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https://github.com/TorqueGameEngines/Torque3D.git
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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
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294 changed files with 3894 additions and 2813 deletions
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@ -23,6 +23,7 @@
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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#include "gfx/bitmap/bitmapUtils.h"
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#include "gfx/bitmap/imageUtils.h"
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#include "gfx/gfxCardProfile.h"
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#include "gfx/gfxStringEnumTranslate.h"
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#include "core/strings/unicode.h"
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@ -139,7 +140,7 @@ void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
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}
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else
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{
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UINT numQualityLevels = 0;
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U32 numQualityLevels = 0;
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switch (antialiasLevel)
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{
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@ -151,7 +152,6 @@ void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
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default:
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{
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antialiasLevel = 0;
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UINT numQualityLevels;
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D3D11DEVICE->CheckMultisampleQualityLevels(d3dTextureFormat, antialiasLevel, &numQualityLevels);
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AssertFatal(numQualityLevels, "Invalid AA level!");
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break;
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@ -287,7 +287,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
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const bool supportsAutoMips = GFX->getCardProfiler()->queryProfile("autoMipMapLevel", true);
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// Helper bool
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const bool isCompressedTexFmt = aTexture->mFormat >= GFXFormatDXT1 && aTexture->mFormat <= GFXFormatDXT5;
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const bool isCompressedTexFmt = ImageUtil::isCompressedFormat(aTexture->mFormat);
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// Settings for mipmap generation
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U32 maxDownloadMip = pDL->getNumMipLevels();
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@ -312,10 +312,10 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
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switch(texture->mFormat)
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{
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case GFXFormatR8G8B8:
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case GFXFormatR8G8B8:
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case GFXFormatR8G8B8_SRGB:
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{
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PROFILE_SCOPE(Swizzle24_Upload);
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AssertFatal(pDL->getFormat() == GFXFormatR8G8B8, "Assumption failed");
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U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
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dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
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@ -330,6 +330,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
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case GFXFormatR8G8B8A8:
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case GFXFormatR8G8B8X8:
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case GFXFormatR8G8B8A8_SRGB:
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{
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PROFILE_SCOPE(Swizzle32_Upload);
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copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel()];
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@ -360,9 +361,9 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
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switch( texture->mFormat )
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{
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case GFXFormatR8G8B8:
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case GFXFormatR8G8B8_SRGB:
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{
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PROFILE_SCOPE(Swizzle24_Upload);
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AssertFatal(pDL->getFormat() == GFXFormatR8G8B8, "Assumption failed");
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U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
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dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
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@ -375,6 +376,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
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case GFXFormatR8G8B8A8:
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case GFXFormatR8G8B8X8:
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case GFXFormatR8G8B8A8_SRGB:
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{
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PROFILE_SCOPE(Swizzle32_Upload);
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dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
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@ -417,7 +419,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
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U8* Bits = NULL;
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if(texture->mFormat == GFXFormatR8G8B8)
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if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB)
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{
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// convert 24 bit to 32 bit
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Bits = new U8[texture->getWidth() * texture->getHeight() * texture->getDepth() * 4];
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@ -430,8 +432,10 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
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switch(texture->mFormat)
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{
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case GFXFormatR8G8B8:
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case GFXFormatR8G8B8_SRGB:
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case GFXFormatR8G8B8A8:
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case GFXFormatR8G8B8X8:
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case GFXFormatR8G8B8A8_SRGB:
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bytesPerPix = 4;
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break;
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}
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@ -444,7 +448,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
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box.top = 0;
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box.bottom = texture->getHeight();
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if(texture->mFormat == GFXFormatR8G8B8) // converted format also for volume textures
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if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB) // converted format also for volume textures
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dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, Bits, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
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else
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dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, raw, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
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