Merge pull request #42761 from fire/color-grading-3d

Environment brightness, contrast, saturation restore with 3d LUT.
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Rémi Verschelde 2020-11-28 23:07:52 +01:00 committed by GitHub
commit ef2d1f6d19
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15 changed files with 102 additions and 29 deletions

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@ -43,8 +43,8 @@
<member name="adjustment_brightness" type="float" setter="set_adjustment_brightness" getter="get_adjustment_brightness" default="1.0">
The global brightness value of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="adjustment_color_correction" type="Texture2D" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction">
Applies the provided [Texture2D] resource to affect the global color aspect of the rendered scene. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
<member name="adjustment_color_correction" type="Texture" setter="set_adjustment_color_correction" getter="get_adjustment_color_correction">
The [Texture2D] or [Texture3D] lookup table (LUT) to use for the built-in post-process color grading. Can use a [GradientTexture] for a 1-dimensional LUT, or a [Texture3D] for a more complex LUT. Effective only if [code]adjustment_enabled[/code] is [code]true[/code].
</member>
<member name="adjustment_contrast" type="float" setter="set_adjustment_contrast" getter="get_adjustment_contrast" default="1.0">
The global contrast value of the rendered scene (default value is 1). Effective only if [code]adjustment_enabled[/code] is [code]true[/code].

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@ -608,7 +608,9 @@
</argument>
<argument index="4" name="saturation" type="float">
</argument>
<argument index="5" name="ramp" type="RID">
<argument index="5" name="use_1d_color_correction" type="bool">
</argument>
<argument index="6" name="color_correction" type="RID">
</argument>
<description>
Sets the values to be used with the "Adjustment" post-process effect. See [Environment] for more details.

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@ -96,7 +96,7 @@ public:
void environment_set_tonemap(RID p_env, RS::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) override {}
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) override {}
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) override {}
void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) override {}
void environment_set_volumetric_fog(RID p_env, bool p_enable, float p_density, const Color &p_light, float p_light_energy, float p_length, float p_detail_spread, float p_gi_inject, RS::EnvVolumetricFogShadowFilter p_shadow_filter) override {}

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@ -31,6 +31,7 @@
#include "environment.h"
#include "core/config/project_settings.h"
#include "core/core_string_names.h"
#include "servers/rendering_server.h"
#include "texture.h"
@ -891,23 +892,38 @@ float Environment::get_adjustment_saturation() const {
return adjustment_saturation;
}
void Environment::set_adjustment_color_correction(const Ref<Texture2D> &p_ramp) {
adjustment_color_correction = p_ramp;
void Environment::set_adjustment_color_correction(Ref<Texture> p_color_correction) {
adjustment_color_correction = p_color_correction;
Ref<GradientTexture> grad_tex = p_color_correction;
if (grad_tex.is_valid()) {
if (!grad_tex->is_connected(CoreStringNames::get_singleton()->changed, callable_mp(this, &Environment::_update_adjustment))) {
grad_tex->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &Environment::_update_adjustment));
}
}
Ref<Texture2D> adjustment_texture_2d = adjustment_color_correction;
if (adjustment_texture_2d.is_valid()) {
use_1d_color_correction = true;
} else {
use_1d_color_correction = false;
}
_update_adjustment();
}
Ref<Texture2D> Environment::get_adjustment_color_correction() const {
Ref<Texture> Environment::get_adjustment_color_correction() const {
return adjustment_color_correction;
}
void Environment::_update_adjustment() {
RID color_correction = adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID();
RS::get_singleton()->environment_set_adjustment(
environment,
adjustment_enabled,
adjustment_brightness,
adjustment_contrast,
adjustment_saturation,
adjustment_color_correction.is_valid() ? adjustment_color_correction->get_rid() : RID());
use_1d_color_correction,
color_correction);
}
// Private methods, constructor and destructor
@ -1319,7 +1335,7 @@ void Environment::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_brightness", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_brightness", "get_adjustment_brightness");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_contrast", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_contrast", "get_adjustment_contrast");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "adjustment_saturation", PROPERTY_HINT_RANGE, "0.01,8,0.01"), "set_adjustment_saturation", "get_adjustment_saturation");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D"), "set_adjustment_color_correction", "get_adjustment_color_correction");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "adjustment_color_correction", PROPERTY_HINT_RESOURCE_TYPE, "Texture2D,Texture3D"), "set_adjustment_color_correction", "get_adjustment_color_correction");
// Constants

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@ -211,7 +211,8 @@ private:
float adjustment_brightness = 1.0;
float adjustment_contrast = 1.0;
float adjustment_saturation = 1.0;
Ref<Texture2D> adjustment_color_correction;
bool use_1d_color_correction = true;
Ref<Texture> adjustment_color_correction;
void _update_adjustment();
protected:
@ -402,8 +403,8 @@ public:
float get_adjustment_contrast() const;
void set_adjustment_saturation(float p_saturation);
float get_adjustment_saturation() const;
void set_adjustment_color_correction(const Ref<Texture2D> &p_ramp);
Ref<Texture2D> get_adjustment_color_correction() const;
void set_adjustment_color_correction(Ref<Texture> p_color_correction);
Ref<Texture> get_adjustment_color_correction() const;
Environment();
~Environment();

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@ -109,7 +109,7 @@ public:
virtual void environment_set_tonemap(RID p_env, RS::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, bool p_use_1d_color_correction, RID p_color_correction) = 0;
virtual void environment_set_fog(RID p_env, bool p_enable, const Color &p_light_color, float p_light_energy, float p_sun_scatter, float p_density, float p_height, float p_height_density, float p_aerial_perspective) = 0;

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@ -94,7 +94,7 @@ RID RasterizerEffectsRD::_get_uniform_set_from_texture(RID p_texture, bool p_use
u.ids.push_back(p_use_mipmaps ? default_mipmap_sampler : default_sampler);
u.ids.push_back(p_texture);
uniforms.push_back(u);
//any thing with the same configuration (one texture in binding 0 for set 0), is good
//anything with the same configuration (one texture in binding 0 for set 0), is good
RID uniform_set = RD::get_singleton()->uniform_set_create(uniforms, tonemap.shader.version_get_shader(tonemap.shader_version, 0), 0);
texture_to_uniform_set_cache[p_texture] = uniform_set;
@ -718,7 +718,10 @@ void RasterizerEffectsRD::tonemapper(RID p_source_color, RID p_dst_framebuffer,
tonemap.push_constant.glow_texture_size[1] = p_settings.glow_texture_size.y;
tonemap.push_constant.glow_mode = p_settings.glow_mode;
TonemapMode mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
int mode = p_settings.glow_use_bicubic_upscale ? TONEMAP_MODE_BICUBIC_GLOW_FILTER : TONEMAP_MODE_NORMAL;
if (p_settings.use_1d_color_correction) {
mode += 2;
}
tonemap.push_constant.tonemapper = p_settings.tonemap_mode;
tonemap.push_constant.use_auto_exposure = p_settings.use_auto_exposure;
@ -1423,6 +1426,8 @@ RasterizerEffectsRD::RasterizerEffectsRD() {
Vector<String> tonemap_modes;
tonemap_modes.push_back("\n");
tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n");
tonemap_modes.push_back("\n#define USE_1D_LUT\n");
tonemap_modes.push_back("\n#define USE_GLOW_FILTER_BICUBIC\n#define USE_1D_LUT\n");
tonemap.shader.initialize(tonemap_modes);

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@ -167,6 +167,8 @@ class RasterizerEffectsRD {
enum TonemapMode {
TONEMAP_MODE_NORMAL,
TONEMAP_MODE_BICUBIC_GLOW_FILTER,
TONEMAP_MODE_1D_LUT,
TONEMAP_MODE_BICUBIC_GLOW_FILTER_1D_LUT,
TONEMAP_MODE_MAX
};
@ -198,7 +200,7 @@ class RasterizerEffectsRD {
/* tonemap actually writes to a framebuffer, which is
* better to do using the raster pipeline rather than
* comptute, as that framebuffer might be in different formats
* compute, as that framebuffer might be in different formats
*/
struct Tonemap {
TonemapPushConstant push_constant;
@ -654,6 +656,7 @@ public:
float saturation = 1.0;
bool use_color_correction = false;
bool use_1d_color_correction = false;
RID color_correction_texture;
bool use_fxaa = false;

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@ -5300,8 +5300,6 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
//tonemap
RasterizerEffectsRD::TonemapSettings tonemap;
tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_3D_WHITE);
if (can_use_effects && env && env->auto_exposure && rb->luminance.current.is_valid()) {
tonemap.use_auto_exposure = true;
tonemap.exposure_texture = rb->luminance.current;
@ -5338,6 +5336,21 @@ void RasterizerSceneRD::_render_buffers_post_process_and_tonemap(RID p_render_bu
tonemap.exposure = env->exposure;
}
if (can_use_effects && env) {
tonemap.use_bcs = env->adjustments_enabled;
tonemap.brightness = env->adjustments_brightness;
tonemap.contrast = env->adjustments_contrast;
tonemap.saturation = env->adjustments_saturation;
tonemap.use_1d_color_correction = env->use_1d_color_correction;
if (env->adjustments_enabled && env->color_correction.is_valid()) {
tonemap.use_color_correction = true;
tonemap.color_correction_texture = storage->texture_get_rd_texture(env->color_correction);
} else {
tonemap.use_color_correction = false;
tonemap.color_correction_texture = storage->texture_rd_get_default(RasterizerStorageRD::DEFAULT_RD_TEXTURE_WHITE);
}
}
storage->get_effects()->tonemapper(rb->texture, storage->render_target_get_rd_framebuffer(rb->render_target), tonemap);
}
@ -5405,6 +5418,18 @@ void RasterizerSceneRD::_render_buffers_debug_draw(RID p_render_buffers, RID p_s
}
}
void RasterizerSceneRD::environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
env->adjustments_enabled = p_enable;
env->adjustments_brightness = p_brightness;
env->adjustments_contrast = p_contrast;
env->adjustments_saturation = p_saturation;
env->use_1d_color_correction = p_use_1d_color_correction;
env->color_correction = p_color_correction;
}
void RasterizerSceneRD::_sdfgi_debug_draw(RID p_render_buffers, const CameraMatrix &p_projection, const Transform &p_transform) {
RenderBuffers *rb = render_buffers_owner.getornull(p_render_buffers);
ERR_FAIL_COND(!rb);

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@ -763,6 +763,15 @@ private:
float sdfgi_normal_bias = 1.1;
float sdfgi_probe_bias = 1.1;
RS::EnvironmentSDFGIYScale sdfgi_y_scale = RS::ENV_SDFGI_Y_SCALE_DISABLED;
/// Adjustments
bool adjustments_enabled = false;
float adjustments_brightness = 1.0f;
float adjustments_contrast = 1.0f;
float adjustments_saturation = 1.0f;
bool use_1d_color_correction = false;
RID color_correction = RID();
};
RS::EnvironmentSSAOQuality ssao_quality = RS::ENV_SSAO_QUALITY_MEDIUM;
@ -1571,7 +1580,7 @@ public:
RS::EnvironmentSSRRoughnessQuality environment_get_ssr_roughness_quality() const;
void environment_set_tonemap(RID p_env, RS::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 environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, RID p_ramp) {}
void environment_set_adjustment(RID p_env, bool p_enable, float p_brightness, float p_contrast, float p_saturation, bool p_use_1d_color_correction, RID p_color_correction);
virtual Ref<Image> environment_bake_panorama(RID p_env, bool p_bake_irradiance, const Size2i &p_size);

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@ -23,7 +23,11 @@ layout(location = 0) in vec2 uv_interp;
layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(set = 2, binding = 0) uniform sampler2D source_glow;
layout(set = 3, binding = 0) uniform sampler3D color_correction;
#ifdef USE_1D_LUT
layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
#else
layout(set = 3, binding = 0) uniform sampler3D source_color_correction;
#endif
layout(push_constant, binding = 1, std430) uniform Params {
vec3 bcs;
@ -35,9 +39,9 @@ layout(push_constant, binding = 1, std430) uniform Params {
uint tonemapper;
uvec2 glow_texture_size;
float glow_intensity;
uint pad3;
uint glow_mode;
float glow_levels[7];
@ -255,10 +259,18 @@ vec3 apply_bcs(vec3 color, vec3 bcs) {
return color;
}
vec3 apply_color_correction(vec3 color, sampler3D correction_tex) {
return texture(correction_tex, color).rgb;
#ifdef USE_1D_LUT
vec3 apply_color_correction(vec3 color) {
color.r = texture(source_color_correction, vec2(color.r, 0.0f)).r;
color.g = texture(source_color_correction, vec2(color.g, 0.0f)).g;
color.b = texture(source_color_correction, vec2(color.b, 0.0f)).b;
return color;
}
#else
vec3 apply_color_correction(vec3 color) {
return textureLod(source_color_correction, color, 0.0).rgb;
}
#endif
vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
const float FXAA_REDUCE_MIN = (1.0 / 128.0);
@ -367,7 +379,7 @@ void main() {
}
if (params.use_color_correction) {
color = apply_color_correction(color, color_correction);
color = apply_color_correction(color);
}
frag_color = vec4(color, 1.0f);

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@ -594,7 +594,7 @@ public:
BIND9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
BIND6(environment_set_adjustment, RID, bool, float, float, float, RID)
BIND7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
BIND9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)
BIND9(environment_set_volumetric_fog, RID, bool, float, const Color &, float, float, float, float, EnvVolumetricFogShadowFilter)

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@ -507,7 +507,7 @@ public:
FUNC9(environment_set_tonemap, RID, EnvironmentToneMapper, float, float, bool, float, float, float, float)
FUNC6(environment_set_adjustment, RID, bool, float, float, float, RID)
FUNC7(environment_set_adjustment, RID, bool, float, float, float, bool, RID)
FUNC9(environment_set_fog, RID, bool, const Color &, float, float, float, float, float, float)

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@ -1750,7 +1750,7 @@ void RenderingServer::_bind_methods() {
ClassDB::bind_method(D_METHOD("environment_set_ambient_light", "env", "color", "ambient", "energy", "sky_contibution", "reflection_source", "ao_color"), &RenderingServer::environment_set_ambient_light, DEFVAL(RS::ENV_AMBIENT_SOURCE_BG), DEFVAL(1.0), DEFVAL(0.0), DEFVAL(RS::ENV_REFLECTION_SOURCE_BG), DEFVAL(Color()));
ClassDB::bind_method(D_METHOD("environment_set_glow", "env", "enable", "levels", "intensity", "strength", "mix", "bloom_threshold", "blend_mode", "hdr_bleed_threshold", "hdr_bleed_scale", "hdr_luminance_cap"), &RenderingServer::environment_set_glow);
ClassDB::bind_method(D_METHOD("environment_set_tonemap", "env", "tone_mapper", "exposure", "white", "auto_exposure", "min_luminance", "max_luminance", "auto_exp_speed", "auto_exp_grey"), &RenderingServer::environment_set_tonemap);
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "ramp"), &RenderingServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_adjustment", "env", "enable", "brightness", "contrast", "saturation", "use_1d_color_correction", "color_correction"), &RenderingServer::environment_set_adjustment);
ClassDB::bind_method(D_METHOD("environment_set_ssr", "env", "enable", "max_steps", "fade_in", "fade_out", "depth_tolerance"), &RenderingServer::environment_set_ssr);
ClassDB::bind_method(D_METHOD("environment_set_ssao", "env", "enable", "radius", "intensity", "bias", "light_affect", "ao_channel_affect", "blur", "bilateral_sharpness"), &RenderingServer::environment_set_ssao);
ClassDB::bind_method(D_METHOD("environment_set_fog", "env", "enable", "light_color", "light_energy", "sun_scatter", "density", "height", "height_density", "aerial_perspective"), &RenderingServer::environment_set_fog);

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@ -890,7 +890,7 @@ public:
};
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, bool p_use_1d_color_correction, RID p_color_correction) = 0;
virtual void environment_set_ssr(RID p_env, bool p_enable, int p_max_steps, float p_fade_in, float p_fade_out, float p_depth_tolerance) = 0;