0ad/source/renderer/backend/Format.h
Vladislav Belov f781181899
Adds sRGB support for proper lighting
Currently we're incorrectly using sRGB colors as raw inputs for lighting
instead of conversion to linear space. For proper PBR we need linear
values.
2026-07-29 01:29:09 +02:00

93 lines
1.8 KiB
C++

/* Copyright (C) 2026 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_FORMAT
#define INCLUDED_RENDERER_BACKEND_FORMAT
namespace Renderer
{
namespace Backend
{
enum class Format
{
UNDEFINED,
R8_UNORM,
R8G8_UNORM,
R8G8_UINT,
R8G8B8_UNORM,
R8G8B8A8_UNORM,
R8G8B8A8_SRGB,
R8G8B8A8_UINT,
B8G8R8A8_UNORM,
B8G8R8A8_SRGB,
// TODO: we need to drop legacy A8 and L8 formats as soon as we have proper
// channel swizzling.
A8_UNORM,
L8_UNORM,
R16_UNORM,
R16_UINT,
R16_SINT,
R16_SFLOAT,
R16G16_UNORM,
R16G16_UINT,
R16G16_SINT,
R16G16_SFLOAT,
R16G16B16_SFLOAT,
R16G16B16A16_SFLOAT,
R32_SFLOAT,
R32G32_SFLOAT,
R32G32B32_SFLOAT,
R32G32B32A32_SFLOAT,
B10G11R11_UFLOAT,
D16_UNORM,
D24_UNORM,
D24_UNORM_S8_UINT,
D32_SFLOAT,
D32_SFLOAT_S8_UINT,
BC1_RGB_UNORM,
BC1_RGB_SRGB,
BC1_RGBA_UNORM,
BC1_RGBA_SRGB,
BC2_UNORM,
BC2_SRGB,
BC3_UNORM,
BC3_SRGB,
};
inline bool IsDepthFormat(const Format format)
{
return
format == Format::D16_UNORM ||
format == Format::D24_UNORM ||
format == Format::D24_UNORM_S8_UINT ||
format == Format::D32_SFLOAT ||
format == Format::D32_SFLOAT_S8_UINT;
}
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_FORMAT