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-rw-r--r--source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh23
-rw-r--r--source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc66
-rw-r--r--source/blender/gpu/CMakeLists.txt4
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_tone_map_photoreceptor.glsl22
-rw-r--r--source/blender/gpu/shaders/compositor/compositor_tone_map_simple.glsl26
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh57
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_tone_map_photoreceptor_info.hh16
-rw-r--r--source/blender/gpu/shaders/compositor/infos/compositor_tone_map_simple_info.hh13
-rw-r--r--source/blender/makesdna/DNA_node_types.h6
-rw-r--r--source/blender/nodes/composite/nodes/node_composite_tonemap.cc248
10 files changed, 475 insertions, 6 deletions
diff --git a/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh b/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh
index 9d0851eff84..b094782c18e 100644
--- a/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh
+++ b/source/blender/compositor/realtime_compositor/algorithms/COM_algorithm_parallel_reduction.hh
@@ -27,6 +27,13 @@ float sum_blue(Context &context, GPUTexture *texture);
* coefficients to compute the luminance. */
float sum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients);
+/* Computes the sum of the logarithm of the luminance of all pixels in the given texture, using the
+ * given luminance coefficients to compute the luminance. */
+float sum_log_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients);
+
+/* Computes the sum of the colors of all pixels in the given texture. */
+float4 sum_color(Context &context, GPUTexture *texture);
+
/* --------------------------------------------------------------------
* Sum Of Squared Difference Reductions.
*/
@@ -55,4 +62,20 @@ float sum_luminance_squared_difference(Context &context,
float3 luminance_coefficients,
float subtrahend);
+/* --------------------------------------------------------------------
+ * Maximum Reductions.
+ */
+
+/* Computes the maximum luminance of all pixels in the given texture, using the given luminance
+ * coefficients to compute the luminance. */
+float maximum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients);
+
+/* --------------------------------------------------------------------
+ * Minimum Reductions.
+ */
+
+/* Computes the minimum luminance of all pixels in the given texture, using the given luminance
+ * coefficients to compute the luminance. */
+float minimum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients);
+
} // namespace blender::realtime_compositor
diff --git a/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc b/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
index 3266ccd14eb..139c58bc190 100644
--- a/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
+++ b/source/blender/compositor/realtime_compositor/algorithms/intern/algorithm_parallel_reduction.cc
@@ -134,6 +134,34 @@ float sum_luminance(Context &context, GPUTexture *texture, float3 luminance_coef
return sum;
}
+float sum_log_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients)
+{
+ GPUShader *shader = context.shader_manager().get("compositor_sum_log_luminance");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_3fv(shader, "luminance_coefficients", luminance_coefficients);
+
+ float *reduced_value = parallel_reduction_dispatch(context, texture, shader, GPU_R32F);
+ const float sum = *reduced_value;
+ MEM_freeN(reduced_value);
+ GPU_shader_unbind();
+
+ return sum;
+}
+
+float4 sum_color(Context &context, GPUTexture *texture)
+{
+ GPUShader *shader = context.shader_manager().get("compositor_sum_color");
+ GPU_shader_bind(shader);
+
+ float *reduced_value = parallel_reduction_dispatch(context, texture, shader, GPU_RGBA32F);
+ const float4 sum = float4(reduced_value);
+ MEM_freeN(reduced_value);
+ GPU_shader_unbind();
+
+ return sum;
+}
+
/* --------------------------------------------------------------------
* Sum Of Squared Difference Reductions.
*/
@@ -202,4 +230,42 @@ float sum_luminance_squared_difference(Context &context,
return sum;
}
+/* --------------------------------------------------------------------
+ * Maximum Reductions.
+ */
+
+float maximum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients)
+{
+ GPUShader *shader = context.shader_manager().get("compositor_maximum_luminance");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_3fv(shader, "luminance_coefficients", luminance_coefficients);
+
+ float *reduced_value = parallel_reduction_dispatch(context, texture, shader, GPU_R32F);
+ const float maximum = *reduced_value;
+ MEM_freeN(reduced_value);
+ GPU_shader_unbind();
+
+ return maximum;
+}
+
+/* --------------------------------------------------------------------
+ * Minimum Reductions.
+ */
+
+float minimum_luminance(Context &context, GPUTexture *texture, float3 luminance_coefficients)
+{
+ GPUShader *shader = context.shader_manager().get("compositor_minimum_luminance");
+ GPU_shader_bind(shader);
+
+ GPU_shader_uniform_3fv(shader, "luminance_coefficients", luminance_coefficients);
+
+ float *reduced_value = parallel_reduction_dispatch(context, texture, shader, GPU_R32F);
+ const float minimum = *reduced_value;
+ MEM_freeN(reduced_value);
+ GPU_shader_unbind();
+
+ return minimum;
+}
+
} // namespace blender::realtime_compositor
diff --git a/source/blender/gpu/CMakeLists.txt b/source/blender/gpu/CMakeLists.txt
index 5a1e0cde1d8..56031b2722b 100644
--- a/source/blender/gpu/CMakeLists.txt
+++ b/source/blender/gpu/CMakeLists.txt
@@ -357,6 +357,8 @@ set(GLSL_SRC
shaders/compositor/compositor_split_viewer.glsl
shaders/compositor/compositor_symmetric_blur.glsl
shaders/compositor/compositor_symmetric_separable_blur.glsl
+ shaders/compositor/compositor_tone_map_photoreceptor.glsl
+ shaders/compositor/compositor_tone_map_simple.glsl
shaders/compositor/library/gpu_shader_compositor_alpha_over.glsl
shaders/compositor/library/gpu_shader_compositor_blur_common.glsl
@@ -639,6 +641,8 @@ set(SRC_SHADER_CREATE_INFOS
shaders/compositor/infos/compositor_split_viewer_info.hh
shaders/compositor/infos/compositor_symmetric_blur_info.hh
shaders/compositor/infos/compositor_symmetric_separable_blur_info.hh
+ shaders/compositor/infos/compositor_tone_map_photoreceptor_info.hh
+ shaders/compositor/infos/compositor_tone_map_simple_info.hh
)
set(SRC_SHADER_CREATE_INFOS_MTL
diff --git a/source/blender/gpu/shaders/compositor/compositor_tone_map_photoreceptor.glsl b/source/blender/gpu/shaders/compositor/compositor_tone_map_photoreceptor.glsl
new file mode 100644
index 00000000000..167006585ca
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_tone_map_photoreceptor.glsl
@@ -0,0 +1,22 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+
+/* 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 main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+
+ vec4 input_color = texture_load(input_tx, texel);
+ float input_luminance = dot(input_color.rgb, luminance_coefficients);
+
+ /* Trilinear interpolation between equations (6) and (7) from Reinhard's 2005 paper. */
+ vec4 local_adaptation_level = mix(vec4(input_luminance), input_color, chromatic_adaptation);
+ vec4 adaptation_level = mix(global_adaptation_level, local_adaptation_level, light_adaptation);
+
+ /* Equation (1) from Reinhard's 2005 paper, assuming Vmax is 1. */
+ vec4 semi_saturation = pow(intensity * adaptation_level, vec4(contrast));
+ vec4 tone_mapped_color = input_color / (input_color + semi_saturation);
+
+ imageStore(output_img, texel, vec4(tone_mapped_color.rgb, input_color.a));
+}
diff --git a/source/blender/gpu/shaders/compositor/compositor_tone_map_simple.glsl b/source/blender/gpu/shaders/compositor/compositor_tone_map_simple.glsl
new file mode 100644
index 00000000000..ce42d021dd1
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/compositor_tone_map_simple.glsl
@@ -0,0 +1,26 @@
+#pragma BLENDER_REQUIRE(gpu_shader_compositor_texture_utilities.glsl)
+#pragma BLENDER_REQUIRE(gpu_shader_common_math_utils.glsl)
+
+/* 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 main()
+{
+ ivec2 texel = ivec2(gl_GlobalInvocationID.xy);
+
+ vec4 input_color = texture_load(input_tx, texel);
+
+ /* Equation (2) from Reinhard's 2002 paper. */
+ vec4 scaled_color = input_color * luminance_scale;
+
+ /* Equation (3) from Reinhard's 2002 paper, but with the 1 replaced with the blend factor for
+ * more flexibility. See ToneMapOperation::compute_luminance_scale_blend_factor. */
+ vec4 denominator = luminance_scale_blend_factor + scaled_color;
+ vec4 tone_mapped_color = safe_divide(scaled_color, denominator);
+
+ if (inverse_gamma != 0.0) {
+ tone_mapped_color = pow(max(tone_mapped_color, vec4(0.0)), vec4(inverse_gamma));
+ }
+
+ imageStore(output_img, texel, vec4(tone_mapped_color.rgb, input_color.a));
+}
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh
index 2e661f280af..4a71bdc80e2 100644
--- a/source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_parallel_reduction_info.hh
@@ -12,14 +12,17 @@ GPU_SHADER_CREATE_INFO(compositor_parallel_reduction_shared)
* Sum Reductions.
*/
-GPU_SHADER_CREATE_INFO(compositor_sum_float_shared)
+GPU_SHADER_CREATE_INFO(compositor_sum_shared)
.additional_info("compositor_parallel_reduction_shared")
- .image(0, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
- .define("TYPE", "float")
.define("IDENTITY", "vec4(0.0)")
- .define("LOAD(value)", "value.x")
.define("REDUCE(lhs, rhs)", "lhs + rhs");
+GPU_SHADER_CREATE_INFO(compositor_sum_float_shared)
+ .additional_info("compositor_sum_shared")
+ .image(0, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .define("TYPE", "float")
+ .define("LOAD(value)", "value.x");
+
GPU_SHADER_CREATE_INFO(compositor_sum_red)
.additional_info("compositor_sum_float_shared")
.define("INITIALIZE(value)", "value.r")
@@ -41,6 +44,20 @@ GPU_SHADER_CREATE_INFO(compositor_sum_luminance)
.define("INITIALIZE(value)", "dot(value.rgb, luminance_coefficients)")
.do_static_compilation(true);
+GPU_SHADER_CREATE_INFO(compositor_sum_log_luminance)
+ .additional_info("compositor_sum_float_shared")
+ .push_constant(Type::VEC3, "luminance_coefficients")
+ .define("INITIALIZE(value)", "log(max(dot(value.rgb, luminance_coefficients), 1e-5))")
+ .do_static_compilation(true);
+
+GPU_SHADER_CREATE_INFO(compositor_sum_color)
+ .additional_info("compositor_sum_shared")
+ .image(0, GPU_RGBA32F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .define("TYPE", "vec4")
+ .define("INITIALIZE(value)", "value")
+ .define("LOAD(value)", "value")
+ .do_static_compilation(true);
+
/* --------------------------------------------------------------------
* Sum Of Squared Difference Reductions.
*/
@@ -74,3 +91,35 @@ GPU_SHADER_CREATE_INFO(compositor_sum_luminance_squared_difference)
.push_constant(Type::VEC3, "luminance_coefficients")
.define("INITIALIZE(value)", "pow(dot(value.rgb, luminance_coefficients) - subtrahend, 2.0)")
.do_static_compilation(true);
+
+/* --------------------------------------------------------------------
+ * Maximum Reductions.
+ */
+
+GPU_SHADER_CREATE_INFO(compositor_maximum_luminance)
+ .additional_info("compositor_parallel_reduction_shared")
+ .typedef_source("common_math_lib.glsl")
+ .image(0, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .push_constant(Type::VEC3, "luminance_coefficients")
+ .define("TYPE", "float")
+ .define("IDENTITY", "vec4(FLT_MIN)")
+ .define("INITIALIZE(value)", "dot(value.rgb, luminance_coefficients)")
+ .define("LOAD(value)", "value.x")
+ .define("REDUCE(lhs, rhs)", "max(lhs, rhs)")
+ .do_static_compilation(true);
+
+/* --------------------------------------------------------------------
+ * Minimum Reductions.
+ */
+
+GPU_SHADER_CREATE_INFO(compositor_minimum_luminance)
+ .additional_info("compositor_parallel_reduction_shared")
+ .typedef_source("common_math_lib.glsl")
+ .image(0, GPU_R32F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .push_constant(Type::VEC3, "luminance_coefficients")
+ .define("TYPE", "float")
+ .define("IDENTITY", "vec4(FLT_MAX)")
+ .define("INITIALIZE(value)", "dot(value.rgb, luminance_coefficients)")
+ .define("LOAD(value)", "value.x")
+ .define("REDUCE(lhs, rhs)", "min(lhs, rhs)")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_tone_map_photoreceptor_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_tone_map_photoreceptor_info.hh
new file mode 100644
index 00000000000..a460c9d58a6
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_tone_map_photoreceptor_info.hh
@@ -0,0 +1,16 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_tone_map_photoreceptor)
+ .local_group_size(16, 16)
+ .push_constant(Type::VEC4, "global_adaptation_level")
+ .push_constant(Type::FLOAT, "contrast")
+ .push_constant(Type::FLOAT, "intensity")
+ .push_constant(Type::FLOAT, "chromatic_adaptation")
+ .push_constant(Type::FLOAT, "light_adaptation")
+ .push_constant(Type::VEC3, "luminance_coefficients")
+ .sampler(0, ImageType::FLOAT_2D, "input_tx")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .compute_source("compositor_tone_map_photoreceptor.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/gpu/shaders/compositor/infos/compositor_tone_map_simple_info.hh b/source/blender/gpu/shaders/compositor/infos/compositor_tone_map_simple_info.hh
new file mode 100644
index 00000000000..2b220af9460
--- /dev/null
+++ b/source/blender/gpu/shaders/compositor/infos/compositor_tone_map_simple_info.hh
@@ -0,0 +1,13 @@
+/* SPDX-License-Identifier: GPL-2.0-or-later */
+
+#include "gpu_shader_create_info.hh"
+
+GPU_SHADER_CREATE_INFO(compositor_tone_map_simple)
+ .local_group_size(16, 16)
+ .push_constant(Type::FLOAT, "luminance_scale")
+ .push_constant(Type::FLOAT, "luminance_scale_blend_factor")
+ .push_constant(Type::FLOAT, "inverse_gamma")
+ .sampler(0, ImageType::FLOAT_2D, "input_tx")
+ .image(0, GPU_RGBA16F, Qualifier::WRITE, ImageType::FLOAT_2D, "output_img")
+ .compute_source("compositor_tone_map_simple.glsl")
+ .do_static_compilation(true);
diff --git a/source/blender/makesdna/DNA_node_types.h b/source/blender/makesdna/DNA_node_types.h
index 315bcbd971c..c7962db8198 100644
--- a/source/blender/makesdna/DNA_node_types.h
+++ b/source/blender/makesdna/DNA_node_types.h
@@ -2083,6 +2083,12 @@ typedef enum CMPNodeLevelsChannel {
CMP_NODE_LEVLES_LUMINANCE_BT709 = 5,
} CMPNodeLevelsChannel;
+/* Tone Map Node. Stored in NodeTonemap.type. */
+typedef enum CMPNodeToneMapType {
+ CMP_NODE_TONE_MAP_SIMPLE = 0,
+ CMP_NODE_TONE_MAP_PHOTORECEPTOR = 1,
+} CMPNodeToneMapType;
+
/* Plane track deform node. */
enum {
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);
}
};