Convert texture from srgb and use srgb fbo

This commit is contained in:
vlj 2014-03-30 18:19:18 +02:00
parent 9a5e3d9c9c
commit 10e2218b8c
7 changed files with 42 additions and 9 deletions

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@ -59,6 +59,7 @@ PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
PFNGLTEXIMAGE3DPROC glTexImage3D;
PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
#endif
@ -198,6 +199,7 @@ void initGL()
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)IRR_OGL_LOAD_EXTENSION("glBindFramebuffer");
glFramebufferTexture = (PFNGLFRAMEBUFFERTEXTUREPROC)IRR_OGL_LOAD_EXTENSION("glFramebufferTexture");
glTexImage3D = (PFNGLTEXIMAGE3DPROC)IRR_OGL_LOAD_EXTENSION("glTexImage3D");
glGenerateMipmap = (PFNGLGENERATEMIPMAPPROC)IRR_OGL_LOAD_EXTENSION("glGenerateMipmap");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)IRR_OGL_LOAD_EXTENSION("glCheckFramebufferStatus");
#ifdef DEBUG
glDebugMessageCallbackARB = (PFNGLDEBUGMESSAGECALLBACKARBPROC)IRR_OGL_LOAD_EXTENSION("glDebugMessageCallbackARB");
@ -291,6 +293,26 @@ GLuint getDepthTexture(irr::video::ITexture *tex)
return static_cast<irr::video::COpenGLFBOTexture*>(tex)->DepthBufferTexture;
}
std::set<irr::video::ITexture *> AlreadyTransformedTexture;
void transformTexturesTosRGB(irr::video::ITexture *tex)
{
if (AlreadyTransformedTexture.find(tex) != AlreadyTransformedTexture.end())
return;
AlreadyTransformedTexture.insert(tex);
size_t w = tex->getSize().Width, h = tex->getSize().Height;
char *data = new char[w * h * 4];
memcpy(data, tex->lock(), w * h * 4);
tex->unlock();
glBindTexture(GL_TEXTURE_2D, getTextureGLuint(tex));
if (tex->hasAlpha())
glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid *)data);
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB, w, h, 0, GL_BGR, GL_UNSIGNED_BYTE, (GLvoid *)data);
glGenerateMipmap(GL_TEXTURE_2D);
delete[] data;
}
void setTexture(unsigned TextureUnit, GLuint TextureId, GLenum MagFilter, GLenum MinFilter, bool allowAF)
{
glActiveTexture(GL_TEXTURE0 + TextureUnit);

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@ -76,6 +76,7 @@ extern PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers;
extern PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer;
extern PFNGLFRAMEBUFFERTEXTUREPROC glFramebufferTexture;
extern PFNGLTEXIMAGE3DPROC glTexImage3D;
extern PFNGLGENERATEMIPMAPPROC glGenerateMipmap;
extern PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus;
#ifdef DEBUG
extern PFNGLDEBUGMESSAGECALLBACKARBPROC glDebugMessageCallbackARB;
@ -151,6 +152,7 @@ GLint LoadProgram(Types ... args)
GLuint getTextureGLuint(irr::video::ITexture *tex);
GLuint getDepthTexture(irr::video::ITexture *tex);
void transformTexturesTosRGB(irr::video::ITexture *tex);
void draw2DImage(const irr::video::ITexture* texture, const irr::core::rect<s32>& destRect,
const irr::core::rect<s32>& sourceRect, const irr::core::rect<s32>* clipRect,

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@ -382,7 +382,8 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
video::ITexture *tex = getMaterial(0).getTexture(0);
transformTexturesTosRGB(tex);
texture = getTextureGLuint(getMaterial(0).getTexture(0));
}

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@ -855,12 +855,14 @@ void PostProcessing::render()
// Final blit
// TODO : Use glBlitFramebuffer
drv->setRenderTarget(ERT_FRAME_BUFFER, false, false);
glEnable(GL_FRAMEBUFFER_SRGB);
if (irr_driver->getNormals())
renderPassThrough(irr_driver->getRTT(RTT_NORMAL_AND_DEPTH));
else if (irr_driver->getSSAOViz())
renderPassThrough(irr_driver->getRTT(RTT_SSAO));
else
renderColorLevel(in);
glDisable(GL_FRAMEBUFFER_SRGB);
}
} // render

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@ -1026,9 +1026,10 @@ static void projectSH(float *color[], size_t width, size_t height,
// Constant obtained by projecting unprojected ref values
float solidangle = 2.75 / (wh * pow(d, 1.5f));
float b = color[face][4 * height * i + 4 * j] / 255.;
float g = color[face][4 * height * i + 4 * j + 1] / 255.;
float r = color[face][4 * height * i + 4 * j + 2] / 255.;
// pow(., 2.2) to convert from srgb
float b = pow(color[face][4 * height * i + 4 * j] / 255., 2.2);
float g = pow(color[face][4 * height * i + 4 * j + 1] / 255., 2.2);
float r = pow(color[face][4 * height * i + 4 * j + 2] / 255., 2.2);
assert(b >= 0.);
@ -1242,7 +1243,7 @@ void IrrDriver::generateSkyboxCubemap()
image->drop();
glBindTexture(GL_TEXTURE_CUBE_MAP, SkyboxCubeMap);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
}
testSH(rgba, w, h, blueSHCoeff, greenSHCoeff, redSHCoeff);
@ -1250,7 +1251,7 @@ void IrrDriver::generateSkyboxCubemap()
for (unsigned i = 0; i < 6; i++)
{
glBindTexture(GL_TEXTURE_CUBE_MAP, ConvolutedSkyboxCubeMap);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_RGB, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, GL_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid*)rgba[i]);
}
for (unsigned i = 0; i < 6; i++)
delete[] rgba[i];

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@ -34,7 +34,9 @@ void STKBillboard::render()
return;
core::vector3df pos = getAbsolutePosition();
glBindVertexArray(billboardvao);
GLuint texid = getTextureGLuint(Material.getTexture(0));
video::ITexture *tex = Material.getTexture(0);
transformTexturesTosRGB(tex);
GLuint texid = getTextureGLuint(tex);
setTexture(0, texid, GL_LINEAR, GL_LINEAR);
glUseProgram(MeshShader::BillboardShader::Program);
MeshShader::BillboardShader::setUniforms(irr_driver->getViewMatrix(), irr_driver->getProjMatrix(), pos, Size, 0);

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@ -180,8 +180,11 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
for (unsigned i = 0; i < 6; i++)
{
tex = mb->getMaterial().getTexture(i);
if (tex)
result.textures[i] = getTextureGLuint(tex);
if (tex)
{
transformTexturesTosRGB(tex);
result.textures[i] = getTextureGLuint(tex);
}
else
result.textures[i] = 0;
}