Browse Source

Tonemapping and Auto Exposure support

Juan Linietsky 8 years ago
parent
commit
8534ced22d

+ 229 - 6
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -890,11 +890,24 @@ void RasterizerSceneGLES3::environment_set_ssao(RID p_env,bool p_enable, float p
 
 
 }
 }
 
 
+void RasterizerSceneGLES3::environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale) {
 
 
-void RasterizerSceneGLES3::environment_set_tonemap(RID p_env, bool p_enable, float p_exposure, float p_white, float p_min_luminance, float p_max_luminance, float p_auto_exp_speed, float p_auto_exp_scale, VS::EnvironmentToneMapper p_tone_mapper){
+	Environment *env=environment_owner.getornull(p_env);
+	ERR_FAIL_COND(!env);
+
+
+	env->tone_mapper=p_tone_mapper;
+	env->tone_mapper_exposure=p_exposure;
+	env->tone_mapper_exposure_white=p_white;
+	env->auto_exposure=p_auto_exposure;
+	env->auto_exposure_speed=p_auto_exp_speed;
+	env->auto_exposure_min=p_min_luminance;
+	env->auto_exposure_max=p_max_luminance;
+	env->auto_exposure_grey=p_auto_exp_scale;
 
 
 }
 }
 
 
+
 void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) {
 void RasterizerSceneGLES3::environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp) {
 
 
 
 
@@ -3010,6 +3023,172 @@ void RasterizerSceneGLES3::_render_mrts(Environment *env,const CameraMatrix &p_c
 
 
 }
 }
 
 
+void RasterizerSceneGLES3::_post_process(Environment *env){
+
+	//copy to front buffer
+
+	glDepthMask(GL_FALSE);
+	glDisable(GL_DEPTH_TEST);
+	glDisable(GL_CULL_FACE);
+	glDisable(GL_BLEND);
+	glDepthFunc(GL_LEQUAL);
+	glColorMask(1,1,1,1);
+
+	//turn off everything used
+
+	if (!env) {
+		//no environment, simply return and convert to SRGB
+		glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
+		glActiveTexture(GL_TEXTURE0);
+		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
+		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,true);
+		storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,true);
+		storage->shaders.copy.bind();
+
+		_copy_screen();
+
+		storage->shaders.copy.set_conditional(CopyShaderGLES3::LINEAR_TO_SRGB,false);
+		storage->shaders.copy.set_conditional(CopyShaderGLES3::DISABLE_ALPHA,false);	//compute luminance
+
+		return;
+
+	}
+
+
+	//order of operation
+	//1) DOF Blur (first blur, then copy to buffer applying the blur)
+	//2) Motion Blur
+	//3) Bloom
+	//4) Tonemap
+	//5) Adjustments
+
+	GLuint composite_from = storage->frame.current_rt->buffers.diffuse;
+
+
+	if ( env->auto_exposure) {
+
+		//compute auto exposure
+		//first step, copy from image to luminance buffer
+		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,true);
+		state.exposure_shader.bind();
+		int ss[2]={
+			storage->frame.current_rt->width,
+			storage->frame.current_rt->height,
+		};
+		int ds[2]={
+			exposure_shrink_size,
+			exposure_shrink_size,
+		};
+
+		glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::SOURCE_RENDER_SIZE),1,ss);
+		glUniform2iv(state.exposure_shader.get_uniform(ExposureShaderGLES3::TARGET_SIZE),1,ds);
+		glActiveTexture(GL_TEXTURE0);
+		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->buffers.diffuse);
+
+
+		glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[0].fbo);
+		glViewport(0,0,exposure_shrink_size,exposure_shrink_size);
+
+		_copy_screen();
+
+
+
+
+
+		//second step, shrink to 2x2 pixels
+		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_BEGIN,false);
+		state.exposure_shader.bind();
+		//shrink from second to previous to last level
+
+		int s_size=exposure_shrink_size/3;
+		for(int i=1;i<exposure_shrink.size()-1;i++) {
+
+			glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[i].fbo);
+			glActiveTexture(GL_TEXTURE0);
+			glBindTexture(GL_TEXTURE_2D,exposure_shrink[i-1].color);
+
+			_copy_screen();
+
+			glViewport(0,0,s_size,s_size);
+
+			s_size/=3;
+
+		}
+		//third step, shrink to 1x1 pixel taking in consideration the previous exposure
+		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,true);
+
+		uint64_t tick = OS::get_singleton()->get_ticks_usec();
+		uint64_t tick_diff = storage->frame.current_rt->last_exposure_tick==0?0:tick-storage->frame.current_rt->last_exposure_tick;
+		storage->frame.current_rt->last_exposure_tick=tick;
+
+		if (tick_diff==0 || tick_diff>1000000) {
+			state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,true);
+
+		}
+
+		state.exposure_shader.bind();
+
+		glBindFramebuffer(GL_FRAMEBUFFER,exposure_shrink[exposure_shrink.size()-1].fbo);
+		glViewport(0,0,1,1);
+		glActiveTexture(GL_TEXTURE0);
+		glBindTexture(GL_TEXTURE_2D,exposure_shrink[exposure_shrink.size()-2].color);
+		glActiveTexture(GL_TEXTURE1);
+		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color); //read from previous
+
+
+		state.exposure_shader.set_uniform(ExposureShaderGLES3::EXPOSURE_ADJUST,env->auto_exposure_speed*(tick_diff/1000000.0));
+		state.exposure_shader.set_uniform(ExposureShaderGLES3::MAX_LUMINANCE,env->auto_exposure_max);
+		state.exposure_shader.set_uniform(ExposureShaderGLES3::MIN_LUMINANCE,env->auto_exposure_min);
+
+		_copy_screen();
+
+		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_FORCE_SET,false);
+		state.exposure_shader.set_conditional(ExposureShaderGLES3::EXPOSURE_END,false);
+
+		//last step, swap with the framebuffer exposure, so the right exposure is kept int he framebuffer
+		SWAP(exposure_shrink[exposure_shrink.size()-1].fbo,storage->frame.current_rt->exposure.fbo);
+		SWAP(exposure_shrink[exposure_shrink.size()-1].color,storage->frame.current_rt->exposure.color);
+
+
+		glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
+
+	}
+
+
+	glBindFramebuffer(GL_FRAMEBUFFER,storage->frame.current_rt->fbo);
+
+	glActiveTexture(GL_TEXTURE0);
+	glBindTexture(GL_TEXTURE_2D,composite_from);
+
+	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_FILMIC);
+	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_ACES);
+	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,env->tone_mapper==VS::ENV_TONE_MAPPER_REINHARDT);
+
+	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,env->auto_exposure);
+
+	state.tonemap_shader.bind();
+
+	state.tonemap_shader.set_uniform(TonemapShaderGLES3::EXPOSURE,env->tone_mapper_exposure);
+	state.tonemap_shader.set_uniform(TonemapShaderGLES3::WHITE,env->tone_mapper_exposure_white);
+
+
+	if (env->auto_exposure)	{
+
+		glActiveTexture(GL_TEXTURE1);
+		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
+		state.tonemap_shader.set_uniform(TonemapShaderGLES3::AUTO_EXPOSURE_GREY,env->auto_exposure_grey);
+
+	}
+
+	_copy_screen();
+
+	//turn off everything used
+	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_AUTO_EXPOSURE,false);
+	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_FILMIC_TONEMAPPER,false);
+	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_ACES_TONEMAPPER,false);
+	state.tonemap_shader.set_conditional(TonemapShaderGLES3::USE_REINDHART_TONEMAPPER,false);
+
+}
 
 
 void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass){
 void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass){
 
 
@@ -3056,8 +3235,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
 	render_list.clear();
 	render_list.clear();
 
 
 
 
-	bool use_mrt=true;
-
+	bool use_mrt=false;
 
 
 
 
 	_fill_render_list(p_cull_result,p_cull_count,false);
 	_fill_render_list(p_cull_result,p_cull_count,false);
@@ -3074,6 +3252,7 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
 	GLuint current_fbo;
 	GLuint current_fbo;
 
 
 
 
+
 	if (probe) {
 	if (probe) {
 
 
 		ReflectionAtlas *ref_atlas = reflection_atlas_owner.getptr(probe->atlas);
 		ReflectionAtlas *ref_atlas = reflection_atlas_owner.getptr(probe->atlas);
@@ -3100,6 +3279,8 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
 
 
 	} else {
 	} else {
 
 
+		use_mrt = state.used_sss || (env && (env->ssao_enabled || env->ssr_enabled)); //only enable MRT rendering if any of these is enabled
+
 		glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
 		glViewport(0,0,storage->frame.current_rt->width,storage->frame.current_rt->height);
 
 
 		if (use_mrt) {
 		if (use_mrt) {
@@ -3267,9 +3448,11 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
 		return;
 		return;
 	}
 	}
 
 
-	_copy_to_front_buffer(env);
 
 
-/*	if (shadow_atlas) {
+	_post_process(env);
+
+
+	if (false && shadow_atlas) {
 
 
 		//_copy_texture_to_front_buffer(shadow_atlas->depth);
 		//_copy_texture_to_front_buffer(shadow_atlas->depth);
 		storage->canvas->canvas_begin();
 		storage->canvas->canvas_begin();
@@ -3279,7 +3462,17 @@ void RasterizerSceneGLES3::render_scene(const Transform& p_cam_transform,const C
 		storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));
 		storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/2,storage->frame.current_rt->height/2),Rect2(0,0,1,1));
 
 
 	}
 	}
-*/
+
+	if (false && storage->frame.current_rt) {
+
+		//_copy_texture_to_front_buffer(shadow_atlas->depth);
+		storage->canvas->canvas_begin();
+		glActiveTexture(GL_TEXTURE0);
+		glBindTexture(GL_TEXTURE_2D,exposure_shrink[4].color);
+//		glBindTexture(GL_TEXTURE_2D,storage->frame.current_rt->exposure.color);
+		storage->canvas->draw_generic_textured_rect(Rect2(0,0,storage->frame.current_rt->width/16,storage->frame.current_rt->height/16),Rect2(0,0,1,1));
+
+	}
 
 
 	if (false && reflection_atlas && storage->frame.current_rt) {
 	if (false && reflection_atlas && storage->frame.current_rt) {
 
 
@@ -4199,6 +4392,8 @@ void RasterizerSceneGLES3::initialize() {
 	state.ssao_minify_shader.init();
 	state.ssao_minify_shader.init();
 	state.ssao_shader.init();
 	state.ssao_shader.init();
 	state.ssao_blur_shader.init();
 	state.ssao_blur_shader.init();
+	state.exposure_shader.init();
+	state.tonemap_shader.init();
 
 
 
 
 	{
 	{
@@ -4209,6 +4404,34 @@ void RasterizerSceneGLES3::initialize() {
 		GLOBAL_DEF("rendering/gles3/subsurface_scattering/follow_surface",false);
 		GLOBAL_DEF("rendering/gles3/subsurface_scattering/follow_surface",false);
 	}
 	}
 
 
+	exposure_shrink_size=243;
+	int max_exposure_shrink_size=exposure_shrink_size;
+
+	while(max_exposure_shrink_size>0) {
+
+		RasterizerStorageGLES3::RenderTarget::Exposure e;
+
+		glGenFramebuffers(1, &e.fbo);
+		glBindFramebuffer(GL_FRAMEBUFFER, e.fbo);
+
+		glGenTextures(1, &e.color);
+		glBindTexture(GL_TEXTURE_2D, e.color);
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F,  max_exposure_shrink_size, max_exposure_shrink_size, 0, GL_RED, GL_FLOAT, NULL);
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,  e.color, 0);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+		exposure_shrink.push_back(e);
+		max_exposure_shrink_size/=3;
+
+		GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+		ERR_CONTINUE(status!=GL_FRAMEBUFFER_COMPLETE);
+
+
+	}
+
 }
 }
 
 
 void RasterizerSceneGLES3::iteration() {
 void RasterizerSceneGLES3::iteration() {

+ 28 - 1
drivers/gles3/rasterizer_scene_gles3.h

@@ -11,6 +11,8 @@
 #include "drivers/gles3/shaders/ssao_minify.glsl.h"
 #include "drivers/gles3/shaders/ssao_minify.glsl.h"
 #include "drivers/gles3/shaders/ssao.glsl.h"
 #include "drivers/gles3/shaders/ssao.glsl.h"
 #include "drivers/gles3/shaders/ssao_blur.glsl.h"
 #include "drivers/gles3/shaders/ssao_blur.glsl.h"
+#include "drivers/gles3/shaders/exposure.glsl.h"
+#include "drivers/gles3/shaders/tonemap.glsl.h"
 
 
 class RasterizerSceneGLES3 : public RasterizerScene {
 class RasterizerSceneGLES3 : public RasterizerScene {
 public:
 public:
@@ -48,6 +50,9 @@ public:
 
 
 	RasterizerStorageGLES3 *storage;
 	RasterizerStorageGLES3 *storage;
 
 
+	Vector<RasterizerStorageGLES3::RenderTarget::Exposure> exposure_shrink;
+	int exposure_shrink_size;
+
 
 
 	struct State {
 	struct State {
 
 
@@ -68,6 +73,8 @@ public:
 		SsaoMinifyShaderGLES3 ssao_minify_shader;
 		SsaoMinifyShaderGLES3 ssao_minify_shader;
 		SsaoShaderGLES3 ssao_shader;
 		SsaoShaderGLES3 ssao_shader;
 		SsaoBlurShaderGLES3 ssao_blur_shader;
 		SsaoBlurShaderGLES3 ssao_blur_shader;
+		ExposureShaderGLES3 exposure_shader;
+		TonemapShaderGLES3 tonemap_shader;
 
 
 
 
 		struct SceneDataUBO {
 		struct SceneDataUBO {
@@ -334,6 +341,15 @@ public:
 		Color ssao_color;
 		Color ssao_color;
 		bool ssao_filter;
 		bool ssao_filter;
 
 
+		VS::EnvironmentToneMapper tone_mapper;
+		float tone_mapper_exposure;
+		float tone_mapper_exposure_white;
+		bool auto_exposure;
+		float auto_exposure_speed;
+		float auto_exposure_min;
+		float auto_exposure_max;
+		float auto_exposure_grey;
+
 		Environment() {
 		Environment() {
 			bg_mode=VS::ENV_BG_CLEAR_COLOR;
 			bg_mode=VS::ENV_BG_CLEAR_COLOR;
 			skybox_scale=1.0;
 			skybox_scale=1.0;
@@ -360,6 +376,14 @@ public:
 			ssao_light_affect=0;
 			ssao_light_affect=0;
 			ssao_filter=true;
 			ssao_filter=true;
 
 
+			tone_mapper=VS::ENV_TONE_MAPPER_LINEAR;
+			tone_mapper_exposure=1.0;
+			tone_mapper_exposure_white=1.0;
+			auto_exposure=false;
+			auto_exposure_speed=0.5;
+			auto_exposure_min=0.05;
+			auto_exposure_max=8;
+			auto_exposure_grey=0.4;
 
 
 		}
 		}
 	};
 	};
@@ -382,7 +406,8 @@ public:
 	virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness);
 	virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness);
 	virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect,const Color &p_color,bool p_blur);
 	virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_radius2, float p_intensity2, float p_intensity, float p_bias, float p_light_affect,const Color &p_color,bool p_blur);
 
 
-	virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,VS::EnvironmentToneMapper p_tone_mapper);
+	virtual void environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale);
+
 	virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp);
 	virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp);
 
 
 
 
@@ -618,6 +643,8 @@ public:
 	void _fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow);
 	void _fill_render_list(InstanceBase** p_cull_result,int p_cull_count,bool p_shadow);
 
 
 	void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
 	void _render_mrts(Environment *env, const CameraMatrix &p_cam_projection);
+	void _post_process(Environment *env);
+
 	virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass);
 	virtual void render_scene(const Transform& p_cam_transform,const CameraMatrix& p_cam_projection,bool p_cam_ortogonal,InstanceBase** p_cull_result,int p_cull_count,RID* p_light_cull_result,int p_light_cull_count,RID* p_reflection_probe_cull_result,int p_reflection_probe_cull_count,RID p_environment,RID p_shadow_atlas,RID p_reflection_atlas,RID p_reflection_probe,int p_reflection_probe_pass);
 	virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count);
 	virtual void render_shadow(RID p_light,RID p_shadow_atlas,int p_pass,InstanceBase** p_cull_result,int p_cull_count);
 	virtual bool free(RID p_rid);
 	virtual bool free(RID p_rid);

+ 21 - 0
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -4799,6 +4799,10 @@ void RasterizerStorageGLES3::_render_target_clear(RenderTarget *rt) {
 		glDeleteTextures(1,&rt->effects.ssao.linear_depth);
 		glDeleteTextures(1,&rt->effects.ssao.linear_depth);
 	}
 	}
 
 
+	if (rt->exposure.fbo) {
+		glDeleteFramebuffers(1,&rt->exposure.fbo);
+		glDeleteTextures(1,&rt->exposure.color);
+	}
 	Texture *tex = texture_owner.get(rt->texture);
 	Texture *tex = texture_owner.get(rt->texture);
 	tex->alloc_height=0;
 	tex->alloc_height=0;
 	tex->alloc_width=0;
 	tex->alloc_width=0;
@@ -5120,6 +5124,23 @@ void RasterizerStorageGLES3::_render_target_allocate(RenderTarget *rt){
 			rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
 			rt->effects.ssao.depth_mipmap_fbos.push_back(fbo);
 		}
 		}
 
 
+
+		//////Exposure
+
+		glGenFramebuffers(1, &rt->exposure.fbo);
+		glBindFramebuffer(GL_FRAMEBUFFER, rt->exposure.fbo);
+
+		glGenTextures(1, &rt->exposure.color);
+		glBindTexture(GL_TEXTURE_2D, rt->exposure.color);
+		glTexImage2D(GL_TEXTURE_2D, 0, GL_R32F,  1, 1, 0, GL_RED, GL_FLOAT, NULL);
+		glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,  rt->exposure.color, 0);
+
+		status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
+		if (status != GL_FRAMEBUFFER_COMPLETE) {
+			_render_target_clear(rt);
+			ERR_FAIL_COND( status != GL_FRAMEBUFFER_COMPLETE );
+		}
+
 	}
 	}
 }
 }
 
 

+ 12 - 3
drivers/gles3/rasterizer_storage_gles3.h

@@ -922,12 +922,19 @@ public:
 				SSAO() { blur_fbo[0]=0; blur_fbo[1]=0; linear_depth=0; }
 				SSAO() { blur_fbo[0]=0; blur_fbo[1]=0; linear_depth=0; }
 			} ssao;
 			} ssao;
 
 
-			Effects() {
-
-			}
+			Effects() {}
 
 
 		} effects;
 		} effects;
 
 
+		struct Exposure {
+			GLuint fbo;
+			GLuint color;
+
+			Exposure() { fbo=0; }
+		} exposure;
+
+		uint64_t last_exposure_tick;
+
 		int width,height;
 		int width,height;
 
 
 		bool flags[RENDER_TARGET_FLAG_MAX];
 		bool flags[RENDER_TARGET_FLAG_MAX];
@@ -950,6 +957,8 @@ public:
 			flags[RENDER_TARGET_TRANSPARENT]=false;
 			flags[RENDER_TARGET_TRANSPARENT]=false;
 			flags[RENDER_TARGET_NO_3D]=false;
 			flags[RENDER_TARGET_NO_3D]=false;
 			flags[RENDER_TARGET_NO_SAMPLING]=false;
 			flags[RENDER_TARGET_NO_SAMPLING]=false;
+
+			last_exposure_tick=0;
 		}
 		}
 	};
 	};
 
 

+ 2 - 0
drivers/gles3/shaders/SCsub

@@ -15,5 +15,7 @@ if env['BUILDERS'].has_key('GLES3_GLSL'):
 	env.GLES3_GLSL('ssao.glsl');
 	env.GLES3_GLSL('ssao.glsl');
 	env.GLES3_GLSL('ssao_minify.glsl');
 	env.GLES3_GLSL('ssao_minify.glsl');
 	env.GLES3_GLSL('ssao_blur.glsl');
 	env.GLES3_GLSL('ssao_blur.glsl');
+	env.GLES3_GLSL('exposure.glsl');
+	env.GLES3_GLSL('tonemap.glsl');
 
 
 
 

+ 98 - 0
drivers/gles3/shaders/exposure.glsl

@@ -0,0 +1,98 @@
+[vertex]
+
+
+layout(location=0) in highp vec4 vertex_attrib;
+
+
+void main() {
+
+	gl_Position = vertex_attrib;
+
+}
+
+[fragment]
+
+
+uniform highp sampler2D source_exposure; //texunit:0
+
+#ifdef EXPOSURE_BEGIN
+
+uniform highp ivec2 source_render_size;
+uniform highp ivec2 target_size;
+
+#endif
+
+#ifdef EXPOSURE_END
+
+uniform highp sampler2D prev_exposure; //texunit:1
+uniform highp float exposure_adjust;
+uniform highp float min_luminance;
+uniform highp float max_luminance;
+
+#endif
+
+layout(location = 0) out highp float exposure;
+
+
+
+void main() {
+
+
+
+#ifdef EXPOSURE_BEGIN
+
+
+	ivec2 src_pos = ivec2(gl_FragCoord.xy)*source_render_size/target_size;
+
+#if 1
+	//more precise and expensive, but less jittery
+	ivec2 next_pos = ivec2(gl_FragCoord.xy+ivec2(1))*source_render_size/target_size;
+	next_pos = max(next_pos,src_pos+ivec2(1)); //so it at least reads one pixel
+	highp vec3 source_color=vec3(0.0);
+	for(int i=src_pos.x;i<next_pos.x;i++) {
+		for(int j=src_pos.y;j<next_pos.y;j++) {
+			source_color += texelFetch(source_exposure,ivec2(i,j),0).rgb;
+		}
+	}
+
+	source_color/=float( (next_pos.x-src_pos.x)*(next_pos.y-src_pos.y) );
+#else
+	highp vec3 source_color = texelFetch(source_exposure,src_pos,0).rgb;
+
+#endif
+
+	exposure = max(source_color.r,max(source_color.g,source_color.b));
+
+#else
+
+	ivec2 coord = ivec2(gl_FragCoord.xy);
+	exposure  = texelFetch(source_exposure,coord*3+ivec2(0,0),0).r;
+	exposure += texelFetch(source_exposure,coord*3+ivec2(1,0),0).r;
+	exposure += texelFetch(source_exposure,coord*3+ivec2(2,0),0).r;
+	exposure += texelFetch(source_exposure,coord*3+ivec2(0,1),0).r;
+	exposure += texelFetch(source_exposure,coord*3+ivec2(1,1),0).r;
+	exposure += texelFetch(source_exposure,coord*3+ivec2(2,1),0).r;
+	exposure += texelFetch(source_exposure,coord*3+ivec2(0,2),0).r;
+	exposure += texelFetch(source_exposure,coord*3+ivec2(1,2),0).r;
+	exposure += texelFetch(source_exposure,coord*3+ivec2(2,2),0).r;
+	exposure *= (1.0/9.0);
+
+#ifdef EXPOSURE_END
+
+#ifdef EXPOSURE_FORCE_SET
+	//will stay as is
+#else
+	highp float prev_lum = texelFetch(prev_exposure,ivec2(0,0),0).r; //1 pixel previous exposure
+	exposure = clamp( prev_lum + (exposure-prev_lum)*exposure_adjust,min_luminance,max_luminance);
+
+#endif //EXPOSURE_FORCE_SET
+
+
+#endif //EXPOSURE_END
+
+#endif //EXPOSURE_BEGIN
+
+
+}
+
+

+ 97 - 0
drivers/gles3/shaders/tonemap.glsl

@@ -0,0 +1,97 @@
+[vertex]
+
+
+layout(location=0) in highp vec4 vertex_attrib;
+
+
+void main() {
+
+	gl_Position = vertex_attrib;
+
+}
+
+[fragment]
+
+
+uniform highp sampler2D source; //texunit:0
+
+uniform float exposure;
+uniform float white;
+
+#ifdef USE_AUTO_EXPOSURE
+
+uniform highp sampler2D source_auto_exposure; //texunit:1
+uniform highp float auto_exposure_grey;
+
+#endif
+
+
+layout(location = 0) out vec4 frag_color;
+
+
+void main() {
+
+	ivec2 coord = ivec2(gl_FragCoord.xy);
+	vec3 color = texelFetch(source,coord,0).rgb;
+
+
+#ifdef USE_AUTO_EXPOSURE
+
+	color/=texelFetch(source_auto_exposure,ivec2(0,0),0).r/auto_exposure_grey;
+#endif
+
+	color*=exposure;
+
+
+#ifdef USE_REINDHART_TONEMAPPER
+
+	{
+		color.rgb = ( color.rgb * ( 1.0 + ( color.rgb / ( white) ) ) ) / ( 1.0 + color.rgb );
+
+	}
+#endif
+
+#ifdef USE_FILMIC_TONEMAPPER
+
+	{
+
+		float A = 0.15;
+		float B = 0.50;
+		float C = 0.10;
+		float D = 0.20;
+		float E = 0.02;
+		float F = 0.30;
+		float W = 11.2;
+
+		vec3 coltn = ((color.rgb*(A*color.rgb+C*B)+D*E)/(color.rgb*(A*color.rgb+B)+D*F))-E/F;
+		float whitetn = ((white*(A*white+C*B)+D*E)/(white*(A*white+B)+D*F))-E/F;
+
+		color.rgb=coltn/whitetn;
+
+	}
+#endif
+
+#ifdef USE_ACES_TONEMAPPER
+
+	{
+		float a = 2.51f;
+		float b = 0.03f;
+		float c = 2.43f;
+		float d = 0.59f;
+		float e = 0.14f;
+		color.rgb = clamp((color.rgb*(a*color.rgb+b))/(color.rgb*(c*color.rgb+d)+e),vec3(0.0),vec3(1.0));
+	}
+
+#endif
+
+	//regular Linear -> SRGB conversion
+	vec3 a = vec3(0.055);
+	color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308)));
+
+
+
+
+	frag_color=vec4(color.rgb,1.0);
+}
+
+

+ 20 - 21
scene/resources/environment.cpp

@@ -136,7 +136,7 @@ float Environment::get_ambient_light_skybox_contribution() const{
 void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
 void Environment::set_tonemapper(ToneMapper p_tone_mapper) {
 
 
 	tone_mapper=p_tone_mapper;
 	tone_mapper=p_tone_mapper;
-	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+	VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
 }
 }
 
 
 Environment::ToneMapper Environment::get_tonemapper() const{
 Environment::ToneMapper Environment::get_tonemapper() const{
@@ -147,18 +147,18 @@ Environment::ToneMapper Environment::get_tonemapper() const{
 void Environment::set_tonemap_exposure(float p_exposure){
 void Environment::set_tonemap_exposure(float p_exposure){
 
 
 	tonemap_exposure=p_exposure;
 	tonemap_exposure=p_exposure;
-	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+	VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
 }
 }
 
 
 float Environment::get_tonemap_exposure() const{
 float Environment::get_tonemap_exposure() const{
 
 
-	return get_tonemap_auto_exposure();
+	return tonemap_exposure;
 }
 }
 
 
 void Environment::set_tonemap_white(float p_white){
 void Environment::set_tonemap_white(float p_white){
 
 
 	tonemap_white=p_white;
 	tonemap_white=p_white;
-	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+	VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
 
 
 }
 }
 float Environment::get_tonemap_white() const {
 float Environment::get_tonemap_white() const {
@@ -169,7 +169,7 @@ float Environment::get_tonemap_white() const {
 void Environment::set_tonemap_auto_exposure(bool p_enabled) {
 void Environment::set_tonemap_auto_exposure(bool p_enabled) {
 
 
 	tonemap_auto_exposure=p_enabled;
 	tonemap_auto_exposure=p_enabled;
-	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+	VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
 
 
 }
 }
 bool Environment::get_tonemap_auto_exposure() const {
 bool Environment::get_tonemap_auto_exposure() const {
@@ -180,7 +180,7 @@ bool Environment::get_tonemap_auto_exposure() const {
 void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) {
 void Environment::set_tonemap_auto_exposure_max(float p_auto_exposure_max) {
 
 
 	tonemap_auto_exposure_max=p_auto_exposure_max;
 	tonemap_auto_exposure_max=p_auto_exposure_max;
-	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+	VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
 
 
 }
 }
 float Environment::get_tonemap_auto_exposure_max() const {
 float Environment::get_tonemap_auto_exposure_max() const {
@@ -191,7 +191,7 @@ float Environment::get_tonemap_auto_exposure_max() const {
 void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) {
 void Environment::set_tonemap_auto_exposure_min(float p_auto_exposure_min) {
 
 
 	tonemap_auto_exposure_min=p_auto_exposure_min;
 	tonemap_auto_exposure_min=p_auto_exposure_min;
-	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+	VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
 
 
 }
 }
 float Environment::get_tonemap_auto_exposure_min() const {
 float Environment::get_tonemap_auto_exposure_min() const {
@@ -202,7 +202,7 @@ float Environment::get_tonemap_auto_exposure_min() const {
 void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) {
 void Environment::set_tonemap_auto_exposure_speed(float p_auto_exposure_speed) {
 
 
 	tonemap_auto_exposure_speed=p_auto_exposure_speed;
 	tonemap_auto_exposure_speed=p_auto_exposure_speed;
-	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+	VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
 
 
 }
 }
 float Environment::get_tonemap_auto_exposure_speed() const {
 float Environment::get_tonemap_auto_exposure_speed() const {
@@ -210,15 +210,15 @@ float Environment::get_tonemap_auto_exposure_speed() const {
 	return tonemap_auto_exposure_speed;
 	return tonemap_auto_exposure_speed;
 }
 }
 
 
-void Environment::set_tonemap_auto_exposure_scale(float p_auto_exposure_scale) {
+void Environment::set_tonemap_auto_exposure_grey(float p_auto_exposure_grey) {
 
 
-	tonemap_auto_exposure_scale=p_auto_exposure_scale;
-	VS::get_singleton()->environment_set_tonemap(environment,tonemap_auto_exposure,tonemap_exposure,tonemap_white,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_scale,VS::EnvironmentToneMapper(tone_mapper));
+	tonemap_auto_exposure_grey=p_auto_exposure_grey;
+	VS::get_singleton()->environment_set_tonemap(environment,VS::EnvironmentToneMapper(tone_mapper),tonemap_exposure,tonemap_white,tonemap_auto_exposure,tonemap_auto_exposure_min,tonemap_auto_exposure_max,tonemap_auto_exposure_speed,tonemap_auto_exposure_grey);
 
 
 }
 }
-float Environment::get_tonemap_auto_exposure_scale() const {
+float Environment::get_tonemap_auto_exposure_grey() const {
 
 
-	return tonemap_auto_exposure_scale;
+	return tonemap_auto_exposure_grey;
 }
 }
 
 
 void Environment::set_adjustment_enable(bool p_enable) {
 void Environment::set_adjustment_enable(bool p_enable) {
@@ -597,17 +597,17 @@ void Environment::_bind_methods() {
 	ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_speed","exposure_speed"),&Environment::set_tonemap_auto_exposure_speed);
 	ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_speed","exposure_speed"),&Environment::set_tonemap_auto_exposure_speed);
 	ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_speed"),&Environment::get_tonemap_auto_exposure_speed);
 	ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_speed"),&Environment::get_tonemap_auto_exposure_speed);
 
 
-	ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_scale","exposure_scale"),&Environment::set_tonemap_auto_exposure_scale);
-	ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_scale"),&Environment::get_tonemap_auto_exposure_scale);
+	ObjectTypeDB::bind_method(_MD("set_tonemap_auto_exposure_grey","exposure_grey"),&Environment::set_tonemap_auto_exposure_grey);
+	ObjectTypeDB::bind_method(_MD("get_tonemap_auto_exposure_grey"),&Environment::get_tonemap_auto_exposure_grey);
 
 
 
 
 
 
 
 
-	ADD_PROPERTY(PropertyInfo(Variant::INT,"tonemap/mode",PROPERTY_HINT_ENUM,"Linear,Log,Reindhart,Filmic,Aces"),_SCS("set_tonemapper"),_SCS("get_tonemapper") );
+	ADD_PROPERTY(PropertyInfo(Variant::INT,"tonemap/mode",PROPERTY_HINT_ENUM,"Linear,Reindhart,Filmic,Aces"),_SCS("set_tonemapper"),_SCS("get_tonemapper") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/exposure",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_exposure"),_SCS("get_tonemap_exposure") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/exposure",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_exposure"),_SCS("get_tonemap_exposure") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/white",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_white"),_SCS("get_tonemap_white") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"tonemap/white",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_white"),_SCS("get_tonemap_white") );
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL,"auto_exposure/enable"),_SCS("set_tonemap_auto_exposure"),_SCS("get_tonemap_auto_exposure") );
 	ADD_PROPERTY(PropertyInfo(Variant::BOOL,"auto_exposure/enable"),_SCS("set_tonemap_auto_exposure"),_SCS("get_tonemap_auto_exposure") );
-	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/scale",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_scale"),_SCS("get_tonemap_auto_exposure_scale") );
+	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/scale",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_grey"),_SCS("get_tonemap_auto_exposure_grey") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/min_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_min"),_SCS("get_tonemap_auto_exposure_min") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/min_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_min"),_SCS("get_tonemap_auto_exposure_min") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/max_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_max"),_SCS("get_tonemap_auto_exposure_max") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/max_luma",PROPERTY_HINT_RANGE,"0,16,0.01"),_SCS("set_tonemap_auto_exposure_max"),_SCS("get_tonemap_auto_exposure_max") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/speed",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_speed"),_SCS("get_tonemap_auto_exposure_speed") );
 	ADD_PROPERTY(PropertyInfo(Variant::REAL,"auto_exposure/speed",PROPERTY_HINT_RANGE,"0.01,64,0.01"),_SCS("set_tonemap_auto_exposure_speed"),_SCS("get_tonemap_auto_exposure_speed") );
@@ -648,10 +648,9 @@ void Environment::_bind_methods() {
 	BIND_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
 	BIND_CONSTANT(GLOW_BLEND_MODE_SOFTLIGHT);
 	BIND_CONSTANT(GLOW_BLEND_MODE_DISABLED);
 	BIND_CONSTANT(GLOW_BLEND_MODE_DISABLED);
 	BIND_CONSTANT(TONE_MAPPER_LINEAR);
 	BIND_CONSTANT(TONE_MAPPER_LINEAR);
-	BIND_CONSTANT(TONE_MAPPER_LOG);
 	BIND_CONSTANT(TONE_MAPPER_REINHARDT);
 	BIND_CONSTANT(TONE_MAPPER_REINHARDT);
 	BIND_CONSTANT(TONE_MAPPER_FILMIC);
 	BIND_CONSTANT(TONE_MAPPER_FILMIC);
-	BIND_CONSTANT(TONE_MAPPER_ACES_FILMIC);
+	BIND_CONSTANT(TONE_MAPPER_ACES);
 
 
 
 
 }
 }
@@ -671,9 +670,9 @@ Environment::Environment() {
 	tonemap_white=1.0;
 	tonemap_white=1.0;
 	tonemap_auto_exposure=false;
 	tonemap_auto_exposure=false;
 	tonemap_auto_exposure_max=8;
 	tonemap_auto_exposure_max=8;
-	tonemap_auto_exposure_min=0.4;
+	tonemap_auto_exposure_min=0.05;
 	tonemap_auto_exposure_speed=0.5;
 	tonemap_auto_exposure_speed=0.5;
-	tonemap_auto_exposure_scale=0.4;
+	tonemap_auto_exposure_grey=0.4;
 
 
 	set_tonemapper(tone_mapper); //update
 	set_tonemapper(tone_mapper); //update
 
 

+ 4 - 5
scene/resources/environment.h

@@ -58,10 +58,9 @@ public:
 
 
 	enum ToneMapper {
 	enum ToneMapper {
 		TONE_MAPPER_LINEAR,
 		TONE_MAPPER_LINEAR,
-		TONE_MAPPER_LOG,
 		TONE_MAPPER_REINHARDT,
 		TONE_MAPPER_REINHARDT,
 		TONE_MAPPER_FILMIC,
 		TONE_MAPPER_FILMIC,
-		TONE_MAPPER_ACES_FILMIC
+		TONE_MAPPER_ACES
 	};
 	};
 
 
 
 
@@ -86,7 +85,7 @@ private:
 	float tonemap_auto_exposure_max;
 	float tonemap_auto_exposure_max;
 	float tonemap_auto_exposure_min;
 	float tonemap_auto_exposure_min;
 	float tonemap_auto_exposure_speed;
 	float tonemap_auto_exposure_speed;
-	float tonemap_auto_exposure_scale;
+	float tonemap_auto_exposure_grey;
 
 
 	bool adjustment_enabled;
 	bool adjustment_enabled;
 	float adjustment_contrast;
 	float adjustment_contrast;
@@ -163,8 +162,8 @@ public:
 	void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed);
 	void set_tonemap_auto_exposure_speed(float p_auto_exposure_speed);
 	float get_tonemap_auto_exposure_speed() const;
 	float get_tonemap_auto_exposure_speed() const;
 
 
-	void set_tonemap_auto_exposure_scale(float p_auto_exposure_scale);
-	float get_tonemap_auto_exposure_scale() const;
+	void set_tonemap_auto_exposure_grey(float p_auto_exposure_grey);
+	float get_tonemap_auto_exposure_grey() const;
 
 
 	void set_adjustment_enable(bool p_enable);
 	void set_adjustment_enable(bool p_enable);
 	bool is_adjustment_enabled() const;
 	bool is_adjustment_enabled() const;

+ 2 - 1
servers/visual/rasterizer.h

@@ -67,7 +67,8 @@ public:
 	virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0;
 	virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0;
 	virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur)=0;
 	virtual void environment_set_ssao(RID p_env,bool p_enable, float p_radius, float p_intensity, float p_radius2, float p_intensity2, float p_bias, float p_light_affect,const Color &p_color,bool p_blur)=0;
 
 
-	virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,VS::EnvironmentToneMapper p_tone_mapper)=0;
+	virtual void environment_set_tonemap(RID p_env,VS::EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale)=0;
+
 	virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
 	virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
 
 
 	struct InstanceBase : RID_Data {
 	struct InstanceBase : RID_Data {

+ 2 - 1
servers/visual/visual_server_raster.h

@@ -882,7 +882,8 @@ public:
 	BIND7(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode )
 	BIND7(environment_set_glow,RID,bool ,int ,float ,float ,float ,EnvironmentGlowBlendMode )
 	BIND5(environment_set_fog,RID,bool ,float ,float ,RID )
 	BIND5(environment_set_fog,RID,bool ,float ,float ,RID )
 
 
-	BIND9(environment_set_tonemap,RID,bool ,float ,float ,float ,float ,float,float ,EnvironmentToneMapper )
+	BIND9(environment_set_tonemap,RID,EnvironmentToneMapper, float ,float ,bool, float ,float ,float,float  )
+
 	BIND6(environment_set_adjustment,RID,bool ,float ,float ,float ,RID )
 	BIND6(environment_set_adjustment,RID,bool ,float ,float ,float ,RID )
 
 
 
 

+ 2 - 3
servers/visual_server.h

@@ -546,13 +546,12 @@ public:
 
 
 	enum EnvironmentToneMapper {
 	enum EnvironmentToneMapper {
 		ENV_TONE_MAPPER_LINEAR,
 		ENV_TONE_MAPPER_LINEAR,
-		ENV_TONE_MAPPER_LOG,
 		ENV_TONE_MAPPER_REINHARDT,
 		ENV_TONE_MAPPER_REINHARDT,
 		ENV_TONE_MAPPER_FILMIC,
 		ENV_TONE_MAPPER_FILMIC,
-		ENV_TONE_MAPPER_ACES_FILMIC
+		ENV_TONE_MAPPER_ACES
 	};
 	};
 
 
-	virtual void environment_set_tonemap(RID p_env,bool p_enable,float p_exposure,float p_white,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_scale,EnvironmentToneMapper p_tone_mapper)=0;
+	virtual void environment_set_tonemap(RID p_env,EnvironmentToneMapper p_tone_mapper,float p_exposure,float p_white,bool p_auto_exposure,float p_min_luminance,float p_max_luminance,float p_auto_exp_speed,float p_auto_exp_grey)=0;
 	virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
 	virtual void environment_set_adjustment(RID p_env,bool p_enable,float p_brightness,float p_contrast,float p_saturation,RID p_ramp)=0;
 
 
 	virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0;
 	virtual void environment_set_ssr(RID p_env,bool p_enable, int p_max_steps,float p_accel,float p_fade,float p_depth_tolerance,bool p_smooth,bool p_roughness)=0;