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author | Hans Goudey <h.goudey@me.com> | 2022-11-03 19:40:33 +0300 |
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committer | Hans Goudey <h.goudey@me.com> | 2022-11-03 19:40:33 +0300 |
commit | f4e261bfed553c98f6e987dc84591ecc680e1ebb (patch) | |
tree | 4fd7816190c0b3af1c8a25e686d1a17e951fd3ab /source/blender/nodes/composite/nodes/node_composite_tonemap.cc | |
parent | 0c79e9df4b88f6a063e7437943e6560b89fbd749 (diff) | |
parent | 41c692ee2f0f5a92d6162e65652e6f8d399df1a9 (diff) |
Merge branch 'master' into refactor-mesh-position-generic
Diffstat (limited to 'source/blender/nodes/composite/nodes/node_composite_tonemap.cc')
-rw-r--r-- | source/blender/nodes/composite/nodes/node_composite_tonemap.cc | 248 |
1 files changed, 246 insertions, 2 deletions
diff --git a/source/blender/nodes/composite/nodes/node_composite_tonemap.cc b/source/blender/nodes/composite/nodes/node_composite_tonemap.cc index 2e06ad99df1..d26a01bb3c9 100644 --- a/source/blender/nodes/composite/nodes/node_composite_tonemap.cc +++ b/source/blender/nodes/composite/nodes/node_composite_tonemap.cc @@ -5,20 +5,35 @@ * \ingroup cmpnodes */ +#include <cmath> + +#include "BLI_assert.h" +#include "BLI_math_base.hh" +#include "BLI_math_vec_types.hh" +#include "BLI_math_vector.hh" + #include "RNA_access.h" #include "UI_interface.h" #include "UI_resources.h" +#include "IMB_colormanagement.h" + +#include "COM_algorithm_parallel_reduction.hh" #include "COM_node_operation.hh" +#include "COM_utilities.hh" #include "node_composite_util.hh" namespace blender::nodes::node_composite_tonemap_cc { +NODE_STORAGE_FUNCS(NodeTonemap) + static void cmp_node_tonemap_declare(NodeDeclarationBuilder &b) { - b.add_input<decl::Color>(N_("Image")).default_value({1.0f, 1.0f, 1.0f, 1.0f}); + b.add_input<decl::Color>(N_("Image")) + .default_value({1.0f, 1.0f, 1.0f, 1.0f}) + .compositor_domain_priority(0); b.add_output<decl::Color>(N_("Image")); } @@ -68,7 +83,236 @@ class ToneMapOperation : public NodeOperation { void execute() override { - get_input("Image").pass_through(get_result("Image")); + Result &input_image = get_input("Image"); + Result &output_image = get_result("Image"); + if (input_image.is_single_value()) { + input_image.pass_through(output_image); + return; + } + + switch (get_type()) { + case CMP_NODE_TONE_MAP_SIMPLE: + execute_simple(); + return; + case CMP_NODE_TONE_MAP_PHOTORECEPTOR: + execute_photoreceptor(); + return; + default: + BLI_assert_unreachable(); + return; + } + } + + /* Tone mapping based on equation (3) from Reinhard, Erik, et al. "Photographic tone reproduction + * for digital images." Proceedings of the 29th annual conference on Computer graphics and + * interactive techniques. 2002. */ + void execute_simple() + { + const float luminance_scale = compute_luminance_scale(); + const float luminance_scale_blend_factor = compute_luminance_scale_blend_factor(); + const float gamma = node_storage(bnode()).gamma; + const float inverse_gamma = gamma != 0.0f ? 1.0f / gamma : 0.0f; + + GPUShader *shader = shader_manager().get("compositor_tone_map_simple"); + GPU_shader_bind(shader); + + GPU_shader_uniform_1f(shader, "luminance_scale", luminance_scale); + GPU_shader_uniform_1f(shader, "luminance_scale_blend_factor", luminance_scale_blend_factor); + GPU_shader_uniform_1f(shader, "inverse_gamma", inverse_gamma); + + const Result &input_image = get_input("Image"); + input_image.bind_as_texture(shader, "input_tx"); + + const Domain domain = compute_domain(); + Result &output_image = get_result("Image"); + output_image.allocate_texture(domain); + output_image.bind_as_image(shader, "output_img"); + + compute_dispatch_threads_at_least(shader, domain.size); + + GPU_shader_unbind(); + output_image.unbind_as_image(); + input_image.unbind_as_texture(); + } + + /* Computes the scaling factor in equation (2) from Reinhard's 2002 paper. */ + float compute_luminance_scale() + { + const float geometric_mean = compute_geometric_mean_of_luminance(); + return geometric_mean != 0.0 ? node_storage(bnode()).key / geometric_mean : 0.0f; + } + + /* Computes equation (1) from Reinhard's 2002 paper. However, note that the equation in the paper + * is most likely wrong, and the intention is actually to compute the geometric mean through a + * logscale arithmetic mean, that is, the division should happen inside the exponential function, + * not outside of it. That's because the sum of the log luminance will be a very large negative + * number, whose exponential will almost always be zero, which is unexpected and useless. */ + float compute_geometric_mean_of_luminance() + { + return std::exp(compute_average_log_luminance()); + } + + /* Equation (3) from Reinhard's 2002 paper blends between high luminance scaling for high + * luminance values and low luminance scaling for low luminance values. This is done by adding 1 + * to the denominator, since for low luminance values, the denominator will be close to 1 and for + * high luminance values, the 1 in the denominator will be relatively insignificant. But the + * response of such function is not always ideal, so in this implementation, the 1 was exposed as + * a parameter to the user for more flexibility. */ + float compute_luminance_scale_blend_factor() + { + return node_storage(bnode()).offset; + } + + /* Tone mapping based on equation (1) and the trilinear interpolation between equations (6) and + * (7) from Reinhard, Erik, and Kate Devlin. "Dynamic range reduction inspired by photoreceptor + * physiology." IEEE transactions on visualization and computer graphics 11.1 (2005): 13-24. */ + void execute_photoreceptor() + { + const float4 global_adaptation_level = compute_global_adaptation_level(); + const float contrast = compute_contrast(); + const float intensity = compute_intensity(); + const float chromatic_adaptation = get_chromatic_adaptation(); + const float light_adaptation = get_light_adaptation(); + + GPUShader *shader = shader_manager().get("compositor_tone_map_photoreceptor"); + GPU_shader_bind(shader); + + GPU_shader_uniform_4fv(shader, "global_adaptation_level", global_adaptation_level); + GPU_shader_uniform_1f(shader, "contrast", contrast); + GPU_shader_uniform_1f(shader, "intensity", intensity); + GPU_shader_uniform_1f(shader, "chromatic_adaptation", chromatic_adaptation); + GPU_shader_uniform_1f(shader, "light_adaptation", light_adaptation); + + float luminance_coefficients[3]; + IMB_colormanagement_get_luminance_coefficients(luminance_coefficients); + GPU_shader_uniform_3fv(shader, "luminance_coefficients", luminance_coefficients); + + const Result &input_image = get_input("Image"); + input_image.bind_as_texture(shader, "input_tx"); + + const Domain domain = compute_domain(); + Result &output_image = get_result("Image"); + output_image.allocate_texture(domain); + output_image.bind_as_image(shader, "output_img"); + + compute_dispatch_threads_at_least(shader, domain.size); + + GPU_shader_unbind(); + output_image.unbind_as_image(); + input_image.unbind_as_texture(); + } + + /* Computes the global adaptation level from the trilinear interpolation equations constructed + * from equations (6) and (7) in Reinhard's 2005 paper. */ + float4 compute_global_adaptation_level() + { + const float4 average_color = compute_average_color(); + const float average_luminance = compute_average_luminance(); + const float chromatic_adaptation = get_chromatic_adaptation(); + return math::interpolate(float4(average_luminance), average_color, chromatic_adaptation); + } + + float4 compute_average_color() + { + /* The average color will reduce to zero if chromatic adaptation is zero, so just return zero + * in this case to avoid needlessly computing the average. See the trilinear interpolation + * equations constructed from equations (6) and (7) in Reinhard's 2005 paper. */ + if (get_chromatic_adaptation() == 0.0f) { + return float4(0.0f); + } + + const Result &input = get_input("Image"); + return sum_color(context(), input.texture()) / (input.domain().size.x * input.domain().size.y); + } + + float compute_average_luminance() + { + /* The average luminance will reduce to zero if chromatic adaptation is one, so just return + * zero in this case to avoid needlessly computing the average. See the trilinear interpolation + * equations constructed from equations (6) and (7) in Reinhard's 2005 paper. */ + if (get_chromatic_adaptation() == 1.0f) { + return 0.0f; + } + + float luminance_coefficients[3]; + IMB_colormanagement_get_luminance_coefficients(luminance_coefficients); + const Result &input = get_input("Image"); + float sum = sum_luminance(context(), input.texture(), luminance_coefficients); + return sum / (input.domain().size.x * input.domain().size.y); + } + + /* Computes equation (5) from Reinhard's 2005 paper. */ + float compute_intensity() + { + return std::exp(-node_storage(bnode()).f); + } + + /* If the contrast is not zero, return it, otherwise, a zero contrast denote automatic derivation + * of the contrast value based on equations (2) and (4) from Reinhard's 2005 paper. */ + float compute_contrast() + { + if (node_storage(bnode()).m != 0.0f) { + return node_storage(bnode()).m; + } + + const float log_maximum_luminance = compute_log_maximum_luminance(); + const float log_minimum_luminance = compute_log_minimum_luminance(); + + /* This is merely to guard against zero division later. */ + if (log_maximum_luminance == log_minimum_luminance) { + return 1.0f; + } + + const float average_log_luminance = compute_average_log_luminance(); + const float dynamic_range = log_maximum_luminance - log_minimum_luminance; + const float luminance_key = (log_maximum_luminance - average_log_luminance) / (dynamic_range); + + return 0.3f + 0.7f * std::pow(luminance_key, 1.4f); + } + + float compute_average_log_luminance() + { + const Result &input_image = get_input("Image"); + + float luminance_coefficients[3]; + IMB_colormanagement_get_luminance_coefficients(luminance_coefficients); + const float sum_of_log_luminance = sum_log_luminance( + context(), input_image.texture(), luminance_coefficients); + + return sum_of_log_luminance / (input_image.domain().size.x * input_image.domain().size.y); + } + + float compute_log_maximum_luminance() + { + float luminance_coefficients[3]; + IMB_colormanagement_get_luminance_coefficients(luminance_coefficients); + const float maximum = maximum_luminance( + context(), get_input("Image").texture(), luminance_coefficients); + return std::log(math::max(maximum, 1e-5f)); + } + + float compute_log_minimum_luminance() + { + float luminance_coefficients[3]; + IMB_colormanagement_get_luminance_coefficients(luminance_coefficients); + const float minimum = minimum_luminance( + context(), get_input("Image").texture(), luminance_coefficients); + return std::log(math::max(minimum, 1e-5f)); + } + + float get_chromatic_adaptation() + { + return node_storage(bnode()).c; + } + + float get_light_adaptation() + { + return node_storage(bnode()).a; + } + + CMPNodeToneMapType get_type() + { + return static_cast<CMPNodeToneMapType>(node_storage(bnode()).type); } }; |