation")
m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
if (name == "bloom_intensity")
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
if (name == "bloom_strength_factor")
@ -470,6 +472,8 @@ public:
m_fog_distance("fogDistance"),
m_animation_timer_vertex("animationTimer"),
m_animation_timer_pixel("animationTimer"),
m_animation_timer_delta_vertex("animationTimerDelta"),
m_animation_timer_delta_pixel("animationTimerDelta"),
m_day_light("dayLight"),
m_star_color("starColor"),
m_eye_position_pixel("eyePosition"),
@ -482,20 +486,24 @@ public:
m_texture2("texture2"),
m_texture3("texture3"),
m_texel_size0("texelSize0"),
m_exposure_factor_pixel("exposureFactor"),
m_exposure_params_pixel("exposureParams",
std::array<const char*, 7> {
"luminanceMin", "luminanceMax", "exposureCorrection",
"speedDarkBright", "speedBrightDark", "centerWeightPower", "compensationFactor"
}),
m_bloom_intensity_pixel("bloomIntensity"),
m_bloom_strength_pixel("bloomStrength"),
m_bloom_radius_pixel("bloomRadius"),
m_saturation_pixel("saturation")
{
g_settings->registerChangedCallback("enable_fog", settingsCallback, this);
g_settings->registerChangedCallback("exposure_factor", settingsCallback, this);
g_settings->registerChangedCallback("exposure_compensation", settingsCallback, this);
g_settings->registerChangedCallback("bloom_intensity", settingsCallback, this);
g_settings->registerChangedCallback("bloom_strength_factor", settingsCallback, this);
g_settings->registerChangedCallback("bloom_radius", settingsCallback, this);
g_settings->registerChangedCallback("saturation", settingsCallback, this);
m_fog_enabled = g_settings->getBool("enable_fog");
m_user_exposure_factor = g_settings->getFloat("exposure_factor", 0.1f, 10.0f);
m_user_exposure_compensation = g_settings->getFloat("exposure_compensation", -1.0f, 1.0f);
m_bloom_enabled = g_settings->getBool("enable_bloom");
m_bloom_intensity = g_settings->getFloat("bloom_intensity", 0.01f, 1.0f);
m_bloom_strength = RenderingEngine::BASE_BLOOM_STRENGTH * g_settings->getFloat("bloom_strength_factor", 0.1f, 10.0f);
@ -546,6 +554,10 @@ public:
m_animation_timer_vertex.set(&animation_timer_f, services);
m_animation_timer_pixel.set(&animation_timer_f, services);
float animation_timer_delta_f = (float)m_client->getEnv().getFrameTimeDelta() / 100000.f;
m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
float eye_position_array[3];
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
epos.getAs3Values(eye_position_array);
@ -577,10 +589,17 @@ public:
m_texel_size0.set(m_texel_size0_values.data(), services);
float exposure_factor = m_user_exposure_factor;
if (std::isnan(exposure_factor))
exposure_factor = 1.0f;
m_exposure_factor_pixel.set(&exposure_factor, services);
const AutoExposure &exposure_params = m_client->getEnv().getLocalPlayer()->getLighting().exposure;
std::array<float, 7> exposure_buffer = {
std::pow(2.0f, exposure_params.luminance_min),
std::pow(2.0f, exposure_params.luminance_max),
exposure_params.exposure_correction,
exposure_params.speed_dark_bright,
exposure_params.speed_bright_dark,
exposure_params.center_weight_power,
powf(2.f, m_user_exposure_compensation)
};
m_exposure_params_pixel.set(exposure_buffer.data(), services);
if (m_bloom_enabled) {
m_bloom_intensity_pixel.set(&m_bloom_intensity, services);