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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-12 19:31:41 +00:00
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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@ -152,39 +152,34 @@ bool RenderDeferredMgr::_updateTargets()
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// reload materials, the conditioner needs to alter the generated shaders
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}
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GFXFormat colorFormat = mTargetFormat;
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/*
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bool independentMrtBitDepth = GFX->getCardProfiler()->queryProfile("independentMrtBitDepth", false);
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//If independent bit depth on a MRT is supported than just use 8bit channels for the albedo color.
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if(independentMrtBitDepth)
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colorFormat = GFXFormatR8G8B8A8;
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*/
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// TODO: these formats should be passed in and not hard-coded
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const GFXFormat colorFormat = GFXFormatR8G8B8A8_SRGB;
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const GFXFormat matInfoFormat = GFXFormatR8G8B8A8;
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// andrewmac: Deferred Shading Color Buffer
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if (mColorTex.getFormat() != colorFormat || mColorTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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{
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mColorTarget.release();
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mColorTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
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&GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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mColorTarget.setTexture(mColorTex);
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mColorTarget.release();
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mColorTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
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&GFXRenderTargetSRGBProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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mColorTarget.setTexture(mColorTex);
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for (U32 i = 0; i < mTargetChainLength; i++)
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mColorTarget.getTexture());
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for (U32 i = 0; i < mTargetChainLength; i++)
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color1, mColorTarget.getTexture());
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}
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// andrewmac: Deferred Shading Material Info Buffer
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if (mMatInfoTex.getFormat() != colorFormat || mMatInfoTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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if (mMatInfoTex.getFormat() != matInfoFormat || mMatInfoTex.getWidthHeight() != mTargetSize || GFX->recentlyReset())
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{
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mMatInfoTarget.release();
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mMatInfoTex.set(mTargetSize.x, mTargetSize.y, colorFormat,
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&GFXDefaultRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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mMatInfoTarget.setTexture(mMatInfoTex);
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mMatInfoTarget.release();
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mMatInfoTex.set(mTargetSize.x, mTargetSize.y, matInfoFormat,
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&GFXRenderTargetProfile, avar("%s() - (line %d)", __FUNCTION__, __LINE__),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER);
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mMatInfoTarget.setTexture(mMatInfoTex);
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for (U32 i = 0; i < mTargetChainLength; i++)
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
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for (U32 i = 0; i < mTargetChainLength; i++)
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mTargetChain[i]->attachTexture(GFXTextureTarget::Color2, mMatInfoTarget.getTexture());
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}
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GFX->finalizeReset();
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@ -671,7 +666,8 @@ void ProcessedDeferredMaterial::_determineFeatures( U32 stageNum,
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}
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// Always allow these.
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else if ( type == MFT_IsDXTnm ||
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else if ( type == MFT_IsBC3nm ||
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type == MFT_IsBC5nm ||
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type == MFT_TexAnim ||
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type == MFT_NormalMap ||
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type == MFT_DetailNormalMap ||
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@ -800,7 +796,7 @@ U32 ProcessedDeferredMaterial::getNumStages()
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// If this stage has diffuse color, it's active
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if ( mMaterial->mDiffuse[i].alpha > 0 &&
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mMaterial->mDiffuse[i] != ColorF::WHITE )
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mMaterial->mDiffuse[i] != LinearColorF::WHITE )
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stageActive = true;
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// If we have a Material that is vertex lit
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@ -1102,16 +1098,19 @@ void RenderDeferredMgr::_initShaders()
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// Create StateBlocks
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GFXStateBlockDesc desc;
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desc.setCullMode( GFXCullNone );
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desc.setBlend( true );
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desc.setBlend( false );
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desc.setZReadWrite( false, false );
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desc.samplersDefined = true;
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desc.samplers[0].addressModeU = GFXAddressWrap;
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desc.samplers[0].addressModeV = GFXAddressWrap;
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desc.samplers[0].addressModeW = GFXAddressWrap;
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desc.samplers[0].magFilter = GFXTextureFilterLinear;
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desc.samplers[0].minFilter = GFXTextureFilterLinear;
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desc.samplers[0].mipFilter = GFXTextureFilterLinear;
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desc.samplers[0].textureColorOp = GFXTOPModulate;
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for (int i = 0; i < TEXTURE_STAGE_COUNT; i++)
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{
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desc.samplers[i].addressModeU = GFXAddressWrap;
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desc.samplers[i].addressModeV = GFXAddressWrap;
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desc.samplers[i].addressModeW = GFXAddressWrap;
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desc.samplers[i].magFilter = GFXTextureFilterLinear;
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desc.samplers[i].minFilter = GFXTextureFilterLinear;
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desc.samplers[i].mipFilter = GFXTextureFilterLinear;
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desc.samplers[i].textureColorOp = GFXTOPModulate;
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}
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mStateblock = GFX->createStateBlock( desc );
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@ -223,7 +223,7 @@ void RenderFormatToken::_updateTargets()
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|| mTargetColorTexture[i].getWidthHeight() != rtSize)
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{
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mTargetColorTexture[i].set( rtSize.x, rtSize.y, mColorFormat,
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&GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
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&GFXRenderTargetSRGBProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
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1, mTargetAALevel );
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mTargetChain[i]->attachTexture( GFXTextureTarget::Color0, mTargetColorTexture[i] );
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}
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@ -240,7 +240,7 @@ void RenderFormatToken::_updateTargets()
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|| mTargetDepthStencilTexture[i].getWidthHeight() != rtSize)
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{
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mTargetDepthStencilTexture[i].set( rtSize.x, rtSize.y, mDepthFormat,
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&GFXDefaultZTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
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&GFXZTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
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1, mTargetAALevel );
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mTargetChain[i]->attachTexture( GFXTextureTarget::DepthStencil, mTargetDepthStencilTexture[i] );
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}
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@ -73,7 +73,7 @@ void RenderOcclusionMgr::init()
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delete mMatInstance;
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mMaterial = MATMGR->allocateAndRegister( String::EmptyString );
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mMaterial->mDiffuse[0] = ColorF( 1, 0, 1, 1 );
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mMaterial->mDiffuse[0] = LinearColorF( 1, 0, 1, 1 );
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mMaterial->mEmissive[0] = true;
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mMaterial->mAutoGenerated = true;
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@ -299,7 +299,7 @@ GFXTextureObject *RenderPassManager::getDepthTargetTexture()
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const Point2I rtSize = GFX->getActiveRenderTarget()->getSize();
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mDepthBuff.set(rtSize.x, rtSize.y, GFXFormatD24S8,
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&GFXDefaultZTargetProfile, avar("%s() - mDepthBuff (line %d)", __FUNCTION__, __LINE__));
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&GFXZTargetProfile, avar("%s() - mDepthBuff (line %d)", __FUNCTION__, __LINE__));
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return mDepthBuff.getPointer();
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}
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@ -170,7 +170,7 @@ bool RenderTexTargetBinManager::_updateTargets()
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|| mTargetChainTextures[i][j].getFormat() != mTargetFormat)
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{
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ret &= mTargetChainTextures[i][j].set( mTargetSize.x, mTargetSize.y, mTargetFormat,
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&GFXDefaultRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
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&GFXRenderTargetProfile, avar( "%s() - (line %d)", __FUNCTION__, __LINE__ ),
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1, GFXTextureManager::AA_MATCH_BACKBUFFER );
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mTargetChain[i]->attachTexture( GFXTextureTarget::RenderSlot(GFXTextureTarget::Color0 + j), mTargetChainTextures[i][j] );
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