mirror of
https://github.com/luanti-org/luanti.git
synced 2025-10-05 19:31:04 +00:00
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
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parent
2715cc8bf6
commit
6d45c243f8
29 changed files with 567 additions and 71 deletions
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@ -101,6 +101,16 @@ void TextureBuffer::reset(PipelineContext &context)
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RenderSource::reset(context);
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}
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void TextureBuffer::swapTextures(u8 texture_a, u8 texture_b)
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{
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assert(m_definitions[texture_a].valid && m_definitions[texture_b].valid);
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video::ITexture *temp = m_textures[texture_a];
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m_textures[texture_a] = m_textures[texture_b];
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m_textures[texture_b] = temp;
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}
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bool TextureBuffer::ensureTexture(video::ITexture **texture, const TextureDefinition& definition, PipelineContext &context)
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{
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bool modify;
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@ -230,6 +240,16 @@ void SetRenderTargetStep::run(PipelineContext &context)
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step->setRenderTarget(target);
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}
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SwapTexturesStep::SwapTexturesStep(TextureBuffer *_buffer, u8 _texture_a, u8 _texture_b)
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: buffer(_buffer), texture_a(_texture_a), texture_b(_texture_b)
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{
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}
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void SwapTexturesStep::run(PipelineContext &context)
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{
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buffer->swapTextures(texture_a, texture_b);
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}
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RenderSource *RenderPipeline::getInput()
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{
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return &m_input;
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@ -53,7 +53,7 @@ struct PipelineContext
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/**
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* Base object that can be owned by RenderPipeline
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*
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*
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*/
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class RenderPipelineObject
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{
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@ -74,7 +74,7 @@ public:
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virtual u8 getTextureCount() = 0;
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/**
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* Get a texture by index.
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* Get a texture by index.
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* Returns nullptr is the texture does not exist.
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*/
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virtual video::ITexture *getTexture(u8 index) = 0;
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@ -119,7 +119,7 @@ public:
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/**
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* Configure fixed-size texture for the specific index
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*
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*
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* @param index index of the texture
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* @param size width and height of the texture in pixels
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* @param height height of the texture in pixels
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@ -130,7 +130,7 @@ public:
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/**
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* Configure relative-size texture for the specific index
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*
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*
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* @param index index of the texture
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* @param scale_factor relation of the texture dimensions to the screen dimensions
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* @param name unique name of the texture
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@ -141,6 +141,7 @@ public:
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virtual u8 getTextureCount() override { return m_textures.size(); }
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virtual video::ITexture *getTexture(u8 index) override;
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virtual void reset(PipelineContext &context) override;
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void swapTextures(u8 texture_a, u8 texture_b);
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private:
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static const u8 NO_DEPTH_TEXTURE = 255;
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@ -193,7 +194,7 @@ private:
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/**
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* Allows remapping texture indicies in another RenderSource.
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*
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*
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* @note all unmapped indexes are passed through to the underlying render source.
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*/
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class RemappingSource : RenderSource
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@ -205,7 +206,7 @@ public:
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/**
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* Maps texture index to a different index in the dependent source.
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*
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*
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* @param index texture index as requested by the @see RenderStep.
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* @param target_index matching texture index in the underlying @see RenderSource.
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*/
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@ -250,7 +251,7 @@ public:
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virtual u8 getTextureCount() override;
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/**
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* Get a texture by index.
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* Get a texture by index.
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* Returns nullptr is the texture does not exist.
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*/
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virtual video::ITexture *getTexture(u8 index) override;
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@ -288,14 +289,14 @@ class RenderStep : virtual public RenderPipelineObject
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public:
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/**
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* Assigns render source to this step.
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*
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*
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* @param source source of rendering information
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*/
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virtual void setRenderSource(RenderSource *source) = 0;
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/**
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* Assigned render target to this step.
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*
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*
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* @param target render target to send output to.
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*/
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virtual void setRenderTarget(RenderTarget *target) = 0;
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@ -319,7 +320,7 @@ public:
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/**
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* Dynamically changes render target of another step.
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*
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*
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* This allows re-running parts of the pipeline with different outputs
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*/
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class SetRenderTargetStep : public TrivialRenderStep
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@ -332,9 +333,24 @@ private:
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RenderTarget *target;
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};
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/**
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* Swaps two textures in the texture buffer.
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*
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*/
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class SwapTexturesStep : public TrivialRenderStep
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{
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public:
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SwapTexturesStep(TextureBuffer *buffer, u8 texture_a, u8 texture_b);
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virtual void run(PipelineContext &context) override;
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private:
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TextureBuffer *buffer;
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u8 texture_a;
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u8 texture_b;
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};
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/**
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* Render Pipeline provides a flexible way to execute rendering steps in the engine.
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*
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*
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* RenderPipeline also implements @see RenderStep, allowing for nesting of the pipelines.
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*/
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class RenderPipeline : public RenderStep
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@ -342,7 +358,7 @@ class RenderPipeline : public RenderStep
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public:
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/**
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* Add a step to the end of the pipeline
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*
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*
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* @param step reference to a @see RenderStep implementation.
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*/
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RenderStep *addStep(RenderStep *step)
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@ -353,9 +369,9 @@ public:
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/**
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* Capture ownership of a dynamically created @see RenderStep instance.
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*
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*
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* RenderPipeline will delete the instance when the pipeline is destroyed.
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*
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*
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* @param step reference to the instance.
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* @return RenderStep* value of the 'step' parameter.
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*/
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@ -115,10 +115,14 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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static const u8 TEXTURE_COLOR = 0;
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static const u8 TEXTURE_DEPTH = 1;
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static const u8 TEXTURE_BLOOM = 2;
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static const u8 TEXTURE_EXPOSURE_1 = 3;
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static const u8 TEXTURE_EXPOSURE_2 = 4;
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static const u8 TEXTURE_BLOOM_DOWN = 10;
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static const u8 TEXTURE_BLOOM_UP = 20;
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buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
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buffer->setTexture(TEXTURE_EXPOSURE_1, core::dimension2du(1,1), "exposure_1", color_format);
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buffer->setTexture(TEXTURE_EXPOSURE_2, core::dimension2du(1,1), "exposure_2", color_format);
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buffer->setTexture(TEXTURE_DEPTH, scale, "3d_depthmap", depth_format);
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// attach buffer to the previous step
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@ -127,30 +131,40 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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// shared variables
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u32 shader_id;
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// Number of mipmap levels of the bloom downsampling texture
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const u8 MIPMAP_LEVELS = 4;
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const bool enable_bloom = g_settings->getBool("enable_bloom");
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const bool enable_auto_exposure = g_settings->getBool("enable_auto_exposure");
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// post-processing stage
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// set up bloom
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if (g_settings->getBool("enable_bloom")) {
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u8 source = TEXTURE_COLOR;
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buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
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// common downsampling step for bloom or autoexposure
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if (enable_bloom || enable_auto_exposure) {
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const u8 MIPMAP_LEVELS = 4;
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v2f downscale = scale * 0.5;
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for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
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buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("bloom_down") + std::to_string(i), color_format);
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buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("bloom_up") + std::to_string(i), color_format);
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buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("downsample") + std::to_string(i), color_format);
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if (enable_bloom)
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buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("upsample") + std::to_string(i), color_format);
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downscale *= 0.5;
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}
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// get bright spots
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u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
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extract_bloom->setRenderSource(buffer);
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extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
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if (enable_bloom) {
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buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
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// get bright spots
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u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
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RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_EXPOSURE_1 });
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extract_bloom->setRenderSource(buffer);
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extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
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source = TEXTURE_BLOOM;
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}
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// downsample
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shader_id = client->getShaderSource()->getShader("bloom_downsample", TILE_MATERIAL_PLAIN, NDT_MESH);
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u8 source = TEXTURE_BLOOM;
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for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
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auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source });
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step->setRenderSource(buffer);
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@ -158,7 +172,9 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM_DOWN + i));
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source = TEXTURE_BLOOM_DOWN + i;
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}
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}
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if (enable_bloom) {
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// upsample
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shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
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for (u8 i = MIPMAP_LEVELS - 1; i > 0; i--) {
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@ -171,11 +187,24 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
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}
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}
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if (enable_auto_exposure) {
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shader_id = client->getShaderSource()->getShader("update_exposure", TILE_MATERIAL_PLAIN, NDT_MESH);
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auto update_exposure = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_EXPOSURE_1, u8(TEXTURE_BLOOM_DOWN + MIPMAP_LEVELS - 1) });
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update_exposure->setBilinearFilter(1, true);
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update_exposure->setRenderSource(buffer);
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update_exposure->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_EXPOSURE_2));
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}
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// final post-processing
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shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
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PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP });
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PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP, TEXTURE_EXPOSURE_2 });
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pipeline->addStep(effect);
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effect->setBilinearFilter(1, true); // apply filter to the bloom
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effect->setRenderSource(buffer);
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if (enable_auto_exposure) {
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pipeline->addStep<SwapTexturesStep>(buffer, TEXTURE_EXPOSURE_1, TEXTURE_EXPOSURE_2);
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}
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return effect;
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}
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