Compress/convert to srgb per material basis.

This allows to remove manual conversion in normalmap shader.
This commit is contained in:
Vincent Lejeune 2014-04-13 17:53:52 +02:00
parent 1f14e26bde
commit 3cd85a829e
7 changed files with 50 additions and 20 deletions

View File

@ -19,7 +19,7 @@ vec2 EncodeNormal(vec3 n);
void main()
{
// normal in Tangent Space
vec3 TS_normal = 2.0 * pow(texture(normalMap, uv).rgb, vec3(1./2.2)) - 1.0;
vec3 TS_normal = 2.0 * texture(normalMap, uv).rgb - 1.0;
// Because of interpolation, we need to renormalize
vec3 Frag_tangent = normalize(tangent);
vec3 Frag_normal = normalize(cross(Frag_tangent, bitangent));

View File

@ -308,7 +308,7 @@ GLuint getDepthTexture(irr::video::ITexture *tex)
std::set<irr::video::ITexture *> AlreadyTransformedTexture;
void transformTexturesTosRGB(irr::video::ITexture *tex)
void compressTexture(irr::video::ITexture *tex, bool srgb)
{
if (AlreadyTransformedTexture.find(tex) != AlreadyTransformedTexture.end())
return;
@ -318,20 +318,27 @@ void transformTexturesTosRGB(irr::video::ITexture *tex)
memcpy(data, tex->lock(), w * h * 4);
tex->unlock();
glBindTexture(GL_TEXTURE_2D, getTextureGLuint(tex));
unsigned internalFormat, Format;
if (tex->hasAlpha())
Format = GL_BGRA;
else
Format = GL_BGR;
if (irr_driver->getGLSLVersion() < 150)
{
if (tex->hasAlpha())
glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid *)data);
if (srgb)
internalFormat = (tex->hasAlpha()) ? GL_SRGB_ALPHA : GL_SRGB;
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_SRGB, w, h, 0, GL_BGR, GL_UNSIGNED_BYTE, (GLvoid *)data);
internalFormat = (tex->hasAlpha()) ? GL_RGBA : GL_RGB;
}
else
{
if (tex->hasAlpha())
glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB_ALPHA, w, h, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid *)data);
if (srgb)
internalFormat = (tex->hasAlpha()) ? GL_COMPRESSED_SRGB_ALPHA : GL_COMPRESSED_SRGB;
else
glTexImage2D(GL_TEXTURE_2D, 0, GL_COMPRESSED_SRGB, w, h, 0, GL_BGR, GL_UNSIGNED_BYTE, (GLvoid *)data);
internalFormat = (tex->hasAlpha()) ? GL_COMPRESSED_RGBA : GL_COMPRESSED_RGB;
}
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, w, h, 0, Format, GL_UNSIGNED_BYTE, (GLvoid *)data);
glGenerateMipmap(GL_TEXTURE_2D);
delete[] data;
}

View File

@ -158,7 +158,7 @@ GLint LoadProgram(Types ... args)
GLuint getTextureGLuint(irr::video::ITexture *tex);
GLuint getDepthTexture(irr::video::ITexture *tex);
void transformTexturesTosRGB(irr::video::ITexture *tex);
void compressTexture(irr::video::ITexture *tex, bool srgb);
void blitFBO(GLuint Src, GLuint Dst, size_t width, size_t height);
void draw2DImage(const irr::video::ITexture* texture, const irr::core::rect<s32>& destRect,

View File

@ -360,7 +360,7 @@ void ParticleSystemProxy::setEmitter(scene::IParticleEmitter* emitter)
glBindBuffer(GL_ARRAY_BUFFER, 0);
glBindVertexArray(0);
video::ITexture *tex = getMaterial(0).getTexture(0);
transformTexturesTosRGB(tex);
compressTexture(tex, true);
texture = getTextureGLuint(getMaterial(0).getTexture(0));
}

View File

@ -35,7 +35,7 @@ void STKBillboard::render()
core::vector3df pos = getAbsolutePosition();
glBindVertexArray(billboardvao);
video::ITexture *tex = Material.getTexture(0);
transformTexturesTosRGB(tex);
compressTexture(tex, true);
GLuint texid = getTextureGLuint(tex);
setTexture(0, texid, GL_LINEAR, GL_LINEAR);
glUseProgram(MeshShader::BillboardShader::Program);

View File

@ -186,6 +186,7 @@ static void drawFSPMDefault(GLMesh &mesh, size_t instance_count)
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedObjectPass1Shader::setUniforms(0);
@ -214,6 +215,7 @@ static void drawFSPMAlphaRefTexture(GLMesh &mesh, size_t instance_count)
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedObjectRefPass1Shader::setUniforms(0);
@ -228,6 +230,7 @@ static void drawShadowAlphaRefTexture(GLMesh &mesh, size_t instance_count)
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedRefShadowShader::setUniforms(0);
@ -243,6 +246,7 @@ static void drawFSPMGrass(GLMesh &mesh, const core::vector3df &windDir, size_t i
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedGrassPass1Shader::setUniforms(windDir, 0);
@ -272,6 +276,7 @@ static void drawSMAlphaRefTexture(GLMesh &mesh, const core::matrix4 &ModelViewPr
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::InstancedObjectRefPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::InstancedObjectRefPass2Shader::setUniforms(ModelViewProjectionMatrix, core::matrix4::EM4CONST_IDENTITY);
@ -287,6 +292,7 @@ static void drawSMGrass(GLMesh &mesh, const core::matrix4 &ModelViewProjectionMa
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::InstancedGrassPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
setTexture(MeshShader::InstancedGrassPass2Shader::TU_dtex, irr_driver->getDepthStencilTexture(), GL_NEAREST, GL_NEAREST);
SunLightProvider * const cb = (SunLightProvider *)irr_driver->getCallback(ES_SUNLIGHT);

View File

@ -178,12 +178,7 @@ GLMesh allocateMeshBuffer(scene::IMeshBuffer* mb)
}
ITexture *tex;
for (unsigned i = 0; i < 6; i++)
{
tex = mb->getMaterial().getTexture(i);
if (tex)
transformTexturesTosRGB(tex);
result.textures[i] = tex;
}
result.textures[i] = mb->getMaterial().getTexture(i);
result.TextureMatrix = 0;
return result;
}
@ -225,7 +220,10 @@ void drawObjectPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjecti
size_t count = mesh.IndexCount;
if (mesh.textures[0])
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
{
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
}
else
{
setTexture(0, 0, GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, false);
@ -252,7 +250,7 @@ void drawObjectRefPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProje
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::ObjectRefPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, TextureMatrix, 0);
@ -269,6 +267,7 @@ void drawGrassPass1(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::GrassPass1Shader::setUniforms(ModelViewProjectionMatrix, TransposeInverseModelView, windDir, 0);
@ -286,6 +285,7 @@ void drawNormalPass(const GLMesh &mesh, const core::matrix4 & ModelMatrix, const
size_t count = mesh.IndexCount;
assert(mesh.textures[1]);
compressTexture(mesh.textures[1], false);
setTexture(0, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::NormalMapShader::setUniforms(ModelMatrix, InverseModelMatrix, 0);
@ -336,6 +336,7 @@ void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionM
size_t count = mesh.IndexCount;
// Texlayout
compressTexture(mesh.textures[1], true);
setTexture(MeshShader::SplattingShader::TU_tex_layout, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -348,6 +349,7 @@ void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionM
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail0
compressTexture(mesh.textures[2], true);
setTexture(MeshShader::SplattingShader::TU_tex_detail0, getTextureGLuint(mesh.textures[2]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -360,6 +362,7 @@ void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionM
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail1
compressTexture(mesh.textures[3], true);
setTexture(MeshShader::SplattingShader::TU_tex_detail1, getTextureGLuint(mesh.textures[3]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -371,6 +374,7 @@ void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionM
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
compressTexture(mesh.textures[4], true);
//Tex detail2
setTexture(MeshShader::SplattingShader::TU_tex_detail2, getTextureGLuint(mesh.textures[4]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
@ -384,6 +388,7 @@ void drawSplatting(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionM
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
//Tex detail3
compressTexture(mesh.textures[5], true);
setTexture(MeshShader::SplattingShader::TU_tex_detail3, getTextureGLuint(mesh.textures[5]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -410,6 +415,7 @@ void drawObjectRefPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjec
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectRefPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -438,6 +444,7 @@ void drawCaustics(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionM
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::CausticsShader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -451,6 +458,7 @@ void drawCaustics(const GLMesh &mesh, const core::matrix4 & ModelViewProjectionM
}
if (!CausticTex)
CausticTex = irr_driver->getTexture(file_manager->getAsset("textures/caustics.png").c_str());
compressTexture(CausticTex, false);
setTexture(MeshShader::CausticsShader::TU_caustictex, getTextureGLuint(CausticTex), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::CausticsShader::setUniforms(ModelViewProjectionMatrix, dir, dir2,
@ -469,6 +477,7 @@ void drawGrassPass2(const GLMesh &mesh, const core::matrix4 & ModelViewProjectio
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::GrassPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -509,6 +518,7 @@ void drawObjectRimLimit(const GLMesh &mesh, const core::matrix4 &ModelViewProjec
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectRimLimitShader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -535,6 +545,7 @@ void drawObjectUnlit(const GLMesh &mesh, const core::matrix4 &ModelViewProjectio
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectUnlitShader::TU_tex, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -561,6 +572,7 @@ void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelView
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::DetailledObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -572,7 +584,7 @@ void drawDetailledObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelView
GLint swizzleMask[] = {GL_RED, GL_GREEN, GL_BLUE, GL_ALPHA};
glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_SWIZZLE_RGBA, swizzleMask);
}
compressTexture(mesh.textures[1], true);
setTexture(MeshShader::DetailledObjectPass2Shader::TU_detail, getTextureGLuint(mesh.textures[1]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::DetailledObjectPass2Shader::setUniforms(ModelViewProjectionMatrix);
@ -589,6 +601,7 @@ void drawObjectPass2(const GLMesh &mesh, const core::matrix4 &ModelViewProjectio
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(MeshShader::ObjectPass2Shader::TU_Albedo, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
if (irr_driver->getLightViz())
{
@ -615,6 +628,7 @@ void drawTransparentObject(const GLMesh &mesh, const core::matrix4 &ModelViewPro
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::TransparentShader::setUniforms(ModelViewProjectionMatrix, TextureMatrix, 0);
@ -645,6 +659,7 @@ void drawTransparentFogObject(const GLMesh &mesh, const core::matrix4 &ModelView
tmpcol.getGreen() / 255.0f,
tmpcol.getBlue() / 255.0f);
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
glUseProgram(MeshShader::TransparentFogShader::Program);
@ -665,6 +680,7 @@ void drawBubble(const GLMesh &mesh, const core::matrix4 &ModelViewProjectionMatr
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::BubbleShader::setUniforms(ModelViewProjectionMatrix, 0, time, transparency);
@ -681,6 +697,7 @@ void drawShadowRef(const GLMesh &mesh, const core::matrix4 &ModelMatrix)
GLenum itype = mesh.IndexType;
size_t count = mesh.IndexCount;
compressTexture(mesh.textures[0], true);
setTexture(0, getTextureGLuint(mesh.textures[0]), GL_LINEAR, GL_LINEAR_MIPMAP_LINEAR, true);
MeshShader::RefShadowShader::setUniforms(ModelMatrix, 0);