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https://github.com/UberGames/ioef.git
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Support r_srgb even without hardware support. Also tweak default autoexposure/tonemap settings to look good on both r_srgb 0 and 1.
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parent
26b1fcc471
commit
78b4a3bb7a
5 changed files with 38 additions and 31 deletions
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@ -1747,7 +1747,7 @@ const void *RB_PostProcess(const void *data)
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autoExposure = r_autoExposure->integer || r_forceAutoExposure->integer;
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RB_ToneMap(srcFbo, autoExposure);
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}
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else if (!glRefConfig.framebuffer_srgb && r_cameraExposure->value == 0.0f)
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else if (r_cameraExposure->value == 0.0f)
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{
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FBO_FastBlit(srcFbo, NULL, tr.screenScratchFbo, NULL, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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}
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@ -608,21 +608,6 @@ void GLimp_InitExtraExtensions()
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ri.Printf(PRINT_ALL, result[2], extension);
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}
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// GL_EXT_framebuffer_sRGB
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extension = "GL_EXT_framebuffer_sRGB";
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glRefConfig.framebuffer_srgb = qfalse;
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if (GLimp_HaveExtension(extension))
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{
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if (r_srgb->integer)
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glRefConfig.framebuffer_srgb = qtrue;
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ri.Printf(PRINT_ALL, result[glRefConfig.framebuffer_srgb], extension);
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}
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else
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{
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ri.Printf(PRINT_ALL, result[2], extension);
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}
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glRefConfig.textureCompression = TCR_NONE;
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// GL_EXT_texture_compression_latc
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@ -2152,6 +2152,26 @@ static void Upload32( byte *data, int width, int height, imgType_t type, imgFlag
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}
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}
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// Convert to RGB if sRGB textures aren't supported in hardware
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if (!glRefConfig.texture_srgb && (flags & IMGFLAG_SRGB))
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{
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byte *in = data;
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int c = width * height;
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while (c--)
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{
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for (i = 0; i < 3; i++)
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{
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float x = ByteToFloat(in[i]);
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x = sRGBtoRGB(x);
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in[i] = FloatToByte(x);
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}
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in += 4;
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}
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// FIXME: Probably should mark the image as non-sRGB as well
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flags &= ~IMGFLAG_SRGB;
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}
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// normals are always swizzled
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if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
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{
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@ -2947,9 +2967,6 @@ void R_CreateBuiltinImages( void ) {
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{
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int format;
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if (glRefConfig.texture_srgb && glRefConfig.framebuffer_srgb)
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format = GL_SRGB8_ALPHA8_EXT;
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else
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format = GL_RGBA8;
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tr.screenScratchImage = R_CreateImage("*screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, format);
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@ -3085,10 +3102,21 @@ void R_SetColorMappings( void ) {
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}
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for ( i = 0; i < 256; i++ ) {
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int i2;
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if (r_srgb->integer)
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{
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i2 = 255 * RGBtosRGB(i/255.0f) + 0.5f;
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}
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else
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{
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i2 = i;
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}
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if ( g == 1 ) {
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inf = i;
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inf = i2;
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} else {
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inf = 255 * pow ( i/255.0f, 1.0f / g ) + 0.5f;
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inf = 255 * pow ( i2/255.0f, 1.0f / g ) + 0.5f;
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}
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inf <<= shift;
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if (inf < 0) {
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@ -934,11 +934,6 @@ void GL_SetDefaultState( void )
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glState.currentVBO = NULL;
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glState.currentIBO = NULL;
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if (glRefConfig.framebuffer_srgb)
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{
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qglEnable(GL_FRAMEBUFFER_SRGB_EXT);
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}
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qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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qglDepthMask( GL_TRUE );
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qglDisable( GL_DEPTH_TEST );
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@ -1159,9 +1154,9 @@ void R_Register( void )
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r_toneMap = ri.Cvar_Get( "r_toneMap", "1", CVAR_ARCHIVE | CVAR_LATCH );
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r_forceToneMap = ri.Cvar_Get( "r_forceToneMap", "0", CVAR_CHEAT );
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r_forceToneMapMin = ri.Cvar_Get( "r_forceToneMapMin", "-3.25", CVAR_CHEAT );
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r_forceToneMapAvg = ri.Cvar_Get( "r_forceToneMapAvg", "-1.0", CVAR_CHEAT );
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r_forceToneMapMax = ri.Cvar_Get( "r_forceToneMapMax", "1.0", CVAR_CHEAT );
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r_forceToneMapMin = ri.Cvar_Get( "r_forceToneMapMin", "-8.0", CVAR_CHEAT );
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r_forceToneMapAvg = ri.Cvar_Get( "r_forceToneMapAvg", "-2.0", CVAR_CHEAT );
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r_forceToneMapMax = ri.Cvar_Get( "r_forceToneMapMax", "0.0", CVAR_CHEAT );
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r_autoExposure = ri.Cvar_Get( "r_autoExposure", "1", CVAR_ARCHIVE );
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r_forceAutoExposure = ri.Cvar_Get( "r_forceAutoExposure", "0", CVAR_CHEAT );
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@ -1711,7 +1711,6 @@ typedef struct {
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qboolean framebufferBlit;
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qboolean texture_srgb;
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qboolean framebuffer_srgb;
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qboolean depthClamp;
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} glRefConfig_t;
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