Files
UnrealEngine/Engine/Source/Runtime/Renderer/Private/PostProcess/PostProcessEyeAdaptation.h
2025-05-18 13:04:45 +08:00

129 lines
5.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "ScreenPass.h"
class FLocalExposureParameters;
namespace AutoExposurePermutation
{
class FUsePrecalculatedLuminanceDim : SHADER_PERMUTATION_BOOL("USE_PRECALCULATED_LUMINANCE");
class FUseApproxIlluminanceDim : SHADER_PERMUTATION_BOOL("USE_APPROX_ILLUMINANCE");
class FUseDebugOutputDim : SHADER_PERMUTATION_BOOL("USE_DEBUG_OUTPUT");
using FCommonDomain = TShaderPermutationDomain<FUsePrecalculatedLuminanceDim, FUseApproxIlluminanceDim, FUseDebugOutputDim>;
bool ShouldCompileCommonPermutation(const FCommonDomain& PermutationVector);
FCommonDomain BuildCommonPermutationDomain();
} // namespace AutoExposurePermutation
// For converting the auto exposure to new values from 4.24 to 4.25
float CalculateEyeAdaptationParameterExposureConversion(const FPostProcessSettings& Settings, const bool bExtendedLuminanceRange);
// figure out the LuminanceMax (i.e. how much light in cd/m2 will saturate the camera sensor) from the CVar lens attenuation
float LuminanceMaxFromLensAttenuation();
// Returns whether the auto exposure method is supported by the feature level.
bool IsAutoExposureMethodSupported(ERHIFeatureLevel::Type FeatureLevel, EAutoExposureMethod AutoExposureMethodId);
// Returns true if the view is in a debug mode that disables all exposure
bool IsAutoExposureDebugMode(const FViewInfo& View);
// Returns the fixed exposure value
float CalculateFixedAutoExposure(const FViewInfo& View);
// Returns the manual exposure value
float CalculateManualAutoExposure(const FViewInfo& View, bool bForceDisablePhysicalCamera);
// Returns the exposure compensation from the View,
float GetAutoExposureCompensationFromSettings(const FViewInfo& View);
bool IsExtendLuminanceRangeEnabled();
bool IsAutoExposureUsingIlluminanceEnabled(const FViewInfo& View);
int32 GetAutoExposureIlluminanceDownscaleFactor();
// Returns the auto exposure method enabled by the view (including CVar override).
EAutoExposureMethod GetAutoExposureMethod(const FViewInfo& View);
BEGIN_SHADER_PARAMETER_STRUCT(FEyeAdaptationParameters, )
SHADER_PARAMETER(float, ExposureLowPercent)
SHADER_PARAMETER(float, ExposureHighPercent)
SHADER_PARAMETER(float, MinAverageLuminance)
SHADER_PARAMETER(float, MaxAverageLuminance)
SHADER_PARAMETER(float, ExposureCompensationSettings)
SHADER_PARAMETER(float, ExposureCompensationCurve)
SHADER_PARAMETER(float, DeltaWorldTime)
SHADER_PARAMETER(float, ExposureSpeedUp)
SHADER_PARAMETER(float, ExposureSpeedDown)
SHADER_PARAMETER(float, HistogramScale)
SHADER_PARAMETER(float, HistogramBias)
SHADER_PARAMETER(float, LuminanceMin)
SHADER_PARAMETER(float, BlackHistogramBucketInfluence)
SHADER_PARAMETER(float, GreyMult)
SHADER_PARAMETER(FVector3f, LuminanceWeights)
SHADER_PARAMETER(float, ExponentialUpM)
SHADER_PARAMETER(float, ExponentialDownM)
SHADER_PARAMETER(float, StartDistance)
SHADER_PARAMETER(float, LuminanceMax)
SHADER_PARAMETER(float, IgnoreMaterialsEvaluationPositionBias)
SHADER_PARAMETER(float, IgnoreMaterialsLuminanceScale)
SHADER_PARAMETER(float, IgnoreMaterialsMinBaseColorLuminance)
SHADER_PARAMETER(uint32, IgnoreMaterialsReconstructFromSceneColor)
SHADER_PARAMETER(float, ForceTarget)
SHADER_PARAMETER(int, VisualizeDebugType)
SHADER_PARAMETER_TEXTURE(Texture2D, MeterMaskTexture)
SHADER_PARAMETER_SAMPLER(SamplerState, MeterMaskSampler)
END_SHADER_PARAMETER_STRUCT()
FEyeAdaptationParameters GetEyeAdaptationParameters(const FViewInfo& ViewInfo);
// Computes the a fixed exposure to be used to replace the dynamic exposure when it's not supported (< SM5).
float GetEyeAdaptationFixedExposure(const FViewInfo& View);
FRDGTextureRef AddSetupExposureIlluminancePass(
FRDGBuilder& GraphBuilder,
TArrayView<const FViewInfo> Views,
const FSceneTextures& SceneTextures);
FRDGTextureRef AddCalculateExposureIlluminancePass(
FRDGBuilder& GraphBuilder,
TArrayView<const FViewInfo> Views,
const FSceneTextures& SceneTextures,
const struct FTranslucencyLightingVolumeTextures& TranslucencyLightingVolumeTextures,
FRDGTextureRef ExposureIlluminanceSetup);
// Returns the updated eye adaptation buffer.
FRDGBufferRef AddHistogramEyeAdaptationPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
const FLocalExposureParameters& LocalExposureParameters,
FRDGTextureRef HistogramTexture,
bool bComputeAverageLocalExposure);
// Computes luma of scene color stores in Alpha.
FScreenPassTexture AddBasicEyeAdaptationSetupPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
FScreenPassTexture SceneColor);
// Returns the updated eye adaptation buffer.
FRDGBufferRef AddBasicEyeAdaptationPass(
FRDGBuilder& GraphBuilder,
const FViewInfo& View,
const FEyeAdaptationParameters& EyeAdaptationParameters,
const FLocalExposureParameters& LocalExposureParameters,
FScreenPassTextureSlice SceneColor,
FRDGBufferRef EyeAdaptationBuffer,
bool bComputeAverageLocalExposure);
/**
* Helper function to get current eye adaptation in a texture.
* Should only be used by external plugins that require eye adaptation data in texture format.
*/
RENDERER_API FRDGTextureRef AddCopyEyeAdaptationDataToTexturePass(FRDGBuilder& GraphBuilder, const FViewInfo& View);