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KHR pbr neutral tonemap #2547
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            riccardobl
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                    KHR pbr neutral tonemap #2547
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            135 changes: 135 additions & 0 deletions
          
          135 
        
  jme3-effects/src/main/java/com/jme3/post/filters/KHRToneMapFilter.java
  
  
      
      
   
        
      
      
    
  
    
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              | Original file line number | Diff line number | Diff line change | 
|---|---|---|
| @@ -0,0 +1,135 @@ | ||
| /* | ||
| * Copyright (c) 2009-2012 jMonkeyEngine | ||
| * All rights reserved. | ||
| * | ||
| * Redistribution and use in source and binary forms, with or without | ||
| * modification, are permitted provided that the following conditions are | ||
| * met: | ||
| * | ||
| * * Redistributions of source code must retain the above copyright | ||
| * notice, this list of conditions and the following disclaimer. | ||
| * | ||
| * * Redistributions in binary form must reproduce the above copyright | ||
| * notice, this list of conditions and the following disclaimer in the | ||
| * documentation and/or other materials provided with the distribution. | ||
| * | ||
| * * Neither the name of 'jMonkeyEngine' nor the names of its contributors | ||
| * may be used to endorse or promote products derived from this software | ||
| * without specific prior written permission. | ||
| * | ||
| * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS | ||
| * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED | ||
| * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR | ||
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR | ||
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, | ||
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, | ||
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR | ||
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF | ||
| * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING | ||
| * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
| * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
| */ | ||
| package com.jme3.post.filters; | ||
|  | ||
| import com.jme3.asset.AssetManager; | ||
| import com.jme3.export.InputCapsule; | ||
| import com.jme3.export.JmeExporter; | ||
| import com.jme3.export.JmeImporter; | ||
| import com.jme3.export.OutputCapsule; | ||
| import com.jme3.material.Material; | ||
| import com.jme3.math.Vector3f; | ||
| import com.jme3.post.Filter; | ||
| import com.jme3.renderer.RenderManager; | ||
| import com.jme3.renderer.ViewPort; | ||
| import java.io.IOException; | ||
|  | ||
| /** | ||
| * Tone-mapping filter that uses khronos neutral pbr tone mapping curve. | ||
| */ | ||
| public class KHRToneMapFilter extends Filter { | ||
|  | ||
| private static final float DEFAULT_EXPOSURE = 0.0f; | ||
| private static final float DEFAULT_GAMMA = 1.0f; | ||
|  | ||
| private final Vector3f exposure = new Vector3f(DEFAULT_EXPOSURE, DEFAULT_EXPOSURE, DEFAULT_EXPOSURE); | ||
| private final Vector3f gamma = new Vector3f(DEFAULT_GAMMA, DEFAULT_GAMMA, DEFAULT_GAMMA); | ||
| There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. i've used vectors here so it gives more artistic control, kinda doubling as color correction | ||
|  | ||
| /** | ||
| * Creates a tone-mapping filter with the default exposure and gamma. | ||
| */ | ||
| public KHRToneMapFilter() { | ||
| super("KHRToneMapFilter"); | ||
| } | ||
|  | ||
|  | ||
| @Override | ||
| protected boolean isRequiresDepthTexture() { | ||
| return false; | ||
| } | ||
|  | ||
| @Override | ||
| protected void initFilter(AssetManager manager, RenderManager renderManager, ViewPort vp, int w, int h) { | ||
| material = new Material(manager, "Common/MatDefs/Post/KHRToneMap.j3md"); | ||
| material.setVector3("Exposure", exposure); | ||
| material.setVector3("Gamma", gamma); | ||
| } | ||
|  | ||
| @Override | ||
| protected Material getMaterial() { | ||
| return material; | ||
| } | ||
|  | ||
| /** | ||
| * Set the exposure for the tone mapping. | ||
| * | ||
| * @param whitePoint The exposure vector. | ||
| */ | ||
| public void setExposure(Vector3f whitePoint) { | ||
| this.exposure.set(whitePoint); | ||
| } | ||
|  | ||
| /** | ||
| * Get the exposure for the tone mapping. | ||
| * | ||
| * @return The exposure vector. | ||
| */ | ||
| public Vector3f getExposure() { | ||
| return exposure; | ||
| } | ||
|  | ||
|  | ||
| /** | ||
| * Set the gamma for the tone mapping. | ||
| * | ||
| * @param gamma The gamma vector. | ||
| */ | ||
| public void setGamma(Vector3f gamma) { | ||
| this.gamma.set(gamma); | ||
| } | ||
|  | ||
| /** | ||
| * Get the gamma for the tone mapping. | ||
| * | ||
| * @return The gamma vector. | ||
| */ | ||
| public Vector3f getGamma() { | ||
| return gamma; | ||
| } | ||
|  | ||
| @Override | ||
| public void write(JmeExporter ex) throws IOException { | ||
| super.write(ex); | ||
| OutputCapsule oc = ex.getCapsule(this); | ||
| oc.write(exposure, "exposure", new Vector3f(DEFAULT_EXPOSURE, DEFAULT_EXPOSURE, DEFAULT_EXPOSURE)); | ||
| oc.write(gamma, "gamma", new Vector3f(DEFAULT_GAMMA, DEFAULT_GAMMA, DEFAULT_GAMMA)); | ||
| } | ||
|  | ||
| @Override | ||
| public void read(JmeImporter im) throws IOException { | ||
| super.read(im); | ||
| InputCapsule ic = im.getCapsule(this); | ||
| exposure.set((Vector3f)ic.readSavable("exposure", new Vector3f(DEFAULT_EXPOSURE, DEFAULT_EXPOSURE, DEFAULT_EXPOSURE))); | ||
| gamma.set((Vector3f)ic.readSavable("gamma", new Vector3f(DEFAULT_GAMMA, DEFAULT_GAMMA, DEFAULT_GAMMA))); | ||
| } | ||
|  | ||
| } | ||
        
          
          
            43 changes: 43 additions & 0 deletions
          
          43 
        
  jme3-effects/src/main/resources/Common/MatDefs/Post/KHRToneMap.frag
  
  
      
      
   
        
      
      
    
  
    
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              | Original file line number | Diff line number | Diff line change | 
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| #extension GL_ARB_texture_multisample : enable | ||
| #import "Common/ShaderLib/GLSLCompat.glsllib" | ||
| #import "Common/ShaderLib/Hdr.glsllib" | ||
|  | ||
|  | ||
| uniform vec3 m_Exposure; | ||
| uniform vec3 m_Gamma; | ||
| varying vec2 texCoord; | ||
|  | ||
| vec3 applyCurve(in vec3 x) { | ||
| return HDR_KHRToneMap(x, m_Exposure, m_Gamma); | ||
| } | ||
|  | ||
|  | ||
| #ifdef NUM_SAMPLES | ||
|  | ||
| uniform sampler2DMS m_Texture; | ||
|  | ||
| vec4 applyToneMap() { | ||
| ivec2 iTexC = ivec2(texCoord * vec2(textureSize(m_Texture))); | ||
| vec4 color = vec4(0.0); | ||
| for (int i = 0; i < NUM_SAMPLES; i++) { | ||
| vec4 hdrColor = texelFetch(m_Texture, iTexC, i); | ||
| vec3 ldrColor = applyCurve(hdrColor.rgb); | ||
| color += vec4(ldrColor, hdrColor.a); | ||
| } | ||
| return color / float(NUM_SAMPLES); | ||
| } | ||
|  | ||
| #else | ||
|  | ||
| uniform sampler2D m_Texture; | ||
|  | ||
| vec4 applyToneMap() { | ||
| vec4 texVal = texture2D(m_Texture, texCoord); | ||
| return vec4(applyCurve(texVal.rgb) , texVal.a); | ||
| } | ||
|  | ||
| #endif | ||
|  | ||
| void main() { | ||
| gl_FragColor = applyToneMap(); | ||
| } | 
        
          
          
            24 changes: 24 additions & 0 deletions
          
          24 
        
  jme3-effects/src/main/resources/Common/MatDefs/Post/KHRToneMap.j3md
  
  
      
      
   
        
      
      
    
  
    
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              | Original file line number | Diff line number | Diff line change | 
|---|---|---|
| @@ -0,0 +1,24 @@ | ||
| MaterialDef KHRToneMap { | ||
|  | ||
| MaterialParameters { | ||
| Int BoundDrawBuffer | ||
| Int NumSamples | ||
| Int NumSamplesDepth | ||
| Texture2D Texture | ||
| Vector3 Gamma | ||
| Vector3 Exposure | ||
| } | ||
|  | ||
| Technique { | ||
| VertexShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Post/Post.vert | ||
| FragmentShader GLSL300 GLSL150 GLSL100: Common/MatDefs/Post/KHRToneMap.frag | ||
|  | ||
| WorldParameters { | ||
| } | ||
|  | ||
| Defines { | ||
| BOUND_DRAW_BUFFER: BoundDrawBuffer | ||
| NUM_SAMPLES : NumSamples | ||
| } | ||
| } | ||
| } | 
      
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afaik this is the order used in blender to apply gamma and exposure, but i am not 100% sure on this