forked from Mirrorlandia_minetest/minetest
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:
parent
2715cc8bf6
commit
6d45c243f8
@ -194,6 +194,7 @@ LOCAL_SRC_FILES := \
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../../src/itemdef.cpp \
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../../src/itemstackmetadata.cpp \
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../../src/light.cpp \
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../../src/lighting.cpp \
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../../src/log.cpp \
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../../src/main.cpp \
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../../src/map.cpp \
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@ -450,12 +450,17 @@ shadow_sky_body_orbit_tilt (Sky Body Orbit Tilt) float 0.0 -60.0 60.0
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[**Post processing]
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# Set the exposure compensation factor.
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# This factor is applied to linear color value
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# before all other post-processing effects.
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# Value of 1.0 (default) means no exposure compensation.
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# Range: from 0.1 to 10.0
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exposure_factor (Exposure Factor) float 1.0 0.1 10.0
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# Set the exposure compensation in EV units.
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# Value of 0.0 (default) means no exposure compensation.
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# Range: from -1 to 1.0
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exposure_compensation (Exposure compensation) float 0.0 -1.0 1.0
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# Enable automatic exposure correction
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# When enabled, the post-processing engine will
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# automatically adjust to the brightness of the scene,
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# simulating the behavior of human eye.
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enable_auto_exposure (Enable Automatic Exposure) bool false
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[**Bloom]
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@ -1,8 +1,12 @@
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#define rendered texture0
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struct ExposureParams {
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float compensationFactor;
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};
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uniform sampler2D rendered;
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uniform mediump float exposureFactor;
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uniform mediump float bloomStrength;
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uniform ExposureParams exposureParams;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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@ -10,6 +14,7 @@ varying mediump vec2 varTexCoord;
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centroid varying vec2 varTexCoord;
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#endif
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varying float exposure;
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void main(void)
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{
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@ -18,10 +23,6 @@ void main(void)
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// translate to linear colorspace (approximate)
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color = pow(color, vec3(2.2));
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// Scale colors by luminance to amplify bright colors
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// in SDR textures.
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float luminance = dot(color, vec3(0.213, 0.515, 0.072));
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luminance *= luminance;
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color *= luminance * exposureFactor * bloomStrength;
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color *= pow(2., exposure) * exposureParams.compensationFactor * bloomStrength;
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gl_FragColor = vec4(color, 1.0); // force full alpha to avoid holes in the image.
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}
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@ -1,11 +1,19 @@
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#define exposureMap texture1
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uniform sampler2D exposureMap;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying float exposure;
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void main(void)
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{
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exposure = texture2D(exposureMap, vec2(0.5)).r;
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varTexCoord.st = inTexCoord0.st;
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gl_Position = inVertexPosition;
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}
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@ -1,9 +1,14 @@
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#define rendered texture0
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#define bloom texture1
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struct ExposureParams {
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float compensationFactor;
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};
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uniform sampler2D rendered;
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uniform sampler2D bloom;
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uniform mediump float exposureFactor;
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uniform ExposureParams exposureParams;
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uniform lowp float bloomIntensity;
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uniform lowp float saturation;
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@ -13,6 +18,8 @@ varying mediump vec2 varTexCoord;
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centroid varying vec2 varTexCoord;
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#endif
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varying float exposure;
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#ifdef ENABLE_BLOOM
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vec4 applyBloom(vec4 color, vec2 uv)
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@ -80,7 +87,7 @@ void main(void)
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if (uv.x > 0.5 || uv.y > 0.5)
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#endif
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{
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color.rgb *= exposureFactor;
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color.rgb *= exposure * exposureParams.compensationFactor;
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}
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@ -1,11 +1,24 @@
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#define exposureMap texture2
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uniform sampler2D exposureMap;
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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varying float exposure;
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void main(void)
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{
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#ifdef ENABLE_AUTO_EXPOSURE
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exposure = texture2D(exposureMap, vec2(0.5)).r;
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exposure = pow(2., exposure);
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#else
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exposure = 1.0;
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#endif
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varTexCoord.st = inTexCoord0.st;
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gl_Position = inVertexPosition;
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}
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75
client/shaders/update_exposure/opengl_fragment.glsl
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75
client/shaders/update_exposure/opengl_fragment.glsl
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@ -0,0 +1,75 @@
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#define exposure texture0
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#define screen texture1
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struct ExposureParams {
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float luminanceMin;
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float luminanceMax;
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float exposureCorrection;
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float luminanceKey;
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float speedDarkBright;
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float speedBrightDark;
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float centerWeightPower;
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float compensationFactor;
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};
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uniform sampler2D exposure;
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uniform sampler2D screen;
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#ifdef ENABLE_BLOOM
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uniform float bloomStrength;
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#else
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const float bloomStrength = 1.0;
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#endif
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uniform ExposureParams exposureParams;
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uniform float animationTimerDelta;
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const vec3 luminanceFactors = vec3(0.213, 0.715, 0.072);
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float getLuminance(vec3 color)
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{
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return dot(color, luminanceFactors);
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}
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void main(void)
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{
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float previousExposure = texture2D(exposure, vec2(0.5, 0.5)).r;
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vec3 averageColor = vec3(0.);
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float n = 0.;
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// Scan the screen with center-weighting and sample average color
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for (float _x = 0.1; _x < 0.9; _x += 0.17) {
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float x = pow(_x, exposureParams.centerWeightPower);
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for (float _y = 0.1; _y < 0.9; _y += 0.17) {
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float y = pow(_y, exposureParams.centerWeightPower);
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averageColor += texture2D(screen, vec2(0.5 + 0.5 * x, 0.5 + 0.5 * y)).rgb;
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averageColor += texture2D(screen, vec2(0.5 + 0.5 * x, 0.5 - 0.5 * y)).rgb;
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averageColor += texture2D(screen, vec2(0.5 - 0.5 * x, 0.5 + 0.5 * y)).rgb;
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averageColor += texture2D(screen, vec2(0.5 - 0.5 * x, 0.5 - 0.5 * y)).rgb;
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n += 4.;
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}
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}
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float luminance = getLuminance(averageColor);
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luminance /= n;
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luminance /= pow(2., previousExposure) * bloomStrength * exposureParams.compensationFactor; // compensate for the configurable factors
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luminance = clamp(luminance, exposureParams.luminanceMin, exposureParams.luminanceMax);
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// From https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/course-notes-moving-frostbite-to-pbr-v2.pdf
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// 1. EV100 = log2(luminance * S / K) where S = 100, K = 0.125 = log2(luminance) + 3
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// 2. Lmax = 1.2 * 2 ^ (EV100 - EC)
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// => Lmax = 1.2 * 2^3 * luminance / 2^EC = 9.6 * luminance / 2^EC
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// 3. exposure = 1 / Lmax
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// => exposure = 2^EC / (9.6 * luminance)
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float wantedExposure = exposureParams.exposureCorrection - log(luminance)/0.693147180559945 - 3.263034405833794;
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if (wantedExposure < previousExposure)
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wantedExposure = mix(wantedExposure, previousExposure, exp(-animationTimerDelta * exposureParams.speedDarkBright)); // dark -> bright
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else
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wantedExposure = mix(wantedExposure, previousExposure, exp(-animationTimerDelta * exposureParams.speedBrightDark)); // bright -> dark
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gl_FragColor = vec4(vec3(wantedExposure), 1.);
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}
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client/shaders/update_exposure/opengl_vertex.glsl
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11
client/shaders/update_exposure/opengl_vertex.glsl
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@ -0,0 +1,11 @@
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#ifdef GL_ES
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varying mediump vec2 varTexCoord;
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#else
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centroid varying vec2 varTexCoord;
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#endif
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void main(void)
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{
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varTexCoord.st = inTexCoord0.st;
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gl_Position = inVertexPosition;
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}
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@ -7472,6 +7472,15 @@ child will follow movement and rotation of that bone.
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* `shadows` is a table that controls ambient shadows
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* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
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* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
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* `exposure` is a table that controls automatic exposure.
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The basic exposure factor equation is `e = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)`
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* `luminance_min` set the lower luminance boundary to use in the calculation
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* `luminance_max` set the upper luminance boundary to use in the calculation
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* `exposure_correction` correct observed exposure by the given EV value
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* `speed_dark_bright` set the speed of adapting to bright light
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* `speed_bright_dark` set the speed of adapting to dark scene
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* `center_weight_power` set the power factor for center-weighted luminance measurement
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* `get_lighting()`: returns the current state of lighting for the player.
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* Result is a table with the same fields as `light_definition` in `set_lighting`.
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* `respawn()`: Respawns the player using the same mechanism as the death screen,
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games/devtest/mods/lighting/init.lua
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140
games/devtest/mods/lighting/init.lua
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@ -0,0 +1,140 @@
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local lighting_sections = {
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{n = "shadows", d = "Shadows",
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entries = {
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{ n = "intensity", d = "Shadow Intensity", min = 0, max = 1 }
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}
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},
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{
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n = "exposure", d = "Exposure",
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entries = {
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{n = "luminance_min", d = "Minimum Luminance", min = -10, max = 10},
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{n = "luminance_max", d = "Maximum Luminance", min = -10, max = 10},
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{n = "exposure_correction", d = "Exposure Correction", min = -10, max = 10},
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{n = "speed_dark_bright", d = "Bright light adaptation speed", min = -10, max = 10, type="log2"},
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{n = "speed_bright_dark", d = "Dark scene adaptation speed", min = -10, max = 10, type="log2"},
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{n = "center_weight_power", d = "Power factor for center-weighting", min = 0.1, max = 10},
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}
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}
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}
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local function dump_lighting(lighting)
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local result = "{\n"
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local section_count = 0
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for _,section in ipairs(lighting_sections) do
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section_count = section_count + 1
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local parameters = section.entries or {}
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local state = lighting[section.n] or {}
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result = result.." "..section.n.." = {\n"
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local count = 0
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for _,v in ipairs(parameters) do
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count = count + 1
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result = result.." "..v.n.." = "..(math.floor(state[v.n] * 1000)/1000)
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if count < #parameters then
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result = result..","
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end
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result = result.."\n"
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end
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result = result.." }"
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if section_count < #lighting_sections then
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result = result..","
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end
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result = result.."\n"
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end
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result = result .."}"
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return result
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end
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minetest.register_chatcommand("set_lighting", {
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params = "",
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description = "Tune lighting parameters",
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func = function(player_name, param)
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local player = minetest.get_player_by_name(player_name);
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if not player then return end
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local lighting = player:get_lighting()
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local exposure = lighting.exposure or {}
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local form = {
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"formspec_version[2]",
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"size[15,30]",
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"position[0.99,0.15]",
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"anchor[1,0]",
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"padding[0.05,0.1]",
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"no_prepend[]"
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};
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local line = 1
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for _,section in ipairs(lighting_sections) do
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local parameters = section.entries or {}
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local state = lighting[section.n] or {}
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table.insert(form, "label[1,"..line..";"..section.d.."]")
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line = line + 1
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for _,v in ipairs(parameters) do
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table.insert(form, "label[2,"..line..";"..v.d.."]")
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table.insert(form, "scrollbaroptions[min=0;max=1000;smallstep=10;largestep=100;thumbsize=10]")
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local value = state[v.n]
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if v.type == "log2" then
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value = math.log(value or 1) / math.log(2)
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end
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local sb_scale = math.floor(1000 * (math.max(v.min, value or 0) - v.min) / (v.max - v.min))
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table.insert(form, "scrollbar[2,"..(line+0.7)..";12,1;horizontal;"..section.n.."."..v.n..";"..sb_scale.."]")
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line = line + 2.7
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end
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line = line + 1
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end
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minetest.show_formspec(player_name, "lighting", table.concat(form))
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local debug_value = dump_lighting(lighting)
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local debug_ui = player:hud_add({type="text", position={x=0.1, y=0.3}, scale={x=1,y=1}, alignment = {x=1, y=1}, text=debug_value, number=0xFFFFFF})
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player:get_meta():set_int("lighting_hud", debug_ui)
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end
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})
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minetest.register_on_player_receive_fields(function(player, formname, fields)
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if formname ~= "lighting" then return end
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if not player then return end
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local hud_id = player:get_meta():get_int("lighting_hud")
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if fields.quit then
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player:hud_remove(hud_id)
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player:get_meta():set_int("lighting_hud", -1)
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return
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end
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local lighting = player:get_lighting()
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for _,section in ipairs(lighting_sections) do
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local parameters = section.entries or {}
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local state = (lighting[section.n] or {})
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lighting[section.n] = state
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for _,v in ipairs(parameters) do
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if fields[section.n.."."..v.n] then
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local event = minetest.explode_scrollbar_event(fields[section.n.."."..v.n])
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if event.type == "CHG" then
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local value = v.min + (v.max - v.min) * (event.value / 1000);
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if v.type == "log2" then
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value = math.pow(2, value);
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end
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state[v.n] = value;
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end
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end
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end
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end
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local debug_value = dump_lighting(lighting)
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player:hud_change(hud_id, "text", debug_value)
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player:set_lighting(lighting)
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end)
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2
games/devtest/mods/lighting/mod.conf
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2
games/devtest/mods/lighting/mod.conf
Normal file
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name = lighting
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description = UI to control and debug lighting parameters
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@ -210,20 +210,6 @@ minetest.register_chatcommand("dump_item", {
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end,
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})
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-- shadow control
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minetest.register_on_joinplayer(function (player)
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player:set_lighting({shadows={intensity = 0.33}})
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end)
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core.register_chatcommand("set_shadow", {
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params = "<shadow_intensity>",
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description = "Set shadow parameters of current player.",
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func = function(player_name, param)
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local shadow_intensity = tonumber(param)
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minetest.get_player_by_name(player_name):set_lighting({shadows = { intensity = shadow_intensity} })
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end
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})
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core.register_chatcommand("set_saturation", {
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params = "<saturation>",
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description = "Set the saturation for current player.",
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@ -375,6 +375,7 @@ set(common_SRCS
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itemdef.cpp
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itemstackmetadata.cpp
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light.cpp
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lighting.cpp
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log.cpp
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main.cpp
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map.cpp
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@ -531,8 +531,13 @@ void ClientEnvironment::updateFrameTime(bool is_paused)
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{
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// if paused, m_frame_time_pause_accumulator increases by dtime,
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// otherwise, m_frame_time increases by dtime
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if (is_paused)
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if (is_paused) {
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m_frame_dtime = 0;
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m_frame_time_pause_accumulator = porting::getTimeMs() - m_frame_time;
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else
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m_frame_time = porting::getTimeMs() - m_frame_time_pause_accumulator;
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}
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else {
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auto new_frame_time = porting::getTimeMs() - m_frame_time_pause_accumulator;
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m_frame_dtime = new_frame_time - MYMAX(m_frame_time, m_frame_time_pause_accumulator);
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m_frame_time = new_frame_time;
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}
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}
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@ -144,6 +144,7 @@ public:
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void updateFrameTime(bool is_paused);
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u64 getFrameTime() const { return m_frame_time; }
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u64 getFrameTimeDelta() const { return m_frame_dtime; }
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private:
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ClientMap *m_map;
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@ -158,5 +159,6 @@ private:
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std::list<std::string> m_player_names;
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v3s16 m_camera_offset;
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u64 m_frame_time = 0;
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u64 m_frame_dtime = 0;
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u64 m_frame_time_pause_accumulator = 0;
|
||||
};
|
||||
|
@ -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);
|
||||
|
@ -101,6 +101,16 @@ void TextureBuffer::reset(PipelineContext &context)
|
||||
RenderSource::reset(context);
|
||||
}
|
||||
|
||||
void TextureBuffer::swapTextures(u8 texture_a, u8 texture_b)
|
||||
{
|
||||
assert(m_definitions[texture_a].valid && m_definitions[texture_b].valid);
|
||||
|
||||
video::ITexture *temp = m_textures[texture_a];
|
||||
m_textures[texture_a] = m_textures[texture_b];
|
||||
m_textures[texture_b] = temp;
|
||||
}
|
||||
|
||||
|
||||
bool TextureBuffer::ensureTexture(video::ITexture **texture, const TextureDefinition& definition, PipelineContext &context)
|
||||
{
|
||||
bool modify;
|
||||
@ -230,6 +240,16 @@ void SetRenderTargetStep::run(PipelineContext &context)
|
||||
step->setRenderTarget(target);
|
||||
}
|
||||
|
||||
SwapTexturesStep::SwapTexturesStep(TextureBuffer *_buffer, u8 _texture_a, u8 _texture_b)
|
||||
: buffer(_buffer), texture_a(_texture_a), texture_b(_texture_b)
|
||||
{
|
||||
}
|
||||
|
||||
void SwapTexturesStep::run(PipelineContext &context)
|
||||
{
|
||||
buffer->swapTextures(texture_a, texture_b);
|
||||
}
|
||||
|
||||
RenderSource *RenderPipeline::getInput()
|
||||
{
|
||||
return &m_input;
|
||||
|
@ -141,6 +141,7 @@ public:
|
||||
virtual u8 getTextureCount() override { return m_textures.size(); }
|
||||
virtual video::ITexture *getTexture(u8 index) override;
|
||||
virtual void reset(PipelineContext &context) override;
|
||||
void swapTextures(u8 texture_a, u8 texture_b);
|
||||
private:
|
||||
static const u8 NO_DEPTH_TEXTURE = 255;
|
||||
|
||||
@ -332,6 +333,21 @@ private:
|
||||
RenderTarget *target;
|
||||
};
|
||||
|
||||
/**
|
||||
* Swaps two textures in the texture buffer.
|
||||
*
|
||||
*/
|
||||
class SwapTexturesStep : public TrivialRenderStep
|
||||
{
|
||||
public:
|
||||
SwapTexturesStep(TextureBuffer *buffer, u8 texture_a, u8 texture_b);
|
||||
virtual void run(PipelineContext &context) override;
|
||||
private:
|
||||
TextureBuffer *buffer;
|
||||
u8 texture_a;
|
||||
u8 texture_b;
|
||||
};
|
||||
|
||||
/**
|
||||
* Render Pipeline provides a flexible way to execute rendering steps in the engine.
|
||||
*
|
||||
|
@ -115,10 +115,14 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
|
||||
static const u8 TEXTURE_COLOR = 0;
|
||||
static const u8 TEXTURE_DEPTH = 1;
|
||||
static const u8 TEXTURE_BLOOM = 2;
|
||||
static const u8 TEXTURE_EXPOSURE_1 = 3;
|
||||
static const u8 TEXTURE_EXPOSURE_2 = 4;
|
||||
static const u8 TEXTURE_BLOOM_DOWN = 10;
|
||||
static const u8 TEXTURE_BLOOM_UP = 20;
|
||||
|
||||
buffer->setTexture(TEXTURE_COLOR, scale, "3d_render", color_format);
|
||||
buffer->setTexture(TEXTURE_EXPOSURE_1, core::dimension2du(1,1), "exposure_1", color_format);
|
||||
buffer->setTexture(TEXTURE_EXPOSURE_2, core::dimension2du(1,1), "exposure_2", color_format);
|
||||
buffer->setTexture(TEXTURE_DEPTH, scale, "3d_depthmap", depth_format);
|
||||
|
||||
// attach buffer to the previous step
|
||||
@ -127,30 +131,40 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
|
||||
// shared variables
|
||||
u32 shader_id;
|
||||
|
||||
// Number of mipmap levels of the bloom downsampling texture
|
||||
const u8 MIPMAP_LEVELS = 4;
|
||||
|
||||
const bool enable_bloom = g_settings->getBool("enable_bloom");
|
||||
const bool enable_auto_exposure = g_settings->getBool("enable_auto_exposure");
|
||||
|
||||
// post-processing stage
|
||||
// set up bloom
|
||||
if (g_settings->getBool("enable_bloom")) {
|
||||
|
||||
u8 source = TEXTURE_COLOR;
|
||||
|
||||
buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
|
||||
// common downsampling step for bloom or autoexposure
|
||||
if (enable_bloom || enable_auto_exposure) {
|
||||
|
||||
const u8 MIPMAP_LEVELS = 4;
|
||||
v2f downscale = scale * 0.5;
|
||||
for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
|
||||
buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("bloom_down") + std::to_string(i), color_format);
|
||||
buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("bloom_up") + std::to_string(i), color_format);
|
||||
buffer->setTexture(TEXTURE_BLOOM_DOWN + i, downscale, std::string("downsample") + std::to_string(i), color_format);
|
||||
if (enable_bloom)
|
||||
buffer->setTexture(TEXTURE_BLOOM_UP + i, downscale, std::string("upsample") + std::to_string(i), color_format);
|
||||
downscale *= 0.5;
|
||||
}
|
||||
|
||||
// get bright spots
|
||||
u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
|
||||
RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR });
|
||||
extract_bloom->setRenderSource(buffer);
|
||||
extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
|
||||
if (enable_bloom) {
|
||||
buffer->setTexture(TEXTURE_BLOOM, scale, "bloom", color_format);
|
||||
|
||||
// get bright spots
|
||||
u32 shader_id = client->getShaderSource()->getShader("extract_bloom", TILE_MATERIAL_PLAIN, NDT_MESH);
|
||||
RenderStep *extract_bloom = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_EXPOSURE_1 });
|
||||
extract_bloom->setRenderSource(buffer);
|
||||
extract_bloom->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM));
|
||||
source = TEXTURE_BLOOM;
|
||||
}
|
||||
|
||||
// downsample
|
||||
shader_id = client->getShaderSource()->getShader("bloom_downsample", TILE_MATERIAL_PLAIN, NDT_MESH);
|
||||
u8 source = TEXTURE_BLOOM;
|
||||
for (u8 i = 0; i < MIPMAP_LEVELS; i++) {
|
||||
auto step = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { source });
|
||||
step->setRenderSource(buffer);
|
||||
@ -158,7 +172,9 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
|
||||
step->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_BLOOM_DOWN + i));
|
||||
source = TEXTURE_BLOOM_DOWN + i;
|
||||
}
|
||||
}
|
||||
|
||||
if (enable_bloom) {
|
||||
// upsample
|
||||
shader_id = client->getShaderSource()->getShader("bloom_upsample", TILE_MATERIAL_PLAIN, NDT_MESH);
|
||||
for (u8 i = MIPMAP_LEVELS - 1; i > 0; i--) {
|
||||
@ -171,11 +187,24 @@ RenderStep *addPostProcessing(RenderPipeline *pipeline, RenderStep *previousStep
|
||||
}
|
||||
}
|
||||
|
||||
if (enable_auto_exposure) {
|
||||
shader_id = client->getShaderSource()->getShader("update_exposure", TILE_MATERIAL_PLAIN, NDT_MESH);
|
||||
auto update_exposure = pipeline->addStep<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_EXPOSURE_1, u8(TEXTURE_BLOOM_DOWN + MIPMAP_LEVELS - 1) });
|
||||
update_exposure->setBilinearFilter(1, true);
|
||||
update_exposure->setRenderSource(buffer);
|
||||
update_exposure->setRenderTarget(pipeline->createOwned<TextureBufferOutput>(buffer, TEXTURE_EXPOSURE_2));
|
||||
}
|
||||
|
||||
// final post-processing
|
||||
shader_id = client->getShaderSource()->getShader("second_stage", TILE_MATERIAL_PLAIN, NDT_MESH);
|
||||
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP });
|
||||
PostProcessingStep *effect = pipeline->createOwned<PostProcessingStep>(shader_id, std::vector<u8> { TEXTURE_COLOR, TEXTURE_BLOOM_UP, TEXTURE_EXPOSURE_2 });
|
||||
pipeline->addStep(effect);
|
||||
effect->setBilinearFilter(1, true); // apply filter to the bloom
|
||||
effect->setRenderSource(buffer);
|
||||
|
||||
if (enable_auto_exposure) {
|
||||
pipeline->addStep<SwapTexturesStep>(buffer, TEXTURE_EXPOSURE_1, TEXTURE_EXPOSURE_2);
|
||||
}
|
||||
|
||||
return effect;
|
||||
}
|
||||
|
@ -56,7 +56,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
#endif
|
||||
|
||||
RenderingEngine *RenderingEngine::s_singleton = nullptr;
|
||||
const float RenderingEngine::BASE_BLOOM_STRENGTH = 8.0f;
|
||||
const float RenderingEngine::BASE_BLOOM_STRENGTH = 1.0f;
|
||||
|
||||
|
||||
static gui::GUISkin *createSkin(gui::IGUIEnvironment *environment,
|
||||
|
@ -784,6 +784,9 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
|
||||
shaders_header << "#define ENABLE_BLOOM_DEBUG 1\n";
|
||||
}
|
||||
|
||||
if (g_settings->getBool("enable_auto_exposure"))
|
||||
shaders_header << "#define ENABLE_AUTO_EXPOSURE 1\n";
|
||||
|
||||
shaders_header << "#line 0\n"; // reset the line counter for meaningful diagnostics
|
||||
|
||||
std::string common_header = shaders_header.str();
|
||||
|
@ -121,6 +121,43 @@ public:
|
||||
CachedShaderSetting<T, count, cache>(name, false){}
|
||||
};
|
||||
|
||||
template <typename T, std::size_t count, bool cache, bool is_pixel>
|
||||
class CachedStructShaderSetting {
|
||||
const char *m_name;
|
||||
T m_sent[count];
|
||||
bool has_been_set = false;
|
||||
std::array<const char*, count> m_fields;
|
||||
public:
|
||||
CachedStructShaderSetting(const char *name, std::array<const char*, count> &&fields) :
|
||||
m_name(name), m_fields(std::move(fields))
|
||||
{}
|
||||
|
||||
void set(const T value[count], video::IMaterialRendererServices *services)
|
||||
{
|
||||
if (cache && has_been_set && std::equal(m_sent, m_sent + count, value))
|
||||
return;
|
||||
|
||||
for (std::size_t i = 0; i < count; i++) {
|
||||
std::string uniform_name = std::string(m_name) + "." + m_fields[i];
|
||||
|
||||
if (is_pixel)
|
||||
services->setPixelShaderConstant(services->getPixelShaderConstantID(uniform_name.c_str()), value + i, 1);
|
||||
else
|
||||
services->setVertexShaderConstant(services->getVertexShaderConstantID(uniform_name.c_str()), value + i, 1);
|
||||
}
|
||||
|
||||
if (cache) {
|
||||
std::copy(value, value + count, m_sent);
|
||||
has_been_set = true;
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
template<typename T, std::size_t count, bool cache = true>
|
||||
using CachedStructVertexShaderSetting = CachedStructShaderSetting<T, count, cache, false>;
|
||||
|
||||
template<typename T, std::size_t count, bool cache = true>
|
||||
using CachedStructPixelShaderSetting = CachedStructShaderSetting<T, count, cache, true>;
|
||||
|
||||
/*
|
||||
ShaderSource creates and caches shaders.
|
||||
|
@ -278,7 +278,8 @@ void set_default_settings()
|
||||
settings->setDefault("water_wave_speed", "5.0");
|
||||
settings->setDefault("enable_waving_leaves", "false");
|
||||
settings->setDefault("enable_waving_plants", "false");
|
||||
settings->setDefault("exposure_factor", "1.0");
|
||||
settings->setDefault("exposure_compensation", "0.0");
|
||||
settings->setDefault("enable_auto_exposure", "false");
|
||||
settings->setDefault("enable_bloom", "false");
|
||||
settings->setDefault("enable_bloom_debug", "false");
|
||||
settings->setDefault("bloom_strength_factor", "1.0");
|
||||
|
29
src/lighting.cpp
Normal file
29
src/lighting.cpp
Normal file
@ -0,0 +1,29 @@
|
||||
/*
|
||||
Minetest
|
||||
Copyright (C) 2021 x2048, Dmitry Kostenko <codeforsmile@gmail.com>
|
||||
|
||||
This program is free software; you can redistribute it and/or modify
|
||||
it under the terms of the GNU Lesser General Public License as published by
|
||||
the Free Software Foundation; either version 2.1 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU Lesser General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU Lesser General Public License along
|
||||
with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
|
||||
*/
|
||||
|
||||
#include "lighting.h"
|
||||
|
||||
AutoExposure::AutoExposure()
|
||||
: luminance_min(-3.f),
|
||||
luminance_max(-3.f),
|
||||
exposure_correction(0.0f),
|
||||
speed_dark_bright(1000.f),
|
||||
speed_bright_dark(1000.f),
|
||||
center_weight_power(1.f)
|
||||
{}
|
@ -19,10 +19,38 @@ with this program; if not, write to the Free Software Foundation, Inc.,
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
/**
|
||||
* Parameters for automatic exposure compensation
|
||||
*
|
||||
* Automatic exposure compensation uses the following equation:
|
||||
*
|
||||
* wanted_exposure = 2^exposure_correction / clamp(observed_luminance, 2^luminance_min, 2^luminance_max)
|
||||
*
|
||||
*/
|
||||
struct AutoExposure
|
||||
{
|
||||
/// @brief Minimum boundary for computed luminance
|
||||
float luminance_min;
|
||||
/// @brief Maximum boundary for computed luminance
|
||||
float luminance_max;
|
||||
/// @brief Luminance bias. Higher values make the scene darker, can be negative.
|
||||
float exposure_correction;
|
||||
/// @brief Speed of transition from dark to bright scenes
|
||||
float speed_dark_bright;
|
||||
/// @brief Speed of transition from bright to dark scenes
|
||||
float speed_bright_dark;
|
||||
/// @brief Power value for center-weighted metering. Value of 1.0 measures entire screen uniformly
|
||||
float center_weight_power;
|
||||
|
||||
AutoExposure();
|
||||
};
|
||||
|
||||
/** Describes ambient light settings for a player
|
||||
*/
|
||||
struct Lighting
|
||||
{
|
||||
AutoExposure exposure;
|
||||
float shadow_intensity {0.0f};
|
||||
float saturation {1.0f};
|
||||
};
|
||||
|
@ -1766,4 +1766,12 @@ void Client::handleCommand_SetLighting(NetworkPacket *pkt)
|
||||
*pkt >> lighting.shadow_intensity;
|
||||
if (pkt->getRemainingBytes() >= 4)
|
||||
*pkt >> lighting.saturation;
|
||||
if (pkt->getRemainingBytes() >= 24) {
|
||||
*pkt >> lighting.exposure.luminance_min
|
||||
>> lighting.exposure.luminance_max
|
||||
>> lighting.exposure.exposure_correction
|
||||
>> lighting.exposure.speed_dark_bright
|
||||
>> lighting.exposure.speed_bright_dark
|
||||
>> lighting.exposure.center_weight_power;
|
||||
}
|
||||
}
|
||||
|
@ -831,6 +831,13 @@ enum ToClientCommand
|
||||
/*
|
||||
f32 shadow_intensity
|
||||
f32 saturation
|
||||
exposure parameters
|
||||
f32 luminance_min
|
||||
f32 luminance_max
|
||||
f32 exposure_correction
|
||||
f32 speed_dark_bright
|
||||
f32 speed_bright_dark
|
||||
f32 center_weight_power
|
||||
*/
|
||||
|
||||
TOCLIENT_NUM_MSG_TYPES = 0x64,
|
||||
|
@ -2297,8 +2297,20 @@ int ObjectRef::l_set_lighting(lua_State *L)
|
||||
getfloatfield(L, -1, "intensity", lighting.shadow_intensity);
|
||||
}
|
||||
lua_pop(L, 1); // shadows
|
||||
|
||||
getfloatfield(L, -1, "saturation", lighting.saturation);
|
||||
|
||||
lua_getfield(L, 2, "exposure");
|
||||
if (lua_istable(L, -1)) {
|
||||
lighting.exposure.luminance_min = getfloatfield_default(L, -1, "luminance_min", lighting.exposure.luminance_min);
|
||||
lighting.exposure.luminance_max = getfloatfield_default(L, -1, "luminance_max", lighting.exposure.luminance_max);
|
||||
lighting.exposure.exposure_correction = getfloatfield_default(L, -1, "exposure_correction", lighting.exposure.exposure_correction);
|
||||
lighting.exposure.speed_dark_bright = getfloatfield_default(L, -1, "speed_dark_bright", lighting.exposure.speed_dark_bright);
|
||||
lighting.exposure.speed_bright_dark = getfloatfield_default(L, -1, "speed_bright_dark", lighting.exposure.speed_bright_dark);
|
||||
lighting.exposure.center_weight_power = getfloatfield_default(L, -1, "center_weight_power", lighting.exposure.center_weight_power);
|
||||
}
|
||||
lua_pop(L, 1); // exposure
|
||||
|
||||
getServer(L)->setLighting(player, lighting);
|
||||
return 0;
|
||||
}
|
||||
@ -2321,6 +2333,20 @@ int ObjectRef::l_get_lighting(lua_State *L)
|
||||
lua_setfield(L, -2, "shadows");
|
||||
lua_pushnumber(L, lighting.saturation);
|
||||
lua_setfield(L, -2, "saturation");
|
||||
lua_newtable(L); // "exposure"
|
||||
lua_pushnumber(L, lighting.exposure.luminance_min);
|
||||
lua_setfield(L, -2, "luminance_min");
|
||||
lua_pushnumber(L, lighting.exposure.luminance_max);
|
||||
lua_setfield(L, -2, "luminance_max");
|
||||
lua_pushnumber(L, lighting.exposure.exposure_correction);
|
||||
lua_setfield(L, -2, "exposure_correction");
|
||||
lua_pushnumber(L, lighting.exposure.speed_dark_bright);
|
||||
lua_setfield(L, -2, "speed_dark_bright");
|
||||
lua_pushnumber(L, lighting.exposure.speed_bright_dark);
|
||||
lua_setfield(L, -2, "speed_bright_dark");
|
||||
lua_pushnumber(L, lighting.exposure.center_weight_power);
|
||||
lua_setfield(L, -2, "center_weight_power");
|
||||
lua_setfield(L, -2, "exposure");
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
@ -1866,6 +1866,13 @@ void Server::SendSetLighting(session_t peer_id, const Lighting &lighting)
|
||||
pkt << lighting.shadow_intensity;
|
||||
pkt << lighting.saturation;
|
||||
|
||||
pkt << lighting.exposure.luminance_min
|
||||
<< lighting.exposure.luminance_max
|
||||
<< lighting.exposure.exposure_correction
|
||||
<< lighting.exposure.speed_dark_bright
|
||||
<< lighting.exposure.speed_bright_dark
|
||||
<< lighting.exposure.center_weight_power;
|
||||
|
||||
Send(&pkt);
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user