Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy

This commit is contained in:
Areloch 2017-06-23 11:36:20 -05:00
parent 8943c673fb
commit 0801a3cca8
294 changed files with 3894 additions and 2813 deletions

View file

@ -278,7 +278,8 @@ U32 GFXDrawUtil::drawTextN( GFont *font, const Point2I &ptDraw, const UTF16 *in_
}
// Queue char for rendering..
mFontRenderBatcher->queueChar(c, ptX, mBitmapModulation);
GFXVertexColor color = mBitmapModulation;
mFontRenderBatcher->queueChar(c, ptX, color);
}
@ -474,7 +475,7 @@ void GFXDrawUtil::drawRect( const Point2F &upperLeft, const Point2F &lowerRight,
verts[8].point.set( upperLeft.x + ulOffset + nw.x, upperLeft.y + ulOffset + nw.y, 0.0f ); // same as 0
verts[9].point.set( upperLeft.x + ulOffset - nw.x, upperLeft.y + ulOffset - nw.y, 0.0f ); // same as 1
for (S32 i=0; i<10; i++)
for (S32 i = 0; i < 10; i++)
verts[i].color = color;
verts.unlock();
@ -530,8 +531,7 @@ void GFXDrawUtil::drawRectFill( const Point2F &upperLeft, const Point2F &lowerRi
verts[1].point.set( lowerRight.x + ne.x + ulOffset, upperLeft.y + ne.y + ulOffset, 0.0f);
verts[2].point.set( upperLeft.x - ne.x + ulOffset, lowerRight.y - ne.y + ulOffset, 0.0f);
verts[3].point.set( lowerRight.x - nw.x + ulOffset, lowerRight.y - nw.y + ulOffset, 0.0f);
for (S32 i=0; i<4; i++)
for (S32 i = 0; i < 4; i++)
verts[i].color = color;
verts.unlock();
@ -613,7 +613,6 @@ void GFXDrawUtil::drawLine( F32 x1, F32 y1, F32 z1, F32 x2, F32 y2, F32 z2, cons
verts[0].point.set( x1, y1, z1 );
verts[1].point.set( x2, y2, z2 );
verts[0].color = color;
verts[1].color = color;
@ -714,7 +713,6 @@ void GFXDrawUtil::_drawWireTriangle( const GFXStateBlockDesc &desc, const Point3
{
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
verts.lock();
// Set up the line strip
verts[0].point = p0;
verts[0].color = color;
@ -747,7 +745,6 @@ void GFXDrawUtil::_drawSolidTriangle( const GFXStateBlockDesc &desc, const Point
{
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 3, GFXBufferTypeVolatile);
verts.lock();
// Set up the line strip
verts[0].point = p0;
verts[0].color = color;
@ -779,7 +776,6 @@ void GFXDrawUtil::drawPolygon( const GFXStateBlockDesc& desc, const Point3F* poi
const bool isWireframe = ( desc.fillMode == GFXFillWireframe );
const U32 numVerts = isWireframe ? numPoints + 1 : numPoints;
GFXVertexBufferHandle< GFXVertexPCT > verts( mDevice, numVerts, GFXBufferTypeVolatile );
verts.lock();
for( U32 i = 0; i < numPoints; ++ i )
{
@ -831,7 +827,6 @@ void GFXDrawUtil::_drawWireCube( const GFXStateBlockDesc &desc, const Point3F &s
verts.lock();
Point3F halfSize = size * 0.5f;
// setup 6 line loops
U32 vertexIndex = 0;
for(S32 i = 0; i < 6; i++)
@ -874,7 +869,6 @@ void GFXDrawUtil::_drawSolidCube( const GFXStateBlockDesc &desc, const Point3F &
verts.lock();
Point3F halfSize = size * 0.5f;
// setup 6 line loops
U32 vertexIndex = 0;
U32 idx;
@ -953,7 +947,6 @@ void GFXDrawUtil::_drawWirePolyhedron( const GFXStateBlockDesc &desc, const AnyP
GFXVertexBufferHandle< GFXVertexPCT > verts( mDevice, numEdges * 2, GFXBufferTypeVolatile);
// Fill it with the vertices for the edges.
verts.lock();
for( U32 i = 0; i < numEdges; ++ i )
{
@ -998,7 +991,6 @@ void GFXDrawUtil::_drawSolidPolyhedron( const GFXStateBlockDesc &desc, const Any
// put all the polyhedron's points in there.
GFXVertexBufferHandle< GFXVertexPCT > verts( mDevice, numPoints, GFXBufferTypeVolatile );
verts.lock();
for( U32 i = 0; i < numPoints; ++ i )
{
@ -1087,7 +1079,7 @@ void GFXDrawUtil::drawObjectBox( const GFXStateBlockDesc &desc, const Point3F &s
scaledObjMat.scale( size );
scaledObjMat.setPosition( pos );
//to linear is done in primbuilder
PrimBuild::color( color );
PrimBuild::begin( GFXLineList, 48 );
@ -1158,7 +1150,6 @@ void GFXDrawUtil::_drawSolidCapsule( const GFXStateBlockDesc &desc, const Point3
S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 2 + 2, GFXBufferTypeVolatile);
verts.lock();
for (S32 i=0; i<numPoints + 1; i++)
{
S32 imod = i % numPoints;
@ -1270,7 +1261,6 @@ void GFXDrawUtil::drawCone( const GFXStateBlockDesc &desc, const Point3F &basePn
S32 numPoints = sizeof(circlePoints)/sizeof(Point2F);
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints * 3 + 2, GFXBufferTypeVolatile);
verts.lock();
F32 sign = -1.f;
S32 indexDown = 0; //counting down from numPoints
S32 indexUp = 0; //counting up from 0
@ -1340,7 +1330,6 @@ void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &ba
S32 numPoints = sizeof(circlePoints) / sizeof(Point2F);
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, numPoints *4 + 2, GFXBufferTypeVolatile);
verts.lock();
F32 sign = -1.f;
S32 indexDown = 0; //counting down from numPoints
S32 indexUp = 0; //counting up from 0
@ -1379,7 +1368,6 @@ void GFXDrawUtil::drawCylinder( const GFXStateBlockDesc &desc, const Point3F &ba
verts[vertindex + 1].color = color;
}
verts.unlock();
mDevice->setStateBlockByDesc( desc );
@ -1452,7 +1440,6 @@ void GFXDrawUtil::drawSolidPlane( const GFXStateBlockDesc &desc, const Point3F &
{
GFXVertexBufferHandle<GFXVertexPCT> verts(mDevice, 4, GFXBufferTypeVolatile);
verts.lock();
verts[0].point = pos + Point3F( -size.x / 2.0f, -size.y / 2.0f, 0 );
verts[0].color = color;
verts[1].point = pos + Point3F( -size.x / 2.0f, size.y / 2.0f, 0 );
@ -1508,7 +1495,6 @@ void GFXDrawUtil::drawPlaneGrid( const GFXStateBlockDesc &desc, const Point3F &p
GFXVertexBufferHandle<GFXVertexPCT> verts( mDevice, numVertices, GFXBufferTypeVolatile );
verts.lock();
U32 vertCount = 0;
if( plane == PlaneXY || plane == PlaneXZ )