use another method to load BRDF LUT texture

This commit is contained in:
2026-04-13 20:27:18 +08:00
parent 1b5fa1002d
commit f53d9134aa
2 changed files with 25 additions and 50 deletions

View File

@ -18,6 +18,7 @@ namespace Prism
case TextureFormat::RGB: return GL_RGB; case TextureFormat::RGB: return GL_RGB;
case TextureFormat::RGBA: return GL_RGBA; case TextureFormat::RGBA: return GL_RGBA;
case TextureFormat::RGBA16F: return GL_RGBA16F; case TextureFormat::RGBA16F: return GL_RGBA16F;
case TextureFormat::RG8: return GL_RG8;
case TextureFormat::RG16F: return GL_RG16F; case TextureFormat::RG16F: return GL_RG16F;
} }
return 0; return 0;
@ -28,6 +29,7 @@ namespace Prism
case TextureFormat::RGB: return GL_RGB8; case TextureFormat::RGB: return GL_RGB8;
case TextureFormat::RGBA: return GL_RGBA8; case TextureFormat::RGBA: return GL_RGBA8;
case TextureFormat::RGBA16F: return GL_RGBA16F; case TextureFormat::RGBA16F: return GL_RGBA16F;
case TextureFormat::RG8: return GL_RG8;
case TextureFormat::RG16F: return GL_RG16F; case TextureFormat::RG16F: return GL_RG16F;
default: return 0; default: return 0;
} }
@ -38,6 +40,7 @@ namespace Prism
case TextureFormat::RGB: return GL_RGB; case TextureFormat::RGB: return GL_RGB;
case TextureFormat::RGBA: return GL_RGBA; case TextureFormat::RGBA: return GL_RGBA;
case TextureFormat::RGBA16F: return GL_RGBA; case TextureFormat::RGBA16F: return GL_RGBA;
case TextureFormat::RG8: return GL_RG;
case TextureFormat::RG16F: return GL_RG; case TextureFormat::RG16F: return GL_RG;
default: return 0; default: return 0;
} }
@ -137,47 +140,6 @@ namespace Prism
OpenGLTexture2D::OpenGLTexture2D(const std::string& path, bool srgb, bool isLUT) OpenGLTexture2D::OpenGLTexture2D(const std::string& path, bool srgb, bool isLUT)
: m_FilePath(path) : m_FilePath(path)
{ {
if (isLUT)
{
int width, height, channels;
float* data = stbi_loadf(path.c_str(), &width, &height, &channels, 2);
if (!data)
{
PM_CORE_ERROR("Failed to load BRDF LUT: {0}", path);
return;
}
m_Loaded = true;
m_Width = width;
m_Height = height;
m_Format = TextureFormat::RG16F;
m_IsHDR = true;
m_ImageData.Data = (byte*)data;
Ref<OpenGLTexture2D> instance = this;
Renderer::Submit([instance, width, height]() mutable
{
glCreateTextures(GL_TEXTURE_2D, 1, &instance->m_RendererID);
// 内部格式:双通道 16 位浮点
glTextureStorage2D(instance->m_RendererID, 1, GL_RG16F, width, height);
// 包裹模式必须为 CLAMP_TO_EDGE防止 LUT 边缘插值错误
glTextureParameteri(instance->m_RendererID, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTextureParameteri(instance->m_RendererID, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// LUT 不需要 mipmap使用线性过滤即可
glTextureParameteri(instance->m_RendererID, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTextureParameteri(instance->m_RendererID, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// 上传数据:紧密排列的 RG 浮点数组
glTextureSubImage2D(instance->m_RendererID, 0, 0, 0,
width, height, GL_RG, GL_FLOAT, instance->m_ImageData.Data);
stbi_image_free(instance->m_ImageData.Data);
});
}else
{ {
int width, height, channels; int width, height, channels;
if (stbi_is_hdr(path.c_str())) if (stbi_is_hdr(path.c_str()))
@ -203,7 +165,7 @@ namespace Prism
m_Height = height; m_Height = height;
Ref<OpenGLTexture2D> instance = this; Ref<OpenGLTexture2D> instance = this;
Renderer::Submit([instance, srgb]() mutable { Renderer::Submit([instance, srgb, isLUT]() mutable {
// TODO: Consolidate properly // TODO: Consolidate properly
if (srgb) if (srgb)
{ {
@ -221,21 +183,33 @@ namespace Prism
glGenTextures(1, &instance->m_RendererID); glGenTextures(1, &instance->m_RendererID);
glBindTexture(GL_TEXTURE_2D, instance->m_RendererID); glBindTexture(GL_TEXTURE_2D, instance->m_RendererID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
const GLint wrap = instance->m_Wrap == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT; if (isLUT)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, wrap); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
const GLint wrap = instance->m_Wrap == TextureWrap::Clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrap);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_R, wrap);
}
GLenum internalFormat = PrismToOpenGLTextureFormat(instance->m_Format); GLenum internalFormat = PrismToOpenGLTextureFormat(instance->m_Format);
GLenum format = srgb ? GL_SRGB8 : (instance->m_IsHDR ? GL_RGB : PrismToOpenGLTextureFormat(instance->m_Format)); // HDR = GL_RGB for now GLenum format = srgb ? GL_SRGB8 : (instance->m_IsHDR ? GL_RGB : PrismToOpenGLTextureFormat(instance->m_Format)); // HDR = GL_RGB for now
GLenum type = internalFormat == GL_RGBA16F ? GL_FLOAT : GL_UNSIGNED_BYTE; GLenum type = internalFormat == GL_RGBA16F ? GL_FLOAT : GL_UNSIGNED_BYTE;
glTexImage2D(GL_TEXTURE_2D, 0, (GLint)internalFormat, (GLint)instance->m_Width, (GLint)instance->m_Height, 0, format, type, instance->m_ImageData.Data); glTexImage2D(GL_TEXTURE_2D, 0, (GLint)internalFormat, (GLint)instance->m_Width, (GLint)instance->m_Height, 0, format, type, instance->m_ImageData.Data);
glGenerateMipmap(GL_TEXTURE_2D); if (!isLUT)
glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
} }

View File

@ -19,7 +19,8 @@ namespace Prism
RGB = 1, RGB = 1,
RGBA = 2, RGBA = 2,
RGBA16F = 3, RGBA16F = 3,
RG16F = 4, RG8 = 4,
RG16F = 5,
}; };
enum class TextureWrap enum class TextureWrap