SRGB in OpenGL
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@@ -6,23 +6,29 @@
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#include <string.h>
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#include "buffer/opengl_buffer.h"
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#include "graphics_pipeline/opengl_graphics_pipeline.h"
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#include "renderpass/opengl_render_pass_descriptor.h"
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GN_CPP_FUNCTION void openglBeginRenderPass(gnCommandBuffer buffer, gnRenderPassInfo passInfo) {
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GN_CPP_FUNCTION void openglBeginRenderPass(gnCommandBuffer buffer, gnRenderPassInfo sPassInfo) {
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gnRenderPassInfo passInfo = sPassInfo;
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gnClearValue* values = (gnClearValue*)malloc(sizeof(gnClearValue*) * passInfo.clearValueCount);
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memcpy(values, passInfo.clearValues, sizeof(gnClearValue*) * passInfo.clearValueCount);
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openglCommandRunnerBindFunction(buffer->commandBuffer->commmandRunner, std::function<void()>([passInfo, values]{
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glBindFramebuffer(GL_FRAMEBUFFER, passInfo.framebuffer->framebuffer->framebuffers[0]);
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if (passInfo.renderPassDescriptor->renderPassDescriptor->subpasses[0].colorAttachments[0].format == GL_SRGB8_ALPHA8) glEnable(GL_FRAMEBUFFER_SRGB);
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glClearColor(values[0].r, values[0].g, values[0].b, values[0].a);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glViewport(passInfo.offset.x, passInfo.offset.y, passInfo.size.x, passInfo.size.y);
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free(values);
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}));
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}
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GN_CPP_FUNCTION void openglEndRenderPass(gnCommandBuffer buffer) {
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openglCommandRunnerBindFunction(buffer->commandBuffer->commmandRunner, std::function<void()>([]{
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glBindFramebuffer(GL_FRAMEBUFFER, 0);
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glDisable(GL_FRAMEBUFFER_SRGB);
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}));
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}
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GN_CPP_FUNCTION void openglBindGraphicsPipeline(gnCommandBuffer commandBuffer, gnGraphicsPipeline graphicsPipeline) {
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@@ -74,7 +80,10 @@ GN_CPP_FUNCTION void openglDrawIndexed(gnCommandBufferHandle sBuffer, gnIndexTyp
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}));
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}
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GN_CPP_FUNCTION void openglBindUniform(gnCommandBufferHandle buffer, gnUniform uniform, uint32_t set, uint32_t dynamicOffsetCount, uint32_t* dynamicOffsets) {
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openglCommandRunnerBindFunction(buffer->commandBuffer->commmandRunner, std::function<void()>([]{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, 5);
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}));
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}
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GN_CPP_FUNCTION void openglPushConstant(gnCommandBufferHandle buffer, gnPushConstantLayout layout, void* data) {
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@@ -9,6 +9,8 @@ gnReturnCode openglPresent(gnOutputDeviceHandle device, gnPresentInfo info) {
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glBindVertexArray(0);
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if (info.presentationQueues[i]->presentationQueue->format == GL_SRGB8_ALPHA8) glEnable(GL_FRAMEBUFFER_SRGB);
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glUseProgram(device->outputDevice->shaderProgram);
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glBindBuffer(GL_ARRAY_BUFFER, device->outputDevice->buffer);
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glBindTexture(GL_TEXTURE_2D, GLuintArrayListAt(info.presentationQueues[i]->presentationQueue->textures, info.imageIndices[i]));
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@@ -18,6 +20,8 @@ gnReturnCode openglPresent(gnOutputDeviceHandle device, gnPresentInfo info) {
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glBindTexture(GL_TEXTURE_2D, 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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swapBuffers(info.presentationQueues[i]->info.surface);
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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// for (uint32_t i = 0; i < info.presentationQueueCount; i++) {
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@@ -9,6 +9,7 @@ gnReturnCode createOpenGLPresentationQueue(gnPresentationQueueHandle presentatio
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presentationQueue->images = malloc(sizeof(gnTexture) * presentationInfo.minImageCount);
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presentationQueue->presentationQueue->textures = GLuintArrayListCreate();
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presentationQueue->presentationQueue->avaliableTextures = uint32_tArrayListCreate();
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presentationQueue->presentationQueue->format = glGryphnFormatToOpenGLInternalFormat(presentationInfo.format.format);
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for (int i = 0; i < presentationInfo.minImageCount; i++) {
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presentationQueue->images[i] = malloc(sizeof(struct gnTexture_t));
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presentationQueue->images[i]->texture = malloc(sizeof(gnPlatformTexture));
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@@ -7,6 +7,7 @@ GN_ARRAY_LIST_HEADER(GLuint);
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typedef struct gnPlatformPresentationQueue_t {
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GLuintArrayList textures;
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uint32_tArrayList avaliableTextures;
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GLenum format;
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} gnPlatformPresentationQueue_t;
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gnReturnCode createOpenGLPresentationQueue(gnPresentationQueueHandle presentationQueue, gnOutputDeviceHandle device, gnPresentationQueueInfo presentationInfo);
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@@ -26,7 +26,7 @@ gnReturnCode openglCreateRenderPass(gnRenderPassDescriptor renderPass, gnDevice
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.storeOperation = info.attachmentInfos[attachmentIndex].storeOperation,
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.attachmentIndex = attachmentIndex,
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.resolveAttachmentIndex = resolveAttachmentIndex,
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.format = glGryphnFormatToOpenGLFormat(info.attachmentInfos[attachmentIndex].format)
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.format = glGryphnFormatToOpenGLInternalFormat(info.attachmentInfos[attachmentIndex].format)
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};
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}
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@@ -34,7 +34,7 @@ gnReturnCode openglCreateRenderPass(gnRenderPassDescriptor renderPass, gnDevice
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uint32_t depthAttachmentIndex = info.subpassInfos[i].depthAttachment->index;
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renderPass->renderPassDescriptor->subpasses[i].depthAttachment = (gnDepthAttachment){
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.index = depthAttachmentIndex,
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.format = glGryphnFormatToOpenGLFormat(info.attachmentInfos[depthAttachmentIndex].format),
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.format = glGryphnFormatToOpenGLInternalFormat(info.attachmentInfos[depthAttachmentIndex].format),
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.loadOperation = info.attachmentInfos[depthAttachmentIndex].loadOperation,
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.storeOperation = info.attachmentInfos[depthAttachmentIndex].storeOperation,
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};
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@@ -8,7 +8,7 @@ typedef struct glColorAttachment {
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gnLoadOperation loadOperation;
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gnStoreOperation storeOperation;
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GLint format;
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GLenum format;
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uint32_t attachmentIndex;
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int resolveAttachmentIndex; // -1 = no attachment
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} glColorAttachment;
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@@ -109,11 +109,11 @@ gnSurfaceDetails genOpenGLSurfaceDetails(
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surfaceDetails.formatCount = 1;
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surfaceDetails.formats = malloc(sizeof(gnSurfaceFormat) * 2);
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surfaceDetails.formats[0] = (gnSurfaceFormat){
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.format = GN_FORMAT_RGBA8,
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.format = GN_FORMAT_RGBA8_SRGB,
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.colorSpace = GN_COLOR_SPACE_SRGB_NONLINEAR
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};
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surfaceDetails.formats[1] = (gnSurfaceFormat){
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.format = GN_FORMAT_RGBA8_SRGB,
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.format = GN_FORMAT_RGBA8,
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.colorSpace = GN_COLOR_SPACE_SRGB_NONLINEAR
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};
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@@ -18,7 +18,9 @@ gnReturnCode openglCreateTexture(gnTexture texture, gnDevice device, const gnTex
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);
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return GN_SUCCESS;
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}
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#include "stdio.h"
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void openglTextureData(gnTextureHandle texture, void* pixelData) {
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printf("OpenGL id: %u\n", texture->texture->id);
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glTextureSubImage2D(
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texture->texture->id,
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0,
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