| 1 | /* |
|---|
| 2 | ================================================================================= |
|---|
| 3 | This file is part of Cafu, the open-source game engine and graphics engine |
|---|
| 4 | for multiplayer, cross-platform, real-time 3D action. |
|---|
| 5 | Copyright (C) 2002-2012 Carsten Fuchs Software. |
|---|
| 6 | |
|---|
| 7 | Cafu is free software: you can redistribute it and/or modify it under the terms |
|---|
| 8 | of the GNU General Public License as published by the Free Software Foundation, |
|---|
| 9 | either version 3 of the License, or (at your option) any later version. |
|---|
| 10 | |
|---|
| 11 | Cafu is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; |
|---|
| 12 | without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR |
|---|
| 13 | PURPOSE. See the GNU General Public License for more details. |
|---|
| 14 | |
|---|
| 15 | You should have received a copy of the GNU General Public License |
|---|
| 16 | along with Cafu. If not, see <http://www.gnu.org/licenses/>. |
|---|
| 17 | |
|---|
| 18 | For support and more information about Cafu, visit us at <http://www.cafu.de>. |
|---|
| 19 | ================================================================================= |
|---|
| 20 | */ |
|---|
| 21 | |
|---|
| 22 | // Ward 97 Tone Reproduction Operator |
|---|
| 23 | // ********************************** |
|---|
| 24 | |
|---|
| 25 | const double DisplayLuminanceMax=80.0; |
|---|
| 26 | |
|---|
| 27 | |
|---|
| 28 | bool HistogramCeiling(ArrayT<unsigned long>& Bins, double DeltaBin) |
|---|
| 29 | { |
|---|
| 30 | unsigned long Total=0; |
|---|
| 31 | unsigned long BinNr; |
|---|
| 32 | |
|---|
| 33 | for (BinNr=0; BinNr<Bins.Size(); BinNr++) Total+=Bins[BinNr]; |
|---|
| 34 | |
|---|
| 35 | unsigned long Tolerance=(unsigned long)(0.025*Total); |
|---|
| 36 | unsigned long Trimmings; |
|---|
| 37 | |
|---|
| 38 | do |
|---|
| 39 | { |
|---|
| 40 | Trimmings=0; |
|---|
| 41 | Total =0; |
|---|
| 42 | for (BinNr=0; BinNr<Bins.Size(); BinNr++) Total+=Bins[BinNr]; |
|---|
| 43 | |
|---|
| 44 | if (Total<Tolerance) return false; |
|---|
| 45 | |
|---|
| 46 | for (BinNr=0; BinNr<Bins.Size(); BinNr++) |
|---|
| 47 | { |
|---|
| 48 | unsigned long Ceiling=(unsigned long)(Total*DeltaBin/log(DisplayLuminanceMax)); |
|---|
| 49 | |
|---|
| 50 | if (Bins[BinNr]>Ceiling) |
|---|
| 51 | { |
|---|
| 52 | Trimmings+=Bins[BinNr]-Ceiling; |
|---|
| 53 | Bins[BinNr]=Ceiling; |
|---|
| 54 | } |
|---|
| 55 | } |
|---|
| 56 | } while (Trimmings>Tolerance); |
|---|
| 57 | |
|---|
| 58 | return true; |
|---|
| 59 | } |
|---|
| 60 | |
|---|
| 61 | |
|---|
| 62 | /*************************************************************************************************************** |
|---|
| 63 | *** TODO: Die Luminanz sollte aus RGB-Werten anhand der CIE XYZ luminous efficiency functions berechnet werden. |
|---|
| 64 | *** Vgl. dazu Paper "Computational Model of Lightness Perception in High Dynamic Range Imaging" unter |
|---|
| 65 | *** http://www.mpi-inf.mpg.de/resources/hdr/lightness/, Zitat aus Kapitel "4. Computational Model": |
|---|
| 66 | *** The presented model takes an image with the relative luminance values as an input. Such values can be |
|---|
| 67 | *** computed from RGB channels of an HDR image according to CIE XYZ luminous efficiency functions. |
|---|
| 68 | ***************************************************************************************************************/ |
|---|
| 69 | |
|---|
| 70 | |
|---|
| 71 | // Diese Funktion findet einen Tone-Reproduction Operator (Funktion) nach Ward97, |
|---|
| 72 | // anhand dessen die Energiewerte der Patches in RGB-Tripel umgewandelt werden. |
|---|
| 73 | void ToneReproduction(const CaLightWorldT& CaLightWorld) |
|---|
| 74 | { |
|---|
| 75 | printf("\n%-50s %s\n", "*** Tone Reproduction (Ward97) ***", GetTimeSinceProgramStart()); |
|---|
| 76 | |
|---|
| 77 | const unsigned long NrOfBins=300; |
|---|
| 78 | ArrayT<unsigned long> Bins; |
|---|
| 79 | unsigned long BinNr; |
|---|
| 80 | |
|---|
| 81 | for (BinNr=0; BinNr<NrOfBins; BinNr++) Bins.PushBack(0); |
|---|
| 82 | |
|---|
| 83 | double MinBrightness=log(0.0001); |
|---|
| 84 | double MaxBrightness=MinBrightness; |
|---|
| 85 | |
|---|
| 86 | // Suche die MaxBrightness |
|---|
| 87 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 88 | for (unsigned long PatchNr=0; PatchNr<PatchMeshes[PatchMeshNr].Patches.Size(); PatchNr++) |
|---|
| 89 | { |
|---|
| 90 | const cf::PatchT& Patch=PatchMeshes[PatchMeshNr].Patches[PatchNr]; |
|---|
| 91 | |
|---|
| 92 | if (!Patch.InsideFace) continue; |
|---|
| 93 | |
|---|
| 94 | double Luminance=Max3(Patch.TotalEnergy); |
|---|
| 95 | |
|---|
| 96 | if (Luminance<0.0001) continue; |
|---|
| 97 | double Brightness=log(Luminance); |
|---|
| 98 | |
|---|
| 99 | if (Brightness>MaxBrightness) MaxBrightness=Brightness; |
|---|
| 100 | } |
|---|
| 101 | |
|---|
| 102 | printf("MinBrightness: %9.5f\n", MinBrightness); |
|---|
| 103 | printf("MaxBrightness: %9.5f\n", MaxBrightness); |
|---|
| 104 | |
|---|
| 105 | // Bilde das Histogram |
|---|
| 106 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 107 | for (unsigned long PatchNr=0; PatchNr<PatchMeshes[PatchMeshNr].Patches.Size(); PatchNr++) |
|---|
| 108 | { |
|---|
| 109 | const cf::PatchT& Patch=PatchMeshes[PatchMeshNr].Patches[PatchNr]; |
|---|
| 110 | |
|---|
| 111 | if (!Patch.InsideFace) continue; |
|---|
| 112 | |
|---|
| 113 | double Luminance=Max3(Patch.TotalEnergy); |
|---|
| 114 | |
|---|
| 115 | if (Luminance<0.0001) Luminance=0.0001; |
|---|
| 116 | double Brightness=log(Luminance); |
|---|
| 117 | |
|---|
| 118 | BinNr=(unsigned long)((Brightness-MinBrightness)/(MaxBrightness-MinBrightness)*NrOfBins); |
|---|
| 119 | if (BinNr>NrOfBins-1) BinNr=NrOfBins-1; |
|---|
| 120 | Bins[BinNr]++; |
|---|
| 121 | } |
|---|
| 122 | |
|---|
| 123 | /*********************************************************************************************** |
|---|
| 124 | printf("Writing histogram file...\n"); |
|---|
| 125 | FILE* FilePtr=fopen("histogr.dat", "wb"); |
|---|
| 126 | |
|---|
| 127 | if (FilePtr!=NULL) |
|---|
| 128 | { |
|---|
| 129 | fwrite(&NrOfBins, sizeof(NrOfBins), 1, FilePtr); |
|---|
| 130 | |
|---|
| 131 | for (BinNr=0; BinNr<Bins.Size(); BinNr++) |
|---|
| 132 | fwrite(&Bins[BinNr], sizeof(unsigned long), 1, FilePtr); |
|---|
| 133 | |
|---|
| 134 | fclose(FilePtr); |
|---|
| 135 | } |
|---|
| 136 | else printf(" WARNING: Unable to write histogram data file!\n"); |
|---|
| 137 | ***********************************************************************************************/ |
|---|
| 138 | |
|---|
| 139 | // Arbeite die Ceiling in das Histogram ein |
|---|
| 140 | if (HistogramCeiling(Bins, (MaxBrightness-MinBrightness)/double(NrOfBins))) |
|---|
| 141 | { |
|---|
| 142 | // Bilde das Integral über Bins[0..NrOfBins-1] als einfache Summe und normalisiere |
|---|
| 143 | ArrayT<double> BinsNormSum; |
|---|
| 144 | unsigned long Sum=0; |
|---|
| 145 | |
|---|
| 146 | for (BinNr=0; BinNr<Bins.Size(); BinNr++) |
|---|
| 147 | { |
|---|
| 148 | BinsNormSum.PushBack(Sum); |
|---|
| 149 | Sum+=Bins[BinNr]; |
|---|
| 150 | } |
|---|
| 151 | for (BinNr=0; BinNr<Bins.Size(); BinNr++) BinsNormSum[BinNr]/=double(Sum); |
|---|
| 152 | |
|---|
| 153 | // Ordne nun anhand der DisplayLuminanceMax^BinsNormSum[i] Funktion RGB-Werte zu |
|---|
| 154 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 155 | for (unsigned long PatchNr=0; PatchNr<PatchMeshes[PatchMeshNr].Patches.Size(); PatchNr++) |
|---|
| 156 | { |
|---|
| 157 | cf::PatchT& Patch=PatchMeshes[PatchMeshNr].Patches[PatchNr]; |
|---|
| 158 | |
|---|
| 159 | if (!Patch.InsideFace) continue; |
|---|
| 160 | |
|---|
| 161 | double Luminance=Max3(Patch.TotalEnergy); |
|---|
| 162 | |
|---|
| 163 | if (Luminance<0.0001) Luminance=0.0001; |
|---|
| 164 | double Brightness=log(Luminance); |
|---|
| 165 | |
|---|
| 166 | BinNr=(unsigned long)((Brightness-MinBrightness)/(MaxBrightness-MinBrightness)*NrOfBins); |
|---|
| 167 | if (BinNr>NrOfBins-1) BinNr=NrOfBins-1; |
|---|
| 168 | |
|---|
| 169 | double DisplayLuminance=pow(DisplayLuminanceMax, BinsNormSum[BinNr]); |
|---|
| 170 | Patch.TotalEnergy=scale(Patch.TotalEnergy, DisplayLuminance/Luminance); |
|---|
| 171 | } |
|---|
| 172 | } |
|---|
| 173 | |
|---|
| 174 | // Skaliere die nun vorhandenen RGB-Werte der Patches linear in den gewünschten [0, 255] Bereich. |
|---|
| 175 | double Max=0; |
|---|
| 176 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 177 | for (unsigned long PatchNr=0; PatchNr<PatchMeshes[PatchMeshNr].Patches.Size(); PatchNr++) |
|---|
| 178 | { |
|---|
| 179 | const cf::PatchT& Patch=PatchMeshes[PatchMeshNr].Patches[PatchNr]; |
|---|
| 180 | |
|---|
| 181 | if (!Patch.InsideFace) continue; |
|---|
| 182 | |
|---|
| 183 | const VectorT& RGB=Patch.TotalEnergy; |
|---|
| 184 | |
|---|
| 185 | if (RGB.x>Max) Max=RGB.x; |
|---|
| 186 | if (RGB.y>Max) Max=RGB.y; |
|---|
| 187 | if (RGB.z>Max) Max=RGB.z; |
|---|
| 188 | } |
|---|
| 189 | |
|---|
| 190 | if (Max==0) Max=1.0; |
|---|
| 191 | Max=1.0/Max; |
|---|
| 192 | for (unsigned long PatchMeshNr=0; PatchMeshNr<PatchMeshes.Size(); PatchMeshNr++) |
|---|
| 193 | for (unsigned long PatchNr=0; PatchNr<PatchMeshes[PatchMeshNr].Patches.Size(); PatchNr++) |
|---|
| 194 | { |
|---|
| 195 | cf::PatchT& Patch=PatchMeshes[PatchMeshNr].Patches[PatchNr]; |
|---|
| 196 | |
|---|
| 197 | Patch.TotalEnergy=scale(Patch.TotalEnergy, Max); |
|---|
| 198 | |
|---|
| 199 | // This is the forced application of a gamma correction by 2.0 (the sqrt(x) is equivalent to pow(x, 1.0/2.0)). |
|---|
| 200 | // |
|---|
| 201 | // Q: Why here and not in the Cafu engine, at load time? |
|---|
| 202 | // A: 1. Applying gamma to all patches at load time is expensive at every map load, implying a sub-optimal experience for the user. |
|---|
| 203 | // 2. Full numeric precision is only available here. Later the patch values are rounded to and kept as unsigned chars, |
|---|
| 204 | // limiting their precision to one of only 256 possible values. |
|---|
| 205 | // |
|---|
| 206 | // Q: Why choose a gamma value of 2.0, and not any other value? |
|---|
| 207 | // A: During rendering, lightmaps and texture images are combined by multiplication. |
|---|
| 208 | // This has a tendency to darken the overall image, because e.g. a texel value of 0.5 multiplied with a lightmap value of 0.5 |
|---|
| 209 | // yields a pixel value of only 0.25. If we wanted a texel value of 0.5 and a lightmap value of 0.5 to yield a pixel value of |
|---|
| 210 | // 0.5, we had to apply a gamma correction of 2.0 to both the texture images and lightmaps. This is arbitrary though, and as it |
|---|
| 211 | // is out of the question to modify the texture images anyway, we just implement a gamma correction of 2.0 for the ilghtmaps here. |
|---|
| 212 | Patch.TotalEnergy.x=sqrt(Patch.TotalEnergy.x); |
|---|
| 213 | Patch.TotalEnergy.y=sqrt(Patch.TotalEnergy.y); |
|---|
| 214 | Patch.TotalEnergy.z=sqrt(Patch.TotalEnergy.z); |
|---|
| 215 | |
|---|
| 216 | Patch.TotalEnergy=scale(Patch.TotalEnergy, 255.0); |
|---|
| 217 | } |
|---|
| 218 | } |
|---|