@woosh/meep-engine 3.65.0 → 3.67.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/package.json +1 -1
- package/src/format/lut/cube/CubeLut.d.ts +38 -0
- package/src/format/lut/cube/CubeLut.d.ts.map +1 -0
- package/src/format/lut/cube/CubeLut.js +23 -0
- package/src/format/lut/cube/cube_read.d.ts +23 -0
- package/src/format/lut/cube/cube_read.d.ts.map +1 -0
- package/src/format/lut/cube/cube_read.js +199 -0
- package/src/format/lut/cube/cube_write.d.ts +15 -0
- package/src/format/lut/cube/cube_write.d.ts.map +1 -0
- package/src/format/lut/cube/cube_write.js +90 -0
- package/src/shade/playground/probe_clipmap/README.md +1 -0
- package/src/shade/playground/probe_clipmap/index.html +5 -0
- package/src/shade/playground/probe_clipmap/main.d.ts.map +1 -1
- package/src/shade/playground/probe_clipmap/main.js +7 -0
- package/src/shade/renderer/Renderer.js +12 -12
- package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts +73 -4
- package/src/shade/renderer/deferred/tonemap/ColorGrade.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/ColorGrade.js +113 -7
- package/src/shade/renderer/deferred/tonemap/TONEMAP_PURKINJE_SHIFT.d.ts +12 -0
- package/src/shade/renderer/deferred/tonemap/TONEMAP_PURKINJE_SHIFT.d.ts.map +1 -0
- package/src/shade/renderer/deferred/tonemap/TONEMAP_PURKINJE_SHIFT.js +12 -0
- package/src/shade/renderer/deferred/tonemap/ToneMapper.d.ts +15 -1
- package/src/shade/renderer/deferred/tonemap/ToneMapper.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/ToneMapper.js +31 -3
- package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts +25 -0
- package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.d.ts.map +1 -0
- package/src/shade/renderer/deferred/tonemap/chunk_tonemap_purkinje.js +51 -0
- package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_lut.d.ts +2 -2
- package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_lut.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/shader_tonemap_HDR_lut.js +6 -3
- package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_lut.d.ts +3 -2
- package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_lut.d.ts.map +1 -1
- package/src/shade/renderer/deferred/tonemap/shader_tonemap_LDR_lut.js +7 -3
- package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts +35 -9
- package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js +81 -11
- package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.d.ts.map +1 -1
- package/src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.js +4 -1
- package/src/shade/renderer/shader/chunk/color/conversion/chunk_CRM_REC709_AP1.d.ts +6 -0
- package/src/shade/renderer/shader/chunk/color/conversion/chunk_CRM_REC709_AP1.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/color/conversion/chunk_CRM_REC709_AP1.js +7 -0
- package/src/shade/renderer/shader/chunk/color/grade/chunk_color_grade.d.ts +4 -4
- package/src/shade/renderer/shader/chunk/color/grade/chunk_color_grade.d.ts.map +1 -1
- package/src/shade/renderer/shader/chunk/color/grade/chunk_color_grade.js +86 -5
- package/src/shade/renderer/shader/chunk/color/tonemap/purkinje/chunk_apply_purkinje_shift.d.ts +65 -0
- package/src/shade/renderer/shader/chunk/color/tonemap/purkinje/chunk_apply_purkinje_shift.d.ts.map +1 -0
- package/src/shade/renderer/shader/chunk/color/tonemap/purkinje/chunk_apply_purkinje_shift.js +136 -0
- package/src/shade/renderer/shader/chunk/color/tonemap/purkinjie/chunk_apply_purkinjie_shift.d.ts +0 -11
- package/src/shade/renderer/shader/chunk/color/tonemap/purkinjie/chunk_apply_purkinjie_shift.d.ts.map +0 -1
- package/src/shade/renderer/shader/chunk/color/tonemap/purkinjie/chunk_apply_purkinjie_shift.js +0 -56
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@@ -5,6 +5,10 @@
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* The factor lives in one buffer for the manager's life, {@link multiplier}, which a frame's {@link update} or
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* {@link unadapted} writes over. A pass recorded ahead of that write in the frame reads the factor the last frame was
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* shown with: the exposure of the image on screen, Unreal Engine's `View.PreExposure`.
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*
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* Beside it, {@link adaptation}: the luminance the view is adapted to, cd/m², written by the same pass. Adapted, it is
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* the luminance the eye has adapted to, without {@link exposure_compensation}; unadapted, it is the luminance the
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* exposure shows at middle grey.
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*/
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export class GPUCameraExposureManager {
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/**
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@@ -44,9 +48,17 @@ export class GPUCameraExposureManager {
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* imports it into its graph once, and hands the handle both to the passes that read it ahead of the exposure,
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* which take the last frame's factor, and to {@link update} or {@link unadapted}, which write this frame's.
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*
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* @returns {GPUBuffer} usable as a uniform or read-only storage
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* @returns {GPUBuffer} usable as a uniform or read-only storage, and as a copy source, to read it back
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*/
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get multiplier(): GPUBuffer;
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/**
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* The luminance the view is adapted to, cd/m², {@link F32_CONTAINER_STRUCT}, as the last {@link update} or
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* {@link unadapted} wrote it. Imported into a frame's graph once and handed to {@link update} or {@link unadapted},
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* like {@link multiplier}.
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*
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* @returns {GPUBuffer} usable as a uniform or read-only storage
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*/
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get adaptation(): GPUBuffer;
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/**
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* Offer the pipelines {@link update} meters and adapts with — see {@link PipelineEnquiry}.
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* {@link unadapted} dispatches none.
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@@ -55,34 +67,48 @@ export class GPUCameraExposureManager {
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*/
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enquirePipelines(enquiry: PipelineEnquiry): void;
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/**
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* This frame's factor from {@link exposure_compensation} alone: 2^compensation.
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* This frame's factor from {@link exposure_compensation} alone: 2^compensation. Its adaptation is the luminance
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* that factor shows at middle grey, 0.18 / 2^compensation cd/m².
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*
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* @param {Object} options
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* @param {FrameGraph} options.graph
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* @param {number} options.multiplier the graph handle of {@link multiplier}, imported into `graph`
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* @
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* @param {number} options.adaptation the graph handle of {@link adaptation}, imported into `graph`
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* @return {{multiplier: number, adaptation: number}} the handles of {@link multiplier} and {@link adaptation}
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* with this frame's written; the object is reused by the next call
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*/
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unadapted({ graph, multiplier, }: {
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unadapted({ graph, multiplier, adaptation, }: {
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graph: FrameGraph;
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multiplier: number;
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-
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adaptation: number;
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}): {
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multiplier: number;
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adaptation: number;
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};
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/**
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* This frame's factor metered from `input_color`: the luminance adapted toward the frame's, from the last
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* frame's, by the adaptation speeds; its factor is middle grey over it, times 2^{@link exposure_compensation}.
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* frame's, by the adaptation speeds; its factor is middle grey over it, times 2^{@link exposure_compensation}. Its
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* adaptation is that adapted luminance, without the compensation.
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*
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* @param {Object} options
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* @param {FrameGraph} options.graph
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* @param {number} options.input_color
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* @param {number} options.multiplier the graph handle of {@link multiplier}, imported into `graph`
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* @param {number} options.adaptation the graph handle of {@link adaptation}, imported into `graph`
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* @param {number} [options.time_delta_seconds]
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* @return {number} the
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* @return {{multiplier: number, adaptation: number}} the handles of {@link multiplier} and {@link adaptation}
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* with this frame's written; the object is reused by the next call
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*/
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update({ input_color, graph, multiplier, time_delta_seconds, }: {
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update({ input_color, graph, multiplier, adaptation, time_delta_seconds, }: {
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graph: FrameGraph;
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input_color: number;
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multiplier: number;
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adaptation: number;
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time_delta_seconds?: number;
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}):
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}): {
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multiplier: number;
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adaptation: number;
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};
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#private;
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}
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export type PipelineEnquiry = import("../../../device/pipeline/PipelineEnquiry.js").PipelineEnquiry;
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@@ -1 +1 @@
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{"version":3,"file":"GPUCameraExposureManager.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js"],"names":[],"mappings":"
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{"version":3,"file":"GPUCameraExposureManager.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/eye/GPUCameraExposureManager.js"],"names":[],"mappings":"AA6BA;;;;;;;;;;;GAWG;AACH;IAuEI;;;OAGG;IACH,+BAoCC;IAlFD;;;;OAIG;IACH,qBAFU,MAAM,CAEU;IAE1B;;;;OAIG;IACH,uBAFU,MAAM,CAEY;IAE5B;;;;;OAKG;IACH,yBAFU,MAAM,CAEc;IAE9B;;;;;OAKG;IACH,uBAFU,MAAM,CAEY;IAwD5B,gBAOC;IAED;;;;;;OAMG;IACH,4BAEC;IAED;;;;;;OAMG;IACH,4BAEC;IAED;;;;;OAKG;IACH,0BAFW,eAAe,QAMzB;IAED;;;;;;;;;;OAUG;IACH;QAN+B,KAAK;QACT,UAAU,EAA1B,MAAM;QACU,UAAU,EAA1B,MAAM;QACL;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAA;KAAC,CAwBnD;IAsBD;;;;;;;;;;;;;OAaG;IACH;QAR+B,KAAK;QACT,WAAW,EAA3B,MAAM;QACU,UAAU,EAA1B,MAAM;QACU,UAAU,EAA1B,MAAM;QACW,kBAAkB,GAAnC,MAAM;QACL;QAAC,UAAU,EAAE,MAAM,CAAC;QAAC,UAAU,EAAE,MAAM,CAAA;KAAC,CA4DnD;;CA4EJ;8BAnYY,OAAO,6CAA6C,EAAE,eAAe"}
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@@ -17,6 +17,11 @@ const HISTOGRAM_DESCRIPTOR = BufferResourceDescriptor.empty(
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GPUBufferUsage.STORAGE,
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);
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/**
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* The luminance an exposure of one shows at middle grey, cd/m²: the scene value the adaptation maps to 0.18.
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*/
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const MIDDLE_GREY = 0.18;
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const TARGET_LUMINANCE_DESCRIPTOR = BufferResourceDescriptor.from(
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F32_CONTAINER_STRUCT.size,
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GPUBufferUsage.STORAGE | GPUBufferUsage.UNIFORM,
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* The factor lives in one buffer for the manager's life, {@link multiplier}, which a frame's {@link update} or
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* {@link unadapted} writes over. A pass recorded ahead of that write in the frame reads the factor the last frame was
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* shown with: the exposure of the image on screen, Unreal Engine's `View.PreExposure`.
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*
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* Beside it, {@link adaptation}: the luminance the view is adapted to, cd/m², written by the same pass. Adapted, it is
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* the luminance the eye has adapted to, without {@link exposure_compensation}; unadapted, it is the luminance the
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* exposure shows at middle grey.
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*/
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export class GPUCameraExposureManager {
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/**
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*/
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#multiplier;
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/**
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* {@link F32_CONTAINER_STRUCT}: the adaptation the last {@link update} or {@link unadapted} wrote, cd/m².
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* @type {GPUTypedBuffer}
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*/
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#adaptation;
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/**
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* The handles {@link update} and {@link unadapted} return, kept across frames.
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* @type {{multiplier: number, adaptation: number}}
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*/
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#written = { multiplier: -1, adaptation: -1 };
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/**
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* How fast do we adapt to brighter environments?
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* in f-stops per second.
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exposure_compensation = 0.0;
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// what each pass's execution reads, kept across frames: a frame records them and runs them before the next does
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#unadapted_data = { output: -1 };
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#unadapted_data = { output: -1, adaptation: -1 };
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#unadapted_value = { value: 1.0 };
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#unadapted_adaptation = { value: MIDDLE_GREY };
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#build_data = { input_color: -1, output: -1 };
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#parse_data = { input_histogram: -1, output: -1 };
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#adapt_data = { goal: -1, previous: -1, adapted: -1, out_multiplier: -1 };
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#adapt_data = { goal: -1, previous: -1, adapted: -1, out_multiplier: -1, out_adaptation: -1 };
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#adapt_settings = { speed_up: 0, speed_down: 0, time_delta: 0, exp_transition_distance: 0, compensation: 0 };
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#build_bindings = { tInput: null, histogram: null };
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#parse_bindings = { histogram: null, output: null };
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#adapt_bindings = { goal: null, previous: null, settings: this.#adapt_settings, adapted: null, out_multiplier: null };
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#adapt_bindings = { goal: null, previous: null, settings: this.#adapt_settings, adapted: null, out_multiplier: null, out_adaptation: null };
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/**
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*
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this.#multiplier = GPUTypedBuffer.create({
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label: 'exposure multiplier',
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device,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST | GPUBufferUsage.COPY_SRC,
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type: F32_CONTAINER_STRUCT,
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initial_value: {
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value: 1.0
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}
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});
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this.#adaptation = GPUTypedBuffer.create({
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label: 'exposure adaptation',
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device,
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usage: GPUBufferUsage.STORAGE | GPUBufferUsage.UNIFORM | GPUBufferUsage.COPY_DST,
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type: F32_CONTAINER_STRUCT,
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initial_value: {
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value: MIDDLE_GREY
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}
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});
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}
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destroy() {
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}
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* imports it into its graph once, and hands the handle both to the passes that read it ahead of the exposure,
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* which take the last frame's factor, and to {@link update} or {@link unadapted}, which write this frame's.
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* @returns {GPUBuffer} usable as a uniform or read-only storage, and as a copy source, to read it back
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*/
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get multiplier() {
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return this.#multiplier.buffer;
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}
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/**
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* The luminance the view is adapted to, cd/m², {@link F32_CONTAINER_STRUCT}, as the last {@link update} or
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* {@link unadapted} wrote it. Imported into a frame's graph once and handed to {@link update} or {@link unadapted},
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* like {@link multiplier}.
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*
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* @returns {GPUBuffer} usable as a uniform or read-only storage
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*/
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get adaptation() {
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return this.#adaptation.buffer;
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}
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/**
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* Offer the pipelines {@link update} meters and adapts with — see {@link PipelineEnquiry}.
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* {@link unadapted} dispatches none.
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@@ -151,26 +196,37 @@ export class GPUCameraExposureManager {
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}
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/**
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* This frame's factor from {@link exposure_compensation} alone: 2^compensation.
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* This frame's factor from {@link exposure_compensation} alone: 2^compensation. Its adaptation is the luminance
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* that factor shows at middle grey, 0.18 / 2^compensation cd/m².
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*
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* @param {Object} options
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* @param {FrameGraph} options.graph
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* @param {number} options.multiplier the graph handle of {@link multiplier}, imported into `graph`
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* @
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* @param {number} options.adaptation the graph handle of {@link adaptation}, imported into `graph`
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* @return {{multiplier: number, adaptation: number}} the handles of {@link multiplier} and {@link adaptation}
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* with this frame's written; the object is reused by the next call
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*/
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unadapted({
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graph,
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multiplier,
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adaptation,
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}) {
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assert.defined(graph, 'graph');
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assert.isNonNegativeInteger(multiplier, 'multiplier');
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assert.isNonNegativeInteger(adaptation, 'adaptation');
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const data = this.#unadapted_data;
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const pass = graph.add("unadapted", data, this.#execute_unadapted);
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data.output = pass.write(multiplier);
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data.adaptation = pass.write(adaptation);
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const written = this.#written;
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written.multiplier = data.output;
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written.adaptation = data.adaptation;
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return written;
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}
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/**
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@@ -186,26 +242,32 @@ export class GPUCameraExposureManager {
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// compensation is in f-stops: each stop doubles/halves brightness
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this.#unadapted_value.value = Math.pow(2, this.exposure_compensation);
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this.#unadapted_adaptation.value = MIDDLE_GREY / this.#unadapted_value.value;
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// in the command stream, so a pass recorded ahead of this one still reads the last frame's factor
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encoder.writeValueBuffer(resources.get(data.output), 0, F32_CONTAINER_STRUCT, this.#unadapted_value);
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encoder.writeValueBuffer(resources.get(data.adaptation), 0, F32_CONTAINER_STRUCT, this.#unadapted_adaptation);
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}
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/**
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* This frame's factor metered from `input_color`: the luminance adapted toward the frame's, from the last
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* frame's, by the adaptation speeds; its factor is middle grey over it, times 2^{@link exposure_compensation}.
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* frame's, by the adaptation speeds; its factor is middle grey over it, times 2^{@link exposure_compensation}. Its
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* adaptation is that adapted luminance, without the compensation.
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*
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* @param {Object} options
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* @param {FrameGraph} options.graph
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* @param {number} options.input_color
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* @param {number} options.multiplier the graph handle of {@link multiplier}, imported into `graph`
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* @param {number} options.adaptation the graph handle of {@link adaptation}, imported into `graph`
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* @param {number} [options.time_delta_seconds]
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* @return {number} the
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* @return {{multiplier: number, adaptation: number}} the handles of {@link multiplier} and {@link adaptation}
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* with this frame's written; the object is reused by the next call
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*/
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update({
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input_color,
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graph,
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multiplier,
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adaptation,
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time_delta_seconds = 0.01666,
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}) {
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@@ -219,6 +281,7 @@ export class GPUCameraExposureManager {
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assert.defined(graph, 'graph');
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assert.isNonNegativeInteger(multiplier, 'multiplier');
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assert.isNonNegativeInteger(adaptation, 'adaptation');
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assert.isNumber(time_delta_seconds, 'time_delta_seconds');
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assert.greaterThanOrEqual(time_delta_seconds, 0, 'time_delta_seconds');
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@@ -249,8 +312,14 @@ export class GPUCameraExposureManager {
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adapt_data.previous = adapt_pass.read(graph_import_buffer(graph, exposure_buffer_previous.buffer, "previous adapted luminance"));
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adapt_data.adapted = adapt_pass.write(graph_import_buffer(graph, exposure_buffer_current.buffer, "adapted luminance"));
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adapt_data.out_multiplier = adapt_pass.write(multiplier);
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+
adapt_data.out_adaptation = adapt_pass.write(adaptation);
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+
const written = this.#written;
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written.multiplier = adapt_data.out_multiplier;
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written.adaptation = adapt_data.out_adaptation;
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-
return
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return written;
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}
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/**
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@@ -319,6 +388,7 @@ export class GPUCameraExposureManager {
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bindings.previous = resources.get(data.previous);
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bindings.adapted = resources.get(data.adapted);
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bindings.out_multiplier = resources.get(data.out_multiplier);
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+
bindings.out_adaptation = resources.get(data.out_adaptation);
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shader_autoexposure_adapt.dispatch({
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encoder: context.encoder,
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@@ -1 +1 @@
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1
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-
{"version":3,"file":"shader_autoexposure_adapt.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.js"],"names":[],"mappings":"AASA,sDAsBE;
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1
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+
{"version":3,"file":"shader_autoexposure_adapt.d.ts","sourceRoot":"","sources":["../../../../../../src/shade/renderer/postprocess/eye/shader_autoexposure_adapt.js"],"names":[],"mappings":"AASA,sDAsBE;AAkGF,sDAIG;6BApI0B,mCAAmC;8BAElC,+BAA+B"}
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|
@@ -41,6 +41,7 @@ resources.createGroup()
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41
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.addUniform("previous", F32_CONTAINER_STRUCT)
|
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.addStorageBuffer("adapted", F32_CONTAINER_STRUCT, true)
|
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.addStorageBuffer("out_multiplier", F32_CONTAINER_STRUCT, true)
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+
.addStorageBuffer("out_adaptation", F32_CONTAINER_STRUCT, true)
|
|
44
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|
;
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45
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46
47
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@@ -64,6 +65,7 @@ fn main(){
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64
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*/
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65
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if (!(goal.value > 0.0)) {
|
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adapted.value = previous.value;
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+
out_adaptation.value = previous.value;
|
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68
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out_multiplier.value = (MIDDLE_GREY / current_linear) * exp2(settings.compensation);
|
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71
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@@ -113,7 +115,8 @@ fn main(){
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// convert back to linear space
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let new_linear = exp2(new_ev);
|
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adapted.value = new_linear;
|
|
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-
|
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|
+
out_adaptation.value = new_linear;
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+
|
|
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|
// apply final transforms
|
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118
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let shifted = MIDDLE_GREY / adapted.value;
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@@ -9,6 +9,12 @@ export const M3_REC709_TO_AP1: Float64Array;
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9
9
|
* @type {Float64Array}
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|
10
10
|
*/
|
|
11
11
|
export const M3_AP1_TO_REC709: Float64Array;
|
|
12
|
+
/**
|
|
13
|
+
* AP1's contribution of each channel to Y, the row Unreal calls `AP1_RGB2Y`: the shader's `AP1_LUMINANCE`, for code that
|
|
14
|
+
* measures AP1 luma on the CPU.
|
|
15
|
+
* @type {Float64Array}
|
|
16
|
+
*/
|
|
17
|
+
export const AP1_LUMINANCE: Float64Array;
|
|
12
18
|
/**
|
|
13
19
|
* - `CRM_FROM_REC709_TO_AP1` and `CRM_FROM_AP1_TO_REC709`: {@link M3_REC709_TO_AP1} and its inverse.
|
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14
20
|
* - `AP1_LUMINANCE`: AP1's contribution of each channel to Y, the row Unreal calls `AP1_RGB2Y`.
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|
@@ -1 +1 @@
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|
1
|
-
{"version":3,"file":"chunk_CRM_REC709_AP1.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/color/conversion/chunk_CRM_REC709_AP1.js"],"names":[],"mappings":"AAqBA;;;;GAIG;AACH,+BAFU,YAAY,CAE8B;AAIpD;;;GAGG;AACH,+BAFU,YAAY,CAE8B;
|
|
1
|
+
{"version":3,"file":"chunk_CRM_REC709_AP1.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/color/conversion/chunk_CRM_REC709_AP1.js"],"names":[],"mappings":"AAqBA;;;;GAIG;AACH,+BAFU,YAAY,CAE8B;AAIpD;;;GAGG;AACH,+BAFU,YAAY,CAE8B;AAGpD;;;;GAIG;AACH,4BAFU,YAAY,CAEoE;AAW1F;;;;;;;GAOG;AACH,mCAFU,SAAS,CASjB;0BAhEwB,gCAAgC"}
|
|
@@ -35,6 +35,13 @@ m3_multiply(M3_REC709_TO_AP1, XYZ_TO_AP1, M3_REC709_TO_AP1);
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35
35
|
export const M3_AP1_TO_REC709 = new Float64Array(9);
|
|
36
36
|
m3_invert(M3_AP1_TO_REC709, M3_REC709_TO_AP1);
|
|
37
37
|
|
|
38
|
+
/**
|
|
39
|
+
* AP1's contribution of each channel to Y, the row Unreal calls `AP1_RGB2Y`: the shader's `AP1_LUMINANCE`, for code that
|
|
40
|
+
* measures AP1 luma on the CPU.
|
|
41
|
+
* @type {Float64Array}
|
|
42
|
+
*/
|
|
43
|
+
export const AP1_LUMINANCE = Float64Array.of(AP1_TO_XYZ[3], AP1_TO_XYZ[4], AP1_TO_XYZ[5]);
|
|
44
|
+
|
|
38
45
|
/**
|
|
39
46
|
* @param {Float64Array} m row-major
|
|
40
47
|
* @returns {string} a WGSL `mat3x3<f32>` constructor, column by column
|
|
@@ -1,10 +1,10 @@
|
|
|
1
1
|
/**
|
|
2
2
|
* `color_grade(scene, grade, keys)`: exposed scene-linear Rec.709 through a {@link ColorGrade}, white balance, then
|
|
3
|
-
* primaries, then hue curves, to Rec.709 again, not negative. `grade` is the grade's
|
|
4
|
-
* `keys` the curves' keyframes. See `ColorGrade` for what each stage does.
|
|
3
|
+
* primaries, then saturation against luma, then hue curves, to Rec.709 again, not negative. `grade` is the grade's
|
|
4
|
+
* {@link COLOR_GRADE_STRUCT} and `keys` the curves' keyframes. See `ColorGrade` for what each stage does.
|
|
5
5
|
*
|
|
6
|
-
* Also defines each stage on its own: `color_grade_primaries(ap1, grade)
|
|
7
|
-
* `color_grade_hue_curves(color, counts, keys)`.
|
|
6
|
+
* Also defines each stage on its own: `color_grade_primaries(ap1, grade)`,
|
|
7
|
+
* `color_grade_luma_saturation(ap1, counts, keys, first)` and `color_grade_hue_curves(color, counts, keys)`.
|
|
8
8
|
*
|
|
9
9
|
* @type {CodeChunk}
|
|
10
10
|
*/
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"chunk_color_grade.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/color/grade/chunk_color_grade.js"],"names":[],"mappings":"AASA;;;;;;;;;GASG;AACH,gCAFU,SAAS,
|
|
1
|
+
{"version":3,"file":"chunk_color_grade.d.ts","sourceRoot":"","sources":["../../../../../../../../src/shade/renderer/shader/chunk/color/grade/chunk_color_grade.js"],"names":[],"mappings":"AASA;;;;;;;;;GASG;AACH,gCAFU,SAAS,CA2MjB;0BAzNwB,gCAAgC"}
|
|
@@ -9,11 +9,11 @@ import { chunk_oklab_to_linear_srgb } from "../oklab/chunk_oklab_to_linear_srgb.
|
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|
9
9
|
|
|
10
10
|
/**
|
|
11
11
|
* `color_grade(scene, grade, keys)`: exposed scene-linear Rec.709 through a {@link ColorGrade}, white balance, then
|
|
12
|
-
* primaries, then hue curves, to Rec.709 again, not negative. `grade` is the grade's
|
|
13
|
-
* `keys` the curves' keyframes. See `ColorGrade` for what each stage does.
|
|
12
|
+
* primaries, then saturation against luma, then hue curves, to Rec.709 again, not negative. `grade` is the grade's
|
|
13
|
+
* {@link COLOR_GRADE_STRUCT} and `keys` the curves' keyframes. See `ColorGrade` for what each stage does.
|
|
14
14
|
*
|
|
15
|
-
* Also defines each stage on its own: `color_grade_primaries(ap1, grade)
|
|
16
|
-
* `color_grade_hue_curves(color, counts, keys)`.
|
|
15
|
+
* Also defines each stage on its own: `color_grade_primaries(ap1, grade)`,
|
|
16
|
+
* `color_grade_luma_saturation(ap1, counts, keys, first)` and `color_grade_hue_curves(color, counts, keys)`.
|
|
17
17
|
*
|
|
18
18
|
* @type {CodeChunk}
|
|
19
19
|
*/
|
|
@@ -65,6 +65,78 @@ fn color_grade_primaries(ap1: vec3<f32>, grade: ${COLOR_GRADE_STRUCT.wgsl_ref})
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|
65
65
|
return shadows * weight_shadows + midtones * weight_midtones + highlights * weight_highlights;
|
|
66
66
|
}
|
|
67
67
|
|
|
68
|
+
// each AP1 channel drawn away from the luma by its factor, read at the luma's stops from middle grey: the all-channel
|
|
69
|
+
// curve times the channel's own; counts are the red, green, blue and all-channel curves' keys, in that order, starting
|
|
70
|
+
// at key 'first'
|
|
71
|
+
fn color_grade_luma_saturation(
|
|
72
|
+
ap1: vec3<f32>,
|
|
73
|
+
counts: vec4<u32>,
|
|
74
|
+
keys: ptr<storage, array<${ANIMATION_CURVE_KEYFRAME_STRUCT.wgsl_ref}>, read>,
|
|
75
|
+
first: u32,
|
|
76
|
+
) -> vec3<f32> {
|
|
77
|
+
let luma = dot(ap1, AP1_LUMINANCE);
|
|
78
|
+
|
|
79
|
+
// a colour with no luma has no tonal place to read the curves at, and nothing to saturate
|
|
80
|
+
if (all(counts == vec4<u32>(0u)) || luma <= 0.0) {
|
|
81
|
+
return ap1;
|
|
82
|
+
}
|
|
83
|
+
|
|
84
|
+
let stops = log2(luma / 0.18);
|
|
85
|
+
|
|
86
|
+
var saturation = vec3<f32>(1.0);
|
|
87
|
+
|
|
88
|
+
if (counts.x > 0u) {
|
|
89
|
+
saturation.x = animation_curve_evaluate_keys(keys, first, counts.x, stops);
|
|
90
|
+
}
|
|
91
|
+
if (counts.y > 0u) {
|
|
92
|
+
saturation.y = animation_curve_evaluate_keys(keys, first + counts.x, counts.y, stops);
|
|
93
|
+
}
|
|
94
|
+
if (counts.z > 0u) {
|
|
95
|
+
saturation.z = animation_curve_evaluate_keys(keys, first + counts.x + counts.y, counts.z, stops);
|
|
96
|
+
}
|
|
97
|
+
if (counts.w > 0u) {
|
|
98
|
+
saturation *= animation_curve_evaluate_keys(keys, first + counts.x + counts.y + counts.z, counts.w, stops);
|
|
99
|
+
}
|
|
100
|
+
|
|
101
|
+
return max(vec3<f32>(0.0), mix(vec3<f32>(luma), ap1, saturation));
|
|
102
|
+
}
|
|
103
|
+
|
|
104
|
+
// each AP1 channel multiplied by its gain, and every channel by 2^exposure, read at the luma's stops from middle grey;
|
|
105
|
+
// counts are the red, green and blue gain curves' keys and the exposure curve's, in that order, starting at key 'first'
|
|
106
|
+
fn color_grade_luma_gain(
|
|
107
|
+
ap1: vec3<f32>,
|
|
108
|
+
counts: vec4<u32>,
|
|
109
|
+
keys: ptr<storage, array<${ANIMATION_CURVE_KEYFRAME_STRUCT.wgsl_ref}>, read>,
|
|
110
|
+
first: u32,
|
|
111
|
+
) -> vec3<f32> {
|
|
112
|
+
let luma = dot(ap1, AP1_LUMINANCE);
|
|
113
|
+
|
|
114
|
+
// a colour with no luma has no tonal place to read the curves at
|
|
115
|
+
if (all(counts == vec4<u32>(0u)) || luma <= 0.0) {
|
|
116
|
+
return ap1;
|
|
117
|
+
}
|
|
118
|
+
|
|
119
|
+
let stops = log2(luma / 0.18);
|
|
120
|
+
|
|
121
|
+
var gain = vec3<f32>(1.0);
|
|
122
|
+
var exposure = 0.0;
|
|
123
|
+
|
|
124
|
+
if (counts.x > 0u) {
|
|
125
|
+
gain.x = animation_curve_evaluate_keys(keys, first, counts.x, stops);
|
|
126
|
+
}
|
|
127
|
+
if (counts.y > 0u) {
|
|
128
|
+
gain.y = animation_curve_evaluate_keys(keys, first + counts.x, counts.y, stops);
|
|
129
|
+
}
|
|
130
|
+
if (counts.z > 0u) {
|
|
131
|
+
gain.z = animation_curve_evaluate_keys(keys, first + counts.x + counts.y, counts.z, stops);
|
|
132
|
+
}
|
|
133
|
+
if (counts.w > 0u) {
|
|
134
|
+
exposure = animation_curve_evaluate_keys(keys, first + counts.x + counts.y + counts.z, counts.w, stops);
|
|
135
|
+
}
|
|
136
|
+
|
|
137
|
+
return max(vec3<f32>(0.0), ap1 * gain * exp2(exposure));
|
|
138
|
+
}
|
|
139
|
+
|
|
68
140
|
// hue shift, chroma scale and lightness against OkLCh hue; counts.xyz are the three curves' keys, in that order
|
|
69
141
|
fn color_grade_hue_curves(
|
|
70
142
|
color: vec3<f32>,
|
|
@@ -123,7 +195,16 @@ fn color_grade(
|
|
|
123
195
|
) -> vec3<f32> {
|
|
124
196
|
let white_balance = mat3x3<f32>(grade.white_balance_c0.xyz, grade.white_balance_c1.xyz, grade.white_balance_c2.xyz);
|
|
125
197
|
|
|
126
|
-
let
|
|
198
|
+
let primaries = color_grade_primaries(CRM_FROM_REC709_TO_AP1 * (white_balance * scene), grade);
|
|
199
|
+
|
|
200
|
+
// the luma curves' keys follow the hue curves': saturation's, then gain's
|
|
201
|
+
let counts = grade.curve_counts;
|
|
202
|
+
let saturation_counts = grade.luma_curve_counts;
|
|
203
|
+
let hue_keys = counts.x + counts.y + counts.z;
|
|
204
|
+
let saturation_keys = saturation_counts.x + saturation_counts.y + saturation_counts.z + saturation_counts.w;
|
|
205
|
+
|
|
206
|
+
let gained = color_grade_luma_gain(primaries, grade.luma_gain_counts, keys, hue_keys + saturation_keys);
|
|
207
|
+
let ap1 = color_grade_luma_saturation(gained, saturation_counts, keys, hue_keys);
|
|
127
208
|
|
|
128
209
|
let graded = max(CRM_FROM_AP1_TO_REC709 * ap1, vec3<f32>(0.0));
|
|
129
210
|
|
package/src/shade/renderer/shader/chunk/color/tonemap/purkinje/chunk_apply_purkinje_shift.d.ts
ADDED
|
@@ -0,0 +1,65 @@
|
|
|
1
|
+
/**
|
|
2
|
+
* How much of the eye's response is the rods', at an adaptation: 1 at and below {@link PURKINJE_MESOPIC_MIN_NITS}, 0 at
|
|
3
|
+
* and above {@link PURKINJE_MESOPIC_MAX_NITS}, linear in log luminance in between. The share `apply_purkinje_shift`
|
|
4
|
+
* blends by, for code that needs it on the CPU.
|
|
5
|
+
*
|
|
6
|
+
* @param {number} adaptation_luminance cd/m²
|
|
7
|
+
* @returns {number} 0 to 1
|
|
8
|
+
*/
|
|
9
|
+
export function purkinje_rod_share(adaptation_luminance: number): number;
|
|
10
|
+
/**
|
|
11
|
+
* Rec.709 photopic luminance weights: what the cones see of a linear Rec.709 colour.
|
|
12
|
+
* @type {ReadonlyArray<number>}
|
|
13
|
+
*/
|
|
14
|
+
export const PURKINJE_REC709_PHOTOPIC: ReadonlyArray<number>;
|
|
15
|
+
/**
|
|
16
|
+
* Rec.709 scotopic luminance weights: what the rods see of a linear Rec.709 colour. They sum to 1, so a grey has the
|
|
17
|
+
* same scotopic luminance as photopic.
|
|
18
|
+
* @type {ReadonlyArray<number>}
|
|
19
|
+
*/
|
|
20
|
+
export const PURKINJE_REC709_SCOTOPIC: ReadonlyArray<number>;
|
|
21
|
+
/**
|
|
22
|
+
* "Rod blue": the colour the scotopic signal is carried by. Artistic: (0.3, 0.5, 0.9) mimics the sensation of the
|
|
23
|
+
* rods' 507 nm peak.
|
|
24
|
+
* @type {ReadonlyArray<number>}
|
|
25
|
+
*/
|
|
26
|
+
export const PURKINJE_NIGHT_TINT: ReadonlyArray<number>;
|
|
27
|
+
/**
|
|
28
|
+
* CIE 191's mesopic range, cd/m²: rods alone below the lower bound (scotopic), cones alone above the upper (photopic).
|
|
29
|
+
*/
|
|
30
|
+
export const PURKINJE_MESOPIC_MIN_NITS: 0.005;
|
|
31
|
+
export const PURKINJE_MESOPIC_MAX_NITS: 5;
|
|
32
|
+
/**
|
|
33
|
+
* Purkinje shift.
|
|
34
|
+
* Human vision system shifts color perception away from red in night-time conditions.
|
|
35
|
+
*
|
|
36
|
+
* ```wgsl
|
|
37
|
+
* fn apply_purkinje_shift(color_rec709: vec3<f32>, adaptation_luminance: f32) -> vec3<f32>
|
|
38
|
+
* fn purkinje_rod_share(adaptation_luminance: f32) -> f32
|
|
39
|
+
* ```
|
|
40
|
+
*
|
|
41
|
+
* `color_rec709` is scene-linear Rec.709; `adaptation_luminance` is the luminance the eye is adapted to, cd/m². Above
|
|
42
|
+
* 5 cd/m² the colour is returned as it is; below 0.005 cd/m² it is the rod response alone, its scotopic luminance
|
|
43
|
+
* carried by a blue tint; in between the two blend linearly in log luminance, by `purkinje_rod_share`. The shift is
|
|
44
|
+
* linear in the colour, so it gives the same result ahead of the exposure as after it.
|
|
45
|
+
*
|
|
46
|
+
* The constants are the module's exports ({@link PURKINJE_REC709_SCOTOPIC} and the rest), and
|
|
47
|
+
* {@link purkinje_rod_share} is the share on the CPU.
|
|
48
|
+
*
|
|
49
|
+
* NOTE: this should go before the tonemapper.
|
|
50
|
+
*
|
|
51
|
+
* Notes on deriving it from the rod and cone responses: PURKINJE_PHYSICAL_DERIVATION_NOTES.md, beside this file.
|
|
52
|
+
*
|
|
53
|
+
* @see J. Patry, "Real-Time Samurai Cinema: Lighting, Atmosphere, and Tonemapping in Ghost of Tsushima", Advances in
|
|
54
|
+
* Real-Time Rendering in Games, SIGGRAPH 2021 — the primary reference.
|
|
55
|
+
* https://www.advances.realtimerendering.com/s2021/jpatry_advances2021/index.html
|
|
56
|
+
* @see A. G. Kirk, J. F. O'Brien, "Perceptually based tone mapping for low-light conditions", ACM TOG 30(4), 2011.
|
|
57
|
+
* https://www2.eecs.berkeley.edu/Pubs/TechRpts/2011/EECS-2011-91.pdf
|
|
58
|
+
* @see D. Cao, J. Pokorny, V. C. Smith, A. J. Zele, "Rod contributions to color perception: linear with rod
|
|
59
|
+
* contrast", Vision Research 48(26), 2008.
|
|
60
|
+
*
|
|
61
|
+
* @type {CodeChunk}
|
|
62
|
+
*/
|
|
63
|
+
export const chunk_apply_purkinje_shift: CodeChunk;
|
|
64
|
+
import { CodeChunk } from "../../../../compiler/CodeChunk.js";
|
|
65
|
+
//# sourceMappingURL=chunk_apply_purkinje_shift.d.ts.map
|
package/src/shade/renderer/shader/chunk/color/tonemap/purkinje/chunk_apply_purkinje_shift.d.ts.map
ADDED
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"chunk_apply_purkinje_shift.d.ts","sourceRoot":"","sources":["../../../../../../../../../src/shade/renderer/shader/chunk/color/tonemap/purkinje/chunk_apply_purkinje_shift.js"],"names":[],"mappings":"AAiCA;;;;;;;GAOG;AACH,yDAHW,MAAM,GACJ,MAAM,CAQlB;AA7CD;;;GAGG;AACH,uCAFU,cAAc,MAAM,CAAC,CAEiD;AAEhF;;;;GAIG;AACH,uCAFU,cAAc,MAAM,CAAC,CAEiD;AAEhF;;;;GAIG;AACH,kCAFU,cAAc,MAAM,CAAC,CAEmC;AAElE;;GAEG;AACH,8CAA+C;AAC/C,0CAA2C;AAwC3C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA8BG;AACH,yCAFU,SAAS,CAwCjB;0BAvIwB,mCAAmC"}
|