From Fabio Mierlo,
"I add a new option in the HDR Reader.
The RAW option store the RGBE values into a Image, to use
this option you need to decode the RGBE value in the frag-
ment shader. Follow the cube map glsl decoder:
vec4 textureCubeRGBE( uniform samplerCube sampler, vec3 coords )
{
ivec4 rgbe = textureCube( sampler, coords ) * 255. + 0.5;
float e = rgbe.a - ( 128 + 8 );
return vec4( rgbe.rgb * exp2( e ), 1.0 );
}
This option is usefull for who have a outdate hardware like
FX cards and want to do cool things.
Finally this patch is need by a new HDR Rendering example
that I will put on the Wiki."
This commit is contained in:
@@ -57,6 +57,7 @@ public:
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float mul = 1.0f;
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bool bYFlip = false;
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bool convertToRGB8 = false;
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bool rawRGBE = false;
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if(_opts)
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{
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std::istringstream iss(_opts->getOptionString());
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@@ -71,6 +72,22 @@ public:
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{
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convertToRGB8 = true;
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}
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/* RAW: store the RGBE values into a Image, to use this option you
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* need to decode the RGBE value in the fragment shader. Follow
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* the cube map glsl decoder:
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*
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* vec4 textureCubeRGBE( uniform samplerCube sampler, vec3 coords )
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* {
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* ivec4 rgbe = textureCube( sampler, coords ) * 255. + 0.5;
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* float e = rgbe.a - ( 128 + 8 );
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* return vec4( rgbe.rgb * exp2( e ), 1.0 );
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* }
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*
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*/
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else if(opt == "RAW")
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{
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rawRGBE = true;
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}
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else if(opt == "YFLIP")
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{
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bYFlip = true; // TODO
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@@ -79,7 +96,7 @@ public:
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}
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HDRLoaderResult res;
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bool ret = HDRLoader::load(_file.c_str(), res);
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bool ret = HDRLoader::load(_file.c_str(), rawRGBE, res);
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if (!ret)
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return ReadResult::FILE_NOT_FOUND;
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@@ -110,8 +127,8 @@ public:
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int dataType = GL_UNSIGNED_BYTE;
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img->setFileName(_file.c_str());
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img->setImage( res.width, res.height, 1,
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3,
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img->setImage( res.width, res.height, 1,
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3, // Why this value are here?
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pixelFormat,
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dataType,
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(unsigned char*) rgb,
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@@ -119,18 +136,31 @@ public:
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}
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else
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{
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int internalFormat = GL_RGB;
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int pixelFormat = GL_RGB;
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int internalFormat;
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int pixelFormat;
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int dataType = GL_FLOAT;
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if (rawRGBE)
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{
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internalFormat = GL_RGBA8;
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pixelFormat = GL_RGBA;
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} else {
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// In a perfect world it should be GL_RGB32F_ARB,
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// but by default it works fine as GL_RGB8. You
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// can set it as GL_RGB32F_ARB in the method
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// setInternalFormat of osg::Texture{xD, Rectangle
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// and CubeMap} if your GPU support it.
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internalFormat = GL_RGB8;
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pixelFormat = GL_RGB;
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}
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img->setFileName(_file.c_str());
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img->setImage( res.width, res.height, 1,
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img->setImage( res.width, res.height, 1,
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internalFormat,
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pixelFormat,
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dataType,
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(unsigned char*) res.cols,
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osg::Image::USE_NEW_DELETE);
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}
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return img;
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