After all why not, why shouldn't we have HDR

This commit is contained in:
bloeys
2024-05-12 06:46:46 +04:00
parent 7b1e3ea7b4
commit cf6b2655e7
3 changed files with 201 additions and 24 deletions

View File

@ -42,6 +42,7 @@ const (
FramebufferAttachmentDataFormat_Unknown FramebufferAttachmentDataFormat = iota
FramebufferAttachmentDataFormat_R32Int
FramebufferAttachmentDataFormat_RGBA8
FramebufferAttachmentDataFormat_RGBAF16
FramebufferAttachmentDataFormat_SRGBA
FramebufferAttachmentDataFormat_DepthF32
FramebufferAttachmentDataFormat_Depth24Stencil8
@ -50,7 +51,8 @@ const (
func (f FramebufferAttachmentDataFormat) IsColorFormat() bool {
return f == FramebufferAttachmentDataFormat_R32Int ||
f == FramebufferAttachmentDataFormat_RGBA8 ||
f == FramebufferAttachmentDataFormat_SRGBA
f == FramebufferAttachmentDataFormat_SRGBA ||
f == FramebufferAttachmentDataFormat_RGBAF16
}
func (f FramebufferAttachmentDataFormat) IsDepthFormat() bool {
@ -65,6 +67,8 @@ func (f FramebufferAttachmentDataFormat) GlInternalFormat() int32 {
return gl.R32I
case FramebufferAttachmentDataFormat_RGBA8:
return gl.RGB8
case FramebufferAttachmentDataFormat_RGBAF16:
return gl.RGBA16F
case FramebufferAttachmentDataFormat_SRGBA:
return gl.SRGB_ALPHA
case FramebufferAttachmentDataFormat_DepthF32:
@ -85,6 +89,8 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
case FramebufferAttachmentDataFormat_RGBA8:
fallthrough
case FramebufferAttachmentDataFormat_RGBAF16:
fallthrough
case FramebufferAttachmentDataFormat_SRGBA:
return gl.RGBA
@ -100,6 +106,33 @@ func (f FramebufferAttachmentDataFormat) GlFormat() uint32 {
}
}
func (f FramebufferAttachmentDataFormat) GlComponentType() uint32 {
switch f {
case FramebufferAttachmentDataFormat_R32Int:
return gl.INT
case FramebufferAttachmentDataFormat_RGBA8:
fallthrough
case FramebufferAttachmentDataFormat_SRGBA:
return gl.UNSIGNED_BYTE
case FramebufferAttachmentDataFormat_RGBAF16:
// Seems this is fine to be float instead of half float
fallthrough
case FramebufferAttachmentDataFormat_DepthF32:
return gl.FLOAT
case FramebufferAttachmentDataFormat_Depth24Stencil8:
return gl.UNSIGNED_INT_24_8
default:
logging.ErrLog.Fatalf("unknown framebuffer attachment data format. Format=%d\n", f)
return 0
}
}
type FramebufferAttachment struct {
Id uint32
Type FramebufferAttachmentType
@ -124,7 +157,7 @@ func (fbo *Framebuffer) BindWithViewport() {
gl.Viewport(0, 0, int32(fbo.Width), int32(fbo.Height))
}
// Clear calls gl.Clear with the fob's clear flags.
// Clear calls gl.Clear with the fbo's clear flags.
// Note that the fbo must be complete and bound.
// Calling this without a bound fbo will clear something else, like your screen.
func (fbo *Framebuffer) Clear() {
@ -207,7 +240,17 @@ func (fbo *Framebuffer) NewColorAttachment(
}
gl.BindTexture(gl.TEXTURE_2D, a.Id)
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_BYTE, nil)
gl.TexImage2D(
gl.TEXTURE_2D,
0,
attachFormat.GlInternalFormat(),
int32(fbo.Width),
int32(fbo.Height),
0,
attachFormat.GlFormat(),
attachFormat.GlComponentType(),
nil,
)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
@ -298,7 +341,17 @@ func (fbo *Framebuffer) NewDepthAttachment(
}
gl.BindTexture(gl.TEXTURE_2D, a.Id)
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
gl.TexImage2D(
gl.TEXTURE_2D,
0,
attachFormat.GlInternalFormat(),
int32(fbo.Width),
int32(fbo.Height),
0,
attachFormat.GlFormat(),
attachFormat.GlComponentType(),
nil,
)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)
@ -341,7 +394,17 @@ func (fbo *Framebuffer) NewDepthAttachment(
gl.BindTexture(gl.TEXTURE_CUBE_MAP, a.Id)
for i := 0; i < 6; i++ {
gl.TexImage2D(uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i), 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.FLOAT, nil)
gl.TexImage2D(
uint32(gl.TEXTURE_CUBE_MAP_POSITIVE_X+i),
0,
attachFormat.GlInternalFormat(),
int32(fbo.Width),
int32(fbo.Height),
0,
attachFormat.GlFormat(),
attachFormat.GlComponentType(),
nil,
)
}
gl.TexParameteri(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
@ -398,7 +461,7 @@ func (fbo *Framebuffer) NewDepthCubemapArrayAttachment(
6*numCubemaps,
0,
attachFormat.GlFormat(),
gl.FLOAT,
attachFormat.GlComponentType(),
nil,
)
@ -455,7 +518,7 @@ func (fbo *Framebuffer) NewDepthTextureArrayAttachment(
numTextures,
0,
attachFormat.GlFormat(),
gl.FLOAT,
attachFormat.GlComponentType(),
nil,
)
@ -513,7 +576,17 @@ func (fbo *Framebuffer) NewDepthStencilAttachment(
}
gl.BindTexture(gl.TEXTURE_2D, a.Id)
gl.TexImage2D(gl.TEXTURE_2D, 0, attachFormat.GlInternalFormat(), int32(fbo.Width), int32(fbo.Height), 0, attachFormat.GlFormat(), gl.UNSIGNED_INT_24_8, nil)
gl.TexImage2D(
gl.TEXTURE_2D,
0,
attachFormat.GlInternalFormat(),
int32(fbo.Width),
int32(fbo.Height),
0,
attachFormat.GlFormat(),
attachFormat.GlComponentType(),
nil,
)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST)