Add support for sRGB capable framebuffers. (#175)

This commit is contained in:
binary1248 2015-10-01 10:13:16 +02:00 committed by Lukas Dürrenberger
parent c4956857fa
commit e00d160224
19 changed files with 437 additions and 183 deletions

View file

@ -376,6 +376,41 @@ public:
////////////////////////////////////////////////////////////
bool isSmooth() const;
////////////////////////////////////////////////////////////
/// \brief Enable or disable conversion from sRGB
///
/// When providing texture data from an image file or memory, it can
/// either be stored in a linear color space or an sRGB color space.
/// Most digital images account for gamma correction already, so they
/// would need to be "uncorrected" back to linear color space before
/// being processed by the hardware. The hardware can automatically
/// convert it from the sRGB color space to a linear color space when
/// it gets sampled. When the rendered image gets output to the final
/// framebuffer, it gets converted back to sRGB.
///
/// After enabling or disabling sRGB conversion, make sure to reload
/// the texture data in order for the setting to take effect.
///
/// This option is only useful in conjunction with an sRGB capable
/// framebuffer. This can be requested during window creation.
///
/// \param sRgb True to enable sRGB conversion, false to disable it
///
/// \see isSrgb
///
////////////////////////////////////////////////////////////
void setSrgb(bool sRgb);
////////////////////////////////////////////////////////////
/// \brief Tell whether the texture source is converted from sRGB or not
///
/// \return True if the texture source is converted from sRGB, false if not
///
/// \see setSrgb
///
////////////////////////////////////////////////////////////
bool isSrgb() const;
////////////////////////////////////////////////////////////
/// \brief Enable or disable repeating
///
@ -504,6 +539,7 @@ private:
Vector2u m_actualSize; ///< Actual texture size (can be greater than public size because of padding)
unsigned int m_texture; ///< Internal texture identifier
bool m_isSmooth; ///< Status of the smooth filter
bool m_sRgb; ///< Should the texture source be converted from sRGB?
bool m_isRepeated; ///< Is the texture in repeat mode?
mutable bool m_pixelsFlipped; ///< To work around the inconsistency in Y orientation
bool m_fboAttachment; ///< Is this texture owned by a framebuffer object?

View file

@ -55,15 +55,17 @@ struct ContextSettings
/// \param major Major number of the context version
/// \param minor Minor number of the context version
/// \param attributes Attribute flags of the context
/// \param sRgb sRGB capable framebuffer
///
////////////////////////////////////////////////////////////
explicit ContextSettings(unsigned int depth = 0, unsigned int stencil = 0, unsigned int antialiasing = 0, unsigned int major = 1, unsigned int minor = 1, unsigned int attributes = Default) :
explicit ContextSettings(unsigned int depth = 0, unsigned int stencil = 0, unsigned int antialiasing = 0, unsigned int major = 1, unsigned int minor = 1, unsigned int attributes = Default, bool sRgb = false) :
depthBits (depth),
stencilBits (stencil),
antialiasingLevel(antialiasing),
majorVersion (major),
minorVersion (minor),
attributeFlags (attributes)
attributeFlags (attributes),
sRgbCapable (sRgb)
{
}
@ -76,6 +78,7 @@ struct ContextSettings
unsigned int majorVersion; ///< Major number of the context version to create
unsigned int minorVersion; ///< Minor number of the context version to create
Uint32 attributeFlags; ///< The attribute flags to create the context with
bool sRgbCapable; ///< Whether the context framebuffer is sRGB capable
};
} // namespace sf