Remove RGBE compressor. Implement as a color transform.
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@ -1310,6 +1310,232 @@ void Surface::fromRGBM(float range/*= 1*/)
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}
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static Color32 toRgbe8(float r, float g, float b)
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{
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Color32 c;
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float v = max(max(r, g), b);
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if (v < 1e-32) {
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c.r = c.g = c.b = c.a = 0;
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}
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else {
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int e;
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v = frexp(v, &e) * 256.0f / v;
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c.r = uint8(clamp(r * v, 0.0f, 255.0f));
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c.g = uint8(clamp(g * v, 0.0f, 255.0f));
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c.b = uint8(clamp(b * v, 0.0f, 255.0f));
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c.a = e + 128;
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}
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return c;
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}
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/*
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Alen Ladavac @ GDAlgorithms-list on Feb 7, 2007:
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One trick that we use to alleviate such problems is to use RGBE5.3 -
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i.e. have a fixed point exponent. Note that it is not enough to just
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shift the exponent up for 3 bits, but you actually have to convert
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each pixel in the RGBE8 texture by unpacking it to floats and then
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repacking it with a non-integer exponent, which gives different
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mantissas as well. Now your jumps in exponent are much smaller, thus
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the bands are not that noticeable. It is still not as good as FP16,
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but it is much better than RGBE8. I hope this explanation is
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understandable, if not I can fill in more details.
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Though there still are some bands, you can get an even better
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precision if you upload that same texture as RGBA16, because you'll
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get even more interpolation then, and it works good as a scalable
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option for people with more GPU RAM). Alternatively, when some of the
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future cards (hopefully, because I'm trying to lobby for that
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everywhere :) ), start returning more than 8 bits, your scenes will
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automatically look better even without using RGBA16.
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Jon Watte:
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The interpolation of 5.3 is the same as that of 8 bits, because it's a
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fixed point format.
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The reason using 5.3 helps, is that each bit of quantization in the
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interpolation only means 1/8th of a fully significant bit. The
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quantization still happens, it's just less visible. The trade-off is
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that you get less dynamic range.
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Alen Ladavac:
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True, but it is just a small part of the improvement. The greater part
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is that RGB values have to be calculated according to the fractional
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exponent. With integer exponent, the RGB values jump by a factor of 2
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when each bit changes in exponent, and 5.3 with correct adjustment of
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RGB lowers this jump to be about 1.09, which is much better. I may not
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be entirely correct on the numbers, which I'm pulling out from my
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memory now, but it's a rough estimate.
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*/
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/* Ward's version:
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static Color32 toRgbe8(float r, float g, float b)
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{
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Color32 c;
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float v = max(max(r, g), b);
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if (v < 1e-32) {
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c.r = c.g = c.b = c.a = 0;
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}
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else {
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int e;
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v = frexp(v, &e) * 256.0f / v;
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c.r = uint8(clamp(r * v, 0.0f, 255.0f));
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c.g = uint8(clamp(g * v, 0.0f, 255.0f));
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c.b = uint8(clamp(b * v, 0.0f, 255.0f));
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c.a = e + 128;
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}
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return c;
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}
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*/
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// For R9G9B9E5, use toRGBE(9, 5), for Ward's RGBE, use toRGBE(8, 8)
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void Surface::toRGBE(int mantissaBits, int exponentBits)
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{
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// According to the OpenGL extension:
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// http://www.opengl.org/registry/specs/EXT/texture_shared_exponent.txt
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//
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// Components red, green, and blue are first clamped (in the process,
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// mapping NaN to zero) so:
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//
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// red_c = max(0, min(sharedexp_max, red))
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// green_c = max(0, min(sharedexp_max, green))
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// blue_c = max(0, min(sharedexp_max, blue))
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//
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// where sharedexp_max is (2^N-1)/2^N * 2^(Emax-B), N is the number
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// of mantissa bits per component, Emax is the maximum allowed biased
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// exponent value (careful: not necessarily 2^E-1 when E is the number of
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// exponent bits), bits, and B is the exponent bias. For the RGB9_E5_EXT
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// format, N=9, Emax=31, and B=15.
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//
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// The largest clamped component, max_c, is determined:
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//
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// max_c = max(red_c, green_c, blue_c)
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//
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// A preliminary shared exponent is computed:
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//
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// exp_shared_p = max(-B-1, floor(log2(max_c))) + 1 + B
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//
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// A refined shared exponent is then computed as:
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//
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// max_s = floor(max_c / 2^(exp_shared_p - B - N) + 0.5)
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//
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// { exp_shared_p, 0 <= max_s < 2^N
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// exp_shared = {
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// { exp_shared_p+1, max_s == 2^N
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//
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// These integers values in the range 0 to 2^N-1 are then computed:
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//
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// red_s = floor(red_c / 2^(exp_shared - B - N) + 0.5)
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// green_s = floor(green_c / 2^(exp_shared - B - N) + 0.5)
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// blue_s = floor(blue_c / 2^(exp_shared - B - N) + 0.5)
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if (isNull()) return;
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detach();
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// mantissaBits = N
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// exponentBits = E
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// exponentMax = Emax
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// exponentBias = B
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// maxValue = sharedexp_max
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// max exponent: 5 -> 31, 8 -> 255
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const int exponentMax = (1 << exponentBits) - 1;
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// exponent bias: 5 -> 15, 8 -> 127
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const int exponentBias = (1 << (exponentBits - 1)) - 1;
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// Maximum representable value: 5 -> 63488, 8 -> HUGE
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const float maxValue = float(exponentMax) / float(exponentMax + 1) * float(1 << (exponentMax - exponentBias));
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FloatImage * img = m->image;
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float * r = img->channel(0);
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float * g = img->channel(1);
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float * b = img->channel(2);
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float * a = img->channel(3);
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const uint count = img->pixelCount();
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for (uint i = 0; i < count; i++) {
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// Clamp components:
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float R = ::clamp(r[i], 0.0f, maxValue);
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float G = ::clamp(g[i], 0.0f, maxValue);
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float B = ::clamp(b[i], 0.0f, maxValue);
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// Compute max:
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float M = max(R, G, B);
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// Preliminary exponent:
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float E = max(- exponentBias - 1, ifloor(log2f(M))) + 1 + exponentBias;
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// Refine exponent:
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int max_s = iround(M / exp2(E - exponentBias - mantissaBits));
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if (max_s == (1 << mantissaBits)) E += 1.0f;
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R = floatRound(R / exp2(E - exponentBias - mantissaBits));
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G = floatRound(G / exp2(E - exponentBias - mantissaBits));
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B = floatRound(B / exp2(E - exponentBias - mantissaBits));
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nvDebugCheck(R >= 0 && R <= ((1 << mantissaBits) - 1));
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nvDebugCheck(G >= 0 && G <= ((1 << mantissaBits) - 1));
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nvDebugCheck(B >= 0 && B <= ((1 << mantissaBits) - 1));
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// Store in [0, 1] range.
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r[i] = R / ((1 << mantissaBits) - 1);
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g[i] = G / ((1 << mantissaBits) - 1);
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b[i] = B / ((1 << mantissaBits) - 1);
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a[i] = E / ((1 << exponentBits) - 1);
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}
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}
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void Surface::fromRGBE(int mantissaBits, int exponentBits)
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{
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// According to the OpenGL extension:
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// http://www.opengl.org/registry/specs/EXT/texture_shared_exponent.txt
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//
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// The 1st, 2nd, 3rd, and 4th components are called
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// p_red, p_green, p_blue, and p_exp respectively and are treated as
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// unsigned integers. These are then used to compute floating-point
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// RGB components (ignoring the "Conversion to floating-point" section
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// below in this case) as follows:
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//
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// red = p_red * 2^(p_exp - B - N)
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// green = p_green * 2^(p_exp - B - N)
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// blue = p_blue * 2^(p_exp - B - N)
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//
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// where B is 15 (the exponent bias) and N is 9 (the number of mantissa
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// bits)."
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if (isNull()) return;
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detach();
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// exponent bias: 5 -> 15, 8 -> 127
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const float exponentBias = (1 << (exponentBits - 1)) - 1;
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FloatImage * img = m->image;
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float * r = img->channel(0);
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float * g = img->channel(1);
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float * b = img->channel(2);
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float * a = img->channel(3);
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const uint count = img->pixelCount();
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for (uint i = 0; i < count; i++) {
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// RGBE are assumed to be in the [0, 1] range.
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float R = r[i] * ((1 << mantissaBits) - 1);
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float G = g[i] * ((1 << mantissaBits) - 1);
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float B = b[i] * ((1 << mantissaBits) - 1);
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float E = a[i] * ((1 << exponentBits) - 1);
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float M = pow(2, E - exponentBias - mantissaBits);
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r[i] = R * M;
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g[i] = G * M;
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b[i] = B * M;
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a[i] = 1;
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}
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}
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// Y is in the [0, 1] range, while CoCg are in the [-1, 1] range.
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void Surface::toYCoCg()
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{
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