OpenGL2: Remove sRGB support, replace with gamma cvars.

This commit is contained in:
SmileTheory 2014-04-16 05:26:03 -07:00
parent 880a7c6bec
commit 4fe69cb418
12 changed files with 214 additions and 230 deletions

View File

@ -9,10 +9,15 @@ const vec3 LUMINANCE_VECTOR = vec3(0.2125, 0.7154, 0.0721); //vec3(0.299, 0.5
vec3 GetValues(vec2 offset, vec3 current)
{
vec3 minAvgMax;
vec2 tc = var_TexCoords + u_InvTexRes * offset; minAvgMax = texture2D(u_TextureMap, tc).rgb;
vec2 tc = var_TexCoords + u_InvTexRes * offset;
vec3 minAvgMax = texture2D(u_TextureMap, tc).rgb;
#ifdef FIRST_PASS
#if defined(r_framebufferGamma)
minAvgMax = pow(minAvgMax, vec3(r_framebufferGamma));
#endif
float lumi = max(dot(LUMINANCE_VECTOR, minAvgMax), 0.000001);
float loglumi = clamp(log2(lumi), -10.0, 10.0);
minAvgMax = vec3(loglumi * 0.05 + 0.5);

View File

@ -65,10 +65,6 @@ varying vec3 var_ViewDir;
#endif
#endif
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
varying vec3 var_LightColor;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
@ -329,9 +325,9 @@ mat3 cotangent_frame( vec3 N, vec3 p, vec2 uv )
void main()
{
vec3 viewDir;
vec3 viewDir, lightColor, ambientColor;
vec3 L, N, E, H;
float NL, NH, NE, EH;
float NL, NH, NE, EH, attenuation;
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_VERT_TANGENT_SPACE)
@ -352,16 +348,10 @@ void main()
#endif
#if defined(USE_LIGHTMAP)
vec4 lightSample = texture2D(u_LightMap, var_TexCoords.zw);
vec3 lightColor = lightSample.rgb;
vec4 lightmapColor = texture2D(u_LightMap, var_TexCoords.zw);
#if defined(RGBM_LIGHTMAP)
lightColor *= lightSample.a;
lightmapColor.rgb *= lightmapColor.a;
#endif
#elif defined(USE_LIGHT_VECTOR) && !defined(USE_FAST_LIGHT)
vec3 lightColor = u_DirectedLight * CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
vec3 ambientColor = u_AmbientLight;
#elif defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
vec3 lightColor = var_LightColor;
#endif
vec2 texCoords = var_TexCoords.xy;
@ -375,12 +365,22 @@ void main()
#endif
vec4 diffuse = texture2D(u_DiffuseMap, texCoords);
#if defined(USE_GAMMA2_TEXTURES)
diffuse.rgb *= diffuse.rgb;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
#if defined(USE_LIGHTMAP)
lightColor = lightmapColor.rgb * var_Color.rgb;
ambientColor = vec3(0.0);
attenuation = 1.0;
#elif defined(USE_LIGHT_VECTOR)
lightColor = u_DirectedLight * var_Color.rgb;
ambientColor = u_AmbientLight * var_Color.rgb;
attenuation = CalcLightAttenuation(float(var_LightDir.w > 0.0), var_LightDir.w / sqrLightDist);
#elif defined(USE_LIGHT_VERTEX)
lightColor = var_Color.rgb;
ambientColor = vec3(0.0);
attenuation = 1.0;
#endif
#if defined(USE_NORMALMAP)
#if defined(SWIZZLE_NORMALMAP)
N.xy = texture2D(u_NormalMap, texCoords).ag - vec2(0.5);
@ -416,8 +416,13 @@ void main()
#endif
#endif
#if defined(r_lightGamma)
lightColor = pow(lightColor, vec3(r_lightGamma));
ambientColor = pow(ambientColor, vec3(r_lightGamma));
#endif
#if defined(USE_LIGHTMAP) || defined(USE_LIGHT_VERTEX)
vec3 ambientColor = lightColor;
ambientColor = lightColor;
float surfNL = clamp(dot(var_Normal.xyz, L), 0.0, 1.0);
// Scale the incoming light to compensate for the baked-in light angle
@ -426,7 +431,7 @@ void main()
// Recover any unused light as ambient, in case attenuation is over 4x or
// light is below the surface
ambientColor -= lightColor * surfNL;
ambientColor = clamp(ambientColor - lightColor * surfNL, 0.0, 1.0);
#endif
vec3 reflectance;
@ -436,15 +441,17 @@ void main()
#if defined(USE_SPECULARMAP)
vec4 specular = texture2D(u_SpecularMap, texCoords);
#if defined(USE_GAMMA2_TEXTURES)
specular.rgb *= specular.rgb;
#endif
#else
vec4 specular = vec4(1.0);
#endif
specular *= u_SpecularScale;
#if defined(r_materialGamma)
diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
specular.rgb = pow(specular.rgb, vec3(r_materialGamma));
#endif
float gloss = specular.a;
float shininess = exp2(gloss * 13.0);
@ -482,7 +489,7 @@ void main()
#endif
#endif
gl_FragColor.rgb = lightColor * reflectance * NL;
gl_FragColor.rgb = lightColor * reflectance * (attenuation * NL);
#if 0
vec3 aSpecular = EnvironmentBRDF(gloss, NE, specular.rgb);
@ -506,19 +513,23 @@ void main()
// parallax corrected cubemap (cheaper trick)
// from http://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
R += u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
vec3 parallax = u_CubeMapInfo.xyz + u_CubeMapInfo.w * viewDir;
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
vec3 cubeLightColor = textureCubeLod(u_CubeMap, R + parallax, 7.0 - gloss * 7.0).rgb * u_EnableTextures.w;
#if defined(USE_LIGHTMAP)
cubeLightColor *= lightSample.rgb;
#elif defined (USE_LIGHT_VERTEX)
cubeLightColor *= var_LightColor;
#else
cubeLightColor *= lightColor * NL + ambientColor;
// normalize cubemap based on lowest mip (~diffuse)
// multiplying cubemap values by lighting below depends on either this or the cubemap being normalized at generation
//vec3 cubeLightDiffuse = max(textureCubeLod(u_CubeMap, N, 6.0).rgb, 0.5 / 255.0);
//cubeLightColor /= dot(cubeLightDiffuse, vec3(0.2125, 0.7154, 0.0721));
#if defined(r_framebufferGamma)
cubeLightColor = pow(cubeLightColor, vec3(r_framebufferGamma));
#endif
//gl_FragColor.rgb += diffuse.rgb * textureCubeLod(u_CubeMap, N, 7.0).rgb * u_EnableTextures.w;
// multiply cubemap values by lighting
// not technically correct, but helps make reflections look less unnatural
//cubeLightColor *= lightColor * (attenuation * NL) + ambientColor;
gl_FragColor.rgb += cubeLightColor * reflectance;
#endif
@ -541,25 +552,43 @@ void main()
reflectance = CalcDiffuse(diffuse.rgb, N, L2, E, NE, NL2, shininess);
reflectance += CalcSpecular(specular.rgb, NH2, NL2, NE, EH2, gloss, shininess);
lightColor = u_PrimaryLightColor;
lightColor = u_PrimaryLightColor * var_Color.rgb;
// enable when point lights are supported as primary lights
//lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
#if defined(r_lightGamma)
lightColor = pow(lightColor, vec3(r_lightGamma));
#endif
#if defined(USE_SHADOWMAP)
lightColor *= shadowValue;
#endif
// enable when point lights are supported as primary lights
//lightColor *= CalcLightAttenuation(float(u_PrimaryLightDir.w > 0.0), u_PrimaryLightDir.w / sqrLightDist);
gl_FragColor.rgb += lightColor * reflectance * NL2;
#endif
gl_FragColor.a = diffuse.a;
#else
gl_FragColor = diffuse;
lightColor = var_Color.rgb;
#if defined(USE_LIGHTMAP)
gl_FragColor.rgb *= lightColor;
#endif
lightColor *= lightmapColor.rgb;
#endif
gl_FragColor *= var_Color;
#if defined(r_lightGamma)
lightColor = pow(lightColor, vec3(r_lightGamma));
#endif
#if defined(r_materialGamma)
diffuse.rgb = pow(diffuse.rgb, vec3(r_materialGamma));
#endif
gl_FragColor.rgb = diffuse.rgb * lightColor;
#endif
#if defined(r_framebufferGamma)
gl_FragColor.rgb = pow(gl_FragColor.rgb, vec3(1.0 / r_framebufferGamma));
#endif
gl_FragColor.a = diffuse.a * var_Color.a;
}

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@ -83,10 +83,6 @@ varying vec3 var_ViewDir;
#endif
#endif
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
varying vec3 var_LightColor;
#endif
#if defined(USE_LIGHT) && !defined(USE_FAST_LIGHT)
varying vec4 var_LightDir;
#endif
@ -216,10 +212,6 @@ void main()
#endif
var_Color = u_VertColor * attr_Color + u_BaseColor;
#if defined(USE_LIGHT_VERTEX) && !defined(USE_FAST_LIGHT)
var_LightColor = var_Color.rgb;
var_Color.rgb = vec3(1.0);
#endif
#if defined(USE_LIGHT_VECTOR) && defined(USE_FAST_LIGHT)
float sqrLightDist = dot(L, L);

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@ -32,6 +32,11 @@ vec3 FilmicTonemap(vec3 x)
void main()
{
vec4 color = texture2D(u_TextureMap, var_TexCoords) * u_Color;
#if defined(r_framebufferGamma)
color.rgb = pow(color.rgb, vec3(r_framebufferGamma));
#endif
vec3 minAvgMax = texture2D(u_LevelsMap, var_TexCoords).rgb;
vec3 logMinAvgMaxLum = clamp(minAvgMax * 20.0 - 10.0, -u_AutoExposureMinMax.y, -u_AutoExposureMinMax.x);
@ -44,5 +49,9 @@ void main()
vec3 fWhite = 1.0 / FilmicTonemap(vec3(u_ToneMinAvgMaxLinear.z - u_ToneMinAvgMaxLinear.x));
color.rgb = FilmicTonemap(color.rgb) * fWhite;
#if defined(r_tonemapGamma)
color.rgb = pow(color.rgb, vec3(1.0 / r_tonemapGamma));
#endif
gl_FragColor = clamp(color, 0.0, 1.0);
}

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@ -593,52 +593,6 @@ void GLimp_InitExtraExtensions()
ri.Printf(PRINT_ALL, result[2], extension);
}
// GL_EXT_texture_sRGB
extension = "GL_EXT_texture_sRGB";
glRefConfig.textureSrgb = qfalse;
if (GLimp_HaveExtension(extension))
{
if (r_srgb->integer)
glRefConfig.textureSrgb = qtrue;
ri.Printf(PRINT_ALL, result[glRefConfig.textureSrgb], extension);
}
else
{
ri.Printf(PRINT_ALL, result[2], extension);
}
// GL_EXT_framebuffer_sRGB
extension = "GL_EXT_framebuffer_sRGB";
glRefConfig.framebufferSrgb = qfalse;
if (GLimp_HaveExtension(extension))
{
if (r_srgb->integer)
glRefConfig.framebufferSrgb = qtrue;
ri.Printf(PRINT_ALL, result[glRefConfig.framebufferSrgb], extension);
}
else
{
ri.Printf(PRINT_ALL, result[2], extension);
}
// GL_EXT_texture_sRGB_decode
extension = "GL_EXT_texture_sRGB_decode";
glRefConfig.textureSrgbDecode = qfalse;
if (GLimp_HaveExtension(extension))
{
if (r_srgb->integer)
glRefConfig.textureSrgbDecode = qtrue;
ri.Printf(PRINT_ALL, result[glRefConfig.textureSrgbDecode], extension);
}
else
{
ri.Printf(PRINT_ALL, result[2], extension);
}
glRefConfig.textureCompression = TCR_NONE;
// GL_EXT_texture_compression_latc

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@ -321,6 +321,18 @@ static void GLSL_GetShaderHeader( GLenum shaderType, const GLcharARB *extra, cha
Q_strcat(dest, size,
va("#ifndef r_FBufScale\n#define r_FBufScale vec2(%f, %f)\n#endif\n", fbufWidthScale, fbufHeightScale));
if (r_materialGamma->value != 1.0f)
Q_strcat(dest, size, va("#ifndef r_materialGamma\n#define r_materialGamma %f\n#endif\n", r_materialGamma->value));
if (r_lightGamma->value != 1.0f)
Q_strcat(dest, size, va("#ifndef r_lightGamma\n#define r_lightGamma %f\n#endif\n", r_lightGamma->value));
if (r_framebufferGamma->value != 1.0f)
Q_strcat(dest, size, va("#ifndef r_framebufferGamma\n#define r_framebufferGamma %f\n#endif\n", r_framebufferGamma->value));
if (r_tonemapGamma->value != 1.0f)
Q_strcat(dest, size, va("#ifndef r_tonemapGamma\n#define r_tonemapGamma %f\n#endif\n", r_tonemapGamma->value));
if (extra)
{
Q_strcat(dest, size, extra);

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@ -1857,61 +1857,6 @@ static GLenum RawImage_GetFormat(const byte *data, int numPixels, qboolean light
}
}
}
if (glRefConfig.textureSrgb && (flags & IMGFLAG_SRGB))
{
switch(internalFormat)
{
case GL_RGB:
internalFormat = GL_SRGB_EXT;
break;
case GL_RGB4:
case GL_RGB5:
case GL_RGB8:
internalFormat = GL_SRGB8_EXT;
break;
case GL_RGBA:
internalFormat = GL_SRGB_ALPHA_EXT;
break;
case GL_RGBA4:
case GL_RGBA8:
internalFormat = GL_SRGB8_ALPHA8_EXT;
break;
case GL_LUMINANCE:
internalFormat = GL_SLUMINANCE_EXT;
break;
case GL_LUMINANCE8:
case GL_LUMINANCE16:
internalFormat = GL_SLUMINANCE8_EXT;
break;
case GL_LUMINANCE_ALPHA:
internalFormat = GL_SLUMINANCE_ALPHA_EXT;
break;
case GL_LUMINANCE8_ALPHA8:
case GL_LUMINANCE16_ALPHA16:
internalFormat = GL_SLUMINANCE8_ALPHA8_EXT;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
break;
case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
internalFormat = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB;
break;
}
}
}
return internalFormat;
@ -1966,13 +1911,9 @@ static void RawImage_UploadTexture( byte *data, int x, int y, int width, int hei
R_MipMapNormalHeight( data, data, width, height, qtrue);
}
}
else if (flags & IMGFLAG_SRGB)
{
R_MipMapsRGB( data, width, height );
}
else
{
R_MipMap( data, width, height );
R_MipMapsRGB( data, width, height );
}
}
@ -2049,26 +1990,6 @@ static void Upload32( byte *data, int width, int height, imgType_t type, imgFlag
}
}
// Convert to RGB if sRGB textures aren't supported in hardware
if (!glRefConfig.textureSrgb && (flags & IMGFLAG_SRGB))
{
byte *in = data;
int c = width * height;
while (c--)
{
for (i = 0; i < 3; i++)
{
float x = ByteToFloat(in[i]);
x = sRGBtoRGB(x);
in[i] = FloatToByte(x);
}
in += 4;
}
// FIXME: Probably should mark the image as non-sRGB as well
flags &= ~IMGFLAG_SRGB;
}
// normals are always swizzled
if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
{
@ -2107,13 +2028,20 @@ static void Upload32( byte *data, int width, int height, imgType_t type, imgFlag
// use the normal mip-mapping function to go down from here
while ( width > scaled_width || height > scaled_height ) {
if (flags & IMGFLAG_SRGB)
if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
{
R_MipMapsRGB( (byte *)data, width, height );
if (internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
{
R_MipMapLuminanceAlpha( data, data, width, height );
}
else
{
R_MipMap( (byte *)data, width, height );
R_MipMapNormalHeight( data, data, width, height, qtrue);
}
}
else
{
R_MipMapsRGB( data, width, height );
}
width >>= 1;
@ -2395,13 +2323,20 @@ void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int h
// use the normal mip-mapping function to go down from here
while ( width > scaled_width || height > scaled_height ) {
if (image->flags & IMGFLAG_SRGB)
if (image->type == IMGTYPE_NORMAL || image->type == IMGTYPE_NORMALHEIGHT)
{
R_MipMapsRGB( (byte *)data, width, height );
if (image->internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
{
R_MipMapLuminanceAlpha( data, data, width, height );
}
else
{
R_MipMap( (byte *)data, width, height );
R_MipMapNormalHeight( data, data, width, height, qtrue);
}
}
else
{
R_MipMapsRGB( data, width, height );
}
width >>= 1;
@ -2593,7 +2528,7 @@ image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags )
int normalWidth, normalHeight;
imgFlags_t normalFlags;
normalFlags = (flags & ~(IMGFLAG_GENNORMALMAP | IMGFLAG_SRGB)) | IMGFLAG_NOLIGHTSCALE;
normalFlags = (flags & ~IMGFLAG_GENNORMALMAP) | IMGFLAG_NOLIGHTSCALE;
COM_StripExtension(name, normalName, MAX_QPATH);
Q_strcat(normalName, MAX_QPATH, "_n");
@ -3040,21 +2975,10 @@ void R_SetColorMappings( void ) {
g = r_gamma->value;
for ( i = 0; i < 256; i++ ) {
int i2;
if (r_srgb->integer)
{
i2 = 255 * RGBtosRGB(i/255.0f) + 0.5f;
}
else
{
i2 = i;
}
if ( g == 1 ) {
inf = i2;
inf = i;
} else {
inf = 255 * pow ( i2/255.0f, 1.0f / g ) + 0.5f;
inf = 255 * pow ( i/255.0f, 1.0f / g ) + 0.5f;
}
if (inf < 0) {

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@ -123,7 +123,10 @@ cvar_t *r_forceAutoExposure;
cvar_t *r_forceAutoExposureMin;
cvar_t *r_forceAutoExposureMax;
cvar_t *r_srgb;
cvar_t *r_materialGamma;
cvar_t *r_lightGamma;
cvar_t *r_framebufferGamma;
cvar_t *r_tonemapGamma;
cvar_t *r_depthPrepass;
cvar_t *r_ssao;
@ -1179,7 +1182,10 @@ void R_Register( void )
r_cameraExposure = ri.Cvar_Get( "r_cameraExposure", "0", CVAR_CHEAT );
r_srgb = ri.Cvar_Get( "r_srgb", "0", CVAR_ARCHIVE | CVAR_LATCH );
r_materialGamma = ri.Cvar_Get( "r_materialGamma", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
r_lightGamma = ri.Cvar_Get( "r_lightGamma", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
r_framebufferGamma = ri.Cvar_Get( "r_framebufferGamma", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
r_tonemapGamma = ri.Cvar_Get( "r_tonemapGamma", "1.0", CVAR_ARCHIVE | CVAR_LATCH );
r_depthPrepass = ri.Cvar_Get( "r_depthPrepass", "1", CVAR_ARCHIVE );
r_ssao = ri.Cvar_Get( "r_ssao", "0", CVAR_LATCH | CVAR_ARCHIVE );

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@ -1421,10 +1421,6 @@ typedef struct {
qboolean framebufferMultisample;
qboolean framebufferBlit;
qboolean textureSrgb;
qboolean framebufferSrgb;
qboolean textureSrgbDecode;
qboolean depthClamp;
qboolean seamlessCubeMap;
@ -1786,7 +1782,10 @@ extern cvar_t *r_forceAutoExposureMax;
extern cvar_t *r_cameraExposure;
extern cvar_t *r_srgb;
extern cvar_t *r_materialGamma;
extern cvar_t *r_lightGamma;
extern cvar_t *r_framebufferGamma;
extern cvar_t *r_tonemapGamma;
extern cvar_t *r_depthPrepass;
extern cvar_t *r_ssao;

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@ -2862,7 +2862,7 @@ void R_RenderCubemapSide( int cubemapIndex, int cubemapSide, qboolean subscene )
{
vec3_t ambient, directed, lightDir;
R_LightForPoint(tr.refdef.vieworg, ambient, directed, lightDir);
tr.refdef.colorScale = 766.0f / (directed[0] + directed[1] + directed[2] + 1.0f);
tr.refdef.colorScale = 1.0f; //766.0f / (directed[0] + directed[1] + directed[2] + 1.0f);
// only print message for first side
if (directed[0] + directed[1] + directed[2] == 0 && cubemapSide == 0)
{

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@ -685,9 +685,6 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
{
if (r_genNormalMaps->integer)
flags |= IMGFLAG_GENNORMALMAP;
if (r_srgb->integer)
flags |= IMGFLAG_SRGB;
}
stage->bundle[0].image[0] = R_FindImageFile( token, type, flags );
@ -732,9 +729,6 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
{
if (r_genNormalMaps->integer)
flags |= IMGFLAG_GENNORMALMAP;
if (r_srgb->integer)
flags |= IMGFLAG_SRGB;
}
@ -776,9 +770,6 @@ static qboolean ParseStage( shaderStage_t *stage, char **text )
if (!shader.noPicMip)
flags |= IMGFLAG_PICMIP;
if (r_srgb->integer)
flags |= IMGFLAG_SRGB;
stage->bundle[0].image[num] = R_FindImageFile( token, IMGTYPE_COLORALPHA, flags );
if ( !stage->bundle[0].image[num] )
{
@ -1511,9 +1502,6 @@ static void ParseSkyParms( char **text ) {
int i;
imgFlags_t imgFlags = IMGFLAG_MIPMAP | IMGFLAG_PICMIP;
if (r_srgb->integer)
imgFlags |= IMGFLAG_SRGB;
// outerbox
token = COM_ParseExt( text, qfalse );
if ( token[0] == 0 ) {
@ -3333,9 +3321,6 @@ shader_t *R_FindShader( const char *name, int lightmapIndex, qboolean mipRawImag
flags = IMGFLAG_NONE;
if (r_srgb->integer)
flags |= IMGFLAG_SRGB;
if (mipRawImage)
{
flags |= IMGFLAG_MIPMAP | IMGFLAG_PICMIP;

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@ -18,7 +18,7 @@ compatibility with existing Quake 3 mods.
- Texture upsampling.
- Advanced materials support.
- Advanced shading and specular methods.
- sRGB support.
- Separate material/light/framebuffer/tonemap gamma.
- LATC and BPTC texture compression support.
- Screen-space ambient occlusion.
@ -163,13 +163,6 @@ Cvars for HDR and tonemapping:
2.0 - Normal. (default)
3.0 - Brighter.
r_srgb - Treat all input textures as sRGB, and do
final rendering in a sRGB framebuffer. Only
required if assets were created with it in
mind.
0 - No. (default)
1 - Yes.
Cvars for advanced material usage:
r_normalMapping - Enable normal mapping for materials that
support it, and also specify advanced
@ -318,6 +311,29 @@ Cvars for the sunlight and cascaded shadow maps:
4096 - 4096x4096, indistinguishable from
2048.
Cvars for adjusting gamma values:
r_materialGamma - Gamma level for material textures.
(diffuse, specular)
1.0 - Quake 3, fastest. (default)
2.0 - More accurate, slower.
2.2 - Most accurate, slowest.
r_lightGamma - Gamma level for light.
(lightmap, lightgrid, vertex lights)
1.0 - Quake 3, fastest. (default)
2.0 - More accurate, slower.
2.2 - Most accurate, slowest.
r_framebufferGamma - Gamma level for framebuffers.
1.0 - Quake 3, fastest. (default)
2.0 - More accurate, slower.
2.2 - Most accurate, slowest.
r_tonemapGamma - Gamma applied after tonemapping.
1.0 - Quake 3, fastest. (default)
2.0 - More accurate, slower.
2.2 - Most accurate, slowest.
Cvars that you probably don't care about or shouldn't mess with:
r_mergeMultidraws - Optimize number of calls to
glMultiDrawElements().
@ -599,6 +615,59 @@ Each of these settings corresponds to a matching cvar, so you can view and
adjust the effect before settling on fixed settings.
-------------------------------------------------------------------------------
MATERIAL/LIGHT/FRAMEBUFFER/TONEMAP GAMMA
-------------------------------------------------------------------------------
This adds four cvars, r_materialGamma, r_lightGamma, r_framebufferGamma, and
r_tonemapGamma. These adjust the gamma levels of their corresponding texture
or color, allowing for more realistic lighting and shading.
These settings are fastest:
r_materialGamma 1
r_lightGamma 1
r_framebufferGamma 1
r_tonemapGamma 1
This is the same as Quake 3 behaviour, where colors are not adjusted for gamma
until presentation to the screen.
These settings are more accurate:
r_materialGamma 2
r_lightGamma 2
r_framebufferGamma 2
r_tonemapGamma 2
This converts diffuse/specular from gamma 2 space to linear space
(r_materialGamma 2), converts light values similarly (r_lightGamma 2),
converts those to the gamma 2 of the framebuffer (r_framebufferGamma 2), and
converts to a monitor gamma of 2 after tonemapping (r_tonemapGamma 2).
These settings are the most accurate:
r_materialGamma 2.2
r_lightGamma 2.2
r_framebufferGamma 2.2
r_tonemapGamma 2.2
This is the same as the previous, except using a more correct gamma of 2.2,
which approximates sRGB.
The only issue with these last two examples are that dlights aren't added
linearly, since they are still performed as a straight add to a non-linear
framebuffer. To fix this, these settings are possible:
r_materialGamma 2.2
r_lightGamma 2.2
r_framebufferGamma 1.0
r_tonemapGamma 2.2
But these cause UI draws to have the wrong gamma, as these are rendered after
tonemapping. I recommend the use of the second or third set of settings.
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THANKS
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