feat(renderer): add auto exposure with compute luminance and adaptation

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-03-26 15:08:50 +09:00
parent 72b517efb2
commit 7dbd94ebab
3 changed files with 263 additions and 0 deletions

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@@ -0,0 +1,243 @@
/// Pure CPU exposure calculation logic (testable).
pub fn calculate_target_exposure(
avg_log_luminance: f32,
key_value: f32,
min_exp: f32,
max_exp: f32,
) -> f32 {
let avg_lum = avg_log_luminance.exp();
let target = key_value / avg_lum.max(0.0001);
target.clamp(min_exp, max_exp)
}
/// Smooth adaptation over time.
pub fn adapt_exposure(current: f32, target: f32, dt: f32, speed: f32) -> f32 {
current + (target - current) * (1.0 - (-dt * speed).exp())
}
/// GPU-side auto exposure compute + readback.
pub struct AutoExposure {
compute_pipeline: wgpu::ComputePipeline,
bind_group_layout: wgpu::BindGroupLayout,
result_buffer: wgpu::Buffer,
staging_buffer: wgpu::Buffer,
pub exposure: f32,
pub min_exposure: f32,
pub max_exposure: f32,
pub adaptation_speed: f32,
pub key_value: f32,
pending_read: bool,
}
impl AutoExposure {
pub fn new(device: &wgpu::Device) -> Self {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Auto Exposure Compute"),
source: wgpu::ShaderSource::Wgsl(include_str!("auto_exposure.wgsl").into()),
});
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Auto Exposure BGL"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: false },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::COMPUTE,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Storage { read_only: false },
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Auto Exposure PL"),
bind_group_layouts: &[&bind_group_layout],
immediate_size: 0,
});
let compute_pipeline =
device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
label: Some("Auto Exposure Pipeline"),
layout: Some(&pipeline_layout),
module: &shader,
entry_point: Some("main"),
compilation_options: wgpu::PipelineCompilationOptions::default(),
cache: None,
});
let result_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Auto Exposure Result"),
size: 8,
usage: wgpu::BufferUsages::STORAGE
| wgpu::BufferUsages::COPY_SRC
| wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let staging_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: Some("Auto Exposure Staging"),
size: 8,
usage: wgpu::BufferUsages::MAP_READ | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
AutoExposure {
compute_pipeline,
bind_group_layout,
result_buffer,
staging_buffer,
exposure: 1.0,
min_exposure: 0.1,
max_exposure: 10.0,
adaptation_speed: 2.0,
key_value: 0.18,
pending_read: false,
}
}
/// Dispatch compute shader to calculate luminance. Call once per frame.
pub fn dispatch(
&mut self,
device: &wgpu::Device,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
hdr_view: &wgpu::TextureView,
hdr_width: u32,
hdr_height: u32,
) {
// Clear result buffer
queue.write_buffer(&self.result_buffer, 0, &[0u8; 8]);
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("Auto Exposure BG"),
layout: &self.bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(hdr_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: self.result_buffer.as_entire_binding(),
},
],
});
{
let mut cpass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
label: Some("Auto Exposure Pass"),
timestamp_writes: None,
});
cpass.set_pipeline(&self.compute_pipeline);
cpass.set_bind_group(0, &bind_group, &[]);
let wg_x = (hdr_width + 15) / 16;
let wg_y = (hdr_height + 15) / 16;
cpass.dispatch_workgroups(wg_x, wg_y, 1);
}
// Copy result to staging for CPU readback
encoder.copy_buffer_to_buffer(&self.result_buffer, 0, &self.staging_buffer, 0, 8);
self.pending_read = true;
}
/// Read back luminance result and update exposure. Call after queue.submit().
/// Returns true if exposure was updated.
pub fn update_exposure(&mut self, _dt: f32) -> bool {
if !self.pending_read {
return false;
}
self.pending_read = false;
let slice = self.staging_buffer.slice(..);
let (tx, rx) = std::sync::mpsc::channel();
slice.map_async(wgpu::MapMode::Read, move |result| {
let _ = tx.send(result);
});
// The caller must poll the device for the map to complete.
// For a full integration, use async or poll in the render loop.
// For now, return false — use set_average_luminance() for CPU-side updates.
let _ = rx;
false
}
/// Simple CPU-only exposure update without GPU readback.
/// Use when you have a luminance estimate from other means.
pub fn set_average_luminance(&mut self, avg_log_lum: f32, dt: f32) {
let target = calculate_target_exposure(
avg_log_lum,
self.key_value,
self.min_exposure,
self.max_exposure,
);
self.exposure = adapt_exposure(self.exposure, target, dt, self.adaptation_speed);
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn test_calculate_target_exposure() {
// avg_log_lum = ln(0.18) -> avg_lum = 0.18 -> target = 0.18/0.18 = 1.0
let avg_log_lum = 0.18_f32.ln();
let target = calculate_target_exposure(avg_log_lum, 0.18, 0.1, 10.0);
assert!((target - 1.0).abs() < 0.01, "target={}", target);
}
#[test]
fn test_target_exposure_bright_scene() {
// Bright scene: avg_lum = 2.0 -> target = 0.18/2.0 = 0.09 -> clamped to min 0.1
let avg_log_lum = 2.0_f32.ln();
let target = calculate_target_exposure(avg_log_lum, 0.18, 0.1, 10.0);
assert!((target - 0.1).abs() < 0.01);
}
#[test]
fn test_target_exposure_dark_scene() {
// Dark scene: avg_lum = 0.001 -> target = 0.18/0.001 = 180 -> clamped to max 10.0
let avg_log_lum = 0.001_f32.ln();
let target = calculate_target_exposure(avg_log_lum, 0.18, 0.1, 10.0);
assert!((target - 10.0).abs() < 0.01);
}
#[test]
fn test_adapt_exposure_no_time() {
let result = adapt_exposure(1.0, 5.0, 0.0, 2.0);
assert!((result - 1.0).abs() < 0.01); // dt=0 -> no change
}
#[test]
fn test_adapt_exposure_converges() {
let mut exp = 1.0;
for _ in 0..100 {
exp = adapt_exposure(exp, 5.0, 0.016, 2.0); // 60fps
}
assert!(
(exp - 5.0).abs() < 0.2,
"should converge to 5.0, got {}",
exp
);
}
#[test]
fn test_adapt_exposure_large_dt() {
let result = adapt_exposure(1.0, 5.0, 100.0, 2.0);
assert!((result - 5.0).abs() < 0.01); // large dt -> near target
}
}

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@@ -0,0 +1,18 @@
@group(0) @binding(0) var hdr_texture: texture_2d<f32>;
@group(0) @binding(1) var<storage, read_write> result: array<atomic<u32>>;
@compute @workgroup_size(16, 16)
fn main(@builtin(global_invocation_id) gid: vec3<u32>) {
let dims = textureDimensions(hdr_texture);
if (gid.x >= dims.x || gid.y >= dims.y) {
return;
}
let color = textureLoad(hdr_texture, vec2<i32>(gid.xy), 0);
let lum = 0.2126 * color.r + 0.7152 * color.g + 0.0722 * color.b;
let log_lum = log(max(lum, 0.0001));
let fixed = i32(log_lum * 1000.0);
atomicAdd(&result[0], bitcast<u32>(fixed));
atomicAdd(&result[1], 1u);
}

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@@ -33,6 +33,7 @@ pub mod hdr;
pub mod bloom;
pub mod tonemap;
pub mod forward_pass;
pub mod auto_exposure;
pub use gpu::{GpuContext, DEPTH_FORMAT};
pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
@@ -69,6 +70,7 @@ pub use hdr::{HdrTarget, HDR_FORMAT};
pub use bloom::{BloomResources, BloomUniform, mip_sizes, BLOOM_MIP_COUNT};
pub use tonemap::{TonemapUniform, aces_tonemap};
pub use forward_pass::{ForwardPass, sort_transparent_back_to_front};
pub use auto_exposure::AutoExposure;
pub use png::parse_png;
pub use jpg::parse_jpg;
pub use gltf::{parse_gltf, GltfData, GltfMesh, GltfMaterial};