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ivokabel
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dx11renderer
A simple DirectX 11 renderer.
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Linear workflow
#14
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ivokabel
closed
4 years ago
ivokabel
commented
5 years ago
Related to #11
Gamma removal
[x] glTF textures
[x] Metalnes material: glossy coating in non-metal is too bright? just for ambient light??
[x] Direct textures
~Pre-multiply textures by const color factors (only if not handled directly within the shader)~
Per-vertex values?
[x] Gamma restoration
RTV auto conversion?
~Final shader step?~
Resources:
Wikipedia:
Gamma correction
DXGI
~
Using gamma correction
(reading)~
Converting data for the color space
DXGI_FORMAT
D3D10:
Data Conversion Rules
Stack exchange:
Vectorizing sRGB to linear conversion
Gamma-Correct rendering without floating-point rendertargets
Molecular Musings: Gamma-correct rendering
Nvidia: GPU Gems 3:
Chapter 24. The Importance of Being Linear
Understanding Gamma Correction
What every coder should know about gamma
Testing:
[x] Simple shading: sphere, simple material, simple lighting
Constants
Vertex color blending
Rough/metal spheres under pure ambient light (various intensities: 0.25, 0.50, 0.75?, 1.00)
Vertex metalness parameters blending
Loaded from Textures
~Quad with gradient (linear in sRGB) under pure ambient light (various intensities: 0.25, 0.50, 0.75?, 1.00)~
[x] Sphere with pure diffuse texture with horizontal black-white waves, just directional light
...
glTF data
[x] Rough/metal spheres with various light types
Per-vertex colors blending
Related to #11
Resources:
Testing: