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Implementation of sRGB image support. Overhauls the linearization setup to utilize the sRGB image types, as well as refactors the use of ColorF and ColorI to be properly internally consistent. ColorIs are used only for front-facing/editing/UI settings, and ColorFs, now renamed to LinearColorF to reduce confusion of purpose, are used for color info in the engine itself. This avoids confusing and expensive conversions back and forth between types and avoids botches with linearity. Majority work done by @rextimmy

Areloch 8 лет назад
Родитель
Сommit
25686ed4be
100 измененных файлов с 2222 добавлено и 1721 удалено
  1. 1 1
      Engine/source/T3D/accumulationVolume.cpp
  2. 13 9
      Engine/source/T3D/convexShape.cpp
  3. 6 6
      Engine/source/T3D/fps/guiClockHud.cpp
  4. 4 4
      Engine/source/T3D/fps/guiCrossHairHud.cpp
  5. 6 6
      Engine/source/T3D/fps/guiHealthBarHud.cpp
  6. 8 8
      Engine/source/T3D/fps/guiHealthTextHud.cpp
  7. 10 10
      Engine/source/T3D/fps/guiShapeNameHud.cpp
  8. 2 2
      Engine/source/T3D/fx/explosion.h
  9. 6 6
      Engine/source/T3D/fx/fxFoliageReplicator.cpp
  10. 2 2
      Engine/source/T3D/fx/fxFoliageReplicator.h
  11. 1 1
      Engine/source/T3D/fx/fxShapeReplicator.h
  12. 3 3
      Engine/source/T3D/fx/groundCover.cpp
  13. 1 1
      Engine/source/T3D/fx/lightning.cpp
  14. 2 2
      Engine/source/T3D/fx/lightning.h
  15. 3 3
      Engine/source/T3D/fx/particle.cpp
  16. 2 2
      Engine/source/T3D/fx/particle.h
  17. 57 57
      Engine/source/T3D/fx/particleEmitter.cpp
  18. 7 7
      Engine/source/T3D/fx/particleEmitter.h
  19. 4 4
      Engine/source/T3D/fx/precipitation.cpp
  20. 1 1
      Engine/source/T3D/fx/precipitation.h
  21. 6 6
      Engine/source/T3D/fx/ribbon.cpp
  22. 1 1
      Engine/source/T3D/fx/ribbon.h
  23. 1 1
      Engine/source/T3D/fx/splash.cpp
  24. 3 3
      Engine/source/T3D/fx/splash.h
  25. 8 8
      Engine/source/T3D/guiMaterialPreview.cpp
  26. 4 4
      Engine/source/T3D/guiObjectView.cpp
  27. 4 4
      Engine/source/T3D/guiObjectView.h
  28. 1 1
      Engine/source/T3D/item.h
  29. 1 1
      Engine/source/T3D/levelInfo.cpp
  30. 1 1
      Engine/source/T3D/lightAnimData.cpp
  31. 1 1
      Engine/source/T3D/lightAnimData.h
  32. 1 1
      Engine/source/T3D/lightBase.cpp
  33. 1 1
      Engine/source/T3D/lightBase.h
  34. 1 1
      Engine/source/T3D/lightDescription.cpp
  35. 1 1
      Engine/source/T3D/lightDescription.h
  36. 9 8
      Engine/source/T3D/lightFlareData.cpp
  37. 1 1
      Engine/source/T3D/lightFlareData.h
  38. 1 1
      Engine/source/T3D/physicalZone.cpp
  39. 1 1
      Engine/source/T3D/player.cpp
  40. 1 1
      Engine/source/T3D/pointLight.cpp
  41. 1 1
      Engine/source/T3D/portal.cpp
  42. 1 1
      Engine/source/T3D/proximityMine.cpp
  43. 1 1
      Engine/source/T3D/shapeBase.cpp
  44. 1 1
      Engine/source/T3D/shapeBase.h
  45. 1 1
      Engine/source/T3D/spotLight.cpp
  46. 1 1
      Engine/source/T3D/vehicles/guiSpeedometer.cpp
  47. 1 1
      Engine/source/T3D/vehicles/wheeledVehicle.cpp
  48. 5 7
      Engine/source/console/consoleFunctions.cpp
  49. 4 4
      Engine/source/console/consoleTypes.cpp
  50. 1 1
      Engine/source/console/consoleTypes.h
  51. 2 2
      Engine/source/console/engineStructs.cpp
  52. 2 2
      Engine/source/console/engineStructs.h
  53. 2 2
      Engine/source/console/propertyParsing.cpp
  54. 3 3
      Engine/source/console/propertyParsing.h
  55. 87 16
      Engine/source/core/color.cpp
  56. 188 298
      Engine/source/core/color.h
  57. 3 3
      Engine/source/core/stream/stream.cpp
  58. 3 3
      Engine/source/core/stream/stream.h
  59. 5 5
      Engine/source/core/util/rgb2luv.cpp
  60. 3 3
      Engine/source/core/util/rgb2luv.h
  61. 4 4
      Engine/source/core/util/rgb2xyz.cpp
  62. 2 2
      Engine/source/core/util/rgb2xyz.h
  63. 4 4
      Engine/source/environment/VolumetricFog.cpp
  64. 1 1
      Engine/source/environment/VolumetricFog.h
  65. 4 4
      Engine/source/environment/VolumetricFogRTManager.cpp
  66. 2 2
      Engine/source/environment/basicClouds.cpp
  67. 4 4
      Engine/source/environment/cloudLayer.cpp
  68. 1 1
      Engine/source/environment/cloudLayer.h
  69. 1 1
      Engine/source/environment/river.cpp
  70. 16 16
      Engine/source/environment/scatterSky.cpp
  71. 15 15
      Engine/source/environment/scatterSky.h
  72. 1 1
      Engine/source/environment/skyBox.cpp
  73. 1 1
      Engine/source/environment/skyBox.h
  74. 3 3
      Engine/source/environment/sun.cpp
  75. 4 4
      Engine/source/environment/sun.h
  76. 4 4
      Engine/source/environment/timeOfDay.cpp
  77. 7 7
      Engine/source/environment/timeOfDay.h
  78. 1 1
      Engine/source/environment/waterBlock.cpp
  79. 8 8
      Engine/source/environment/waterObject.cpp
  80. 1 1
      Engine/source/environment/waterObject.h
  81. 1 1
      Engine/source/environment/waterPlane.cpp
  82. 52 32
      Engine/source/gfx/D3D11/gfxD3D11Cubemap.cpp
  83. 0 1
      Engine/source/gfx/D3D11/gfxD3D11Cubemap.h
  84. 266 180
      Engine/source/gfx/D3D11/gfxD3D11Device.cpp
  85. 14 18
      Engine/source/gfx/D3D11/gfxD3D11Device.h
  86. 12 6
      Engine/source/gfx/D3D11/gfxD3D11EnumTranslate.cpp
  87. 31 59
      Engine/source/gfx/D3D11/gfxD3D11Shader.cpp
  88. 4 2
      Engine/source/gfx/D3D11/gfxD3D11Shader.h
  89. 12 9
      Engine/source/gfx/D3D11/gfxD3D11StateBlock.cpp
  90. 21 202
      Engine/source/gfx/D3D11/gfxD3D11Target.cpp
  91. 2 18
      Engine/source/gfx/D3D11/gfxD3D11Target.h
  92. 12 8
      Engine/source/gfx/D3D11/gfxD3D11TextureManager.cpp
  93. 5 4
      Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp
  94. 2 2
      Engine/source/gfx/Null/gfxNullDevice.h
  95. 779 0
      Engine/source/gfx/bitmap/ddsData.h
  96. 265 405
      Engine/source/gfx/bitmap/ddsFile.cpp
  97. 4 3
      Engine/source/gfx/bitmap/ddsFile.h
  98. 0 113
      Engine/source/gfx/bitmap/ddsUtils.cpp
  99. 0 34
      Engine/source/gfx/bitmap/ddsUtils.h
  100. 154 2
      Engine/source/gfx/bitmap/gBitmap.cpp

+ 1 - 1
Engine/source/T3D/accumulationVolume.cpp

@@ -265,7 +265,7 @@ void AccumulationVolume::setTexture( const String& name )
    mTextureName = name;
    if ( isClientObject() && mTextureName.isNotEmpty() )
    {
-      mAccuTexture.set(mTextureName, &GFXDefaultStaticDiffuseProfile, "AccumulationVolume::mAccuTexture");
+      mAccuTexture.set(mTextureName, &GFXStaticTextureSRGBProfile, "AccumulationVolume::mAccuTexture");
       if ( mAccuTexture.isNull() )
          Con::warnf( "AccumulationVolume::setTexture - Unable to load texture: %s", mTextureName.c_str() );
    }

+ 13 - 9
Engine/source/T3D/convexShape.cpp

@@ -1226,7 +1226,7 @@ void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, B
 
          PrimBuild::begin( GFXLineList, edgeList.size() * 2 );
          
-         PrimBuild::color( ColorI::WHITE * 0.8f );
+         PrimBuild::color( LinearColorF(ColorI::WHITE) * 0.8f );
 
          for ( S32 j = 0; j < edgeList.size(); j++ )         
          {
@@ -1260,11 +1260,13 @@ void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, B
       for ( S32 i = 0; i < faceList.size(); i++ )
       {
          ColorI color = faceColorsx[ i % 4 ];
+         LinearColorF tCol = LinearColorF(color);
          S32 div = ( i / 4 ) * 4;
          if ( div > 0 )
-            color /= div;
-         color.alpha = 255;
-         
+            tCol /= div;
+         tCol.alpha = 1;
+         color = tCol.toColorI();
+
          Point3F pnt;
          objToWorld.mulP( faceList[i].centroid, &pnt );
          drawer->drawCube( desc, size, pnt, color, NULL );
@@ -1295,11 +1297,13 @@ void ConvexShape::_renderDebug( ObjectRenderInst *ri, SceneRenderState *state, B
             objToWorld.mulP( p0 );
             objToWorld.mulP( p1 );
 
-            ColorI color = faceColorsx[ j % 4 ];
-            S32 div = ( j / 4 ) * 4;
-            if ( div > 0 )
-               color /= div;
-            color.alpha = 255;
+            ColorI color = faceColorsx[j % 4];
+            LinearColorF tCol = LinearColorF(color);
+            S32 div = (j / 4) * 4;
+            if (div > 0)
+               tCol /= div;
+            tCol.alpha = 1;
+            color = tCol.toColorI();
             
             PrimBuild::color( color );
             PrimBuild::vertex3fv( p0 );            

+ 6 - 6
Engine/source/T3D/fps/guiClockHud.cpp

@@ -42,9 +42,9 @@ class GuiClockHud : public GuiControl
    bool     mShowFill;
    bool     mTimeReversed;
 
-   ColorF   mFillColor;
-   ColorF   mFrameColor;
-   ColorF   mTextColor;
+   LinearColorF   mFillColor;
+   LinearColorF   mFrameColor;
+   LinearColorF   mTextColor;
 
    S32      mTimeOffset;
 
@@ -117,7 +117,7 @@ void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
 
    // Background first
    if (mShowFill)
-      drawUtil->drawRectFill(updateRect, mFillColor);
+      drawUtil->drawRectFill(updateRect, mFillColor.toColorI());
 
    // Convert ms time into hours, minutes and seconds.
    S32 time = S32(getTime());
@@ -131,13 +131,13 @@ void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
    // Center the text
    offset.x += (getWidth() - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
    offset.y += (getHeight() - mProfile->mFont->getHeight()) / 2;
-   drawUtil->setBitmapModulation(mTextColor);
+   drawUtil->setBitmapModulation(mTextColor.toColorI());
    drawUtil->drawText(mProfile->mFont, offset, buf);
    drawUtil->clearBitmapModulation();
 
    // Border last
    if (mShowFrame)
-      drawUtil->drawRect(updateRect, mFrameColor);
+      drawUtil->drawRect(updateRect, mFrameColor.toColorI());
 }
 
 

+ 4 - 4
Engine/source/T3D/fps/guiCrossHairHud.cpp

@@ -42,8 +42,8 @@ class GuiCrossHairHud : public GuiBitmapCtrl
 {
    typedef GuiBitmapCtrl Parent;
 
-   ColorF   mDamageFillColor;
-   ColorF   mDamageFrameColor;
+   LinearColorF   mDamageFillColor;
+   LinearColorF   mDamageFrameColor;
    Point2I  mDamageRectSize;
    Point2I  mDamageOffset;
 
@@ -178,7 +178,7 @@ void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
    rect.point.x -= mDamageRectSize.x / 2;
 
    // Draw the border
-   GFX->getDrawUtil()->drawRect(rect, mDamageFrameColor);
+   GFX->getDrawUtil()->drawRect(rect, mDamageFrameColor.toColorI());
 
    // Draw the damage % fill
    rect.point += Point2I(1, 1);
@@ -187,5 +187,5 @@ void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
    if (rect.extent.x == 1)
       rect.extent.x = 2;
    if (rect.extent.x > 0)
-      GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor);
+      GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor.toColorI());
 }

+ 6 - 6
Engine/source/T3D/fps/guiHealthBarHud.cpp

@@ -45,9 +45,9 @@ class GuiHealthBarHud : public GuiControl
    bool     mDisplayEnergy;
    bool     mFlip;
 
-   ColorF   mFillColor;
-   ColorF   mFrameColor;
-   ColorF   mDamageFillColor;
+   LinearColorF   mFillColor;
+   LinearColorF   mFrameColor;
+   LinearColorF   mDamageFillColor;
 
    S32      mPulseRate;
    F32      mPulseThreshold;
@@ -163,7 +163,7 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
 
    // Background first
    if (mShowFill)
-      GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
+      GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor.toColorI());
 
    // Pulse the damage fill if it's below the threshold
    if (mPulseRate != 0)
@@ -196,9 +196,9 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
       else
          rect.point.y = bottomY - rect.extent.y;
    }
-   GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor);
+   GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor.toColorI());
 
    // Border last
    if (mShowFrame)
-      GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
+      GFX->getDrawUtil()->drawRect(updateRect, mFrameColor.toColorI());
 }

+ 8 - 8
Engine/source/T3D/fps/guiHealthTextHud.cpp

@@ -41,10 +41,10 @@ class GuiHealthTextHud : public GuiControl
    bool mShowEnergy;  
    bool mShowTrueHealth;  
   
-   ColorF mFillColor;  
-   ColorF mFrameColor;  
-   ColorF mTextColor;  
-   ColorF mWarnColor;  
+   LinearColorF mFillColor;  
+   LinearColorF mFrameColor;  
+   LinearColorF mTextColor;  
+   LinearColorF mWarnColor;  
   
    F32 mWarnLevel;  
    F32 mPulseThreshold;  
@@ -167,7 +167,7 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
   
    // If enabled draw background first  
    if (mShowFill)  
-      drawUtil->drawRectFill(updateRect, mFillColor);  
+      drawUtil->drawRectFill(updateRect, mFillColor.toColorI());
   
    // Prepare text and center it  
    S32 val = (S32)mValue;    
@@ -176,7 +176,7 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
    offset.x += (getBounds().extent.x - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;    
    offset.y += (getBounds().extent.y - mProfile->mFont->getHeight()) / 2;    
   
-   ColorF tColor = mTextColor;   
+   LinearColorF tColor = mTextColor;   
   
    // If warning level is exceeded switch to warning color  
    if(mValue < mWarnLevel)   
@@ -192,11 +192,11 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
       }  
    }  
   
-   drawUtil->setBitmapModulation(tColor);    
+   drawUtil->setBitmapModulation(tColor.toColorI());
    drawUtil->drawText(mProfile->mFont, offset, buf);    
    drawUtil->clearBitmapModulation();    
   
    // If enabled draw the border last  
    if (mShowFrame)  
-      drawUtil->drawRect(updateRect, mFrameColor);  
+      drawUtil->drawRect(updateRect, mFrameColor.toColorI());
 }  

+ 10 - 10
Engine/source/T3D/fps/guiShapeNameHud.cpp

@@ -47,11 +47,11 @@ class GuiShapeNameHud : public GuiControl {
    typedef GuiControl Parent;
 
    // field data
-   ColorF   mFillColor;
-   ColorF   mFrameColor;
-   ColorF   mTextColor;
-   ColorF   mLabelFillColor;
-   ColorF   mLabelFrameColor;
+   LinearColorF   mFillColor;
+   LinearColorF   mFrameColor;
+   LinearColorF   mTextColor;
+   LinearColorF   mLabelFillColor;
+   LinearColorF   mLabelFrameColor;
 
    F32      mVerticalOffset;
    F32      mDistanceFade;
@@ -162,7 +162,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
 {
    // Background fill first
    if (mShowFill)
-      GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
+      GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor.toColorI());
 
    // Must be in a TS Control
    GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
@@ -274,7 +274,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
 
    // Border last
    if (mShowFrame)
-      GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
+      GFX->getDrawUtil()->drawRect(updateRect, mFrameColor.toColorI());
 }
 
 
@@ -302,16 +302,16 @@ void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
 
    // Background fill first
    if (mShowLabelFill)
-      drawUtil->drawRectFill(RectI(offset, extent), mLabelFillColor);
+      drawUtil->drawRectFill(RectI(offset, extent), mLabelFillColor.toColorI());
 
    // Deal with opacity and draw.
    mTextColor.alpha = opacity;
-   drawUtil->setBitmapModulation(mTextColor);
+   drawUtil->setBitmapModulation(mTextColor.toColorI());
    drawUtil->drawText(mProfile->mFont, offset + mLabelPadding, name);
    drawUtil->clearBitmapModulation();
 
    // Border last
    if (mShowLabelFrame)
-      drawUtil->drawRect(RectI(offset, extent), mLabelFrameColor);
+      drawUtil->drawRect(RectI(offset, extent), mLabelFrameColor.toColorI());
 }
 

+ 2 - 2
Engine/source/T3D/fx/explosion.h

@@ -113,8 +113,8 @@ class ExplosionData : public GameBaseData {
    // interpolated from start to end time.
    F32               lightStartRadius;
    F32               lightEndRadius;
-   ColorF            lightStartColor;
-   ColorF            lightEndColor;
+   LinearColorF            lightStartColor;
+   LinearColorF            lightEndColor;
    F32               lightStartBrightness;
    F32               lightEndBrightness;
    F32               lightNormalOffset;

+ 6 - 6
Engine/source/T3D/fx/fxFoliageReplicator.cpp

@@ -166,7 +166,7 @@ void fxFoliageRenderList::SetupClipPlanes( SceneRenderState* state, const F32 fa
 //------------------------------------------------------------------------------
 
 
-inline void fxFoliageRenderList::DrawQuadBox(const Box3F& QuadBox, const ColorF Colour)
+inline void fxFoliageRenderList::DrawQuadBox(const Box3F& QuadBox, const LinearColorF Colour)
 {
    // Define our debug box.
    static Point3F BoxPnts[] = {
@@ -1260,7 +1260,7 @@ bool fxFoliageReplicator::onAdd()
    {
       // Yes, so load foliage texture.
       if( mFieldData.mFoliageFile != NULL && dStrlen(mFieldData.mFoliageFile) > 0 )
-         mFieldData.mFoliageTexture = GFXTexHandle( mFieldData.mFoliageFile, &GFXDefaultStaticDiffuseProfile, avar("%s() - mFieldData.mFoliageTexture (line %d)", __FUNCTION__, __LINE__) );
+         mFieldData.mFoliageTexture = GFXTexHandle( mFieldData.mFoliageFile, &GFXStaticTextureSRGBProfile, avar("%s() - mFieldData.mFoliageTexture (line %d)", __FUNCTION__, __LINE__) );
 
       if ((GFXTextureObject*) mFieldData.mFoliageTexture == NULL)
          Con::printf("fxFoliageReplicator:  %s is an invalid or missing foliage texture file.", mFieldData.mFoliageFile);
@@ -1407,7 +1407,7 @@ void fxFoliageReplicator::computeAlphaTex()
       ColorI c((U8) (255.0f * ItemAlpha), 0, 0);
       mAlphaLookup->setColor(i, 0, c);
    }
-   mAlphaTexture.set(mAlphaLookup, &GFXDefaultStaticDiffuseProfile, false, String("fxFoliage Replicator Alpha Texture") );
+   mAlphaTexture.set(mAlphaLookup, &GFXStaticTextureSRGBProfile, false, String("fxFoliage Replicator Alpha Texture") );
 }
 
 // Renders a triangle stripped oval
@@ -1619,7 +1619,7 @@ void fxFoliageReplicator::renderQuad(fxFoliageQuadrantNode* quadNode, const Matr
       {
          // Draw the Quad Box (Debug Only).
          if (UseDebug) 
-            mFrustumRenderSet.DrawQuadBox(quadNode->QuadrantBox, ColorF(0.0f, 1.0f, 0.1f, 1.0f));
+            mFrustumRenderSet.DrawQuadBox(quadNode->QuadrantBox, LinearColorF(0.0f, 1.0f, 0.1f, 1.0f));
          if (quadNode->Level != 0) {
             for (U32 i = 0; i < 4; i++)
                renderQuad(quadNode->QuadrantChildNode[i], RenderTransform, UseDebug);
@@ -1632,7 +1632,7 @@ void fxFoliageReplicator::renderQuad(fxFoliageQuadrantNode* quadNode, const Matr
       } else {
          // Use a different color to say "I think I'm not visible!"
          if (UseDebug) 
-            mFrustumRenderSet.DrawQuadBox(quadNode->QuadrantBox, ColorF(1.0f, 0.8f, 0.1f, 1.0f));
+            mFrustumRenderSet.DrawQuadBox(quadNode->QuadrantBox, LinearColorF(1.0f, 0.8f, 0.1f, 1.0f));
       }
    }
 }
@@ -1791,7 +1791,7 @@ void fxFoliageReplicator::unpackUpdate(NetConnection * con, BitStream * stream)
 
       // Load Foliage Texture on the client.
       if( mFieldData.mFoliageFile != NULL && dStrlen(mFieldData.mFoliageFile) > 0 )
-         mFieldData.mFoliageTexture = GFXTexHandle( mFieldData.mFoliageFile, &GFXDefaultStaticDiffuseProfile, avar("%s() - mFieldData.mFoliageTexture (line %d)", __FUNCTION__, __LINE__) );
+         mFieldData.mFoliageTexture = GFXTexHandle( mFieldData.mFoliageFile, &GFXStaticTextureSRGBProfile, avar("%s() - mFieldData.mFoliageTexture (line %d)", __FUNCTION__, __LINE__) );
 
       if ((GFXTextureObject*) mFieldData.mFoliageTexture == NULL)
          Con::printf("fxFoliageReplicator:  %s is an invalid or missing foliage texture file.", mFieldData.mFoliageFile);

+ 2 - 2
Engine/source/T3D/fx/fxFoliageReplicator.h

@@ -126,7 +126,7 @@ public:
 public:
    bool IsQuadrantVisible(const Box3F VisBox, const MatrixF& RenderTransform);
    void SetupClipPlanes(SceneRenderState* state, const F32 FarClipPlane);
-   void DrawQuadBox(const Box3F& QuadBox, const ColorF Colour);
+   void DrawQuadBox(const Box3F& QuadBox, const LinearColorF Colour);
 };
 
 
@@ -317,7 +317,7 @@ public:
       bool            mHideFoliage;
       bool            mShowPlacementArea;
       U32             mPlacementBandHeight;
-      ColorF          mPlaceAreaColour;
+      LinearColorF          mPlaceAreaColour;
 
       tagFieldData()
       {

+ 1 - 1
Engine/source/T3D/fx/fxShapeReplicator.h

@@ -147,7 +147,7 @@ public:
       bool              mHideReplications;
       bool              mShowPlacementArea;
       U32               mPlacementBandHeight;
-      ColorF            mPlaceAreaColour;
+      LinearColorF            mPlaceAreaColour;
 
       tagFieldData()
       {

+ 3 - 3
Engine/source/T3D/fx/groundCover.cpp

@@ -113,7 +113,7 @@ protected:
       U32         type;
       F32         windAmplitude;
       Box3F       worldBox;
-      ColorF      lmColor;
+      LinearColorF      lmColor;
    };
 
    /// This is the x,y index for this cell.
@@ -239,7 +239,7 @@ void GroundCoverCell::_rebuildVB()
          const S32 &type = (*iter).type;
          const Point3F &size = (*iter).size;
          const F32 &windAmplitude = (*iter).windAmplitude;
-         GFXVertexColor color = (ColorI)(*iter).lmColor;
+         color = LinearColorF((*iter).lmColor).toColorI();
          U8 *col = (U8 *)const_cast<U32 *>( (const U32 *)color );
 
          vertPtr->point = position;
@@ -944,7 +944,7 @@ void GroundCover::_initialize( U32 cellCount, U32 cellPlacementCount )
       Material* mat = dynamic_cast<Material*>(mMatInst->getMaterial());
       if(mat)
       {
-         GFXTexHandle tex(mat->mDiffuseMapFilename[0], &GFXDefaultStaticDiffuseProfile, "GroundCover texture aspect ratio check" );
+         GFXTexHandle tex(mat->mDiffuseMapFilename[0], &GFXStaticTextureSRGBProfile, "GroundCover texture aspect ratio check" );
          if(tex.isValid())
          {
             U32 w = tex.getWidth();

+ 1 - 1
Engine/source/T3D/fx/lightning.cpp

@@ -303,7 +303,7 @@ bool LightningData::preload(bool server, String &errorStr)
       {
          if (strikeTextureNames[i][0])
          {
-            strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __LINE__));
+            strikeTextures[i] = GFXTexHandle(strikeTextureNames[i], &GFXStaticTextureProfile, avar("%s() - strikeTextures[%d] (line %d)", __FUNCTION__, i, __LINE__));
             mNumStrikeTextures++;
          }
       }

+ 2 - 2
Engine/source/T3D/fx/lightning.h

@@ -191,8 +191,8 @@ class Lightning : public GameBase
    F32      chanceToHitTarget;
    F32      strikeRadius;
    F32      boltStartRadius;
-   ColorF   color;
-   ColorF   fadeColor;
+   LinearColorF   color;
+   LinearColorF   fadeColor;
    bool     useFog;
 
    GFXStateBlockRef  mLightningSB;

+ 3 - 3
Engine/source/T3D/fx/particle.cpp

@@ -200,7 +200,7 @@ void ParticleData::initPersistFields()
       "Deprecated. Use textureName instead." );
 
    // Interpolation variables
-   addField( "colors", TYPEID< ColorF >(), Offset(colors, ParticleData), PDC_NUM_KEYS,
+   addField( "colors", TYPEID< LinearColorF >(), Offset(colors, ParticleData), PDC_NUM_KEYS,
       "@brief Particle RGBA color keyframe values.\n\n"
       "The particle color will linearly interpolate between the color/time keys "
       "over the lifetime of the particle." );
@@ -488,7 +488,7 @@ bool ParticleData::preload(bool server, String &errorStr)
       // texture is *not* an error since the emitter may provide one.
       if (textureName && textureName[0])
       {
-        textureHandle = GFXTexHandle(textureName, &GFXDefaultStaticDiffuseProfile, avar("%s() - textureHandle (line %d)", __FUNCTION__, __LINE__));
+        textureHandle = GFXTexHandle(textureName, &GFXStaticTextureSRGBProfile, avar("%s() - textureHandle (line %d)", __FUNCTION__, __LINE__));
         if (!textureHandle)
         {
           errorStr = String::ToString("Missing particle texture: %s", textureName);
@@ -613,7 +613,7 @@ bool ParticleData::reload(char errorBuffer[256])
    bool error = false;
 	if (textureName && textureName[0])
    {
-        textureHandle = GFXTexHandle(textureName, &GFXDefaultStaticDiffuseProfile, avar("%s() - textureHandle (line %d)", __FUNCTION__, __LINE__));
+        textureHandle = GFXTexHandle(textureName, &GFXStaticTextureSRGBProfile, avar("%s() - textureHandle (line %d)", __FUNCTION__, __LINE__));
         if (!textureHandle)
         {
 				dSprintf(errorBuffer, 256, "Missing particle texture: %s", textureName);

+ 2 - 2
Engine/source/T3D/fx/particle.h

@@ -67,7 +67,7 @@ class ParticleData : public SimDataBlock
    U32   numFrames;
    U32   framesPerSec;
 
-   ColorF colors[ PDC_NUM_KEYS ];
+   LinearColorF colors[ PDC_NUM_KEYS ];
    F32    sizes[ PDC_NUM_KEYS ];
    F32    times[ PDC_NUM_KEYS ];
 
@@ -118,7 +118,7 @@ struct Particle
 
 
    // are these necessary to store here? - they are interpolated in real time
-   ColorF           color;
+   LinearColorF           color;
    F32              size;
 
    F32              spinSpeed;

+ 57 - 57
Engine/source/T3D/fx/particleEmitter.cpp

@@ -603,7 +603,7 @@ bool ParticleEmitterData::preload(bool server, String &errorStr)
      // load emitter texture if specified
      if (textureName && textureName[0])
      {
-       textureHandle = GFXTexHandle(textureName, &GFXDefaultStaticDiffuseProfile, avar("%s() - textureHandle (line %d)", __FUNCTION__, __LINE__));
+       textureHandle = GFXTexHandle(textureName, &GFXStaticTextureSRGBProfile, avar("%s() - textureHandle (line %d)", __FUNCTION__, __LINE__));
        if (!textureHandle)
        {
          errorStr = String::ToString("Missing particle emitter texture: %s", textureName);
@@ -833,10 +833,10 @@ bool ParticleEmitter::onNewDataBlock( GameBaseData *dptr, bool reload )
 //-----------------------------------------------------------------------------
 // getCollectiveColor
 //-----------------------------------------------------------------------------
-ColorF ParticleEmitter::getCollectiveColor()
+LinearColorF ParticleEmitter::getCollectiveColor()
 {
 	U32 count = 0;
-	ColorF color = ColorF(0.0f, 0.0f, 0.0f);
+	LinearColorF color = LinearColorF(0.0f, 0.0f, 0.0f);
 
    count = n_parts;
    for( Particle* part = part_list_head.next; part != NULL; part = part->next )
@@ -937,7 +937,7 @@ void ParticleEmitter::setSizes( F32 *sizeList )
 //-----------------------------------------------------------------------------
 // setColors
 //-----------------------------------------------------------------------------
-void ParticleEmitter::setColors( ColorF *colorList )
+void ParticleEmitter::setColors( LinearColorF *colorList )
 {
    for( S32 i=0; i<ParticleData::PDC_NUM_KEYS; i++ )
    {
@@ -1467,7 +1467,7 @@ S32 QSORT_CALLBACK cmpSortParticles(const void* p1, const void* p2)
       return -1;
 }
 
-void ParticleEmitter::copyToVB( const Point3F &camPos, const ColorF &ambientColor )
+void ParticleEmitter::copyToVB( const Point3F &camPos, const LinearColorF &ambientColor )
 {
    static Vector<SortParticle> orderedVector(__FILE__, __LINE__);
 
@@ -1653,7 +1653,7 @@ void ParticleEmitter::copyToVB( const Point3F &camPos, const ColorF &ambientColo
 void ParticleEmitter::setupBillboard( Particle *part,
                                       Point3F *basePts,
                                       const MatrixF &camView,
-                                      const ColorF &ambientColor,
+                                      const LinearColorF &ambientColor,
                                       ParticleVertexType *lVerts )
 {
    F32 width     = part->size * 0.5f;
@@ -1663,7 +1663,7 @@ void ParticleEmitter::setupBillboard( Particle *part,
    mSinCos(spinAngle, sy, cy);
 
    const F32 ambientLerp = mClampF( mDataBlock->ambientFactor, 0.0f, 1.0f );
-   ColorF partCol = mLerp( part->color, ( part->color * ambientColor ), ambientLerp );
+   LinearColorF partCol = mLerp( part->color, ( part->color * ambientColor ), ambientLerp );
 
    // fill four verts, use macro and unroll loop
    #define fillVert(){ \
@@ -1673,7 +1673,7 @@ void ParticleEmitter::setupBillboard( Particle *part,
       camView.mulV( lVerts->point );                        \
       lVerts->point *= width;                               \
       lVerts->point += part->pos;                           \
-      lVerts->color = partCol; } \
+      lVerts->color = partCol.toColorI(); } \
 
    // Here we deal with UVs for animated particle (billboard)
    if (part->dataBlock->animateTexture && !part->dataBlock->animTexFrames.empty())
@@ -1737,7 +1737,7 @@ void ParticleEmitter::setupBillboard( Particle *part,
 //-----------------------------------------------------------------------------
 void ParticleEmitter::setupOriented( Particle *part,
                                      const Point3F &camPos,
-                                     const ColorF &ambientColor,
+                                     const LinearColorF &ambientColor,
                                      ParticleVertexType *lVerts )
 {
    Point3F dir;
@@ -1766,8 +1766,8 @@ void ParticleEmitter::setupOriented( Particle *part,
    Point3F end = part->pos + dir;
 
    const F32 ambientLerp = mClampF( mDataBlock->ambientFactor, 0.0f, 1.0f );
-   ColorF partCol = mLerp( part->color, ( part->color * ambientColor ), ambientLerp );
-
+   LinearColorF partCol = mLerp( part->color, ( part->color * ambientColor ), ambientLerp );
+   const ColorI color = partCol.toColorI();
    // Here we deal with UVs for animated particle (oriented)
    if (part->dataBlock->animateTexture)
    { 
@@ -1779,55 +1779,55 @@ void ParticleEmitter::setupOriented( Particle *part,
       uv[1] = uv[0] + (part->dataBlock->animTexTiling.x + 1);
       uv[2] = uv[1] + 1;
       uv[3] = uv[0] + 1;
+      
+      lVerts->point = start + crossDir;
+      lVerts->color = color;
+      // Here and below, we copy UVs from particle datablock's current frame's UVs (oriented)
+      lVerts->texCoord = part->dataBlock->animTexUVs[uv[0]];
+      ++lVerts;
 
-     lVerts->point = start + crossDir;
-     lVerts->color = partCol;
-     // Here and below, we copy UVs from particle datablock's current frame's UVs (oriented)
-     lVerts->texCoord = part->dataBlock->animTexUVs[uv[0]];
-     ++lVerts;
-
-     lVerts->point = start - crossDir;
-     lVerts->color = partCol;
-     lVerts->texCoord = part->dataBlock->animTexUVs[uv[1]];
-     ++lVerts;
+      lVerts->point = start - crossDir;
+      lVerts->color = color;
+      lVerts->texCoord = part->dataBlock->animTexUVs[uv[1]];
+      ++lVerts;
 
-     lVerts->point = end - crossDir;
-     lVerts->color = partCol;
-     lVerts->texCoord = part->dataBlock->animTexUVs[uv[2]];
-     ++lVerts;
+      lVerts->point = end - crossDir;
+      lVerts->color = color;
+      lVerts->texCoord = part->dataBlock->animTexUVs[uv[2]];
+      ++lVerts;
 
-     lVerts->point = end + crossDir;
-     lVerts->color = partCol;
-     lVerts->texCoord = part->dataBlock->animTexUVs[uv[3]];
-     ++lVerts;
+      lVerts->point = end + crossDir;
+      lVerts->color = color;
+      lVerts->texCoord = part->dataBlock->animTexUVs[uv[3]];
+      ++lVerts;
 
-     return;
+      return;
    }
 
    lVerts->point = start + crossDir;
-   lVerts->color = partCol;
+   lVerts->color = color;
    // Here and below, we copy UVs from particle datablock's texCoords (oriented)
    lVerts->texCoord = part->dataBlock->texCoords[1];
    ++lVerts;
 
    lVerts->point = start - crossDir;
-   lVerts->color = partCol;
+   lVerts->color = color;
    lVerts->texCoord = part->dataBlock->texCoords[2];
    ++lVerts;
 
    lVerts->point = end - crossDir;
-   lVerts->color = partCol;
+   lVerts->color = color;
    lVerts->texCoord = part->dataBlock->texCoords[3];
    ++lVerts;
 
    lVerts->point = end + crossDir;
-   lVerts->color = partCol;
+   lVerts->color = color;
    lVerts->texCoord = part->dataBlock->texCoords[0];
    ++lVerts;
 }
 
 void ParticleEmitter::setupAligned( const Particle *part, 
-                                    const ColorF &ambientColor,
+                                    const LinearColorF &ambientColor,
                                     ParticleVertexType *lVerts )
 {
    // The aligned direction will always be normalized.
@@ -1877,8 +1877,8 @@ void ParticleEmitter::setupAligned( const Particle *part,
    Point3F end = part->pos + right;
 
    const F32 ambientLerp = mClampF( mDataBlock->ambientFactor, 0.0f, 1.0f );
-   ColorF partCol = mLerp( part->color, ( part->color * ambientColor ), ambientLerp );
-
+   LinearColorF partCol = mLerp( part->color, ( part->color * ambientColor ), ambientLerp );
+   const ColorI color = partCol.toColorI();
    // Here we deal with UVs for animated particle
    if (part->dataBlock->animateTexture)
    { 
@@ -1891,46 +1891,46 @@ void ParticleEmitter::setupAligned( const Particle *part,
       uv[2] = uv[1] + 1;
       uv[3] = uv[0] + 1;
 
-     lVerts->point = start + cross;
-      lVerts->color = partCol;
-     lVerts->texCoord = part->dataBlock->animTexUVs[uv[0]];
-     ++lVerts;
+      lVerts->point = start + cross;
+      lVerts->color = color;
+      lVerts->texCoord = part->dataBlock->animTexUVs[uv[0]];
+      ++lVerts;
 
-     lVerts->point = start - cross;
-      lVerts->color = partCol;
-     lVerts->texCoord = part->dataBlock->animTexUVs[uv[1]];
-     ++lVerts;
+      lVerts->point = start - cross;
+      lVerts->color = color;
+      lVerts->texCoord = part->dataBlock->animTexUVs[uv[1]];
+      ++lVerts;
 
-     lVerts->point = end - cross;
-      lVerts->color = partCol;
-     lVerts->texCoord = part->dataBlock->animTexUVs[uv[2]];
-     ++lVerts;
+      lVerts->point = end - cross;
+      lVerts->color = color;
+      lVerts->texCoord = part->dataBlock->animTexUVs[uv[2]];
+      ++lVerts;
 
-     lVerts->point = end + cross;
-      lVerts->color = partCol;
-     lVerts->texCoord = part->dataBlock->animTexUVs[uv[3]];
-     ++lVerts;
+      lVerts->point = end + cross;
+      lVerts->color = color;
+      lVerts->texCoord = part->dataBlock->animTexUVs[uv[3]];
+      ++lVerts;
    }
    else
    {
       // Here and below, we copy UVs from particle datablock's texCoords
       lVerts->point = start + cross;
-      lVerts->color = partCol;
+      lVerts->color = color;
       lVerts->texCoord = part->dataBlock->texCoords[0];
       ++lVerts;
 
       lVerts->point = start - cross;
-      lVerts->color = partCol;
+      lVerts->color = color;
       lVerts->texCoord = part->dataBlock->texCoords[1];
       ++lVerts;
 
       lVerts->point = end - cross;
-      lVerts->color = partCol;
+      lVerts->color = color;
       lVerts->texCoord = part->dataBlock->texCoords[2];
       ++lVerts;
 
       lVerts->point = end + cross;
-      lVerts->color = partCol;
+      lVerts->color = color;
       lVerts->texCoord = part->dataBlock->texCoords[3];
       ++lVerts;
    }

+ 7 - 7
Engine/source/T3D/fx/particleEmitter.h

@@ -134,7 +134,7 @@ class ParticleEmitter : public GameBase
    static Point3F mWindVelocity;
    static void setWindVelocity( const Point3F &vel ){ mWindVelocity = vel; }
    
-   ColorF getCollectiveColor();
+   LinearColorF getCollectiveColor();
 
    /// Sets sizes of particles based on sizelist provided
    /// @param   sizeList   List of sizes
@@ -142,7 +142,7 @@ class ParticleEmitter : public GameBase
 
    /// Sets colors for particles based on color list provided
    /// @param   colorList   List of colors
-   void setColors( ColorF *colorList );
+   void setColors( LinearColorF *colorList );
 
    ParticleEmitterData *getDataBlock(){ return mDataBlock; }
    bool onNewDataBlock( GameBaseData *dptr, bool reload );
@@ -196,16 +196,16 @@ class ParticleEmitter : public GameBase
    inline void setupBillboard( Particle *part,
                                Point3F *basePts,
                                const MatrixF &camView,
-                               const ColorF &ambientColor,
+                               const LinearColorF &ambientColor,
                                ParticleVertexType *lVerts );
 
    inline void setupOriented( Particle *part,
                               const Point3F &camPos,
-                              const ColorF &ambientColor,
+                              const LinearColorF &ambientColor,
                               ParticleVertexType *lVerts );
 
    inline void setupAligned(  const Particle *part, 
-                              const ColorF &ambientColor,
+                              const LinearColorF &ambientColor,
                               ParticleVertexType *lVerts );
 
    /// Updates the bounding box for the particle system
@@ -222,7 +222,7 @@ class ParticleEmitter : public GameBase
    // Rendering
   protected:
    void prepRenderImage( SceneRenderState *state );
-   void copyToVB( const Point3F &camPos, const ColorF &ambientColor );
+   void copyToVB( const Point3F &camPos, const LinearColorF &ambientColor );
 
    // PEngine interface
   private:
@@ -254,7 +254,7 @@ class ParticleEmitter : public GameBase
    S32       mElapsedTimeMS;
 
    F32       sizes[ ParticleData::PDC_NUM_KEYS ];
-   ColorF    colors[ ParticleData::PDC_NUM_KEYS ];
+   LinearColorF    colors[ ParticleData::PDC_NUM_KEYS ];
 
    GFXVertexBufferHandle<ParticleVertexType> mVertBuff;
 

+ 4 - 4
Engine/source/T3D/fx/precipitation.cpp

@@ -248,7 +248,7 @@ Precipitation::Precipitation()
    mDropAnimateMS    = 0;
 
    mUseLighting = false;
-   mGlowIntensity = ColorF( 0,0,0,0 );
+   mGlowIntensity = LinearColorF( 0,0,0,0 );
 
    mReflect = false;
 
@@ -604,7 +604,7 @@ void Precipitation::initMaterials()
    mDropShader = NULL;
    mSplashShader = NULL;
 
-   if( dStrlen(pd->mDropName) > 0 && !mDropHandle.set(pd->mDropName, &GFXDefaultStaticDiffuseProfile, avar("%s() - mDropHandle (line %d)", __FUNCTION__, __LINE__)) )
+   if( dStrlen(pd->mDropName) > 0 && !mDropHandle.set(pd->mDropName, &GFXStaticTextureSRGBProfile, avar("%s() - mDropHandle (line %d)", __FUNCTION__, __LINE__)) )
       Con::warnf("Precipitation::initMaterials - failed to locate texture '%s'!", pd->mDropName);
 
    if ( dStrlen(pd->mDropShaderName) > 0 )
@@ -625,7 +625,7 @@ void Precipitation::initMaterials()
       }
    }
 
-   if( dStrlen(pd->mSplashName) > 0 && !mSplashHandle.set(pd->mSplashName, &GFXDefaultStaticDiffuseProfile, avar("%s() - mSplashHandle (line %d)", __FUNCTION__, __LINE__)) )
+   if( dStrlen(pd->mSplashName) > 0 && !mSplashHandle.set(pd->mSplashName, &GFXStaticTextureSRGBProfile, avar("%s() - mSplashHandle (line %d)", __FUNCTION__, __LINE__)) )
       Con::warnf("Precipitation::initMaterials - failed to locate texture '%s'!", pd->mSplashName);
 
    if ( dStrlen(pd->mSplashShaderName) > 0 )
@@ -1581,7 +1581,7 @@ void Precipitation::renderObject(ObjectRenderInst *ri, SceneRenderState *state,
    // shader.  Once the lighting and shadow systems
    // are added into TSE we can expand this to include
    // the N nearest lights to the camera + the ambient.
-   ColorF ambient( 1, 1, 1 );
+   LinearColorF ambient( 1, 1, 1 );
    if ( mUseLighting )
    {
       const LightInfo *sunlight = LIGHTMGR->getSpecialLight(LightManager::slSunLightType);

+ 1 - 1
Engine/source/T3D/fx/precipitation.h

@@ -160,7 +160,7 @@ class Precipitation : public GameBase
    bool mUseLighting;            ///< This enables shading of the drops and splashes
                                  ///< by the sun color.
 
-   ColorF mGlowIntensity;        ///< Set it to 0 to disable the glow or use it to control 
+   LinearColorF mGlowIntensity;        ///< Set it to 0 to disable the glow or use it to control 
                                  ///< the intensity of each channel.
 
    bool mReflect;                ///< This enables the precipitation to be rendered

+ 6 - 6
Engine/source/T3D/fx/ribbon.cpp

@@ -562,16 +562,16 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
       Point3F leftvert = mSegmentPoints[i];
       Point3F rightvert = mSegmentPoints[i];
       F32 tRadius = mDataBlock->mSizes[0];
-      ColorF tColor = mDataBlock->mColours[0];
+      LinearColorF tColor = mDataBlock->mColours[0];
 
       for (U8 j = 0; j < RibbonData::NumFields-1; j++) {
 
          F32 curPosition = mDataBlock->mTimes[j];
          F32 curRadius = mDataBlock->mSizes[j];
-         ColorF curColor = mDataBlock->mColours[j];
+         LinearColorF curColor = mDataBlock->mColours[j];
          F32 nextPosition = mDataBlock->mTimes[j+1];
          F32 nextRadius = mDataBlock->mSizes[j+1];
-         ColorF nextColor = mDataBlock->mColours[j+1];
+         LinearColorF nextColor = mDataBlock->mColours[j+1];
 
          if (  curPosition < 0
             || curPosition > interpol )
@@ -603,7 +603,7 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
       perpendicular += mSegmentPoints[i];
 
       verts[count].point.set(perpendicular);
-      ColorF color = tColor;
+      LinearColorF color = tColor;
 
       if (mDataBlock->mUseFadeOut)
          color.alpha *= mFadeOut;
@@ -623,7 +623,7 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
       else
          texCoords = (1.0f - interpol)*mDataBlock->mTileScale;
 
-      verts[count].color = color;
+      verts[count].color = color.toColorI();
       verts[count].texCoord[1] = Point2F(interpol, 0);
       verts[count].texCoord[0] = Point2F(0.0f, texCoords);
       verts[count].normal.set(diff);
@@ -651,7 +651,7 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
       if (mDataBlock->mUseFadeOut)
          color.alpha *= mFadeOut;
 
-      verts[count].color = color;
+      verts[count].color = color.toColorI();
       verts[count].texCoord[1] = Point2F(interpol, 1);
       verts[count].texCoord[0] = Point2F(1.0f, texCoords);
       verts[count].normal.set(diff);

+ 1 - 1
Engine/source/T3D/fx/ribbon.h

@@ -54,7 +54,7 @@ public:
    };
 
    F32 mSizes[NumFields];      ///< The radius for each keyframe.
-   ColorF mColours[NumFields]; ///< The colour of the ribbon for each keyframe.
+   LinearColorF mColours[NumFields]; ///< The colour of the ribbon for each keyframe.
    F32 mTimes[NumFields];      ///< The relative time for each keyframe.
 
    U32 mRibbonLength;      ///< The amount of segments that will make up the ribbon.

+ 1 - 1
Engine/source/T3D/fx/splash.cpp

@@ -282,7 +282,7 @@ bool SplashData::preload(bool server, String &errorStr)
       {
          if (textureName[i] && textureName[i][0])
          {
-            textureHandle[i] = GFXTexHandle(textureName[i], &GFXDefaultStaticDiffuseProfile, avar("%s() - textureHandle[%d] (line %d)", __FUNCTION__, i, __LINE__) );
+            textureHandle[i] = GFXTexHandle(textureName[i], &GFXStaticTextureSRGBProfile, avar("%s() - textureHandle[%d] (line %d)", __FUNCTION__, i, __LINE__) );
          }
       }
    }

+ 3 - 3
Engine/source/T3D/fx/splash.h

@@ -54,7 +54,7 @@ struct SplashRingPoint
 struct SplashRing
 {
    Vector <SplashRingPoint> points;
-   ColorF   color;
+   LinearColorF   color;
    F32      lifetime;
    F32      elapsedTime;
    F32      v;
@@ -114,7 +114,7 @@ public:
    F32               startRadius;
 
    F32               times[ NUM_TIME_KEYS ];
-   ColorF            colors[ NUM_TIME_KEYS ];
+   LinearColorF            colors[ NUM_TIME_KEYS ];
 
    StringTableEntry  textureName[NUM_TEX];
    GFXTexHandle      textureHandle[NUM_TEX];
@@ -152,7 +152,7 @@ private:
    F32         mRadius;
    F32         mVelocity;
    F32         mHeight;
-   ColorF      mColor;
+   LinearColorF      mColor;
    F32         mTimeSinceLastRing;
    bool        mDead;
    F32         mElapsedTime;

+ 8 - 8
Engine/source/T3D/guiMaterialPreview.cpp

@@ -77,8 +77,8 @@ bool GuiMaterialPreview::onWake()
    if (!mFakeSun)
       mFakeSun = LightManager::createLightInfo();
 
-   mFakeSun->setColor( ColorF( 1.0f, 1.0f, 1.0f ) );
-   mFakeSun->setAmbient( ColorF( 0.5f, 0.5f, 0.5f ) );
+   mFakeSun->setColor( LinearColorF( 1.0f, 1.0f, 1.0f ) );
+   mFakeSun->setAmbient( LinearColorF( 0.5f, 0.5f, 0.5f ) );
    mFakeSun->setDirection( VectorF( 0.0f, 0.707f, -0.707f ) );
 	mFakeSun->setPosition( mFakeSun->getDirection() * -10000.0f );
    mFakeSun->setRange( 2000000.0f );
@@ -89,7 +89,7 @@ bool GuiMaterialPreview::onWake()
 // This function allows the viewport's ambient color to be changed. This is exposed to script below.
 void GuiMaterialPreview::setAmbientLightColor( F32 r, F32 g, F32 b )
 {
-   ColorF temp(r, g, b);
+   LinearColorF temp(r, g, b);
    temp.clamp();
 	GuiMaterialPreview::mFakeSun->setAmbient( temp );
 }
@@ -97,7 +97,7 @@ void GuiMaterialPreview::setAmbientLightColor( F32 r, F32 g, F32 b )
 // This function allows the light's color to be changed. This is exposed to script below.
 void GuiMaterialPreview::setLightColor( F32 r, F32 g, F32 b )
 {
-   ColorF temp(r, g, b);
+   LinearColorF temp(r, g, b);
    temp.clamp();
 	GuiMaterialPreview::mFakeSun->setColor( temp );
 }
@@ -437,8 +437,8 @@ void GuiMaterialPreview::resetViewport()
    mOrbitPos = mModel->getShape()->center;
 
    // Reset the viewport's lighting.
-   GuiMaterialPreview::mFakeSun->setColor( ColorF( 1.0f, 1.0f, 1.0f ) );
-   GuiMaterialPreview::mFakeSun->setAmbient( ColorF( 0.5f, 0.5f, 0.5f ) );
+   GuiMaterialPreview::mFakeSun->setColor( LinearColorF( 1.0f, 1.0f, 1.0f ) );
+   GuiMaterialPreview::mFakeSun->setAmbient( LinearColorF( 0.5f, 0.5f, 0.5f ) );
    GuiMaterialPreview::mFakeSun->setDirection( VectorF( 0.0f, 0.707f, -0.707f ) );
 }
 
@@ -482,14 +482,14 @@ DefineEngineMethod(GuiMaterialPreview, reset, void, (),,
 }
 
 // This function allows the user to change the light's color.
-DefineEngineMethod(GuiMaterialPreview, setLightColor, void, ( ColorF color ),,
+DefineEngineMethod(GuiMaterialPreview, setLightColor, void, ( LinearColorF color ),,
    "Sets the color of the light in the scene.\n")
 {
    object->setLightColor( color.red, color.green, color.blue );
 }
 
 // This function allows the user to change the viewports's ambient color.
-DefineEngineMethod(GuiMaterialPreview, setAmbientLightColor, void, ( ColorF color ),,
+DefineEngineMethod(GuiMaterialPreview, setAmbientLightColor, void, ( LinearColorF color ),,
    "Sets the color of the ambient light in the scene.\n")
 {
    object->setAmbientLightColor( color.red, color.green, color.blue );

+ 4 - 4
Engine/source/T3D/guiObjectView.cpp

@@ -590,7 +590,7 @@ void GuiObjectView::setCameraRotation( const EulerF& rotation )
 }
 
 //------------------------------------------------------------------------------
-void GuiObjectView::setLightColor( const ColorF& color )
+void GuiObjectView::setLightColor( const LinearColorF& color )
 {
    mLightColor = color;
    if( mLight )
@@ -599,7 +599,7 @@ void GuiObjectView::setLightColor( const ColorF& color )
 
 //------------------------------------------------------------------------------
 
-void GuiObjectView::setLightAmbient( const ColorF& color )
+void GuiObjectView::setLightAmbient( const LinearColorF& color )
 {
    mLightAmbient = color;
    if( mLight )
@@ -952,7 +952,7 @@ DefineEngineMethod( GuiObjectView, setCameraSpeed, void, (F32 factor),,
 
 //-----------------------------------------------------------------------------
 
-DefineEngineMethod( GuiObjectView, setLightColor, void, ( ColorF color),,
+DefineEngineMethod( GuiObjectView, setLightColor, void, ( LinearColorF color),,
    "@brief Set the light color on the sun object used to render the model.\n\n"
    "@param color Color of sunlight.\n"
    "@tsexample\n"
@@ -968,7 +968,7 @@ DefineEngineMethod( GuiObjectView, setLightColor, void, ( ColorF color),,
 
 //-----------------------------------------------------------------------------
 
-DefineEngineMethod( GuiObjectView, setLightAmbient, void, (ColorF color),,
+DefineEngineMethod( GuiObjectView, setLightAmbient, void, (LinearColorF color),,
    "@brief Set the light ambient color on the sun object used to render the model.\n\n"
    "@param color Ambient color of sunlight.\n"
    "@tsexample\n"

+ 4 - 4
Engine/source/T3D/guiObjectView.h

@@ -145,10 +145,10 @@ class GuiObjectView : public GuiTSCtrl
       LightInfo* mLight;
       
       ///
-      ColorF mLightColor;
+      LinearColorF mLightColor;
       
       ///
-      ColorF mLightAmbient;
+      LinearColorF mLightAmbient;
       
       ///
       Point3F mLightDirection;
@@ -255,10 +255,10 @@ class GuiObjectView : public GuiTSCtrl
       /// @{
       
       ///
-      void setLightColor( const ColorF& color );
+      void setLightColor( const LinearColorF& color );
       
       ///
-      void setLightAmbient( const ColorF& color );
+      void setLightAmbient( const LinearColorF& color );
       
       ///
       void setLightDirection( const Point3F& direction );

+ 1 - 1
Engine/source/T3D/item.h

@@ -51,7 +51,7 @@ struct ItemData: public ShapeBaseData {
 
    bool        lightOnlyStatic;
    S32         lightType;
-   ColorF      lightColor;
+   LinearColorF      lightColor;
    S32         lightTime;
    F32         lightRadius;
 

+ 1 - 1
Engine/source/T3D/levelInfo.cpp

@@ -371,7 +371,7 @@ void LevelInfo::setLevelAccuTexture(const String& name)
    mAccuTextureName = name;
    if (isClientObject() && mAccuTextureName.isNotEmpty())
    {
-      mAccuTexture.set(mAccuTextureName, &GFXDefaultStaticDiffuseProfile, "AccumulationVolume::mAccuTexture");
+      mAccuTexture.set(mAccuTextureName, &GFXStaticTextureSRGBProfile, "AccumulationVolume::mAccuTexture");
       if (mAccuTexture.isNull())
          Con::warnf("AccumulationVolume::setTexture - Unable to load texture: %s", mAccuTextureName.c_str());
       else

+ 1 - 1
Engine/source/T3D/lightAnimData.cpp

@@ -302,7 +302,7 @@ void LightAnimData::animate( LightInfo *lightInfo, LightAnimState *state )
 
    lightInfo->setTransform( transform );
 
-   ColorF color = state->color;
+   LinearColorF color = state->color;
    mColor.animate( time, color );
    lightInfo->setColor( color );
 

+ 1 - 1
Engine/source/T3D/lightAnimData.h

@@ -74,7 +74,7 @@ struct LightAnimState
    MatrixF transform;
 
    /// The set light color before animation occurs.
-   ColorF color;
+   LinearColorF color;
 };
 
 

+ 1 - 1
Engine/source/T3D/lightBase.cpp

@@ -57,7 +57,7 @@ ConsoleDocClass( LightBase,
 
 LightBase::LightBase()
    :  mIsEnabled( true ),
-      mColor( ColorF::WHITE ),
+      mColor( LinearColorF::WHITE ),
       mBrightness( 1.0f ),
       mCastShadows( false ),
       mStaticRefreshFreq( 250 ),

+ 1 - 1
Engine/source/T3D/lightBase.h

@@ -51,7 +51,7 @@ protected:
 
    bool mIsEnabled;
 
-   ColorF mColor;
+   LinearColorF mColor;
 
    F32 mBrightness;
 

+ 1 - 1
Engine/source/T3D/lightDescription.cpp

@@ -32,7 +32,7 @@
 
 
 LightDescription::LightDescription()
- : color( ColorF::WHITE ),
+ : color( LinearColorF::WHITE ),
    brightness( 1.0f ),
    range( 5.0f ),
    castShadows( false ),

+ 1 - 1
Engine/source/T3D/lightDescription.h

@@ -97,7 +97,7 @@ public:
 
    bool _preload( bool server, String &errorStr );
    
-   ColorF color;
+   LinearColorF color;
    F32 brightness;
    F32 range;
    bool castShadows;

+ 9 - 8
Engine/source/T3D/lightFlareData.cpp

@@ -126,7 +126,7 @@ LightFlareData::LightFlareData()
 {
    dMemset( mElementRect, 0, sizeof( RectF ) * MAX_ELEMENTS );   
    dMemset( mElementScale, 0, sizeof( F32 ) * MAX_ELEMENTS );
-   dMemset( mElementTint, 0, sizeof( ColorF ) * MAX_ELEMENTS );
+   dMemset( mElementTint, 0, sizeof( LinearColorF ) * MAX_ELEMENTS );
    dMemset( mElementRotate, 0, sizeof( bool ) * MAX_ELEMENTS );
    dMemset( mElementUseLightColor, 0, sizeof( bool ) * MAX_ELEMENTS );   
 
@@ -524,7 +524,7 @@ void LightFlareData::prepRender(SceneRenderState *state, LightFlareState *flareS
    //
    // These are the factors which affect the "alpha" of the flare effect.
    // Modulate more in as appropriate.
-   ColorF baseColor = ColorF::WHITE * lightSourceBrightnessScale * occlusionFade;
+   LinearColorF baseColor = LinearColorF::WHITE * lightSourceBrightnessScale * occlusionFade;
 
    // Setup the vertex buffer for the maximum flare elements.
    const U32 vertCount = 4 * mElementCount;
@@ -544,7 +544,7 @@ void LightFlareData::prepRender(SceneRenderState *state, LightFlareState *flareS
 
       Point3F *basePos = mElementRotate[i] ? rotatedBasePoints : sBasePoints;
 
-      ColorF color( baseColor * mElementTint[i] );
+      LinearColorF color( baseColor * mElementTint[i] );
       if ( mElementUseLightColor[i] )
          color *= lightInfo->getColor();
       color.clamp();
@@ -571,22 +571,23 @@ void LightFlareData::prepRender(SceneRenderState *state, LightFlareState *flareS
       size.y = getMax( size.y, 1.0f );
       size *= oneOverViewportExtent;
 
-      vert->color = color;
+      const ColorI colori = color.toColorI();
+      vert->color = colori;
       vert->point = ( basePos[0] * size ) + pos;      
       vert->texCoord.set( texCoordMin.x, texCoordMax.y );
       vert++;
 
-      vert->color = color;
+      vert->color = colori;
       vert->point = ( basePos[1] * size ) + pos;
       vert->texCoord.set( texCoordMax.x, texCoordMax.y );
       vert++;
 
-      vert->color = color;
+      vert->color = colori;
       vert->point = ( basePos[2] * size ) + pos;
       vert->texCoord.set( texCoordMax.x, texCoordMin.y );
       vert++;
 
-      vert->color = color;
+      vert->color = colori;
       vert->point = ( basePos[3] * size ) + pos;
       vert->texCoord.set( texCoordMin.x, texCoordMin.y );
       vert++;
@@ -633,7 +634,7 @@ bool LightFlareData::_preload( bool server, String &errorStr )
    if ( !server )
    {
       if ( mFlareTextureName.isNotEmpty() )      
-         mFlareTexture.set( mFlareTextureName, &GFXDefaultStaticDiffuseProfile, "FlareTexture" );  
+         mFlareTexture.set( mFlareTextureName, &GFXStaticTextureSRGBProfile, "FlareTexture" );
    }
 
    return true;

+ 1 - 1
Engine/source/T3D/lightFlareData.h

@@ -123,7 +123,7 @@ protected:
    RectF mElementRect[MAX_ELEMENTS];
    F32 mElementDist[MAX_ELEMENTS];
    F32 mElementScale[MAX_ELEMENTS];
-   ColorF mElementTint[MAX_ELEMENTS];
+   LinearColorF mElementTint[MAX_ELEMENTS];
    bool mElementRotate[MAX_ELEMENTS];
    bool mElementUseLightColor[MAX_ELEMENTS];   
 

+ 1 - 1
Engine/source/T3D/physicalZone.cpp

@@ -233,7 +233,7 @@ void PhysicalZone::renderObject( ObjectRenderInst *ri,
    drawer->drawPolyhedron( desc, mPolyhedron, ColorI( 0, 255, 0, 45 ) );
 
    desc.setFillModeWireframe();
-   drawer->drawPolyhedron( desc, mPolyhedron, ColorF::BLACK );
+   drawer->drawPolyhedron( desc, mPolyhedron, ColorI::BLACK );
 }
 
 //--------------------------------------------------------------------------

+ 1 - 1
Engine/source/T3D/player.cpp

@@ -3893,7 +3893,7 @@ void Player::updateActionThread()
                ParticleEmitter * emitter = new ParticleEmitter;
                emitter->onNewDataBlock( mDataBlock->footPuffEmitter, false );
 
-               ColorF colorList[ ParticleData::PDC_NUM_KEYS];
+               LinearColorF colorList[ ParticleData::PDC_NUM_KEYS];
 
                for( U32 x = 0; x < getMin( Material::NUM_EFFECT_COLOR_STAGES, ParticleData::PDC_NUM_KEYS ); ++ x )
                   colorList[ x ].set( material->mEffectColor[ x ].red,

+ 1 - 1
Engine/source/T3D/pointLight.cpp

@@ -167,7 +167,7 @@ void PointLight::_renderViz( SceneRenderState *state )
    desc.setBlend( true );
 
    // Base the sphere color on the light color.
-   ColorI color( mColor );
+   ColorI color = mColor.toColorI();
    color.alpha = 16;
 
    draw->drawSphere( desc, mRadius, getPosition(), color );

+ 1 - 1
Engine/source/T3D/portal.cpp

@@ -294,7 +294,7 @@ void Portal::_renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseM
    GFX->getDrawUtil()->drawPolygon( desc, mPortalPolygonWS.address(), mPortalPolygonWS.size(), color );
 
    desc.setFillModeWireframe();
-   GFX->getDrawUtil()->drawPolygon( desc, mPortalPolygonWS.address(), mPortalPolygonWS.size(), ColorF::RED );
+   GFX->getDrawUtil()->drawPolygon( desc, mPortalPolygonWS.address(), mPortalPolygonWS.size(), ColorI::RED );
 
    // Render rest.
 

+ 1 - 1
Engine/source/T3D/proximityMine.cpp

@@ -653,7 +653,7 @@ void ProximityMine::renderObject( ObjectRenderInst* ri,
    // Render the trigger area
    if ( mState == Armed || mState == Triggered )
    {
-      const ColorF drawColor(1, 0, 0, 0.05f);
+      const LinearColorF drawColor(1, 0, 0, 0.05f);
       if ( drawColor.alpha > 0 )
       {
          GFXStateBlockDesc desc;

+ 1 - 1
Engine/source/T3D/shapeBase.cpp

@@ -2389,7 +2389,7 @@ void ShapeBase::emitDust( ParticleEmitter* emitter, F32 triggerHeight, const Poi
       Material* material = ( rayInfo.material ? dynamic_cast< Material* >( rayInfo.material->getMaterial() ) : 0 );
       if( material && material->mShowDust )
       {
-         ColorF colorList[ ParticleData::PDC_NUM_KEYS ];
+         LinearColorF colorList[ ParticleData::PDC_NUM_KEYS ];
 
          for( U32 x = 0; x < getMin( Material::NUM_EFFECT_COLOR_STAGES, ParticleData::PDC_NUM_KEYS ); ++ x )
             colorList[ x ] = material->mEffectColor[ x ];

+ 1 - 1
Engine/source/T3D/shapeBase.h

@@ -390,7 +390,7 @@ struct ShapeBaseImageData: public GameBaseData {
    S32         lightType;           ///< Indicates the type of the light.
                                     ///
                                     ///  One of: ConstantLight, PulsingLight, WeaponFireLight.
-   ColorF      lightColor;
+   LinearColorF      lightColor;
    S32         lightDuration;       ///< The duration in SimTime of Pulsing or WeaponFire type lights.
    F32         lightRadius;         ///< Extent of light.
    F32         lightBrightness;     ///< Brightness of the light ( if it is WeaponFireLight ).

+ 1 - 1
Engine/source/T3D/spotLight.cpp

@@ -202,7 +202,7 @@ void SpotLight::_renderViz( SceneRenderState *state )
    desc.setBlend( true );
 
    // Base the color on the light color.
-   ColorI color( mColor );
+   ColorI color = mColor.toColorI();
    color.alpha = 16;
 
    F32 radius = mRange * mSin( mDegToRad( mOuterConeAngle * 0.5f ) );

+ 1 - 1
Engine/source/T3D/vehicles/guiSpeedometer.cpp

@@ -41,7 +41,7 @@ class GuiSpeedometerHud : public GuiBitmapCtrl
    F32   mMaxAngle;     ///< Max pos of needle
    F32   mMinAngle;     ///< Min pos of needle
    Point2F mCenter;     ///< Center of needle rotation
-   ColorF mColor;       ///< Needle Color
+   LinearColorF mColor;       ///< Needle Color
    F32   mNeedleLength;
    F32   mNeedleWidth;
    F32   mTailLength;

+ 1 - 1
Engine/source/T3D/vehicles/wheeledVehicle.cpp

@@ -1235,7 +1235,7 @@ void WheeledVehicle::updateWheelParticles(F32 dt)
 
             if( material)//&& material->mShowDust )
             {
-               ColorF colorList[ ParticleData::PDC_NUM_KEYS ];
+               LinearColorF colorList[ ParticleData::PDC_NUM_KEYS ];
 
                for( U32 x = 0; x < getMin( Material::NUM_EFFECT_COLOR_STAGES, ParticleData::PDC_NUM_KEYS ); ++ x )
                   colorList[ x ] = material->mEffectColor[ x ];

+ 5 - 7
Engine/source/console/consoleFunctions.cpp

@@ -1021,7 +1021,7 @@ DefineConsoleFunction( strrchrpos, S32, ( const char* str, const char* chr, S32
 
 //----------------------------------------------------------------
 
-DefineConsoleFunction(ColorFloatToInt, ColorI, (ColorF color), ,
+DefineConsoleFunction(ColorFloatToInt, ColorI, (LinearColorF color), ,
    "Convert from a float color to an integer color (0.0 - 1.0 to 0 to 255).\n"
    "@param color Float color value to be converted in the form \"R G B A\", where R is red, G is green, B is blue, and A is alpha.\n"
    "@return Converted color value (0 - 255)\n\n"
@@ -1030,10 +1030,10 @@ DefineConsoleFunction(ColorFloatToInt, ColorI, (ColorF color), ,
    "@endtsexample\n"
    "@ingroup Strings")
 {
-   return (ColorI)color;
+   return color.toColorI();
 }
 
-DefineConsoleFunction(ColorIntToFloat, ColorF, (ColorI color), ,
+DefineConsoleFunction(ColorIntToFloat, LinearColorF, (ColorI color), ,
    "Convert from a integer color to an float color (0 to 255 to 0.0 - 1.0).\n"
    "@param color Integer color value to be converted in the form \"R G B A\", where R is red, G is green, B is blue, and A is alpha.\n"
    "@return Converted color value (0.0 - 1.0)\n\n"
@@ -1042,7 +1042,7 @@ DefineConsoleFunction(ColorIntToFloat, ColorF, (ColorI color), ,
    "@endtsexample\n"
    "@ingroup Strings")
 {
-   return (ColorF)color;
+   return LinearColorF(color);
 }
 
 DefineConsoleFunction(ColorRGBToHEX, const char*, (ColorI color), ,
@@ -1080,10 +1080,8 @@ DefineConsoleFunction(ColorHEXToRGB, ColorI, (const char* hex), ,
    "@endtsexample\n"
    "@ingroup Strings")
 {
-   S32 rgb = dAtoui(hex, 16);
-
    ColorI color;
-   color.set(rgb & 0x000000FF, (rgb & 0x0000FF00) >> 8, (rgb & 0x00FF0000) >> 16);
+   color.set(String(hex));
    return color;
 }
 

+ 4 - 4
Engine/source/console/consoleTypes.cpp

@@ -567,13 +567,13 @@ ConsoleSetType( TypeFlag )
 //-----------------------------------------------------------------------------
 // TypeColorF
 //-----------------------------------------------------------------------------
-ConsoleType(ColorF, TypeColorF, ColorF, "")
-ImplementConsoleTypeCasters( TypeColorF, ColorF )
+ConsoleType(LinearColorF, TypeColorF, LinearColorF, "")
+ImplementConsoleTypeCasters( TypeColorF, LinearColorF )
 
 ConsoleGetType( TypeColorF )
 {
    // Fetch color.
-   const ColorF* color = (ColorF*)dptr;
+   const LinearColorF* color = (LinearColorF*)dptr;
 
    // Fetch stock color name.
    StringTableEntry colorName = StockColor::name( *color );
@@ -591,7 +591,7 @@ ConsoleGetType( TypeColorF )
 
 ConsoleSetType( TypeColorF )
 {
-   ColorF *tmpColor = (ColorF *) dptr;
+   LinearColorF *tmpColor = (LinearColorF *) dptr;
    if(argc == 1)
    {
       // Is only a single argument passed?

+ 1 - 1
Engine/source/console/consoleTypes.h

@@ -122,7 +122,7 @@ DefineConsoleType( TypeParticleParameterString, const char * )
 
 DefineConsoleType( TypeFlag, S32 )
 DefineConsoleType( TypeColorI, ColorI )
-DefineConsoleType( TypeColorF, ColorF )
+DefineConsoleType( TypeColorF, LinearColorF )
 DefineConsoleType( TypeSimObjectName, SimObject* )
 DefineConsoleType( TypeShader, GFXShader * )
 

+ 2 - 2
Engine/source/console/engineStructs.cpp

@@ -63,8 +63,8 @@ IMPLEMENT_STRUCT( ColorI,
 END_IMPLEMENT_STRUCT;
 
 
-IMPLEMENT_STRUCT( ColorF,
-   ColorF,,
+IMPLEMENT_STRUCT( LinearColorF,
+   LinearColorF,,
    "RGBA color quadruple in 32bit floating-point precision per channel." )
 
    FIELD( red, red, 1, "Red channel value." )

+ 2 - 2
Engine/source/console/engineStructs.h

@@ -38,7 +38,7 @@ namespace Torque {
 }
 
 class ColorI;
-class ColorF;
+class LinearColorF;
 
 
 DECLARE_STRUCT_R(Vector< bool >);
@@ -46,6 +46,6 @@ DECLARE_STRUCT_R(Vector< S32 >);
 DECLARE_STRUCT_R(Vector< F32 >);
 DECLARE_STRUCT_R(Torque::UUID);
 DECLARE_STRUCT_R(ColorI);
-DECLARE_STRUCT_R(ColorF);
+DECLARE_STRUCT_R(LinearColorF);
 
 #endif // !_ENGINESTRUCTS_H_

+ 2 - 2
Engine/source/console/propertyParsing.cpp

@@ -377,7 +377,7 @@ namespace PropertyInfo
    //-----------------------------------------------------------------------------
    // Colors
    //-----------------------------------------------------------------------------
-   bool default_scan(const String &data, ColorF & result)
+   bool default_scan(const String &data, LinearColorF & result)
    {
       if(StringUnit::getUnitCount(data," ") == 3)
       {
@@ -389,7 +389,7 @@ namespace PropertyInfo
       return true;
    }
 
-   bool default_print(String & result, ColorF const & data)
+   bool default_print(String & result, LinearColorF const & data)
    {
       if(data.alpha == 1.0f)
          result = String::ToString("%g %g %g",data.red,data.green,data.blue);

+ 3 - 3
Engine/source/console/propertyParsing.h

@@ -24,7 +24,7 @@
 #define _PROPERTYPARSING_H_
 
 class ColorI;
-class ColorF;
+class LinearColorF;
 class Point2I;
 class Point2F;
 class Point3F;
@@ -110,8 +110,8 @@ namespace PropertyInfo
    bool default_print( String & result, const MatrixF & data );
 
    // Colors
-   bool default_scan(const String &data, ColorF & result);
-   bool default_print(String & result, const ColorF & data);
+   bool default_scan(const String &data, LinearColorF & result);
+   bool default_print(String & result, const LinearColorF & data);
    bool default_scan(const String &data, ColorI & result);
    bool default_print(String & result, const ColorI & data);
 

+ 87 - 16
Engine/source/core/color.cpp

@@ -23,13 +23,13 @@
 #include "platform/platform.h"
 #include "core/color.h"
 
-const ColorF ColorF::ZERO( 0, 0, 0, 0 );
-const ColorF ColorF::ONE( 1, 1, 1, 1 );
-const ColorF ColorF::WHITE( 1, 1, 1 );
-const ColorF ColorF::BLACK( 0, 0, 0 );
-const ColorF ColorF::RED( 1, 0, 0 );
-const ColorF ColorF::GREEN( 0, 1, 0 );
-const ColorF ColorF::BLUE( 0, 0, 1 );
+const LinearColorF LinearColorF::ZERO( 0, 0, 0, 0 );
+const LinearColorF LinearColorF::ONE( 1, 1, 1, 1 );
+const LinearColorF LinearColorF::WHITE( 1, 1, 1 );
+const LinearColorF LinearColorF::BLACK( 0, 0, 0 );
+const LinearColorF LinearColorF::RED( 1, 0, 0 );
+const LinearColorF LinearColorF::GREEN( 0, 1, 0 );
+const LinearColorF LinearColorF::BLUE( 0, 0, 1 );
 
 const ColorI ColorI::ZERO( 0, 0, 0, 0 );
 const ColorI ColorI::ONE( 255, 255, 255, 255 );
@@ -54,9 +54,9 @@ const ColorI ColorI::BLUE( 0, 0, 255 );
 
 //-----------------------------------------------------------------------------
 
-typedef HashTable<StringTableEntry, ColorF> typeNameToColorFHash;
+typedef HashTable<StringTableEntry, LinearColorF> typeNameToColorFHash;
 typedef HashTable<StringTableEntry, ColorI> typeNameToColorIHash;
-typedef HashTable<ColorF, StringTableEntry> typeColorFToNameHash;
+typedef HashTable<LinearColorF, StringTableEntry> typeColorFToNameHash;
 typedef HashTable<ColorI, StringTableEntry> typeColorIToNameHash;
 
 static typeNameToColorFHash    mNameToColorF;
@@ -299,7 +299,7 @@ bool StockColor::isColor( const char* pStockColorName )
 
 //-----------------------------------------------------------------------------
 
-const ColorF& StockColor::colorF( const char* pStockColorName )
+const LinearColorF& StockColor::colorF( const char* pStockColorName )
 {
    // Sanity!
    AssertFatal( pStockColorName != NULL, "Cannot fetch a NULL stock color name." );
@@ -347,7 +347,7 @@ const ColorI& StockColor::colorI( const char* pStockColorName )
 
 //-----------------------------------------------------------------------------
 
-StringTableEntry StockColor::name( const ColorF& color )
+StringTableEntry StockColor::name( const LinearColorF& color )
 {
    // Find stock color name.
    typeColorFToNameHash::Iterator colorNameItr = mColorFToName.find( color );
@@ -403,7 +403,7 @@ const StockColorItem* StockColor::getColorItem( const S32 index )
 
 //-----------------------------------------------------------------------------
 
-ColorF::ColorF( const char* pStockColorName )
+LinearColorF::LinearColorF( const char* pStockColorName )
 {
    // Set stock color.
    *this = StockColor::colorF( pStockColorName );
@@ -411,7 +411,7 @@ ColorF::ColorF( const char* pStockColorName )
 
 //-----------------------------------------------------------------------------
 
-void ColorF::set( const char* pStockColorName )
+void LinearColorF::set( const char* pStockColorName )
 {
    // Set stock color.
    *this = StockColor::colorF( pStockColorName );
@@ -419,14 +419,14 @@ void ColorF::set( const char* pStockColorName )
 
 //-----------------------------------------------------------------------------
 
-const ColorF& ColorF::StockColor( const char* pStockColorName )
+const LinearColorF& LinearColorF::StockColor( const char* pStockColorName )
 {
    return StockColor::colorF( pStockColorName );
 }
 
 //-----------------------------------------------------------------------------
 
-StringTableEntry ColorF::StockColor( void )
+StringTableEntry LinearColorF::StockColor( void )
 {
    // Return stock color name.
    return StockColor::name( *this );
@@ -465,6 +465,77 @@ StringTableEntry ColorI::StockColor( void )
 
 //-----------------------------------------------------------------------------
 
+#ifdef TORQUE_USE_LEGACY_GAMMA
+//legacy pow 2.2 - powf(color, 2.2f);
+float LinearColorF::sSrgbToLinear[256] =
+{
+   0.000000f,  0.000005f,  0.000023f,  0.000057f,  0.000107f,  0.000175f,  0.000262f,  0.000367f,  0.000493f,
+   0.000638f,  0.000805f,  0.000992f,  0.001202f,  0.001433f,  0.001687f,  0.001963f,  0.002263f,  0.002586f,
+   0.002932f,  0.003303f,  0.003697f,  0.004116f,  0.004560f,  0.005028f,  0.005522f,  0.006041f,  0.006585f,
+   0.007155f,  0.007751f,  0.008373f,  0.009021f,  0.009696f,  0.010398f,  0.011126f,  0.011881f,  0.012664f,
+   0.013473f,  0.014311f,  0.015175f,  0.016068f,  0.016988f,  0.017936f,  0.018913f,  0.019918f,  0.020951f,
+   0.022013f,  0.023104f,  0.024223f,  0.025371f,  0.026549f,  0.027755f,  0.028991f,  0.030257f,  0.031551f,
+   0.032876f,  0.034230f,  0.035614f,  0.037029f,  0.038473f,  0.039947f,  0.041452f,  0.042987f,  0.044553f,
+   0.046149f,  0.047776f,  0.049433f,  0.051122f,  0.052842f,  0.054592f,  0.056374f,  0.058187f,  0.060032f,
+   0.061907f,  0.063815f,  0.065754f,  0.067725f,  0.069727f,  0.071761f,  0.073828f,  0.075926f,  0.078057f,
+   0.080219f,  0.082414f,  0.084642f,  0.086901f,  0.089194f,  0.091518f,  0.093876f,  0.096266f,  0.098689f,
+   0.101145f,  0.103634f,  0.106156f,  0.108711f,  0.111299f,  0.113921f,  0.116576f,  0.119264f,  0.121986f,
+   0.124741f,  0.127530f,  0.130352f,  0.133209f,  0.136099f,  0.139022f,  0.141980f,  0.144972f,  0.147998f,
+   0.151058f,  0.154152f,  0.157281f,  0.160444f,  0.163641f,  0.166872f,  0.170138f,  0.173439f,  0.176774f,
+   0.180144f,  0.183549f,  0.186989f,  0.190463f,  0.193972f,  0.197516f,  0.201096f,  0.204710f,  0.208360f,
+   0.212044f,  0.215764f,  0.219520f,  0.223310f,  0.227137f,  0.230998f,  0.234895f,  0.238828f,  0.242796f,
+   0.246800f,  0.250840f,  0.254916f,  0.259027f,  0.263175f,  0.267358f,  0.271577f,  0.275833f,  0.280124f,
+   0.284452f,  0.288816f,  0.293216f,  0.297653f,  0.302126f,  0.306635f,  0.311181f,  0.315763f,  0.320382f,
+   0.325037f,  0.329729f,  0.334458f,  0.339223f,  0.344026f,  0.348865f,  0.353741f,  0.358654f,  0.363604f,
+   0.368591f,  0.373615f,  0.378676f,  0.383775f,  0.388910f,  0.394083f,  0.399293f,  0.404541f,  0.409826f,
+   0.415148f,  0.420508f,  0.425905f,  0.431340f,  0.436813f,  0.442323f,  0.447871f,  0.453456f,  0.459080f,
+   0.464741f,  0.470440f,  0.476177f,  0.481952f,  0.487765f,  0.493616f,  0.499505f,  0.505432f,  0.511398f,
+   0.517401f,  0.523443f,  0.529523f,  0.535642f,  0.541798f,  0.547994f,  0.554227f,  0.560499f,  0.566810f,
+   0.573159f,  0.579547f,  0.585973f,  0.592438f,  0.598942f,  0.605484f,  0.612066f,  0.618686f,  0.625345f,
+   0.632043f,  0.638779f,  0.645555f,  0.652370f,  0.659224f,  0.666117f,  0.673049f,  0.680020f,  0.687031f,
+   0.694081f,  0.701169f,  0.708298f,  0.715465f,  0.722672f,  0.729919f,  0.737205f,  0.744530f,  0.751895f,
+   0.759300f,  0.766744f,  0.774227f,  0.781751f,  0.789314f,  0.796917f,  0.804559f,  0.812241f,  0.819964f,
+   0.827726f,  0.835528f,  0.843370f,  0.851252f,  0.859174f,  0.867136f,  0.875138f,  0.883180f,  0.891262f,
+   0.899384f,  0.907547f,  0.915750f,  0.923993f,  0.932277f,  0.940601f,  0.948965f,  0.957370f,  0.965815f,
+   0.974300f,  0.982826f,  0.991393f,  1.000000f
+};
+#else
+//sRGB - color < 0.04045f ? (1.0f / 12.92f) * color : powf((color + 0.055f) * (1.0f / 1.055f), 2.4f);
+float LinearColorF::sSrgbToLinear[256] =
+{
+   0.000000f,  0.000304f,  0.000607f,  0.000911f,  0.001214f,  0.001518f,  0.001821f,  0.002125f,  0.002428f,
+   0.002732f,  0.003035f,  0.003347f,  0.003677f,  0.004025f,  0.004391f,  0.004777f,  0.005182f,  0.005605f,
+   0.006049f,  0.006512f,  0.006995f,  0.007499f,  0.008023f,  0.008568f,  0.009134f,  0.009721f,  0.010330f,
+   0.010960f,  0.011612f,  0.012286f,  0.012983f,  0.013702f,  0.014444f,  0.015209f,  0.015996f,  0.016807f,
+   0.017642f,  0.018500f,  0.019382f,  0.020289f,  0.021219f,  0.022174f,  0.023153f,  0.024158f,  0.025187f,
+   0.026241f,  0.027321f,  0.028426f,  0.029557f,  0.030713f,  0.031896f,  0.033105f,  0.034340f,  0.035601f,
+   0.036889f,  0.038204f,  0.039546f,  0.040915f,  0.042311f,  0.043735f,  0.045186f,  0.046665f,  0.048172f,
+   0.049707f,  0.051269f,  0.052861f,  0.054480f,  0.056128f,  0.057805f,  0.059511f,  0.061246f,  0.063010f,
+   0.064803f,  0.066626f,  0.068478f,  0.070360f,  0.072272f,  0.074214f,  0.076185f,  0.078187f,  0.080220f,
+   0.082283f,  0.084376f,  0.086500f,  0.088656f,  0.090842f,  0.093059f,  0.095307f,  0.097587f,  0.099899f,
+   0.102242f,  0.104616f,  0.107023f,  0.109462f,  0.111932f,  0.114435f,  0.116971f,  0.119538f,  0.122139f,
+   0.124772f,  0.127438f,  0.130136f,  0.132868f,  0.135633f,  0.138432f,  0.141263f,  0.144128f,  0.147027f,
+   0.149960f,  0.152926f,  0.155926f,  0.158961f,  0.162029f,  0.165132f,  0.168269f,  0.171441f,  0.174647f,
+   0.177888f,  0.181164f,  0.184475f,  0.187821f,  0.191202f,  0.194618f,  0.198069f,  0.201556f,  0.205079f,
+   0.208637f,  0.212231f,  0.215861f,  0.219526f,  0.223228f,  0.226966f,  0.230740f,  0.234551f,  0.238398f,
+   0.242281f,  0.246201f,  0.250158f,  0.254152f,  0.258183f,  0.262251f,  0.266356f,  0.270498f,  0.274677f,
+   0.278894f,  0.283149f,  0.287441f,  0.291771f,  0.296138f,  0.300544f,  0.304987f,  0.309469f,  0.313989f,
+   0.318547f,  0.323143f,  0.327778f,  0.332452f,  0.337164f,  0.341914f,  0.346704f,  0.351533f,  0.356400f,
+   0.361307f,  0.366253f,  0.371238f,  0.376262f,  0.381326f,  0.386430f,  0.391573f,  0.396755f,  0.401978f,
+   0.407240f,  0.412543f,  0.417885f,  0.423268f,  0.428691f,  0.434154f,  0.439657f,  0.445201f,  0.450786f,
+   0.456411f,  0.462077f,  0.467784f,  0.473532f,  0.479320f,  0.485150f,  0.491021f,  0.496933f,  0.502886f,
+   0.508881f,  0.514918f,  0.520996f,  0.527115f,  0.533276f,  0.539480f,  0.545725f,  0.552011f,  0.558340f,
+   0.564712f,  0.571125f,  0.577581f,  0.584078f,  0.590619f,  0.597202f,  0.603827f,  0.610496f,  0.617207f,
+   0.623960f,  0.630757f,  0.637597f,  0.644480f,  0.651406f,  0.658375f,  0.665387f,  0.672443f,  0.679543f,
+   0.686685f,  0.693872f,  0.701102f,  0.708376f,  0.715694f,  0.723055f,  0.730461f,  0.737911f,  0.745404f,
+   0.752942f,  0.760525f,  0.768151f,  0.775822f,  0.783538f,  0.791298f,  0.799103f,  0.806952f,  0.814847f,
+   0.822786f,  0.830770f,  0.838799f,  0.846873f,  0.854993f,  0.863157f,  0.871367f,  0.879622f,  0.887923f,
+   0.896269f,  0.904661f,  0.913099f,  0.921582f,  0.930111f,  0.938686f,  0.947307f,  0.955974f,  0.964686f,
+   0.973445f,  0.982251f,  0.991102f,  1.000000f
+};
+#endif
+//-----------------------------------------------------------------------------
+
 ConsoleFunction( getStockColorCount, S32, 1, 1, "() - Gets a count of available stock colors.\n"
    "@return A count of available stock colors." )
 {
@@ -513,7 +584,7 @@ ConsoleFunction( getStockColorF, const char*, 2, 2, "(stockColorName) - Gets a f
       return StringTable->EmptyString();
 
    // Fetch stock color.
-   const ColorF& color = StockColor::colorF( pStockColorName );
+   const LinearColorF& color = StockColor::colorF( pStockColorName );
 
    // Format stock color.
    char* returnBuffer = Con::getReturnBuffer(256);

+ 188 - 298
Engine/source/core/color.h

@@ -36,54 +36,48 @@
 
 const F32 gGamma = 2.2f;
 const F32 gOneOverGamma = 1.f / 2.2f;
+const F32 gOneOver255 = 1.f / 255.f;
 
 class ColorI;
 
-
-class ColorF
+//32bit color in linear space
+class LinearColorF
 {
-  public:
+public:
    F32 red;
    F32 green;
    F32 blue;
    F32 alpha;
 
-  public:
-   ColorF() { }
-   ColorF(const ColorF& in_rCopy);
-   ColorF(const F32 in_r,
-          const F32 in_g,
-          const F32 in_b,
-          const F32 in_a = 1.0f);
-
-   ColorF( const char* pStockColorName );
-
-   void set(const F32 in_r,
-            const F32 in_g,
-            const F32 in_b,
-            const F32 in_a = 1.0f);
+public:
+   LinearColorF() : red(0), green(0), blue(0), alpha(0) {}
+   LinearColorF(const LinearColorF& in_rCopy);
+   LinearColorF(const F32 in_r, const F32 in_g, const F32 in_b, const F32 in_a = 1.0f);
+   LinearColorF(const ColorI &color);
+   LinearColorF(const char* pStockColorName);
 
+   void set( const F32 in_r, const F32 in_g, const F32 in_b, const F32 in_a = 1.0f );
    void set( const char* pStockColorName );
 
-   static const ColorF& StockColor( const char* pStockColorName );
+   static const LinearColorF& StockColor( const char* pStockColorName );
    StringTableEntry StockColor( void );
 
-   ColorF& operator*=(const ColorF& in_mul);       // Can be useful for lighting
-   ColorF  operator*(const ColorF& in_mul) const;
-   ColorF& operator+=(const ColorF& in_rAdd);
-   ColorF  operator+(const ColorF& in_rAdd) const;
-   ColorF& operator-=(const ColorF& in_rSub);
-   ColorF  operator-(const ColorF& in_rSub) const;
+   LinearColorF& operator*=(const LinearColorF& in_mul);       // Can be useful for lighting
+   LinearColorF  operator*(const LinearColorF& in_mul) const;
+   LinearColorF& operator+=(const LinearColorF& in_rAdd);
+   LinearColorF  operator+(const LinearColorF& in_rAdd) const;
+   LinearColorF& operator-=(const LinearColorF& in_rSub);
+   LinearColorF  operator-(const LinearColorF& in_rSub) const;
 
-   ColorF& operator*=(const F32 in_mul);
-   ColorF  operator*(const F32 in_mul) const;
-   ColorF& operator/=(const F32 in_div);
-   ColorF  operator/(const F32 in_div) const;
+   LinearColorF& operator*=(const F32 in_mul);
+   LinearColorF  operator*(const F32 in_mul) const;
+   LinearColorF& operator/=(const F32 in_div);
+   LinearColorF  operator/(const F32 in_div) const;
 
-   ColorF  operator-() const;
+   LinearColorF  operator-() const;
 
-   bool operator==(const ColorF&) const;
-   bool operator!=(const ColorF&) const;
+   bool operator==(const LinearColorF&) const;
+   bool operator!=(const LinearColorF&) const;
 
    operator F32*() { return &red; }
    operator const F32*() const { return &red; }
@@ -95,39 +89,38 @@ class ColorF
    U32 getRGBAPack() const;
    U32 getABGRPack() const;
 
-   operator ColorI() const;
-
-   void interpolate(const ColorF& in_rC1,
-                    const ColorF& in_rC2,
+   void interpolate(const LinearColorF& in_rC1,
+                    const LinearColorF& in_rC2,
                     const F32 in_factor);
 
-   bool isValidColor() const { return (red   >= 0.0f && red   <= 1.0f) &&
-                                      (green >= 0.0f && green <= 1.0f) &&
-                                      (blue  >= 0.0f && blue  <= 1.0f) &&
-                                      (alpha >= 0.0f && alpha <= 1.0f); }
+   bool isClamped() const { return (red >= 0.0f && red <= 1.0f) &&
+                                   (green >= 0.0f && green <= 1.0f) &&
+                                   (blue  >= 0.0f && blue  <= 1.0f) &&
+                                   (alpha >= 0.0f && alpha <= 1.0f); }
    void clamp();
-
-   ColorF toLinear();
-   ColorF toGamma();
-   //calculate luminance, make sure color is linear first
+   
+   //calculate luminance
    F32 luminance();
 
-   static const ColorF ZERO;
-   static const ColorF ONE;
-   static const ColorF WHITE;
-   static const ColorF BLACK;
-   static const ColorF RED;
-   static const ColorF GREEN;
-   static const ColorF BLUE;
+   //convert to ColorI - slow operation, avoid when possible
+   ColorI toColorI(const bool keepAsLinear = false);
+   
+   static const LinearColorF ZERO;
+   static const LinearColorF ONE;
+   static const LinearColorF WHITE;
+   static const LinearColorF BLACK;
+   static const LinearColorF RED;
+   static const LinearColorF GREEN;
+   static const LinearColorF BLUE;
+
+   static F32 sSrgbToLinear[256];
 };
 
 
-//-------------------------------------- ColorI's are missing some of the operations
-//                                        present in ColorF since they cannot recover
-//                                        properly from over/underflow.
+//8bit color in srgb space
 class ColorI
 {
-  public:
+public:
    U8 red;
    U8 green;
    U8 blue;
@@ -143,17 +136,13 @@ class ColorI
       U32 brightness;   //Brightness/Value/Lightness
    };
 
-  public:
-   ColorI() { }
+public:
+   ColorI() : red(0), green(0), blue(0), alpha(0) {}
    ColorI(const ColorI& in_rCopy);
    ColorI(const Hsb& color);
-   ColorI(const U8 in_r,
-          const U8 in_g,
-          const U8 in_b,
-          const U8 in_a = U8(255));
+   ColorI(const U8 in_r, const U8 in_g, const U8 in_b, const U8 in_a = U8(255));
    ColorI(const ColorI& in_rCopy, const U8 in_a);
-
-   ColorI( const char* pStockColorName );
+   ColorI(const char* pStockColorName);
 
    void set(const Hsb& color);
 
@@ -173,25 +162,10 @@ class ColorI
 
    static const ColorI& StockColor( const char* pStockColorName );
    StringTableEntry StockColor( void );
-
-   ColorI& operator*=(const F32 in_mul);
-   ColorI  operator*(const F32 in_mul) const;
-
-   ColorI  operator+(const ColorI& in_rAdd) const;
-   ColorI&  operator+=(const ColorI& in_rAdd);
-
-   ColorI& operator*=(const S32 in_mul);
-   ColorI& operator/=(const S32 in_mul);
-   ColorI  operator*(const S32 in_mul) const;
-   ColorI  operator/(const S32 in_mul) const;
-
+   
    bool operator==(const ColorI&) const;
    bool operator!=(const ColorI&) const;
-
-   void interpolate(const ColorI& in_rC1,
-                    const ColorI& in_rC2,
-                    const F32  in_factor);
-
+   
    U32 getARGBPack() const;
    U32 getRGBAPack() const;
    U32 getABGRPack() const;
@@ -210,13 +184,11 @@ class ColorI
    String getHex() const;
    S32 convertFromHex(const String& hex) const;
 
-   operator ColorF() const;
-
    operator const U8*() const { return &red; }
 
-   ColorI toLinear();
-   ColorI toGamma();
-
+   //convert linear color to srgb - slow operation, avoid when possible
+   ColorI fromLinear();
+   
    static const ColorI ZERO;
    static const ColorI ONE;
    static const ColorI WHITE;
@@ -247,11 +219,11 @@ public:
    }
 
    inline const char*      getColorName( void ) const { return mColorName; }
-   inline const ColorF&    getColorF( void ) const { return mColorF; }
+   inline const LinearColorF&    getColorF( void ) const { return mColorF; }
    inline const ColorI&    getColorI( void ) const { return mColorI; }
 
    const char*         mColorName;
-   ColorF              mColorF;
+   LinearColorF              mColorF;
    ColorI              mColorI;
 };
 
@@ -261,9 +233,9 @@ class StockColor
 {
 public:
    static bool isColor( const char* pStockColorName );
-   static const ColorF& colorF( const char* pStockColorName );
+   static const LinearColorF& colorF( const char* pStockColorName );
    static const ColorI& colorI( const char* pStockColorName );
-   static StringTableEntry name( const ColorF& color );
+   static StringTableEntry name( const LinearColorF& color );
    static StringTableEntry name( const ColorI& color );
 
    static S32 getCount( void );
@@ -274,12 +246,9 @@ public:
 };
 
 //------------------------------------------------------------------------------
-//-------------------------------------- INLINES (ColorF)
+//-------------------------------------- INLINES (LinearColorF)
 //
-inline void ColorF::set(const F32 in_r,
-            const F32 in_g,
-            const F32 in_b,
-            const F32 in_a)
+inline void LinearColorF::set(const F32 in_r, const F32 in_g, const F32 in_b, const F32 in_a)
 {
    red   = in_r;
    green = in_g;
@@ -287,7 +256,7 @@ inline void ColorF::set(const F32 in_r,
    alpha = in_a;
 }
 
-inline ColorF::ColorF(const ColorF& in_rCopy)
+inline LinearColorF::LinearColorF(const LinearColorF& in_rCopy)
 {
    red   = in_rCopy.red;
    green = in_rCopy.green;
@@ -295,15 +264,12 @@ inline ColorF::ColorF(const ColorF& in_rCopy)
    alpha = in_rCopy.alpha;
 }
 
-inline ColorF::ColorF(const F32 in_r,
-               const F32 in_g,
-               const F32 in_b,
-               const F32 in_a)
+inline LinearColorF::LinearColorF(const F32 in_r, const F32 in_g, const F32 in_b, const F32 in_a)
 {
    set(in_r, in_g, in_b, in_a);
 }
 
-inline ColorF& ColorF::operator*=(const ColorF& in_mul)
+inline LinearColorF& LinearColorF::operator*=(const LinearColorF& in_mul)
 {
    red   *= in_mul.red;
    green *= in_mul.green;
@@ -313,108 +279,98 @@ inline ColorF& ColorF::operator*=(const ColorF& in_mul)
    return *this;
 }
 
-inline ColorF ColorF::operator*(const ColorF& in_mul) const
+inline LinearColorF LinearColorF::operator*(const LinearColorF& in_mul) const
 {
-   return ColorF(red   * in_mul.red,
-                 green * in_mul.green,
-                 blue  * in_mul.blue,
-                 alpha * in_mul.alpha);
+   LinearColorF tmp(*this);
+   tmp *= in_mul;
+   return tmp;
 }
 
-inline ColorF& ColorF::operator+=(const ColorF& in_rAdd)
+inline LinearColorF& LinearColorF::operator+=(const LinearColorF& in_rAdd)
 {
-   red   += in_rAdd.red;
+   red += in_rAdd.red;
    green += in_rAdd.green;
-   blue  += in_rAdd.blue;
+   blue += in_rAdd.blue;
    alpha += in_rAdd.alpha;
-
    return *this;
 }
 
-inline ColorF ColorF::operator+(const ColorF& in_rAdd) const
+inline LinearColorF LinearColorF::operator+(const LinearColorF& in_rAdd) const
 {
-   return ColorF(red   + in_rAdd.red,
-                  green + in_rAdd.green,
-                  blue  + in_rAdd.blue,
-                  alpha + in_rAdd.alpha);
+   LinearColorF temp(*this);
+   temp += in_rAdd;
+   return temp;
 }
 
-inline ColorF& ColorF::operator-=(const ColorF& in_rSub)
+inline LinearColorF& LinearColorF::operator-=(const LinearColorF& in_rSub)
 {
-   red   -= in_rSub.red;
+   red -= in_rSub.red;
    green -= in_rSub.green;
-   blue  -= in_rSub.blue;
+   blue -= in_rSub.blue;
    alpha -= in_rSub.alpha;
-
    return *this;
 }
 
-inline ColorF ColorF::operator-(const ColorF& in_rSub) const
+inline LinearColorF LinearColorF::operator-(const LinearColorF& in_rSub) const
 {
-   return ColorF(red   - in_rSub.red,
-                 green - in_rSub.green,
-                 blue  - in_rSub.blue,
-                 alpha - in_rSub.alpha);
+   LinearColorF tmp(*this);
+   tmp -= in_rSub;
+   return tmp;
 }
 
-inline ColorF& ColorF::operator*=(const F32 in_mul)
+inline LinearColorF& LinearColorF::operator*=(const F32 in_mul)
 {
    red   *= in_mul;
    green *= in_mul;
    blue  *= in_mul;
    alpha *= in_mul;
-
    return *this;
 }
 
-inline ColorF ColorF::operator*(const F32 in_mul) const
+inline LinearColorF LinearColorF::operator*(const F32 in_mul) const
 {
-   return ColorF(red   * in_mul,
-                  green * in_mul,
-                  blue  * in_mul,
-                  alpha * in_mul);
+   LinearColorF tmp(*this);
+   tmp *= in_mul;
+   return tmp;
 }
 
-inline ColorF& ColorF::operator/=(const F32 in_div)
+inline LinearColorF& LinearColorF::operator/=(const F32 in_div)
 {
    AssertFatal(in_div != 0.0f, "Error, div by zero...");
    F32 inv = 1.0f / in_div;
 
-   red   *= inv;
+   red *= inv;
    green *= inv;
-   blue  *= inv;
+   blue *= inv;
    alpha *= inv;
-
    return *this;
 }
 
-inline ColorF ColorF::operator/(const F32 in_div) const
+inline LinearColorF LinearColorF::operator/(const F32 in_div) const
 {
    AssertFatal(in_div != 0.0f, "Error, div by zero...");
    F32 inv = 1.0f / in_div;
-
-   return ColorF(red * inv,
-                  green * inv,
-                  blue  * inv,
-                  alpha * inv);
+   LinearColorF tmp(*this);
+   tmp /= inv;
+   return tmp;
 }
 
-inline ColorF ColorF::operator-() const
+inline LinearColorF LinearColorF::operator-() const
 {
-   return ColorF(-red, -green, -blue, -alpha);
+   return LinearColorF(-red, -green, -blue, -alpha);
 }
 
-inline bool ColorF::operator==(const ColorF& in_Cmp) const
+inline bool LinearColorF::operator==(const LinearColorF& in_Cmp) const
 {
    return (red == in_Cmp.red && green == in_Cmp.green && blue == in_Cmp.blue && alpha == in_Cmp.alpha);
 }
 
-inline bool ColorF::operator!=(const ColorF& in_Cmp) const
+inline bool LinearColorF::operator!=(const LinearColorF& in_Cmp) const
 {
    return (red != in_Cmp.red || green != in_Cmp.green || blue != in_Cmp.blue || alpha != in_Cmp.alpha);
 }
 
-inline U32 ColorF::getARGBPack() const
+inline U32 LinearColorF::getARGBPack() const
 {
    return (U32(alpha * 255.0f + 0.5) << 24) |
           (U32(red   * 255.0f + 0.5) << 16) |
@@ -422,7 +378,7 @@ inline U32 ColorF::getARGBPack() const
           (U32(blue  * 255.0f + 0.5) <<  0);
 }
 
-inline U32 ColorF::getRGBAPack() const
+inline U32 LinearColorF::getRGBAPack() const
 {
    return ( U32( red   * 255.0f + 0.5) <<  0 ) |
           ( U32( green * 255.0f + 0.5) <<  8 ) |
@@ -430,7 +386,7 @@ inline U32 ColorF::getRGBAPack() const
           ( U32( alpha * 255.0f + 0.5) << 24 );
 }
 
-inline U32 ColorF::getABGRPack() const
+inline U32 LinearColorF::getABGRPack() const
 {
    return (U32(alpha * 255.0f + 0.5) << 24) |
           (U32(blue  * 255.0f + 0.5) << 16) |
@@ -439,61 +395,43 @@ inline U32 ColorF::getABGRPack() const
 
 }
 
-inline void ColorF::interpolate(const ColorF& in_rC1,
-                    const ColorF& in_rC2,
+inline void LinearColorF::interpolate(const LinearColorF& in_rC1,
+                    const LinearColorF& in_rC2,
                     const F32  in_factor)
 {
+   if (in_factor <= 0 || in_rC1 == in_rC2)
+   {
+      red = in_rC1.red;
+      green = in_rC1.green;
+      blue =in_rC1.blue;
+      alpha = in_rC1.alpha;
+      return;
+   }
+   else if (in_factor >= 1)
+   {
+      red = in_rC2.red;
+      green = in_rC2.green;
+      blue = in_rC2.blue;
+      alpha = in_rC2.alpha;
+      return;
+   }
+
    F32 f2 = 1.0f - in_factor;
-   red   = (in_rC1.red   * f2) + (in_rC2.red   * in_factor);
+   red = (in_rC1.red   * f2) + (in_rC2.red   * in_factor);
    green = (in_rC1.green * f2) + (in_rC2.green * in_factor);
-   blue  = (in_rC1.blue  * f2) + (in_rC2.blue  * in_factor);
+   blue = (in_rC1.blue  * f2) + (in_rC2.blue  * in_factor);
    alpha = (in_rC1.alpha * f2) + (in_rC2.alpha * in_factor);
 }
 
-inline void ColorF::clamp()
+inline void LinearColorF::clamp()
 {
-   if (red > 1.0f)
-      red = 1.0f;
-   else if (red < 0.0f)
-      red = 0.0f;
-
-   if (green > 1.0f)
-      green = 1.0f;
-   else if (green < 0.0f)
-      green = 0.0f;
-
-   if (blue > 1.0f)
-      blue = 1.0f;
-   else if (blue < 0.0f)
-      blue = 0.0f;
-
-   if (alpha > 1.0f)
-      alpha = 1.0f;
-   else if (alpha < 0.0f)
-      alpha = 0.0f;
+   red = mClampF(red, 0.0f, 1.0f);
+   green = mClampF(green, 0.0f, 1.0f);
+   blue = mClampF(blue, 0.0f, 1.0f);
+   alpha = mClampF(alpha, 0.0f, 1.0f);
 }
 
-inline ColorF ColorF::toGamma()
-{
-   ColorF color;
-   color.red = mPow(red,gOneOverGamma);
-   color.green = mPow(green, gOneOverGamma);
-   color.blue = mPow(blue, gOneOverGamma);
-   color.alpha = alpha;
-   return color;
-}
-
-inline ColorF ColorF::toLinear()
-{
-   ColorF color;
-   color.red = mPow(red,gGamma);
-   color.green = mPow(green, gGamma);
-   color.blue = mPow(blue, gGamma);
-   color.alpha = alpha;
-   return color;
-}
-
-inline F32 ColorF::luminance()
+inline F32 LinearColorF::luminance()
 {
    // ITU BT.709
    //return red * 0.2126f + green * 0.7152f + blue * 0.0722f;
@@ -719,70 +657,6 @@ inline ColorI::ColorI(const ColorI& in_rCopy,
    set(in_rCopy, in_a);
 }
 
-inline ColorI& ColorI::operator*=(const F32 in_mul)
-{
-   red   = U8((F32(red)   * in_mul) + 0.5f);
-   green = U8((F32(green) * in_mul) + 0.5f);
-   blue  = U8((F32(blue)  * in_mul) + 0.5f);
-   alpha = U8((F32(alpha) * in_mul) + 0.5f);
-
-   return *this;
-}
-
-inline ColorI& ColorI::operator*=(const S32 in_mul)
-{
-   red   = red    * in_mul;
-   green = green  * in_mul;
-   blue  = blue   * in_mul;
-   alpha = alpha  * in_mul;
-
-   return *this;
-}
-
-inline ColorI& ColorI::operator/=(const S32 in_mul)
-{
-   AssertFatal(in_mul != 0.0f, "Error, div by zero...");
-   red   = red    / in_mul;
-   green = green  / in_mul;
-   blue  = blue   / in_mul;
-   alpha = alpha  / in_mul;
-
-   return *this;
-}
-
-inline ColorI ColorI::operator+(const ColorI &in_add) const
-{
-   ColorI tmp;
-
-   tmp.red   = red   + in_add.red;
-   tmp.green = green + in_add.green;
-   tmp.blue  = blue  + in_add.blue;
-   tmp.alpha = alpha + in_add.alpha;
-
-   return tmp;
-}
-
-inline ColorI ColorI::operator*(const F32 in_mul) const
-{
-   ColorI temp(*this);
-   temp *= in_mul;
-   return temp;
-}
-
-inline ColorI ColorI::operator*(const S32 in_mul) const
-{
-   ColorI temp(*this);
-   temp *= in_mul;
-   return temp;
-}
-
-inline ColorI ColorI::operator/(const S32 in_mul) const
-{
-   ColorI temp(*this);
-   temp /= in_mul;
-   return temp;
-}
-
 inline bool ColorI::operator==(const ColorI& in_Cmp) const
 {
 	return (red == in_Cmp.red && green == in_Cmp.green && blue == in_Cmp.blue && alpha == in_Cmp.alpha);
@@ -793,27 +667,6 @@ inline bool ColorI::operator!=(const ColorI& in_Cmp) const
 	return (red != in_Cmp.red || green != in_Cmp.green || blue != in_Cmp.blue || alpha != in_Cmp.alpha);
 }
 
-inline ColorI& ColorI::operator+=(const ColorI& in_rAdd)
-{
-   red   += in_rAdd.red;
-   green += in_rAdd.green;
-   blue  += in_rAdd.blue;
-   alpha += in_rAdd.alpha;
-
-   return *this;
-}
-
-inline void ColorI::interpolate(const ColorI& in_rC1,
-                    const ColorI& in_rC2,
-                    const F32  in_factor)
-{
-   F32 f2= 1.0f - in_factor;
-   red   = U8(((F32(in_rC1.red)   * f2) + (F32(in_rC2.red)   * in_factor)) + 0.5f);
-   green = U8(((F32(in_rC1.green) * f2) + (F32(in_rC2.green) * in_factor)) + 0.5f);
-   blue  = U8(((F32(in_rC1.blue)  * f2) + (F32(in_rC2.blue)  * in_factor)) + 0.5f);
-   alpha = U8(((F32(in_rC1.alpha) * f2) + (F32(in_rC2.alpha) * in_factor)) + 0.5f);
-}
-
 inline U32 ColorI::getARGBPack() const
 {
    return (U32(alpha) << 24) |
@@ -971,35 +824,72 @@ inline String ColorI::getHex() const
 	return result;
 }
 
-inline ColorI ColorI::toGamma()
-{
-   ColorF color = (ColorF)*this;
-   return (ColorI)color.toGamma();
-}
-
-inline ColorI ColorI::toLinear()
+inline LinearColorF::LinearColorF( const ColorI &color)
 {
-   ColorF color = (ColorF)*this;
-   return (ColorI)color.toLinear();
+   red = sSrgbToLinear[color.red],
+   green = sSrgbToLinear[color.green],
+   blue = sSrgbToLinear[color.blue],
+   alpha = F32(color.alpha * gOneOver255);
 }
 
-//-------------------------------------- INLINE CONVERSION OPERATORS
-inline ColorF::operator ColorI() const
+inline ColorI LinearColorF::toColorI(const bool keepAsLinear)
 {
-   return ColorI(U8(red   * 255.0f + 0.5),
-                  U8(green * 255.0f + 0.5),
-                  U8(blue  * 255.0f + 0.5),
-                  U8(alpha * 255.0f + 0.5));
+   if (isClamped())
+   {
+      if (keepAsLinear)
+      {
+         return ColorI(U8(red * 255.0f + 0.5), U8(green * 255.0f + 0.5), U8(blue * 255.0f + 0.5), U8(alpha * 255.0f + 0.5));
+      }
+      else
+      {
+   #ifdef TORQUE_USE_LEGACY_GAMMA
+         float r = mPow(red, gOneOverGamma);
+         float g = mPow(green, gOneOverGamma);
+         float b = mPow(blue, gOneOverGamma);
+         return ColorI(U8(r * 255.0f + 0.5), U8(g * 255.0f + 0.5), U8(b * 255.0f + 0.5), U8(alpha * 255.0f + 0.5));
+   #else
+         float r = red < 0.0031308f ? 12.92f * red : 1.055 * mPow(red, 1.0f / 2.4f) - 0.055f;
+         float g = green < 0.0031308f ? 12.92f * green : 1.055 * mPow(green, 1.0f / 2.4f) - 0.055f;
+         float b = blue < 0.0031308f ? 12.92f * blue : 1.055 * mPow(blue, 1.0f / 2.4f) - 0.055f;
+         return ColorI(U8(r * 255.0f + 0.5), U8(g * 255.0f + 0.5), U8(b * 255.0f + 0.5), U8(alpha * 255.0f + 0.5));
+   #endif
+      }
+   }
+   else
+   {
+      LinearColorF color = LinearColorF(*this);
+      color.clamp();
+
+      if (keepAsLinear)
+      {
+         return ColorI(U8(color.red * 255.0f + 0.5), U8(color.green * 255.0f + 0.5), U8(color.blue * 255.0f + 0.5), U8(color.alpha * 255.0f + 0.5));
+      }
+      else
+      {
+   #ifdef TORQUE_USE_LEGACY_GAMMA
+         float r = mPow(red, gOneOverGamma);
+         float g = mPow(green, gOneOverGamma);
+         float b = mPow(blue, gOneOverGamma);
+         return ColorI(U8(r * 255.0f + 0.5), U8(g * 255.0f + 0.5), U8(b * 255.0f + 0.5), U8(alpha * 255.0f + 0.5));
+   #else
+         float r = red < 0.0031308f ? 12.92f * red : 1.055 * mPow(red, 1.0f / 2.4f) - 0.055f;
+         float g = green < 0.0031308f ? 12.92f * green : 1.055 * mPow(green, 1.0f / 2.4f) - 0.055f;
+         float b = blue < 0.0031308f ? 12.92f * blue : 1.055 * mPow(blue, 1.0f / 2.4f) - 0.055f;
+         return ColorI(U8(r * 255.0f + 0.5), U8(g * 255.0f + 0.5), U8(b * 255.0f + 0.5), U8(alpha * 255.0f + 0.5));
+   #endif
+      }
+   }
 }
 
-inline ColorI::operator ColorF() const
+inline ColorI ColorI::fromLinear()
 {
-   const F32 inv255 = 1.0f / 255.0f;
-
-   return ColorF(F32(red)   * inv255,
-                 F32(green) * inv255,
-                 F32(blue)  * inv255,
-                 F32(alpha) * inv255);
+   //manually create LinearColorF, otherwise it will try and convert to linear first
+   LinearColorF linearColor = LinearColorF(F32(red) * 255.0f + 0.5f,
+                                           F32(red) * 255.0f + 0.5f,
+                                           F32(red) * 255.0f + 0.5f,
+                                           F32(alpha) * 255.0f + 0.5f);
+   //convert back to srgb
+   return linearColor.toColorI();
 }
 
 #endif //_COLOR_H_

+ 3 - 3
Engine/source/core/stream/stream.cpp

@@ -271,9 +271,9 @@ bool Stream::write(const ColorI& rColor)
    return success;
 }
 
-bool Stream::write(const ColorF& rColor)
+bool Stream::write(const LinearColorF& rColor)
 {
-   ColorI temp = rColor;
+   ColorI temp = LinearColorF(rColor).toColorI();
    return write(temp);
 }
 
@@ -287,7 +287,7 @@ bool Stream::read(ColorI* pColor)
    return success;
 }
 
-bool Stream::read(ColorF* pColor)
+bool Stream::read(LinearColorF* pColor)
 {
    ColorI temp;
    bool success = read(&temp);

+ 3 - 3
Engine/source/core/stream/stream.h

@@ -41,7 +41,7 @@
 /// @}
 
 class ColorI;
-class ColorF;
+class LinearColorF;
 struct NetAddress;
 class RawData;
 class String;
@@ -155,11 +155,11 @@ public:
    /// Write an integral color to the stream.
    bool write(const ColorI&);
    /// Write a floating point color to the stream.
-   bool write(const ColorF&);
+   bool write(const LinearColorF&);
    /// Read an integral color from the stream.
    bool read(ColorI*);
    /// Read a floating point color from the stream.
-   bool read(ColorF*);
+   bool read(LinearColorF*);
 
    /// Write a network address to the stream.
    bool write(const NetAddress &);

+ 5 - 5
Engine/source/core/util/rgb2luv.cpp

@@ -31,12 +31,12 @@
 namespace ConvertRGB
 {
 
-ColorF toLUV( const ColorF &rgbColor )
+LinearColorF toLUV( const LinearColorF &rgbColor )
 {
    static const Point3F scXYZLUVDot( 1.0f, 15.0f, 3.0f );
    static const Point2F sc49( 4.0f, 9.0f );
 
-   ColorF xyzColor = ConvertRGB::toXYZ( rgbColor );
+   LinearColorF xyzColor = ConvertRGB::toXYZ( rgbColor );
 
    const Point2F &xyz_xy = *((Point2F *)&xyzColor);
 
@@ -44,12 +44,12 @@ ColorF toLUV( const ColorF &rgbColor )
    uvColor.convolve( xyz_xy );
    uvColor /= mDot( *(Point3F *)&xyzColor, scXYZLUVDot );
 
-   return ColorF( uvColor.x, uvColor.y, xyzColor.green, rgbColor.alpha );
+   return LinearColorF( uvColor.x, uvColor.y, xyzColor.green, rgbColor.alpha );
 }
 
-ColorF toLUVScaled( const ColorF &rgbColor )
+LinearColorF toLUVScaled( const LinearColorF &rgbColor )
 {
-   ColorF luvColor = toLUV( rgbColor );
+   LinearColorF luvColor = toLUV( rgbColor );
    luvColor.red /= 0.62f;
    luvColor.green /= 0.62f;
    return luvColor;

+ 3 - 3
Engine/source/core/util/rgb2luv.h

@@ -29,9 +29,9 @@
 
 namespace ConvertRGB
 {
-   ColorF toLUV( const ColorF &rgbColor );
-   ColorF toLUVScaled( const ColorF &rgbColor );
-   ColorF fromLUV( const ColorF &luvColor );
+   LinearColorF toLUV( const LinearColorF &rgbColor );
+   LinearColorF toLUVScaled( const LinearColorF &rgbColor );
+   LinearColorF fromLUV( const LinearColorF &luvColor );
 };
 
 #endif

+ 4 - 4
Engine/source/core/util/rgb2xyz.cpp

@@ -46,20 +46,20 @@ static const F32 scXYZ2RGB[] =
    0.0f,     0.0f,      0.0f,     1.0f,
 };
 
-ColorF toXYZ( const ColorF &rgbColor )
+LinearColorF toXYZ( const LinearColorF &rgbColor )
 {
    const MatrixF &rgb2xyz = *((MatrixF *)scRGB2XYZ);
 
-   ColorF retColor = rgbColor;
+   LinearColorF retColor = rgbColor;
    rgb2xyz.mul( *(Point4F *)&retColor );
    return retColor;
 }
 
-ColorF fromXYZ( const ColorF &xyzColor )
+LinearColorF fromXYZ( const LinearColorF &xyzColor )
 {
    const MatrixF &xyz2rgb = *((MatrixF *)scXYZ2RGB);
 
-   ColorF retColor = xyzColor;
+   LinearColorF retColor = xyzColor;
    xyz2rgb.mul( *(Point4F *)&retColor );
    return retColor;
 }

+ 2 - 2
Engine/source/core/util/rgb2xyz.h

@@ -27,8 +27,8 @@
 
 namespace ConvertRGB
 {
-   ColorF toXYZ( const ColorF &rgbColor );
-   ColorF fromXYZ( const ColorF &xyzColor );
+   LinearColorF toXYZ( const LinearColorF &rgbColor );
+   LinearColorF fromXYZ( const LinearColorF &xyzColor );
 };
 
 #endif

+ 4 - 4
Engine/source/environment/VolumetricFog.cpp

@@ -1074,7 +1074,7 @@ void VolumetricFog::render(ObjectRenderInst *ri, SceneRenderState *state, BaseMa
 
    mPPShaderConsts->setSafe(mPPModelViewProjSC, xform);
 
-   const ColorF &sunlight = state->getAmbientLightColor();
+   const LinearColorF &sunlight = state->getAmbientLightColor();
 
    Point3F ambientColor(sunlight.red, sunlight.green, sunlight.blue);
    mShaderConsts->setSafe(mAmbientColorSC, ambientColor);
@@ -1204,7 +1204,7 @@ void VolumetricFog::InitTexture()
    mIsTextured = false;
 
    if (mTextureName.isNotEmpty())
-      mTexture.set(mTextureName, &GFXDefaultStaticDiffuseProfile, "VolumetricFogMod");
+      mTexture.set(mTextureName, &GFXStaticTextureSRGBProfile, "VolumetricFogMod");
 
    if (!mTexture.isNull())
    {
@@ -1218,7 +1218,7 @@ void VolumetricFog::InitTexture()
    }
 }
 
-void VolumetricFog::setFogColor(ColorF color)
+void VolumetricFog::setFogColor(LinearColorF color)
 {
    mFogColor.set(255 * color.red,255 * color.green,255 * color.blue);
    setMaskBits(FogColorMask);
@@ -1266,7 +1266,7 @@ bool VolumetricFog::isInsideFog()
    return mCamInFog;
 }
 
-DefineEngineMethod(VolumetricFog, SetFogColorF, void, (ColorF new_color), ,
+DefineEngineMethod(VolumetricFog, SetFogColorF, void, (LinearColorF new_color), ,
 "@brief Changes the color of the fog\n\n."
 "@params new_color the new fog color (rgb 0.0 - 1.0, a is ignored.")
 {

+ 1 - 1
Engine/source/environment/VolumetricFog.h

@@ -227,7 +227,7 @@ class VolumetricFog : public SceneObject
    
       // Methods for modifying & networking various fog elements
       // Used in script
-      void setFogColor(ColorF color);
+      void setFogColor(LinearColorF color);
       void setFogColor(ColorI color);
       void setFogDensity(F32 density);
       void setFogModulation(F32 strength, Point2F speed1, Point2F speed2);

+ 4 - 4
Engine/source/environment/VolumetricFogRTManager.cpp

@@ -150,7 +150,7 @@ bool VolumetricFogRTManager::Init()
    mHeight = mFloor(mPlatformWindow->getClientExtent().y / mTargetScale);
    
    mDepthBuffer = GFXTexHandle(mWidth, mHeight, GFXFormatR32F,
-   &GFXDefaultRenderTargetProfile, avar("%s() - mDepthBuffer (line %d)", __FUNCTION__, __LINE__));
+   &GFXRenderTargetProfile, avar("%s() - mDepthBuffer (line %d)", __FUNCTION__, __LINE__));
    if (!mDepthBuffer.isValid())
    {
       Con::errorf("VolumetricFogRTManager Fatal Error: Unable to create Depthbuffer");
@@ -164,7 +164,7 @@ bool VolumetricFogRTManager::Init()
    mDepthTarget.setTexture(mDepthBuffer);
    
    mFrontBuffer = GFXTexHandle(mWidth, mHeight, GFXFormatR32F,
-   &GFXDefaultRenderTargetProfile, avar("%s() - mFrontBuffer (line %d)", __FUNCTION__, __LINE__));
+   &GFXRenderTargetProfile, avar("%s() - mFrontBuffer (line %d)", __FUNCTION__, __LINE__));
    if (!mFrontBuffer.isValid())
    {
       Con::errorf("VolumetricFogRTManager Fatal Error: Unable to create front buffer");
@@ -240,7 +240,7 @@ bool VolumetricFogRTManager::Resize()
       mFrontBuffer->kill();
    
    mFrontBuffer = GFXTexHandle(mWidth, mHeight, GFXFormatR32F,
-   &GFXDefaultRenderTargetProfile, avar("%s() - mFrontBuffer (line %d)", __FUNCTION__, __LINE__));
+   &GFXRenderTargetProfile, avar("%s() - mFrontBuffer (line %d)", __FUNCTION__, __LINE__));
    if (!mFrontBuffer.isValid())
    {
       Con::errorf("VolumetricFogRTManager::Resize() Fatal Error: Unable to create front buffer");
@@ -249,7 +249,7 @@ bool VolumetricFogRTManager::Resize()
    mFrontTarget.setTexture(mFrontBuffer);
    
    mDepthBuffer = GFXTexHandle(mWidth, mHeight, GFXFormatR32F,
-   &GFXDefaultRenderTargetProfile, avar("%s() - mDepthBuffer (line %d)", __FUNCTION__, __LINE__));
+   &GFXRenderTargetProfile, avar("%s() - mDepthBuffer (line %d)", __FUNCTION__, __LINE__));
    if (!mDepthBuffer.isValid())
    {
       Con::errorf("VolumetricFogRTManager::Resize() Fatal Error: Unable to create Depthbuffer");

+ 2 - 2
Engine/source/environment/basicClouds.cpp

@@ -341,10 +341,10 @@ void BasicClouds::_initTexture()
       }
 
       if ( mTexName[i].isNotEmpty() )
-      mTexture[i].set( mTexName[i], &GFXDefaultStaticDiffuseProfile, "BasicClouds" );
+      mTexture[i].set( mTexName[i], &GFXStaticTextureSRGBProfile, "BasicClouds" );
 
       if ( mTexture[i].isNull() )
-         mTexture[i].set( GFXTextureManager::getWarningTexturePath(), &GFXDefaultStaticDiffuseProfile, "BasicClouds" );
+         mTexture[i].set( GFXTextureManager::getWarningTexturePath(), &GFXStaticTextureSRGBProfile, "BasicClouds" );
    }
 }
 

+ 4 - 4
Engine/source/environment/cloudLayer.cpp

@@ -353,12 +353,12 @@ void CloudLayer::renderObject( ObjectRenderInst *ri, SceneRenderState *state, Ba
    mShaderConsts->setSafe( mEyePosWorldSC, camPos );
 
    LightInfo *lightinfo = LIGHTMGR->getSpecialLight(LightManager::slSunLightType);
-   const ColorF &sunlight = state->getAmbientLightColor();
+   const LinearColorF &sunlight = state->getAmbientLightColor();
 
    Point3F ambientColor( sunlight.red, sunlight.green, sunlight.blue );
    mShaderConsts->setSafe( mAmbientColorSC, ambientColor );   
 
-   const ColorF &sunColor = lightinfo->getColor();
+   const LinearColorF &sunColor = lightinfo->getColor();
    Point3F data( sunColor.red, sunColor.green, sunColor.blue );
    mShaderConsts->setSafe( mSunColorSC, data );
 
@@ -398,10 +398,10 @@ void CloudLayer::_initTexture()
    }
 
    if ( mTextureName.isNotEmpty() )
-      mTexture.set( mTextureName, &GFXDefaultStaticDiffuseProfile, "CloudLayer" );
+      mTexture.set( mTextureName, &GFXStaticTextureSRGBProfile, "CloudLayer" );
 
    if ( mTexture.isNull() )
-      mTexture.set( GFXTextureManager::getWarningTexturePath(), &GFXDefaultStaticDiffuseProfile, "CloudLayer" );
+      mTexture.set( GFXTextureManager::getWarningTexturePath(), &GFXStaticTextureSRGBProfile, "CloudLayer" );
 }
 
 void CloudLayer::_initBuffers()

+ 1 - 1
Engine/source/environment/cloudLayer.h

@@ -125,7 +125,7 @@ protected:
    Point2F mTexDirection[TEX_COUNT];
    F32 mTexSpeed[TEX_COUNT];   
    
-   ColorF mBaseColor;
+   LinearColorF mBaseColor;
    F32 mExposure;
    F32 mCoverage;
    F32 mWindSpeed;   

+ 1 - 1
Engine/source/environment/river.cpp

@@ -924,7 +924,7 @@ void River::setShaderParams( SceneRenderState *state, BaseMatInstance* mat, cons
    // set pixel shader constants
    //-----------------------------------
 
-   ColorF c( mWaterFogData.color );
+   LinearColorF c( mWaterFogData.color );
    matParams->setSafe(paramHandles.mBaseColorSC, c);
 
    // By default we need to show a true reflection is fullReflect is enabled and

+ 16 - 16
Engine/source/environment/scatterSky.cpp

@@ -122,10 +122,10 @@ ScatterSky::ScatterSky()
    mAmbientScale.set( 1.0f, 1.0f, 1.0f, 1.0f );
 
    mSunColor.set( 0, 0, 0, 1.0f );
-   mSunScale = ColorF::WHITE;
+   mSunScale = LinearColorF::WHITE;
 
    mFogColor.set( 0, 0, 0, 1.0f );
-   mFogScale = ColorF::WHITE;
+   mFogScale = LinearColorF::WHITE;
 
    mExposure = 1.0f;
    mNightInterpolant = 0;
@@ -548,7 +548,7 @@ void ScatterSky::unpackUpdate(NetConnection *con, BitStream *stream)
 
       stream->read( &mScale );
 
-      ColorF tmpColor( 0, 0, 0 );
+      LinearColorF tmpColor( 0, 0, 0 );
 
       stream->read( &tmpColor );
 
@@ -1093,7 +1093,7 @@ void ScatterSky::_renderMoon( ObjectRenderInst *ri, SceneRenderState *state, Bas
    }
 
    // Vertex color.
-   ColorF moonVertColor( 1.0f, 1.0f, 1.0f, mNightInterpolant );
+   LinearColorF moonVertColor( 1.0f, 1.0f, 1.0f, mNightInterpolant );
 
    // Copy points to buffer.
 
@@ -1104,7 +1104,7 @@ void ScatterSky::_renderMoon( ObjectRenderInst *ri, SceneRenderState *state, Bas
 
    for ( S32 i = 0; i < 4; i++ )
    {
-      pVert->color.set( moonVertColor );
+      pVert->color.set( moonVertColor.toColorI());
       pVert->point.set( points[i] );
       pVert->texCoord.set( sCoords[i].x, sCoords[i].y );
       pVert++;
@@ -1182,8 +1182,8 @@ void ScatterSky::_interpolateColors()
 
    mMieScattering = (mCurves[1].getVal( mTimeOfDay) * mSunSize ); //Scale the size of the sun's disk
 
-   ColorF moonTemp = mMoonTint;
-   ColorF nightTemp = mNightColor;
+   LinearColorF moonTemp = mMoonTint;
+   LinearColorF nightTemp = mNightColor;
 
    moonTemp.interpolate( mNightColor, mMoonTint, mCurves[4].getVal( mTimeOfDay ) );
    nightTemp.interpolate( mMoonTint, mNightColor, mCurves[4].getVal( mTimeOfDay ) );
@@ -1195,12 +1195,12 @@ void ScatterSky::_interpolateColors()
    mSunColor.interpolate( mSunColor, mMoonTint, mCurves[3].getVal( mTimeOfDay ) );//mNightInterpolant );
 }
 
-void ScatterSky::_getSunColor( ColorF *outColor )
+void ScatterSky::_getSunColor( LinearColorF *outColor )
 {
    PROFILE_SCOPE( ScatterSky_GetSunColor );
 
    U32 count = 0;
-   ColorF tmpColor( 0, 0, 0 );
+   LinearColorF tmpColor( 0, 0, 0 );
    VectorF tmpVec( 0, 0, 0 );
 
    tmpVec = mLightDir;
@@ -1221,11 +1221,11 @@ void ScatterSky::_getSunColor( ColorF *outColor )
       (*outColor) /= count;
 }
 
-void ScatterSky::_getAmbientColor( ColorF *outColor )
+void ScatterSky::_getAmbientColor( LinearColorF *outColor )
 {
    PROFILE_SCOPE( ScatterSky_GetAmbientColor );
 
-   ColorF tmpColor( 0, 0, 0, 0 );
+   LinearColorF tmpColor( 0, 0, 0, 0 );
    U32 count = 0;
 
    // Disable mieScattering for purposes of calculating the ambient color.
@@ -1246,7 +1246,7 @@ void ScatterSky::_getAmbientColor( ColorF *outColor )
    mMieScattering = oldMieScattering;
 }
 
-void ScatterSky::_getFogColor( ColorF *outColor )
+void ScatterSky::_getFogColor( LinearColorF *outColor )
 {
    PROFILE_SCOPE( ScatterSky_GetFogColor );
 
@@ -1261,7 +1261,7 @@ void ScatterSky::_getFogColor( ColorF *outColor )
    originalYaw = yaw;
    pitch = mDegToRad( 10.0f );
 
-   ColorF tmpColor( 0, 0, 0 );
+   LinearColorF tmpColor( 0, 0, 0 );
 
    U32 i = 0;
    for ( i = 0; i < 10; i++ )
@@ -1309,7 +1309,7 @@ F32 ScatterSky::_getRayleighPhase( F32 fCos2 )
    return 0.75 + 0.75 * fCos2;
 }
 
-void ScatterSky::_getColor( const Point3F &pos, ColorF *outColor )
+void ScatterSky::_getColor( const Point3F &pos, LinearColorF *outColor )
 {
    PROFILE_SCOPE( ScatterSky_GetColor );
 
@@ -1379,7 +1379,7 @@ void ScatterSky::_getColor( const Point3F &pos, ColorF *outColor )
    F32 miePhase = _getMiePhase( fCos, fCos2, g, g2 );
 
    Point3F color = rayleighColor + (miePhase * mieColor);
-   ColorF tmp( color.x, color.y, color.z, color.y );
+   LinearColorF tmp( color.x, color.y, color.z, color.y );
 
    Point3F expColor( 0, 0, 0 );
    expColor.x = 1.0f - exp(-mExposure * color.x);
@@ -1388,7 +1388,7 @@ void ScatterSky::_getColor( const Point3F &pos, ColorF *outColor )
 
    tmp.set( expColor.x, expColor.y, expColor.z, 1.0f );
 
-   if ( !tmp.isValidColor() )
+   if ( !tmp.isClamped() )
    {
       F32 len = expColor.len();
       if ( len > 0 )

+ 15 - 15
Engine/source/environment/scatterSky.h

@@ -119,10 +119,10 @@ protected:
 
    void _generateSkyPoints();
 
-   void _getColor( const Point3F &pos, ColorF *outColor );
-   void _getFogColor( ColorF *outColor );
-   void _getAmbientColor( ColorF *outColor );
-   void _getSunColor( ColorF *outColor );
+   void _getColor( const Point3F &pos, LinearColorF *outColor );
+   void _getFogColor( LinearColorF *outColor );
+   void _getAmbientColor( LinearColorF *outColor );
+   void _getSunColor( LinearColorF *outColor );
    void _interpolateColors();
 
    void _conformLights();
@@ -161,7 +161,7 @@ protected:
 
    F32 mOuterRadius;
    F32 mScale;
-   ColorF mWavelength;
+   LinearColorF mWavelength;
    F32 mWavelength4[3];
    F32 mRayleighScaleDepth;
    F32 mMieScaleDepth;
@@ -185,16 +185,16 @@ protected:
 
    F32 mBrightness;
 
-   ColorF mNightColor;
-   ColorF mNightFogColor;
+   LinearColorF mNightColor;
+   LinearColorF mNightFogColor;
 
-   ColorF mAmbientColor;   ///< Not a field
-   ColorF mSunColor;       ///< Not a field
-   ColorF mFogColor;       ///< Not a field
+   LinearColorF mAmbientColor;   ///< Not a field
+   LinearColorF mSunColor;       ///< Not a field
+   LinearColorF mFogColor;       ///< Not a field
 
-   ColorF mAmbientScale;
-   ColorF mSunScale;
-   ColorF mFogScale;
+   LinearColorF mAmbientScale;
+   LinearColorF mSunScale;
+   LinearColorF mFogScale;
 
    LightInfo *mLight;
 
@@ -211,7 +211,7 @@ protected:
    String mMoonMatName;
    BaseMatInstance *mMoonMatInst;
    F32 mMoonScale;
-   ColorF mMoonTint;
+   LinearColorF mMoonTint;
    VectorF mMoonLightDir;
    CubemapData *mNightCubemap;
    String mNightCubemapName;
@@ -241,7 +241,7 @@ protected:
    GFXShaderConstHandle *mNightInterpolantAndExposureSC;
    GFXShaderConstHandle *mUseCubemapSC;
    F32 mColorizeAmt;
-   ColorF mColorize;
+   LinearColorF mColorize;
    GFXShaderConstHandle *mColorizeSC;
 
 };

+ 1 - 1
Engine/source/environment/skyBox.cpp

@@ -198,7 +198,7 @@ void SkyBox::prepRenderImage( SceneRenderState *state )
 
 void SkyBox::_renderObject( ObjectRenderInst *ri, SceneRenderState *state, BaseMatInstance *mi )
 {
-   GFXDEBUGEVENT_SCOPE( SkyBox_RenderObject, ColorF::WHITE );
+   GFXDEBUGEVENT_SCOPE( SkyBox_RenderObject, ColorI::WHITE );
 
    GFXTransformSaver saver;  
    GFX->setVertexBuffer( mVB );         

+ 1 - 1
Engine/source/environment/skyBox.h

@@ -111,7 +111,7 @@ protected:
    Material *mFogBandMat;
    BaseMatInstance *mFogBandMatInst;
 
-   ColorF mLastFogColor;
+   LinearColorF mLastFogColor;
 
    bool mDrawBottom;
    bool mIsVBDirty;

+ 3 - 3
Engine/source/environment/sun.cpp

@@ -394,7 +394,7 @@ void Sun::setElevation( F32 elevation )
    setMaskBits( UpdateMask ); // TODO: Break out the masks to save some space!
 }
 
-void Sun::setColor( const ColorF &color )
+void Sun::setColor( const LinearColorF &color )
 {
    mLightColor = color;
    _conformLights();
@@ -490,7 +490,7 @@ void Sun::_renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatI
       points[i] += mLightWorldPos;
    }
 
-   ColorF vertColor;
+   LinearColorF vertColor;
    if ( mCoronaUseLightColor )
       vertColor = mLightColor;
    else
@@ -503,7 +503,7 @@ void Sun::_renderCorona( ObjectRenderInst *ri, SceneRenderState *state, BaseMatI
 
    for ( S32 i = 0; i < 4; i++ )
    {
-      pVert->color.set( vertColor );
+      pVert->color.set( vertColor.toColorI());
       pVert->point.set( points[i] );
       pVert->texCoord.set( sCoords[i].x, sCoords[i].y );
       pVert++;

+ 4 - 4
Engine/source/environment/sun.h

@@ -50,9 +50,9 @@ protected:
    
    F32 mSunElevation;
 
-   ColorF mLightColor;
+   LinearColorF mLightColor;
 
-   ColorF mLightAmbient;
+   LinearColorF mLightAmbient;
 
    F32 mBrightness;
 
@@ -79,7 +79,7 @@ protected:
    BaseMatInstance *mCoronaMatInst;
    MatrixSet *mMatrixSet;   
    F32 mCoronaScale;
-   ColorF mCoronaTint;
+   LinearColorF mCoronaTint;
    bool mCoronaUseLightColor;
 
    // These are not user specified.
@@ -136,7 +136,7 @@ public:
    void setElevation( F32 elevation );
 
    ///
-   void setColor( const ColorF &color );
+   void setColor( const LinearColorF &color );
 
    ///
    void animate( F32 duration, F32 startAzimuth, F32 endAzimuth, F32 startElevation, F32 endElevation );

+ 4 - 4
Engine/source/environment/timeOfDay.cpp

@@ -378,7 +378,7 @@ F32 TimeOfDay::_calcAzimuth( F32 lat, F32 dec, F32 mer )
 	  return mAtan2( mSin(mer), mCos(mer) * mSin(lat) - mTan(dec) * mCos(lat) ) + M_PI_F;
 }
 
-void TimeOfDay::_getSunColor( ColorF *outColor ) const
+void TimeOfDay::_getSunColor( LinearColorF *outColor ) const
 {
 	  const COLOR_TARGET *ct = NULL;
 
@@ -451,8 +451,8 @@ void TimeOfDay::_initColors()
    // NOTE: The elevation targets represent distances 
    // from PI/2 radians (strait up).
 
-   ColorF c;
-   ColorF bc;
+   LinearColorF c;
+   LinearColorF bc;
 
    // e is for elevation
    F32 e = M_PI_F / 13.0f; // (semicircle in radians)/(number of color target entries);
@@ -495,7 +495,7 @@ void TimeOfDay::_initColors()
    _addColorTarget(M_PI_F, c, 1.0f, c); // Midnight at equanox.
 }
 
-void TimeOfDay::_addColorTarget( F32 ele, const ColorF &color, F32 bandMod, const ColorF &bandColor )
+void TimeOfDay::_addColorTarget( F32 ele, const LinearColorF &color, F32 bandMod, const LinearColorF &bandColor )
 {
    COLOR_TARGET  newTarget;
 

+ 7 - 7
Engine/source/environment/timeOfDay.h

@@ -34,9 +34,9 @@ class TimeOfDay;
 struct COLOR_TARGET
 {
 	F32		elevation; // maximum target elevation
-	ColorF	color; //normalized 0 = 1.0 ... 
+	LinearColorF	color; //normalized 0 = 1.0 ... 
 	F32		bandMod;  //6 is max
-	ColorF	bandColor;
+	LinearColorF	bandColor;
 };
 
 typedef Vector<COLOR_TARGET> COLOR_TARGETS;
@@ -108,7 +108,7 @@ public:
 	{ return (mCurrentColor.blue + mCurrentColor.green + mCurrentColor.red) / 3; }
    */
    static TimeOfDayUpdateSignal& getTimeOfDayUpdateSignal() { return smTimeOfDayUpdateSignal; } 
-   void getSunColor( ColorF *outColor ) const { _getSunColor( outColor ); }
+   void getSunColor( LinearColorF *outColor ) const { _getSunColor( outColor ); }
 
    void addTimeEvent( F32 triggerElevation, const UTF8 *identifier );
 
@@ -150,10 +150,10 @@ protected:
    /// @param color [in] target color.
    /// @param bandMod [in]
    /// @param bandColor [in]
-   void _addColorTarget( F32 ele, const ColorF &color, F32 bandMod, const ColorF &bandColor );
+   void _addColorTarget( F32 ele, const LinearColorF &color, F32 bandMod, const LinearColorF &bandColor );
 
 	  // Grab our sun and sky colors based upon sun elevation.
-   void _getSunColor( ColorF *outColor ) const;
+   void _getSunColor( LinearColorF *outColor ) const;
 
    static bool setTimeOfDay( void *object, const char *index, const char *data );
    static bool setPlay( void *object, const char *index, const char *data );
@@ -196,9 +196,9 @@ protected:
    bool mAnimate;
 
    /*
-	ColorF mCurrentColor;
+	LinearColorF mCurrentColor;
 	F32 mBandMod;
-	ColorF mCurrentBandColor;
+	LinearColorF mCurrentBandColor;
 
 	// PersistFields preparation
 	bool mConvertedToRads;	

+ 1 - 1
Engine/source/environment/waterBlock.cpp

@@ -424,7 +424,7 @@ void WaterBlock::setShaderParams( SceneRenderState *state, BaseMatInstance *mat,
    // set pixel shader constants
    //-----------------------------------
 
-   ColorF c( mWaterFogData.color );
+   LinearColorF c( mWaterFogData.color );
    matParams->setSafe( paramHandles.mBaseColorSC, c );
       
    // By default we need to show a true reflection is fullReflect is enabled and

+ 8 - 8
Engine/source/environment/waterObject.cpp

@@ -1022,7 +1022,7 @@ void WaterObject::setShaderParams( SceneRenderState *state, BaseMatInstance *mat
    matParams->setSafe(paramHandles.mDistortionParamsSC, distortionParams );
 
    LightInfo *sun = LIGHTMGR->getSpecialLight(LightManager::slSunLightType);
-   const ColorF &sunlight = state->getAmbientLightColor();
+   const LinearColorF &sunlight = state->getAmbientLightColor();
    Point3F ambientColor = mEmissive ? Point3F::One : sunlight;
    matParams->setSafe(paramHandles.mAmbientColorSC, ambientColor );
    matParams->setSafe(paramHandles.mLightDirSC, sun->getDirection() );
@@ -1036,7 +1036,7 @@ void WaterObject::setShaderParams( SceneRenderState *state, BaseMatInstance *mat
    Point4F specularParams( mSpecularColor.red, mSpecularColor.green, mSpecularColor.blue, mSpecularPower );   
    if ( !mEmissive )
    {
-      const ColorF &sunColor = sun->getColor();
+      const LinearColorF &sunColor = sun->getColor();
       F32 brightness = sun->getBrightness();
       specularParams.x *= sunColor.red * brightness;
       specularParams.y *= sunColor.green * brightness;
@@ -1159,22 +1159,22 @@ bool WaterObject::initMaterial( S32 idx )
 void WaterObject::initTextures()
 {
    if ( mRippleTexName.isNotEmpty() )
-      mRippleTex.set( mRippleTexName, &GFXDefaultStaticDiffuseProfile, "WaterObject::mRippleTex" );
+      mRippleTex.set( mRippleTexName, &GFXStaticTextureSRGBProfile, "WaterObject::mRippleTex" );
    if ( mRippleTex.isNull() )
-      mRippleTex.set( GFXTextureManager::getWarningTexturePath(), &GFXDefaultStaticDiffuseProfile, "WaterObject::mRippleTex" );
+      mRippleTex.set( GFXTextureManager::getWarningTexturePath(), &GFXStaticTextureSRGBProfile, "WaterObject::mRippleTex" );
 
    if ( mDepthGradientTexName.isNotEmpty() )
-      mDepthGradientTex.set( mDepthGradientTexName, &GFXDefaultStaticDiffuseProfile, "WaterObject::mDepthGradientTex" );
+      mDepthGradientTex.set( mDepthGradientTexName, &GFXStaticTextureSRGBProfile, "WaterObject::mDepthGradientTex" );
    if ( mDepthGradientTex.isNull() )
-      mDepthGradientTex.set( GFXTextureManager::getWarningTexturePath(), &GFXDefaultStaticDiffuseProfile, "WaterObject::mDepthGradientTex" );
+      mDepthGradientTex.set( GFXTextureManager::getWarningTexturePath(), &GFXStaticTextureSRGBProfile, "WaterObject::mDepthGradientTex" );
    
    if ( mNamedDepthGradTex.isRegistered() )
       mNamedDepthGradTex.setTexture( mDepthGradientTex );
 
    if ( mFoamTexName.isNotEmpty() )
-      mFoamTex.set( mFoamTexName, &GFXDefaultStaticDiffuseProfile, "WaterObject::mFoamTex" );
+      mFoamTex.set( mFoamTexName, &GFXStaticTextureSRGBProfile, "WaterObject::mFoamTex" );
    if ( mFoamTex.isNull() )
-      mFoamTex.set( GFXTextureManager::getWarningTexturePath(), &GFXDefaultStaticDiffuseProfile, "WaterObject::mFoamTex" );
+      mFoamTex.set( GFXTextureManager::getWarningTexturePath(), &GFXStaticTextureSRGBProfile, "WaterObject::mFoamTex" );
 
    if ( mCubemapName.isNotEmpty() )
       Sim::findObject( mCubemapName, mCubemap );   

+ 1 - 1
Engine/source/environment/waterObject.h

@@ -212,7 +212,7 @@ protected:
    F32 mFresnelBias;
    F32 mFresnelPower;
    F32 mSpecularPower;
-   ColorF mSpecularColor;
+   LinearColorF mSpecularColor;
    bool mEmissive;
 
    // Reflection

+ 1 - 1
Engine/source/environment/waterPlane.cpp

@@ -664,7 +664,7 @@ void WaterPlane::setShaderParams( SceneRenderState *state, BaseMatInstance* mat,
    // set pixel shader constants
    //-----------------------------------
 
-   ColorF c( mWaterFogData.color );
+   LinearColorF c( mWaterFogData.color );
    matParams->setSafe( paramHandles.mBaseColorSC, c );   
    
    // By default we need to show a true reflection is fullReflect is enabled and

+ 52 - 32
Engine/source/gfx/D3D11/gfxD3D11Cubemap.cpp

@@ -24,6 +24,7 @@
 #include "gfx/gfxCardProfile.h"
 #include "gfx/gfxTextureManager.h"
 #include "gfx/D3D11/gfxD3D11EnumTranslate.h"
+#include "gfx/bitmap/imageUtils.h"
 
 GFXD3D11Cubemap::GFXD3D11Cubemap() : mTexture(NULL), mSRView(NULL), mDSView(NULL)
 {
@@ -65,14 +66,6 @@ void GFXD3D11Cubemap::_onTextureEvent(GFXTexCallbackCode code)
       initDynamic(mTexSize);
 }
 
-bool GFXD3D11Cubemap::isCompressed(GFXFormat format)
-{
-   if (format >= GFXFormatDXT1 && format <= GFXFormatDXT5)
-      return true;
-
-   return false;
-}
-
 void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
 {
    AssertFatal( faces, "GFXD3D11Cubemap::initStatic - Got null GFXTexHandle!" );
@@ -81,7 +74,7 @@ void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
 	// NOTE - check tex sizes on all faces - they MUST be all same size
 	mTexSize = faces->getWidth();
 	mFaceFormat = faces->getFormat();
-   bool compressed = isCompressed(mFaceFormat);
+   bool compressed = ImageUtil::isCompressedFormat(mFaceFormat);
 
    UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
    UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
@@ -91,15 +84,15 @@ void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
       miscFlags |= D3D11_RESOURCE_MISC_GENERATE_MIPS;
    }
 
-   U32 mipLevels = faces->getPointer()->getMipLevels();
-   if (mipLevels > 1 && !compressed)
+   mMipMapLevels = faces->getPointer()->getMipLevels();
+   if (mMipMapLevels < 1 && !compressed)
       mAutoGenMips = true;
 
 	D3D11_TEXTURE2D_DESC desc;
 	ZeroMemory(&desc, sizeof(D3D11_TEXTURE2D_DESC));
 	desc.Width = mTexSize;
 	desc.Height = mTexSize;
-   desc.MipLevels = mAutoGenMips ? 0 : mipLevels;
+   desc.MipLevels = mAutoGenMips ? 0 : mMipMapLevels;
 	desc.ArraySize = 6;
 	desc.Format = GFXD3D11TextureFormat[mFaceFormat];
 	desc.SampleDesc.Count = 1;
@@ -113,15 +106,15 @@ void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
 
 	if (FAILED(hr))
 	{
-		AssertFatal(false, "GFXD3D11Cubemap:initStatic(GFXTexhandle *faces) - failed to create texcube texture");
+		AssertFatal(false, "GFXD3D11Cubemap:initStatic(GFXTexhandle *faces) - CreateTexture2D failure");
 	}
    
    for (U32 i = 0; i < CubeFaces; i++)
    {
       GFXD3D11TextureObject *texObj = static_cast<GFXD3D11TextureObject*>((GFXTextureObject*)faces[i]);
-      for (U32 currentMip = 0; currentMip < mipLevels; currentMip++)
+      for (U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
       {
-         U32 subResource = D3D11CalcSubresource(currentMip, i, mipLevels);
+         U32 subResource = D3D11CalcSubresource(currentMip, i, mMipMapLevels);
          D3D11DEVICECONTEXT->CopySubresourceRegion(mTexture, subResource, 0, 0, 0, texObj->get2DTex(), currentMip, NULL);
       }
    }
@@ -129,7 +122,7 @@ void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
 	D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
 	SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
 	SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
-   SMViewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mipLevels;
+   SMViewDesc.TextureCube.MipLevels = mAutoGenMips ? -1 : mMipMapLevels;
 	SMViewDesc.TextureCube.MostDetailedMip = 0;
 
 	hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
@@ -138,8 +131,16 @@ void GFXD3D11Cubemap::initStatic(GFXTexHandle *faces)
 		AssertFatal(false, "GFXD3D11Cubemap::initStatic(GFXTexHandle *faces) - texcube shader resource view  creation failure");
 	} 
 
+   //Generate mips
    if (mAutoGenMips && !compressed)
+   {
       D3D11DEVICECONTEXT->GenerateMips(mSRView);
+      //get mip level count
+      D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+      mSRView->GetDesc(&viewDesc);
+      mMipMapLevels = viewDesc.TextureCube.MipLevels;
+   }
+
 }
 
 void GFXD3D11Cubemap::initStatic(DDSFile *dds)
@@ -151,45 +152,53 @@ void GFXD3D11Cubemap::initStatic(DDSFile *dds)
    // NOTE - check tex sizes on all faces - they MUST be all same size
    mTexSize = dds->getWidth();
    mFaceFormat = dds->getFormat();
-   U32 levels = dds->getMipLevels();
+   mMipMapLevels = dds->getMipLevels();
 
 	D3D11_TEXTURE2D_DESC desc;
 
 	desc.Width = mTexSize;
 	desc.Height = mTexSize;
-	desc.MipLevels = levels;
-	desc.ArraySize = 6;
+   desc.MipLevels = mMipMapLevels;
+	desc.ArraySize = CubeFaces;
 	desc.Format = GFXD3D11TextureFormat[mFaceFormat];
 	desc.SampleDesc.Count = 1;
 	desc.SampleDesc.Quality = 0;
 	desc.Usage = D3D11_USAGE_IMMUTABLE;
 	desc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
-	desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
-	desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE | D3D11_RESOURCE_MISC_GENERATE_MIPS;
-
-	D3D11_SUBRESOURCE_DATA* pData = new D3D11_SUBRESOURCE_DATA[6 + levels];
+	desc.CPUAccessFlags = 0;
+	desc.MiscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
 
-   for (U32 i = 0; i<CubeFaces; i++)
+	D3D11_SUBRESOURCE_DATA* pData = new D3D11_SUBRESOURCE_DATA[CubeFaces * mMipMapLevels];
+   for (U32 currentFace = 0; currentFace < CubeFaces; currentFace++)
 	{
-		if (!dds->mSurfaces[i])
+		if (!dds->mSurfaces[currentFace])
 			continue;
 
-		for(U32 j = 0; j < levels; j++)
+      // convert to Z up
+      const U32 faceIndex = _zUpFaceIndex(currentFace);
+
+		for(U32 currentMip = 0; currentMip < mMipMapLevels; currentMip++)
 		{
-			pData[i + j].pSysMem = dds->mSurfaces[i]->mMips[j];
-			pData[i + j].SysMemPitch = dds->getSurfacePitch(j);
-			pData[i + j].SysMemSlicePitch = dds->getSurfaceSize(j);
+         const U32 dataIndex = faceIndex * mMipMapLevels + currentMip;
+			pData[dataIndex].pSysMem = dds->mSurfaces[currentFace]->mMips[currentMip];
+			pData[dataIndex].SysMemPitch = dds->getSurfacePitch(currentMip);
+         pData[dataIndex].SysMemSlicePitch = 0;
 		}
+
 	}
 
-	HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, pData, &mTexture);
+   HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, pData, &mTexture);
+   if (FAILED(hr))
+   {
+      AssertFatal(false, "GFXD3D11Cubemap::initStatic(DDSFile *dds) - CreateTexture2D failure");
+   }
 
 	delete [] pData;
 
 	D3D11_SHADER_RESOURCE_VIEW_DESC SMViewDesc;
 	SMViewDesc.Format = GFXD3D11TextureFormat[mFaceFormat];
 	SMViewDesc.ViewDimension = D3D11_SRV_DIMENSION_TEXTURECUBE;
-	SMViewDesc.TextureCube.MipLevels =  levels;
+	SMViewDesc.TextureCube.MipLevels = mMipMapLevels;
 	SMViewDesc.TextureCube.MostDetailedMip = 0;
 
 	hr = D3D11DEVICE->CreateShaderResourceView(mTexture, &SMViewDesc, &mSRView);
@@ -209,7 +218,8 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
    mAutoGenMips = true;
 	mTexSize = texSize;
 	mFaceFormat = faceFormat;
-   bool compressed = isCompressed(mFaceFormat);
+   mMipMapLevels = 0;
+   bool compressed = ImageUtil::isCompressedFormat(mFaceFormat);
 
    UINT bindFlags = D3D11_BIND_SHADER_RESOURCE;
    UINT miscFlags = D3D11_RESOURCE_MISC_TEXTURECUBE;
@@ -250,6 +260,16 @@ void GFXD3D11Cubemap::initDynamic(U32 texSize, GFXFormat faceFormat)
 		AssertFatal(false, "GFXD3D11Cubemap::initDynamic - CreateTexture2D call failure");
 	}
 
+   //Generate mips
+   if (mAutoGenMips && !compressed)
+   {
+      D3D11DEVICECONTEXT->GenerateMips(mSRView);
+      //get mip level count
+      D3D11_SHADER_RESOURCE_VIEW_DESC viewDesc;
+      mSRView->GetDesc(&viewDesc);
+      mMipMapLevels = viewDesc.TextureCube.MipLevels;
+   }
+
    D3D11_RENDER_TARGET_VIEW_DESC viewDesc;
 	viewDesc.Format = desc.Format;
 	viewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2DARRAY;

+ 0 - 1
Engine/source/gfx/D3D11/gfxD3D11Cubemap.h

@@ -71,7 +71,6 @@ private:
    
    void releaseSurfaces();
 
-   bool isCompressed(GFXFormat format);
    /// The callback used to get texture events.
    /// @see GFXTextureManager::addEventDelegate
    void _onTextureEvent(GFXTexCallbackCode code);

+ 266 - 180
Engine/source/gfx/D3D11/gfxD3D11Device.cpp

@@ -45,14 +45,6 @@
 #pragma comment(lib, "dxgi.lib")
 #pragma comment(lib, "d3d11.lib")
 
-GFXAdapter::CreateDeviceInstanceDelegate GFXD3D11Device::mCreateDeviceInstance(GFXD3D11Device::createInstance);
-
-GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex)
-{
-   GFXD3D11Device* dev = new GFXD3D11Device(adapterIndex);
-   return dev;
-}
-
 class GFXPCD3D11RegisterDevice
 {
 public:
@@ -79,6 +71,14 @@ static void sgPCD3D11DeviceHandleCommandLine(S32 argc, const char **argv)
 // Register the command line parsing hook
 static ProcessRegisterCommandLine sgCommandLine(sgPCD3D11DeviceHandleCommandLine);
 
+GFXAdapter::CreateDeviceInstanceDelegate GFXD3D11Device::mCreateDeviceInstance(GFXD3D11Device::createInstance);
+
+GFXDevice *GFXD3D11Device::createInstance(U32 adapterIndex)
+{
+   GFXD3D11Device* dev = new GFXD3D11Device(adapterIndex);
+   return dev;
+}
+
 GFXD3D11Device::GFXD3D11Device(U32 index)
 {
    mDeviceSwizzle32 = &Swizzles::bgra;
@@ -88,6 +88,9 @@ GFXD3D11Device::GFXD3D11Device(U32 index)
 
    mAdapterIndex = index;
    mD3DDevice = NULL;
+   mD3DDeviceContext = NULL;
+   mD3DDevice1 = NULL;
+   mD3DDeviceContext1 = NULL;
    mUserAnnotation = NULL;
    mVolatileVB = NULL;
 
@@ -104,10 +107,6 @@ GFXD3D11Device::GFXD3D11Device(U32 index)
 
    mPixVersion = 0.0;
 
-   mVertexShaderTarget = String::EmptyString;
-   mPixelShaderTarget = String::EmptyString;
-   mShaderModel = String::EmptyString;
-
    mDrawInstancesCount = 0;
 
    mCardProfiler = NULL;
@@ -122,6 +121,7 @@ GFXD3D11Device::GFXD3D11Device(U32 index)
    mCurrentConstBuffer = NULL;
 
    mOcclusionQuerySupported = false;
+   mCbufferPartialSupported = false;
 
    mDebugLayers = false;
 
@@ -149,7 +149,7 @@ GFXD3D11Device::~GFXD3D11Device()
 
    // Free the vertex declarations.
    VertexDeclMap::Iterator iter = mVertexDecls.begin();
-   for (; iter != mVertexDecls.end(); iter++)
+   for (; iter != mVertexDecls.end(); ++iter)
       delete iter->value;
 
    // Forcibly clean up the pools
@@ -162,6 +162,7 @@ GFXD3D11Device::~GFXD3D11Device()
    SAFE_RELEASE(mDeviceDepthStencil);
    SAFE_RELEASE(mDeviceBackbuffer);
    SAFE_RELEASE(mUserAnnotation);
+   SAFE_RELEASE(mD3DDeviceContext1);
    SAFE_RELEASE(mD3DDeviceContext);
 
    SAFE_DELETE(mCardProfiler);
@@ -179,6 +180,7 @@ GFXD3D11Device::~GFXD3D11Device()
 #endif
 
    SAFE_RELEASE(mSwapChain);
+   SAFE_RELEASE(mD3DDevice1);
    SAFE_RELEASE(mD3DDevice);
 }
 
@@ -220,7 +222,7 @@ DXGI_SWAP_CHAIN_DESC GFXD3D11Device::setupPresentParams(const GFXVideoMode &mode
    d3dpp.BufferCount = !smDisableVSync ? 2 : 1; // triple buffering when vsync is on.
    d3dpp.BufferDesc.Width = mode.resolution.x;
    d3dpp.BufferDesc.Height = mode.resolution.y;
-   d3dpp.BufferDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
+   d3dpp.BufferDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
    d3dpp.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
    d3dpp.OutputWindow = hwnd;
    d3dpp.SampleDesc = sampleDesc;
@@ -287,7 +289,7 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
 
       UINT numModes = 0;
       DXGI_MODE_DESC* displayModes = NULL;
-      DXGI_FORMAT format = DXGI_FORMAT_B8G8R8A8_UNORM;
+      DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
 
       // Get the number of elements
       hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
@@ -315,47 +317,10 @@ void GFXD3D11Device::enumerateAdapters(Vector<GFXAdapter*> &adapterList)
          toAdd->mAvailableModes.push_back(vmAdd);
       }
 
-      //Check adapater can handle feature level 10
-      D3D_FEATURE_LEVEL deviceFeature;
-      ID3D11Device *pTmpDevice = nullptr;
-      // Create temp Direct3D11 device.
-      bool suitable = true;
-      UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
-      hr = D3D11CreateDevice(EnumAdapter, D3D_DRIVER_TYPE_UNKNOWN, NULL, createDeviceFlags, NULL, 0, D3D11_SDK_VERSION, &pTmpDevice, &deviceFeature, NULL);
-
-      if (FAILED(hr))
-         suitable = false;
-
-      if (deviceFeature < D3D_FEATURE_LEVEL_10_0)
-         suitable = false;
-
-      //double check we support required bgra format for LEVEL_10_0 & LEVEL_10_1
-      if (deviceFeature == D3D_FEATURE_LEVEL_10_0 || deviceFeature == D3D_FEATURE_LEVEL_10_1)
-      {
-         U32 formatSupported = 0;
-         pTmpDevice->CheckFormatSupport(DXGI_FORMAT_B8G8R8A8_UNORM, &formatSupported);
-         U32 flagsRequired = D3D11_FORMAT_SUPPORT_RENDER_TARGET | D3D11_FORMAT_SUPPORT_DISPLAY;
-         if (!(formatSupported && flagsRequired))
-         {
-            Con::printf("DXGI adapter: %s does not support BGRA", Description.c_str());
-            suitable = false;
-         }
-      }
-
       delete[] displayModes;
-      SAFE_RELEASE(pTmpDevice);
       SAFE_RELEASE(pOutput);
       SAFE_RELEASE(EnumAdapter);
-
-      if (suitable)
-      {
-         adapterList.push_back(toAdd);
-      }
-      else
-      {
-         Con::printf("DXGI adapter: %s does not support D3D11 feature level 10 or better", Description.c_str());
-         delete toAdd;
-      }
+      adapterList.push_back(toAdd);
    }
 
    SAFE_RELEASE(DXGIFactory);
@@ -391,7 +356,7 @@ void GFXD3D11Device::enumerateVideoModes()
 
       UINT numModes = 0;
       DXGI_MODE_DESC* displayModes = NULL;
-      DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
+      DXGI_FORMAT format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
 
       // Get the number of elements
       hr = pOutput->GetDisplayModeList(format, 0, &numModes, NULL);
@@ -430,8 +395,8 @@ void GFXD3D11Device::enumerateVideoModes()
 void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
 {
    AssertFatal(window, "GFXD3D11Device::init - must specify a window!");
-   HWND hwnd = (HWND)window->getSystemWindow(PlatformWindow::WindowSystem_Windows);
-   SetFocus(hwnd);//ensure window has focus
+
+   HWND winHwnd = (HWND)window->getSystemWindow( PlatformWindow::WindowSystem_Windows );
 
    UINT createDeviceFlags = D3D11_CREATE_DEVICE_SINGLETHREADED | D3D11_CREATE_DEVICE_BGRA_SUPPORT;
 #ifdef TORQUE_DEBUG
@@ -439,77 +404,88 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
    mDebugLayers = true;
 #endif
 
+   DXGI_SWAP_CHAIN_DESC d3dpp = setupPresentParams(mode, winHwnd);
+
+   D3D_FEATURE_LEVEL deviceFeature;
+   // TODO support at least feature level 10 to match GL
+   D3D_FEATURE_LEVEL pFeatureLevels[] = { D3D_FEATURE_LEVEL_11_1, D3D_FEATURE_LEVEL_11_0 };
+   U32 nFeatureCount = ARRAYSIZE(pFeatureLevels);
    D3D_DRIVER_TYPE driverType = D3D_DRIVER_TYPE_HARDWARE;// use D3D_DRIVER_TYPE_REFERENCE for reference device
-   // create a device & device context
-   HRESULT hres = D3D11CreateDevice(NULL,
-                                    driverType,
-                                    NULL,
-                                    createDeviceFlags,
-                                    NULL,
-                                    0,
-                                    D3D11_SDK_VERSION,
-                                    &mD3DDevice,
-                                    &mFeatureLevel,
-                                    &mD3DDeviceContext);
+   // create a device, device context and swap chain using the information in the d3dpp struct
+   HRESULT hres = D3D11CreateDeviceAndSwapChain(NULL,
+                                 driverType,
+                                 NULL,
+                                 createDeviceFlags,
+											pFeatureLevels,
+                                 nFeatureCount,
+                                 D3D11_SDK_VERSION,
+                                 &d3dpp,
+                                 &mSwapChain,
+                                 &mD3DDevice,
+                                 &deviceFeature,
+                                 &mD3DDeviceContext);
 
    if(FAILED(hres))
    {
       #ifdef TORQUE_DEBUG
-         //try again without debug device layer enabled
-         createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
-         hres = D3D11CreateDevice(NULL,
-                                  driverType,
-                                  NULL,
-                                  createDeviceFlags,
-                                  NULL,
-                                  0,
-                                  D3D11_SDK_VERSION,
-                                  &mD3DDevice,
-                                  &mFeatureLevel,
-                                  &mD3DDeviceContext);
-         //if we failed again than we definitely have a problem
-         if (FAILED(hres))
-            AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
-
-         Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
-         mDebugLayers = false;
-      #else
+      //try again without debug device layer enabled
+      createDeviceFlags &= ~D3D11_CREATE_DEVICE_DEBUG;
+      hres = D3D11CreateDeviceAndSwapChain(NULL, driverType,NULL,createDeviceFlags,NULL, 0,
+         D3D11_SDK_VERSION,
+         &d3dpp,
+         &mSwapChain,
+         &mD3DDevice,
+         &deviceFeature,
+         &mD3DDeviceContext);
+      //if we failed again than we definitely have a problem
+      if (FAILED(hres))
          AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
+
+      Con::warnf("GFXD3D11Device::init - Debug layers not detected!");
+      mDebugLayers = false;
+      #else
+      AssertFatal(false, "GFXD3D11Device::init - D3D11CreateDeviceAndSwapChain failed!");
       #endif
    }
 
-#ifdef TORQUE_DEBUG
-   _suppressDebugMessages();
-#endif
+   // Grab DX 11.1 device and context if available and also ID3DUserDefinedAnnotation
+   hres = mD3DDevice->QueryInterface(__uuidof(ID3D11Device1), reinterpret_cast<void**>(&mD3DDevice1));
+   if (SUCCEEDED(hres))
+   {
+      //11.1 context
+      mD3DDeviceContext->QueryInterface(__uuidof(ID3D11DeviceContext1), reinterpret_cast<void**>(&mD3DDeviceContext1));
+      // ID3DUserDefinedAnnotation
+      mD3DDeviceContext->QueryInterface(IID_PPV_ARGS(&mUserAnnotation));
+      //Check what is supported, windows 7 supports very little from 11.1
+      D3D11_FEATURE_DATA_D3D11_OPTIONS options;
+      mD3DDevice1->CheckFeatureSupport(D3D11_FEATURE_D3D11_OPTIONS, &options,
+         sizeof(D3D11_FEATURE_DATA_D3D11_OPTIONS));
+
+      //Cbuffer partial updates
+      if (options.ConstantBufferOffsetting && options.ConstantBufferPartialUpdate)
+         mCbufferPartialSupported = true;
+   }
+
+
+
+   //set the fullscreen state here if we need to
+   if(mode.fullScreen)
+   {
+      hres = mSwapChain->SetFullscreenState(TRUE, NULL);
+      if(FAILED(hres))
+      {
+         AssertFatal(false, "GFXD3D11Device::init- Failed to set fullscreen state!");
+      }
+   }
 
    mTextureManager = new GFXD3D11TextureManager();
 
    // Now reacquire all the resources we trashed earlier
    reacquireDefaultPoolResources();
-   //set vert/pixel shader targets
-   switch (mFeatureLevel)
-   {
-   case D3D_FEATURE_LEVEL_11_0:
-      mVertexShaderTarget = "vs_5_0";
-      mPixelShaderTarget = "ps_5_0";
+   if (deviceFeature >= D3D_FEATURE_LEVEL_11_0)
       mPixVersion = 5.0f;
-      mShaderModel = "50";
-      break;
-   case D3D_FEATURE_LEVEL_10_1:
-      mVertexShaderTarget = "vs_4_1";
-      mPixelShaderTarget = "ps_4_1";
-      mPixVersion = 4.1f;
-      mShaderModel = "41";
-      break;
-   case D3D_FEATURE_LEVEL_10_0:
-      mVertexShaderTarget = "vs_4_0";
-      mPixelShaderTarget = "ps_4_0";
-      mPixVersion = 4.0f;
-      mShaderModel = "40";
-      break;
-   default:
-      AssertFatal(false, "GFXD3D11Device::init - We don't support this feature level");
-   }
+   else
+      AssertFatal(false, "GFXD3D11Device::init - We don't support anything below feature level 11.");
 
    D3D11_QUERY_DESC queryDesc;
    queryDesc.Query = D3D11_QUERY_OCCLUSION;
@@ -527,6 +503,68 @@ void GFXD3D11Device::init(const GFXVideoMode &mode, PlatformWindow *window)
    mCardProfiler = new GFXD3D11CardProfiler();
    mCardProfiler->init();
 
+   D3D11_TEXTURE2D_DESC desc;
+   desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+   desc.CPUAccessFlags = 0;
+   desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
+   desc.MipLevels = 1;
+   desc.ArraySize = 1;
+   desc.Usage = D3D11_USAGE_DEFAULT;
+   desc.Width = mode.resolution.x;
+   desc.Height = mode.resolution.y;
+   desc.SampleDesc.Count =1;
+   desc.SampleDesc.Quality =0;
+   desc.MiscFlags = 0;
+
+   HRESULT hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
+   if(FAILED(hr)) 
+   {
+      AssertFatal(false, "GFXD3D11Device::init - couldn't create device's depth-stencil surface.");
+   }
+
+   D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
+   depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
+   depthDesc.Flags =0 ;
+   depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+   depthDesc.Texture2D.MipSlice = 0;
+
+   hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
+
+   if(FAILED(hr))
+   {
+      AssertFatal(false, "GFXD3D11Device::init - couldn't create depth stencil view");
+   }
+
+   hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
+   if(FAILED(hr))
+     AssertFatal(false, "GFXD3D11Device::init - coudln't retrieve backbuffer ref");
+
+   //create back buffer view
+   D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
+
+   RTDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
+   RTDesc.Texture2D.MipSlice = 0;
+   RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+
+   hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
+
+   if(FAILED(hr))
+       AssertFatal(false, "GFXD3D11Device::init - couldn't create back buffer target view");
+
+#ifdef TORQUE_DEBUG
+   String backBufferName = "MainBackBuffer";
+   String depthSteniclName = "MainDepthStencil";
+   String backBuffViewName = "MainBackBuffView";
+   String depthStencViewName = "MainDepthView";
+   mDeviceBackbuffer->SetPrivateData(WKPDID_D3DDebugObjectName, backBufferName.size(), backBufferName.c_str());
+   mDeviceDepthStencil->SetPrivateData(WKPDID_D3DDebugObjectName, depthSteniclName.size(), depthSteniclName.c_str());
+   mDeviceDepthStencilView->SetPrivateData(WKPDID_D3DDebugObjectName, depthStencViewName.size(), depthStencViewName.c_str());
+   mDeviceBackBufferView->SetPrivateData(WKPDID_D3DDebugObjectName, backBuffViewName.size(), backBuffViewName.c_str());
+
+   _suppressDebugMessages();
+
+#endif
+
    gScreenShot = new ScreenShotD3D11;
 
    mInitialized = true;
@@ -576,35 +614,14 @@ GFXWindowTarget * GFXD3D11Device::allocWindowTarget(PlatformWindow *window)
 {
    AssertFatal(window,"GFXD3D11Device::allocWindowTarget - no window provided!");
 
+   // Allocate the device.
+   init(window->getVideoMode(), window);
+
    // Set up a new window target...
    GFXD3D11WindowTarget *gdwt = new GFXD3D11WindowTarget();
    gdwt->mWindow = window;
    gdwt->mSize = window->getClientExtent();
-   
-   if (!mInitialized)
-   {
-      gdwt->mSecondaryWindow = false;
-      // Allocate the device.
-      init(window->getVideoMode(), window);
-      gdwt->initPresentationParams();
-      gdwt->createSwapChain();
-      gdwt->createBuffersAndViews();
-
-      mSwapChain = gdwt->getSwapChain();
-      mDeviceBackbuffer = gdwt->getBackBuffer();
-      mDeviceDepthStencil = gdwt->getDepthStencil();
-      mDeviceBackBufferView = gdwt->getBackBufferView();
-      mDeviceDepthStencilView = gdwt->getDepthStencilView();
-
-   }
-   else //additional window/s
-   {
-      gdwt->mSecondaryWindow = true;
-      gdwt->initPresentationParams();
-      gdwt->createSwapChain();
-      gdwt->createBuffersAndViews();
-   }
-   
+   gdwt->initPresentationParams();
    gdwt->registerResourceWithDevice(this);
 
    return gdwt;
@@ -618,15 +635,13 @@ GFXTextureTarget* GFXD3D11Device::allocRenderToTextureTarget()
    return targ;
 }
 
-void GFXD3D11Device::beginReset()
+void GFXD3D11Device::reset(DXGI_SWAP_CHAIN_DESC &d3dpp)
 {
    if (!mD3DDevice)
       return;
 
    mInitialized = false;
 
-   releaseDefaultPoolResources();
-
    // Clean up some commonly dangling state. This helps prevents issues with
    // items that are destroyed by the texture manager callbacks and recreated
    // later, but still left bound.
@@ -637,26 +652,117 @@ void GFXD3D11Device::beginReset()
 
    mD3DDeviceContext->ClearState();
 
-   //release old buffers and views
-   SAFE_RELEASE(mDeviceDepthStencilView);
+   DXGI_MODE_DESC displayModes;
+   displayModes.Format = d3dpp.BufferDesc.Format;
+   displayModes.Height = d3dpp.BufferDesc.Height;
+   displayModes.Width = d3dpp.BufferDesc.Width;
+   displayModes.RefreshRate = d3dpp.BufferDesc.RefreshRate;
+   displayModes.Scaling = d3dpp.BufferDesc.Scaling;
+   displayModes.ScanlineOrdering = d3dpp.BufferDesc.ScanlineOrdering;
+
+   HRESULT hr;
+   if (!d3dpp.Windowed)
+   {
+      hr = mSwapChain->ResizeTarget(&displayModes);
+
+      if (FAILED(hr))
+      {
+         AssertFatal(false, "D3D11Device::reset - failed to resize target!");
+      }
+   }
+
+   // First release all the stuff we allocated from D3DPOOL_DEFAULT
+   releaseDefaultPoolResources();
+
+   //release the backbuffer, depthstencil, and their views
    SAFE_RELEASE(mDeviceBackBufferView);
-   SAFE_RELEASE(mDeviceDepthStencil);
    SAFE_RELEASE(mDeviceBackbuffer);
-}
+   SAFE_RELEASE(mDeviceDepthStencilView);
+   SAFE_RELEASE(mDeviceDepthStencil);
 
-void GFXD3D11Device::endReset(GFXD3D11WindowTarget *windowTarget)
-{
-   //grab new references
-   mDeviceBackbuffer = windowTarget->getBackBuffer();
-   mDeviceDepthStencil = windowTarget->getDepthStencil();
-   mDeviceBackBufferView = windowTarget->getBackBufferView();
-   mDeviceDepthStencilView = windowTarget->getDepthStencilView();
+   hr = mSwapChain->ResizeBuffers(d3dpp.BufferCount, d3dpp.BufferDesc.Width, d3dpp.BufferDesc.Height, d3dpp.BufferDesc.Format, d3dpp.Windowed ? 0 : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
+
+   if (FAILED(hr))
+   {
+      AssertFatal(false, "D3D11Device::reset - failed to resize back buffer!");
+   }
+
+   //recreate backbuffer view. depth stencil view and texture
+   D3D11_TEXTURE2D_DESC desc;
+   desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
+   desc.CPUAccessFlags = 0;
+   desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
+   desc.MipLevels = 1;
+   desc.ArraySize = 1;
+   desc.Usage = D3D11_USAGE_DEFAULT;
+   desc.Width = d3dpp.BufferDesc.Width;
+   desc.Height = d3dpp.BufferDesc.Height;
+   desc.SampleDesc.Count = 1;
+   desc.SampleDesc.Quality = 0;
+   desc.MiscFlags = 0;
+
+   hr = mD3DDevice->CreateTexture2D(&desc, NULL, &mDeviceDepthStencil);
+   if (FAILED(hr))
+   {
+      AssertFatal(false, "GFXD3D11Device::reset - couldn't create device's depth-stencil surface.");
+   }
+
+   D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
+   depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
+   depthDesc.Flags = 0;
+   depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
+   depthDesc.Texture2D.MipSlice = 0;
+
+   hr = mD3DDevice->CreateDepthStencilView(mDeviceDepthStencil, &depthDesc, &mDeviceDepthStencilView);
+
+   if (FAILED(hr))
+   {
+      AssertFatal(false, "GFXD3D11Device::reset - couldn't create depth stencil view");
+   }
+
+   hr = mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mDeviceBackbuffer);
+   if (FAILED(hr))
+      AssertFatal(false, "GFXD3D11Device::reset - coudln't retrieve backbuffer ref");
+
+   //create back buffer view
+   D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
+
+   RTDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB];
+   RTDesc.Texture2D.MipSlice = 0;
+   RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
+
+   hr = mD3DDevice->CreateRenderTargetView(mDeviceBackbuffer, &RTDesc, &mDeviceBackBufferView);
+
+   if (FAILED(hr))
+      AssertFatal(false, "GFXD3D11Device::reset - couldn't create back buffer target view");
 
    mD3DDeviceContext->OMSetRenderTargets(1, &mDeviceBackBufferView, mDeviceDepthStencilView);
 
-   // Now reacquire all the resources we trashed earlier
-   reacquireDefaultPoolResources();
+   hr = mSwapChain->SetFullscreenState(!d3dpp.Windowed, NULL);
+
+   if (FAILED(hr))
+   {
+      AssertFatal(false, "D3D11Device::reset - failed to change screen states!");
+   }
+
+   //Microsoft recommend this, see DXGI documentation
+   if (!d3dpp.Windowed)
+   {
+      displayModes.RefreshRate.Numerator = 0;
+      displayModes.RefreshRate.Denominator = 0;
+      hr = mSwapChain->ResizeTarget(&displayModes);
+
+      if (FAILED(hr))
+      {
+         AssertFatal(false, "D3D11Device::reset - failed to resize target!");
+      }
+   }
+
    mInitialized = true;
+
+   // Now re aquire all the resources we trashed earlier
+   reacquireDefaultPoolResources();
+
    // Mark everything dirty and flush to card, for sanity.
    updateStates(true);
 }
@@ -668,12 +774,11 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
    if(mGenericShader[GSColor] == NULL)
    {
       ShaderData *shaderData;
-      //shader model 4.0 is enough for the generic shaders
-      const char* shaderModel = "4.0";
+
       shaderData = new ShaderData();
       shaderData->setField("DXVertexShaderFile", String(Con::getVariable("$Core::CommonShaderPath")) + String("/fixedFunction/colorV.hlsl"));
       shaderData->setField("DXPixelShaderFile", String(Con::getVariable("$Core::CommonShaderPath")) + String("/fixedFunction/colorP.hlsl"));
-      shaderData->setField("pixVersion", shaderModel);
+      shaderData->setField("pixVersion", "5.0");
       shaderData->registerObject();
       mGenericShader[GSColor] =  shaderData->getShader();
       mGenericShaderBuffer[GSColor] = mGenericShader[GSColor]->allocConstBuffer();
@@ -683,7 +788,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
       shaderData = new ShaderData();
       shaderData->setField("DXVertexShaderFile", String(Con::getVariable("$Core::CommonShaderPath")) + String("/fixedFunction/modColorTextureV.hlsl"));
       shaderData->setField("DXPixelShaderFile", String(Con::getVariable("$Core::CommonShaderPath")) + String("/fixedFunction/modColorTextureP.hlsl"));
-      shaderData->setField("pixVersion", shaderModel);
+      shaderData->setField("pixVersion", "5.0");
       shaderData->registerObject();
       mGenericShader[GSModColorTexture] = shaderData->getShader();
       mGenericShaderBuffer[GSModColorTexture] = mGenericShader[GSModColorTexture]->allocConstBuffer();
@@ -693,7 +798,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
       shaderData = new ShaderData();
       shaderData->setField("DXVertexShaderFile", String(Con::getVariable("$Core::CommonShaderPath")) + String("/fixedFunction/addColorTextureV.hlsl"));
       shaderData->setField("DXPixelShaderFile", String(Con::getVariable("$Core::CommonShaderPath")) + String("/fixedFunction/addColorTextureP.hlsl"));
-      shaderData->setField("pixVersion", shaderModel);
+      shaderData->setField("pixVersion", "5.0");
       shaderData->registerObject();
       mGenericShader[GSAddColorTexture] = shaderData->getShader();
       mGenericShaderBuffer[GSAddColorTexture] = mGenericShader[GSAddColorTexture]->allocConstBuffer();
@@ -703,7 +808,7 @@ void GFXD3D11Device::setupGenericShaders(GenericShaderType type)
       shaderData = new ShaderData();
       shaderData->setField("DXVertexShaderFile", String(Con::getVariable("$Core::CommonShaderPath")) + String("/fixedFunction/textureV.hlsl"));
       shaderData->setField("DXPixelShaderFile", String(Con::getVariable("$Core::CommonShaderPath")) + String("/fixedFunction/textureP.hlsl"));
-      shaderData->setField("pixVersion", shaderModel);
+      shaderData->setField("pixVersion", "5.0");
       shaderData->registerObject();
       mGenericShader[GSTexture] = shaderData->getShader();
       mGenericShaderBuffer[GSTexture] = mGenericShader[GSTexture]->allocConstBuffer();
@@ -763,7 +868,7 @@ void GFXD3D11Device::setShaderConstBufferInternal(GFXShaderConstBuffer* buffer)
 
 //-----------------------------------------------------------------------------
 
-void GFXD3D11Device::clear(U32 flags, ColorI color, F32 z, U32 stencil)
+void GFXD3D11Device::clear(U32 flags, const LinearColorF& color, F32 z, U32 stencil)
 {
    // Make sure we have flushed our render target state.
    _updateRenderTargets();
@@ -775,12 +880,7 @@ void GFXD3D11Device::clear(U32 flags, ColorI color, F32 z, U32 stencil)
 
    mD3DDeviceContext->OMGetRenderTargets(1, &rtView, &dsView);
 
-   const FLOAT clearColor[4] = {
-      static_cast<F32>(color.red) * (1.0f / 255.0f),
-      static_cast<F32>(color.green) * (1.0f / 255.0f),
-      static_cast<F32>(color.blue) * (1.0f / 255.0f),
-      static_cast<F32>(color.alpha) * (1.0f / 255.0f)
-   };
+   const FLOAT clearColor[4] = { color.red, color.green, color.blue, color.alpha };
 
    if (flags & GFXClearTarget && rtView)
       mD3DDeviceContext->ClearRenderTargetView(rtView, clearColor);
@@ -1355,7 +1455,6 @@ String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFo
    //make shader
    mainBodyData.append("VertOut main(VertIn IN){VertOut OUT;");
 
-   bool addedPadding = false;
    for (U32 i = 0; i < elemCount; i++)
    {
       const GFXVertexElement &element = vertexFormat->getElement(i);
@@ -1363,8 +1462,6 @@ String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFo
       String semanticOut = semantic;
       String type;
 
-      AssertFatal(!(addedPadding && !element.isSemantic(GFXSemantic::PADDING)), "Padding added before data");
-
       if (element.isSemantic(GFXSemantic::POSITION))
       {
          semantic = "POSITION";
@@ -1400,11 +1497,6 @@ String GFXD3D11Device::_createTempShaderInternal(const GFXVertexFormat *vertexFo
          semantic = String::ToString("BLENDWEIGHT%d", element.getSemanticIndex());
          semanticOut = semantic;
       }
-      else if (element.isSemantic(GFXSemantic::PADDING))
-      {
-         addedPadding = true;
-         continue;
-      }
       else
       {
          //Anything that falls thru to here will be a texture coord.
@@ -1566,12 +1658,6 @@ GFXVertexDecl* GFXD3D11Device::allocVertexDecl( const GFXVertexFormat *vertexFor
          vd[i].SemanticName = "BLENDINDICES";
          vd[i].SemanticIndex = element.getSemanticIndex();
       }
-      else if (element.isSemantic(GFXSemantic::PADDING))
-      {
-         i--;
-         elemCount--;
-         continue;
-      }
       else
       {
           //Anything that falls thru to here will be a texture coord.

+ 14 - 18
Engine/source/gfx/D3D11/gfxD3D11Device.h

@@ -39,6 +39,9 @@
 #define D3D11 static_cast<GFXD3D11Device*>(GFX)
 #define D3D11DEVICE D3D11->getDevice()
 #define D3D11DEVICECONTEXT D3D11->getDeviceContext()
+// DX 11.1 - always check these are not NULL, dodgy support with win 7
+#define D3D11DEVICE1 D3D11->getDevice1()
+#define D3D11DEVICECONTEXT1 D3D11->getDeviceContext1()
 
 class PlatformWindow;
 class GFXD3D11ShaderConstBuffer;
@@ -126,6 +129,9 @@ protected:
    IDXGISwapChain *mSwapChain;
    ID3D11Device* mD3DDevice;
    ID3D11DeviceContext* mD3DDeviceContext;
+   // DX 11.1
+   ID3D11Device1* mD3DDevice1;
+   ID3D11DeviceContext1* mD3DDeviceContext1;
    ID3DUserDefinedAnnotation* mUserAnnotation;
 
    GFXShader* mCurrentShader;
@@ -137,18 +143,12 @@ protected:
 
    F32 mPixVersion;
 
-   D3D_FEATURE_LEVEL mFeatureLevel;
-   // Shader Model targers
-   String mVertexShaderTarget;
-   String mPixelShaderTarget;
-   // String for use with shader macros in the form of shader model version * 10
-   String mShaderModel;
-
    bool mDebugLayers;
 
    DXGI_SAMPLE_DESC mMultisampleDesc;
 
    bool mOcclusionQuerySupported;
+   bool mCbufferPartialSupported;
 
    U32 mDrawInstancesCount;   
 
@@ -181,7 +181,7 @@ protected:
    virtual void setMatrix( GFXMatrixType /*mtype*/, const MatrixF &/*mat*/ ) { };
    virtual void setLightInternal(U32 /*lightStage*/, const GFXLightInfo /*light*/, bool /*lightEnable*/) { };
    virtual void setLightMaterialInternal(const GFXLightMaterial /*mat*/) { };
-   virtual void setGlobalAmbientInternal(ColorF /*color*/) { };
+   virtual void setGlobalAmbientInternal(LinearColorF /*color*/) { };
 
    // }
 
@@ -243,7 +243,7 @@ public:
 
    // Misc rendering control
    // {
-   virtual void clear( U32 flags, ColorI color, F32 z, U32 stencil );
+   virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil );
    virtual bool beginSceneInternal();
    virtual void endSceneInternal();
 
@@ -291,10 +291,13 @@ public:
 
    ID3D11DeviceContext* getDeviceContext(){ return mD3DDeviceContext; }
    ID3D11Device* getDevice(){ return mD3DDevice; }
+   IDXGISwapChain* getSwapChain() { return mSwapChain; }
+   //DX 11.1
+   ID3D11DeviceContext1* getDeviceContext1() { return mD3DDeviceContext1; }
+   ID3D11Device1* getDevice1() { return mD3DDevice1; }
 
    /// Reset
-   void beginReset();
-   void endReset(GFXD3D11WindowTarget *windowTarget);
+   void reset( DXGI_SWAP_CHAIN_DESC &d3dpp );
 
    virtual void setupGenericShaders( GenericShaderType type  = GSColor );
 
@@ -308,13 +311,6 @@ public:
    // Default multisample parameters
    DXGI_SAMPLE_DESC getMultisampleType() const { return mMultisampleDesc; }
 
-   // Get feature level this gfx device supports
-   D3D_FEATURE_LEVEL getFeatureLevel() const { return mFeatureLevel; }
-   // Shader Model targers
-   const String &getVertexShaderTarget() const { return mVertexShaderTarget; }
-   const String &getPixelShaderTarget() const { return mPixelShaderTarget; }
-   const String &getShaderModel() const { return mShaderModel; }
-
    // grab the sampler map
    const SamplerMap &getSamplersMap() const { return mSamplersMap; }
    SamplerMap &getSamplersMap() { return mSamplersMap; }

+ 12 - 6
Engine/source/gfx/D3D11/gfxD3D11EnumTranslate.cpp

@@ -54,11 +54,11 @@ void GFXD3D11EnumTranslate::init()
    GFXD3D11TextureFormat[GFXFormatA8L8] = DXGI_FORMAT_R8G8_UNORM;
    GFXD3D11TextureFormat[GFXFormatA8] = DXGI_FORMAT_A8_UNORM;
    GFXD3D11TextureFormat[GFXFormatL8] = DXGI_FORMAT_R8_UNORM;
-   GFXD3D11TextureFormat[GFXFormatDXT1] = DXGI_FORMAT_BC1_UNORM;
-   GFXD3D11TextureFormat[GFXFormatDXT2] = DXGI_FORMAT_BC1_UNORM;
-   GFXD3D11TextureFormat[GFXFormatDXT3] = DXGI_FORMAT_BC2_UNORM;
-   GFXD3D11TextureFormat[GFXFormatDXT4] = DXGI_FORMAT_BC2_UNORM;
-   GFXD3D11TextureFormat[GFXFormatDXT5] = DXGI_FORMAT_BC3_UNORM;
+   GFXD3D11TextureFormat[GFXFormatBC1] = DXGI_FORMAT_BC1_UNORM;
+   GFXD3D11TextureFormat[GFXFormatBC2] = DXGI_FORMAT_BC2_UNORM;
+   GFXD3D11TextureFormat[GFXFormatBC3] = DXGI_FORMAT_BC3_UNORM;
+   GFXD3D11TextureFormat[GFXFormatBC4] = DXGI_FORMAT_BC4_UNORM;
+   GFXD3D11TextureFormat[GFXFormatBC5] = DXGI_FORMAT_BC5_UNORM;
    GFXD3D11TextureFormat[GFXFormatR32G32B32A32F] = DXGI_FORMAT_R32G32B32A32_FLOAT;
    GFXD3D11TextureFormat[GFXFormatR16G16B16A16F] = DXGI_FORMAT_R16G16B16A16_FLOAT;
    GFXD3D11TextureFormat[GFXFormatL16] = DXGI_FORMAT_R16_UNORM;
@@ -72,8 +72,14 @@ void GFXD3D11EnumTranslate::init()
    GFXD3D11TextureFormat[GFXFormatD24S8] = DXGI_FORMAT_D24_UNORM_S8_UINT;
    GFXD3D11TextureFormat[GFXFormatD24FS8] = DXGI_FORMAT_UNKNOWN;
    GFXD3D11TextureFormat[GFXFormatD16] = DXGI_FORMAT_D16_UNORM;
+   //sRGB
    GFXD3D11TextureFormat[GFXFormatR8G8B8A8_SRGB] = DXGI_FORMAT_B8G8R8A8_UNORM_SRGB;
-   GFXD3D11TextureFormat[GFXFormatR8G8B8A8_LINEAR_FORCE] = DXGI_FORMAT_R8G8B8A8_UNORM;
+   GFXD3D11TextureFormat[GFXFormatR8G8B8_SRGB] = DXGI_FORMAT_B8G8R8X8_UNORM_SRGB;
+   GFXD3D11TextureFormat[GFXFormatBC1_SRGB] = DXGI_FORMAT_BC1_UNORM_SRGB;
+   GFXD3D11TextureFormat[GFXFormatBC2_SRGB] = DXGI_FORMAT_BC2_UNORM_SRGB;
+   GFXD3D11TextureFormat[GFXFormatBC3_SRGB] = DXGI_FORMAT_BC3_UNORM_SRGB;
+
+
 //------------------------------------------------------------------------------
 //------------------------------------------------------------------------------
    GFXD3D11TextureFilter[GFXTextureFilterNone] = D3D11_FILTER_MIN_MAG_MIP_POINT;

+ 31 - 59
Engine/source/gfx/D3D11/gfxD3D11Shader.cpp

@@ -204,39 +204,6 @@ bool GFXD3D11ConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
 
       return false;
    }
-   else if (pd.constType == GFXSCT_Float4x3)
-   {
-      const U32 csize = 48;
-
-      // Loop through and copy 
-      bool ret = false;
-      U8* currDestPointer = basePointer + pd.offset;
-      const U8* currSourcePointer = static_cast<const U8*>(data);
-      const U8* endData = currSourcePointer + size;
-      while (currSourcePointer < endData)
-      {
-#ifdef TORQUE_DOUBLE_CHECK_43MATS
-         Point4F col;
-         ((MatrixF*)currSourcePointer)->getRow(3, &col);
-         AssertFatal(col.x == 0.0f && col.y == 0.0f && col.z == 0.0f && col.w == 1.0f, "3rd row used");
-#endif
-
-         if (dMemcmp(currDestPointer, currSourcePointer, csize) != 0)
-         {
-            dMemcpy(currDestPointer, currSourcePointer, csize);
-            ret = true;
-         }
-         else if (pd.constType == GFXSCT_Float4x3)
-         {
-            ret = true;
-         }
-
-         currDestPointer += csize;
-         currSourcePointer += sizeof(MatrixF);
-      }
-
-      return ret;
-   }
    else
    {
       PROFILE_SCOPE(GFXD3D11ConstBufferLayout_setMatrix_not4x4);
@@ -251,6 +218,9 @@ bool GFXD3D11ConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
       case GFXSCT_Float3x3 : 
          csize = 44; //This takes up 16+16+12
          break;
+      case GFXSCT_Float4x3:
+         csize = 48;
+         break;
       default:
          AssertFatal(false, "Unhandled case!");
          return false;
@@ -269,6 +239,10 @@ bool GFXD3D11ConstBufferLayout::setMatrix(const ParamDesc& pd, const GFXShaderCo
             dMemcpy(currDestPointer, currSourcePointer, csize);            
             ret = true;
          }
+         else if (pd.constType == GFXSCT_Float4x3)
+         {
+            ret = true;
+         }
 
          currDestPointer += csize;
          currSourcePointer += sizeof(MatrixF);
@@ -303,6 +277,8 @@ GFXD3D11ShaderConstBuffer::GFXD3D11ShaderConstBuffer( GFXD3D11Shader* shader,
     mPixelConstBufferLayout = pixelLayout;
     mPixelConstBuffer = new GenericConstBuffer(pixelLayout);
 
+    mDeviceContext = D3D11DEVICECONTEXT;
+
     _createBuffers();
 	
 }
@@ -431,7 +407,7 @@ void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const PlaneF&
    SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
 }
 
-void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const ColorF& fv)
+void GFXD3D11ShaderConstBuffer::set(GFXShaderConstHandle* handle, const LinearColorF& fv)
 { 
    SET_CONSTANT(handle, fv, mVertexConstBuffer, mPixelConstBuffer);
 }
@@ -654,8 +630,6 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
       }      
    }
 
-   ID3D11DeviceContext* devCtx = D3D11DEVICECONTEXT;
-
    D3D11_MAPPED_SUBRESOURCE pConstData;
    ZeroMemory(&pConstData, sizeof(D3D11_MAPPED_SUBRESOURCE));
    
@@ -670,11 +644,11 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
       for (U32 i = 0; i < subBuffers.size(); ++i)
       {
          const ConstSubBufferDesc &desc = subBuffers[i];
-         devCtx->UpdateSubresource(mConstantBuffersV[i], 0, NULL, buf + desc.start, desc.size, 0);
+         mDeviceContext->UpdateSubresource(mConstantBuffersV[i], 0, NULL, buf + desc.start, desc.size, 0);
          nbBuffers++;
       }
 
-      devCtx->VSSetConstantBuffers(0, nbBuffers, mConstantBuffersV);
+      mDeviceContext->VSSetConstantBuffers(0, nbBuffers, mConstantBuffersV);
    }
 
    nbBuffers = 0;
@@ -688,11 +662,11 @@ void GFXD3D11ShaderConstBuffer::activate( GFXD3D11ShaderConstBuffer *prevShaderB
       for (U32 i = 0; i < subBuffers.size(); ++i)
       {
          const ConstSubBufferDesc &desc = subBuffers[i];
-         devCtx->UpdateSubresource(mConstantBuffersP[i], 0, NULL, buf + desc.start, desc.size, 0);
+         mDeviceContext->UpdateSubresource(mConstantBuffersP[i], 0, NULL, buf + desc.start, desc.size, 0);
          nbBuffers++;
       }
 
-      devCtx->PSSetConstantBuffers(0, nbBuffers, mConstantBuffersP);
+      mDeviceContext->PSSetConstantBuffers(0, nbBuffers, mConstantBuffersP);
    }
 
    #ifdef TORQUE_DEBUG
@@ -790,8 +764,9 @@ bool GFXD3D11Shader::_init()
       d3dMacros[i+smGlobalMacros.size()].Definition = mMacros[i].value.c_str();
    }
 
+   //TODO support D3D_FEATURE_LEVEL properly with shaders instead of hard coding at hlsl 5
    d3dMacros[macroCount - 2].Name = "TORQUE_SM";
-   d3dMacros[macroCount - 2].Definition = D3D11->getShaderModel().c_str();
+   d3dMacros[macroCount - 2].Definition = "50";
 
    memset(&d3dMacros[macroCount - 1], 0, sizeof(D3D_SHADER_MACRO));
 
@@ -809,21 +784,18 @@ bool GFXD3D11Shader::_init()
    mSamplerDescriptions.clear();
    mShaderConsts.clear();
 
-   String vertTarget = D3D11->getVertexShaderTarget();
-   String pixTarget = D3D11->getPixelShaderTarget();
-
    if ( !Con::getBoolVariable( "$shaders::forceLoadCSF", false ) )
    {
-      if (!mVertexFile.isEmpty() && !_compileShader( mVertexFile, vertTarget, d3dMacros, mVertexConstBufferLayout, mSamplerDescriptions ) )
+      if (!mVertexFile.isEmpty() && !_compileShader( mVertexFile, "vs_5_0", d3dMacros, mVertexConstBufferLayout, mSamplerDescriptions ) )
          return false;
 
-      if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, pixTarget, d3dMacros, mPixelConstBufferLayout, mSamplerDescriptions ) )
+      if (!mPixelFile.isEmpty() && !_compileShader( mPixelFile, "ps_5_0", d3dMacros, mPixelConstBufferLayout, mSamplerDescriptions ) )
          return false;
 
    } 
    else 
    {
-      if ( !_loadCompiledOutput( mVertexFile, vertTarget, mVertexConstBufferLayout, mSamplerDescriptions ) )
+      if ( !_loadCompiledOutput( mVertexFile, "vs_5_0", mVertexConstBufferLayout, mSamplerDescriptions ) )
       {
          if ( smLogErrors )
             Con::errorf( "GFXD3D11Shader::init - Unable to load precompiled vertex shader for '%s'.",  mVertexFile.getFullPath().c_str() );
@@ -831,7 +803,7 @@ bool GFXD3D11Shader::_init()
          return false;
       }
 
-      if ( !_loadCompiledOutput( mPixelFile, pixTarget, mPixelConstBufferLayout, mSamplerDescriptions ) )
+      if ( !_loadCompiledOutput( mPixelFile, "ps_5_0", mPixelConstBufferLayout, mSamplerDescriptions ) )
       {
          if ( smLogErrors )
             Con::errorf( "GFXD3D11Shader::init - Unable to load precompiled pixel shader for '%s'.",  mPixelFile.getFullPath().c_str() );
@@ -877,12 +849,12 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
    ID3DBlob* errorBuff = NULL;
    ID3D11ShaderReflection* reflectionTable = NULL;
 
-#ifdef TORQUE_DEBUG
-	U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
-#else
-   U32 flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_OPTIMIZATION_LEVEL3; //TODO double check load times with D3DCOMPILE_OPTIMIZATION_LEVEL3
-   //recommended flags for NSight, uncomment to use. NSight should be used in release mode only. *Still works with above flags however
-   //flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_PREFER_FLOW_CONTROL | D3DCOMPILE_SKIP_OPTIMIZATION;
+#ifdef TORQUE_GFX_VISUAL_DEBUG //for use with NSight, GPU Perf studio, VS graphics debugger
+	U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_PREFER_FLOW_CONTROL | D3DCOMPILE_SKIP_OPTIMIZATION;
+#elif defined(TORQUE_DEBUG) //debug build
+   U32 flags = D3DCOMPILE_DEBUG | D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_WARNINGS_ARE_ERRORS;
+#else //release build
+   U32 flags = D3DCOMPILE_ENABLE_STRICTNESS | D3DCOMPILE_OPTIMIZATION_LEVEL3;
 #endif
 
 #ifdef D3D11_DEBUG_SPEW
@@ -1054,20 +1026,20 @@ bool GFXD3D11Shader::_compileShader( const Torque::Path &filePath,
 
    return result;
 }
-void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *pTable, 
+void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *refTable,
                                          GenericConstBufferLayout *bufferLayoutIn,
                                          Vector<GFXShaderConstDesc> &samplerDescriptions )
 {
    PROFILE_SCOPE( GFXD3D11Shader_GetShaderConstants );
 
-   AssertFatal(pTable, "NULL constant table not allowed, is this an assembly shader?");
+   AssertFatal(refTable, "NULL constant table not allowed, is this an assembly shader?");
 
    GFXD3D11ConstBufferLayout *bufferLayout = (GFXD3D11ConstBufferLayout*)bufferLayoutIn;
    Vector<ConstSubBufferDesc> &subBuffers = bufferLayout->getSubBufferDesc();
    subBuffers.clear();
 
    D3D11_SHADER_DESC tableDesc;
-   HRESULT hr = pTable->GetDesc(&tableDesc);
+   HRESULT hr = refTable->GetDesc(&tableDesc);
    if (FAILED(hr))
    {
 	   AssertFatal(false, "Shader Reflection table unable to be created");
@@ -1077,7 +1049,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *pTable,
    U32 bufferOffset = 0;
    for (U32 i = 0; i < tableDesc.ConstantBuffers; i++)
    {
-	   ID3D11ShaderReflectionConstantBuffer* constantBuffer = pTable->GetConstantBufferByIndex(i);
+	   ID3D11ShaderReflectionConstantBuffer* constantBuffer = refTable->GetConstantBufferByIndex(i);
 	   D3D11_SHADER_BUFFER_DESC constantBufferDesc;
 
       if (constantBuffer->GetDesc(&constantBufferDesc) == S_OK)
@@ -1162,7 +1134,7 @@ void GFXD3D11Shader::_getShaderConstants( ID3D11ShaderReflection *pTable,
    {
       GFXShaderConstDesc desc;
       D3D11_SHADER_INPUT_BIND_DESC bindDesc;
-      pTable->GetResourceBindingDesc(i, &bindDesc);
+      refTable->GetResourceBindingDesc(i, &bindDesc);
 
       switch (bindDesc.Type)
       {

+ 4 - 2
Engine/source/gfx/D3D11/gfxD3D11Shader.h

@@ -297,6 +297,8 @@ public:
 class GFXD3D11ShaderConstBuffer : public GFXShaderConstBuffer
 {
    friend class GFXD3D11Shader;
+   // Cache device context
+   ID3D11DeviceContext* mDeviceContext;
 
 public:
 
@@ -324,7 +326,7 @@ public:
    virtual void set(GFXShaderConstHandle* handle, const Point3F& fv);
    virtual void set(GFXShaderConstHandle* handle, const Point4F& fv);
    virtual void set(GFXShaderConstHandle* handle, const PlaneF& fv);
-   virtual void set(GFXShaderConstHandle* handle, const ColorF& fv);
+   virtual void set(GFXShaderConstHandle* handle, const LinearColorF& fv);
    virtual void set(GFXShaderConstHandle* handle, const S32 f);
    virtual void set(GFXShaderConstHandle* handle, const Point2I& fv);
    virtual void set(GFXShaderConstHandle* handle, const Point3I& fv);
@@ -434,7 +436,7 @@ protected:
                                 GenericConstBufferLayout *bufferLayout, 
                                 Vector<GFXShaderConstDesc> &samplerDescriptions );
 
-   void _getShaderConstants( ID3D11ShaderReflection* pTable, 
+   void _getShaderConstants( ID3D11ShaderReflection* refTable, 
 	                         GenericConstBufferLayout *bufferLayout,
                              Vector<GFXShaderConstDesc> &samplerDescriptions );
 

+ 12 - 9
Engine/source/gfx/D3D11/gfxD3D11StateBlock.cpp

@@ -151,29 +151,32 @@ GFXD3D11StateBlock::GFXD3D11StateBlock(const GFXStateBlockDesc& desc)
          mSamplerDesc[i].MinLOD = 0;
          mSamplerDesc[i].MaxLOD = FLT_MAX;
 
+         const bool comparison = gfxSamplerState.samplerFunc != GFXCmpNever;
+
          if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
-            mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_POINT;
+            mSamplerDesc[i].Filter = comparison ? D3D11_FILTER_COMPARISON_MIN_MAG_MIP_POINT : D3D11_FILTER_MIN_MAG_MIP_POINT;
          else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
-            mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
+            mSamplerDesc[i].Filter = comparison ? D3D11_FILTER_COMPARISON_MIN_MAG_POINT_MIP_LINEAR : D3D11_FILTER_MIN_MAG_POINT_MIP_LINEAR;
          else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
-            mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
+            mSamplerDesc[i].Filter = comparison ? D3D11_FILTER_COMPARISON_MIN_POINT_MAG_LINEAR_MIP_POINT : D3D11_FILTER_MIN_POINT_MAG_LINEAR_MIP_POINT;
          else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterPoint && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
-            mSamplerDesc[i].Filter = D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
+            mSamplerDesc[i].Filter = comparison ? D3D11_FILTER_COMPARISON_MIN_POINT_MAG_MIP_LINEAR : D3D11_FILTER_MIN_POINT_MAG_MIP_LINEAR;
          else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
-            mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
+            mSamplerDesc[i].Filter = comparison ? D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_MIP_POINT : D3D11_FILTER_MIN_LINEAR_MAG_MIP_POINT;
          else if (gfxSamplerState.magFilter == GFXTextureFilterPoint && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterLinear)
-            mSamplerDesc[i].Filter = D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
+            mSamplerDesc[i].Filter = comparison ? D3D11_FILTER_COMPARISON_MIN_LINEAR_MAG_POINT_MIP_LINEAR : D3D11_FILTER_MIN_LINEAR_MAG_POINT_MIP_LINEAR;
          else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterLinear && gfxSamplerState.mipFilter == GFXTextureFilterPoint)
-            mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
+            mSamplerDesc[i].Filter = comparison ? D3D11_FILTER_COMPARISON_MIN_MAG_LINEAR_MIP_POINT : D3D11_FILTER_MIN_MAG_LINEAR_MIP_POINT;
          else if (gfxSamplerState.magFilter == GFXTextureFilterLinear && gfxSamplerState.minFilter == GFXTextureFilterLinear && mDesc.samplers[i].mipFilter == GFXTextureFilterLinear)
-            mSamplerDesc[i].Filter = D3D11_FILTER_MIN_MAG_MIP_LINEAR;
+            mSamplerDesc[i].Filter = comparison ? D3D11_FILTER_COMPARISON_MIN_MAG_MIP_LINEAR : D3D11_FILTER_MIN_MAG_MIP_LINEAR;
          else
-            mSamplerDesc[i].Filter = D3D11_FILTER_ANISOTROPIC;
+            mSamplerDesc[i].Filter = comparison ? D3D11_FILTER_COMPARISON_ANISOTROPIC : D3D11_FILTER_ANISOTROPIC;
 
          mSamplerDesc[i].BorderColor[0] = 1.0f;
          mSamplerDesc[i].BorderColor[1] = 1.0f;
          mSamplerDesc[i].BorderColor[2] = 1.0f;
          mSamplerDesc[i].BorderColor[3] = 1.0f;
+         mSamplerDesc[i].ComparisonFunc = GFXD3D11CmpFunc[gfxSamplerState.samplerFunc];
 
          hr = D3D11DEVICE->CreateSamplerState(&mSamplerDesc[i], &mSamplerStates[i]);
          if (FAILED(hr))

+ 21 - 202
Engine/source/gfx/D3D11/gfxD3D11Target.cpp

@@ -248,10 +248,10 @@ void GFXD3D11TextureTarget::activate()
    stateApplied();
    
    // Now set all the new surfaces into the appropriate slots.
-   ID3D11RenderTargetView* rtViews[MaxRenderSlotId] = { NULL, NULL, NULL, NULL, NULL, NULL};
+   ID3D11RenderTargetView* rtViews[MaxRenderSlotId] = { NULL, NULL, NULL, NULL, NULL, NULL };
 
    ID3D11DepthStencilView* dsView = (ID3D11DepthStencilView*)(mTargetViews[GFXTextureTarget::DepthStencil]);
-   for (U32 i = 0; i < 4; i++)
+   for (U32 i = 0; i < 6; i++)
    {
       rtViews[i] = (ID3D11RenderTargetView*)mTargetViews[GFXTextureTarget::Color0 + i];
    }
@@ -263,7 +263,7 @@ void GFXD3D11TextureTarget::activate()
 void GFXD3D11TextureTarget::deactivate()
 {
    //re-gen mip maps
-   for (U32 i = 0; i < 4; i++)
+   for (U32 i = 0; i < 6; i++)
    {
       ID3D11ShaderResourceView* pSRView = mTargetSRViews[GFXTextureTarget::Color0 + i];
       if (pSRView)
@@ -314,34 +314,21 @@ void GFXD3D11TextureTarget::resurrect()
 
 GFXD3D11WindowTarget::GFXD3D11WindowTarget()
 {
-   mWindow = NULL;
-   mBackBuffer = NULL;
-   mDepthStencilView = NULL;
-   mDepthStencil = NULL;
-   mBackBufferView = NULL;
-   mSecondaryWindow = false;
+   mWindow       = NULL;
+   mBackbuffer   = NULL;
 }
 
 GFXD3D11WindowTarget::~GFXD3D11WindowTarget()
 {
-   SAFE_RELEASE(mDepthStencilView)
-   SAFE_RELEASE(mDepthStencil);
-   SAFE_RELEASE(mBackBufferView);
-   SAFE_RELEASE(mBackBuffer);
-   SAFE_RELEASE(mSwapChain);
+   SAFE_RELEASE(mBackbuffer);
 }
 
 void GFXD3D11WindowTarget::initPresentationParams()
 {
    // Get some video mode related info.
-   const GFXVideoMode &vm = mWindow->getVideoMode();
-   HWND hwnd = (HWND)mWindow->getSystemWindow(PlatformWindow::WindowSystem_Windows);
-
-   // Do some validation...
-   if (vm.fullScreen && mSecondaryWindow)
-   {
-      AssertFatal(false, "GFXD3D11WindowTarget::initPresentationParams - Cannot go fullscreen with secondary window!");
-   }
+   GFXVideoMode vm = mWindow->getVideoMode();
+   Win32Window* win = static_cast<Win32Window*>(mWindow);
+   HWND hwnd = win->getHWND();
 
    mPresentationParams = D3D11->setupPresentParams(vm, hwnd);
 }
@@ -360,178 +347,40 @@ GFXFormat GFXD3D11WindowTarget::getFormat()
 
 bool GFXD3D11WindowTarget::present()
 {
-   return (mSwapChain->Present(!D3D11->smDisableVSync, 0) == S_OK);
-}
-
-void GFXD3D11WindowTarget::createSwapChain()
-{
-   //create dxgi factory & swapchain
-   IDXGIFactory1* DXGIFactory;
-   HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1), reinterpret_cast<void**>(&DXGIFactory));
-   if (FAILED(hr))
-      AssertFatal(false, "GFXD3D11WindowTarget::createSwapChain - couldn't create dxgi factory.");
-
-   hr = DXGIFactory->CreateSwapChain(D3D11DEVICE, &mPresentationParams, &mSwapChain);
-
-   if (FAILED(hr))
-      AssertFatal(false, "GFXD3D11WindowTarget::createSwapChain - couldn't create swap chain.");
-
-   SAFE_RELEASE(DXGIFactory);   
+   return (D3D11->getSwapChain()->Present(!D3D11->smDisableVSync, 0) == S_OK);
 }
 
-void GFXD3D11WindowTarget::createBuffersAndViews()
+void GFXD3D11WindowTarget::setImplicitSwapChain()
 {
-   //release old if they exist
-   SAFE_RELEASE(mDepthStencilView);
-   SAFE_RELEASE(mDepthStencil);
-   SAFE_RELEASE(mBackBufferView);
-   SAFE_RELEASE(mBackBuffer);
-
-   //grab video mode
-   const GFXVideoMode &vm = mWindow->getVideoMode();
-   //create depth/stencil
-   D3D11_TEXTURE2D_DESC desc;
-   desc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
-   desc.CPUAccessFlags = 0;
-   desc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
-   desc.MipLevels = 1;
-   desc.ArraySize = 1;
-   desc.Usage = D3D11_USAGE_DEFAULT;
-   desc.Width = vm.resolution.x;
-   desc.Height = vm.resolution.y;
-   desc.SampleDesc.Count = 1;
-   desc.SampleDesc.Quality = 0;
-   desc.MiscFlags = 0;
-
-   HRESULT hr = D3D11DEVICE->CreateTexture2D(&desc, NULL, &mDepthStencil);
-   if (FAILED(hr))
-      AssertFatal(false, "GFXD3D11WindowTarget::createBuffersAndViews - couldn't create device's depth-stencil surface.");
-
-   D3D11_DEPTH_STENCIL_VIEW_DESC depthDesc;
-   depthDesc.Format = GFXD3D11TextureFormat[GFXFormatD24S8];
-   depthDesc.Flags = 0;
-   depthDesc.ViewDimension = D3D11_DSV_DIMENSION_TEXTURE2D;
-   depthDesc.Texture2D.MipSlice = 0;
-
-   hr = D3D11DEVICE->CreateDepthStencilView(mDepthStencil, &depthDesc, &mDepthStencilView);
-   if (FAILED(hr))
-      AssertFatal(false, "GFXD3D11WindowTarget::createBuffersAndViews - couldn't create depth stencil view");
-
-   setBackBuffer();
-
-   //create back buffer view
-   D3D11_RENDER_TARGET_VIEW_DESC RTDesc;
-   RTDesc.Format = GFXD3D11TextureFormat[GFXFormatR8G8B8A8];
-   RTDesc.Texture2D.MipSlice = 0;
-   RTDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D;
-
-   hr = D3D11DEVICE->CreateRenderTargetView(mBackBuffer, &RTDesc, &mBackBufferView);
-
-   if (FAILED(hr))
-      AssertFatal(false, "GFXD3D11WindowTarget::createBuffersAndViews - couldn't create back buffer target view");
-
-   //debug names
-#ifdef TORQUE_DEBUG
-   if (!mSecondaryWindow)
-   {
-      String backBufferName = "MainBackBuffer";
-      String depthSteniclName = "MainDepthStencil";
-      String backBuffViewName = "MainBackBuffView";
-      String depthStencViewName = "MainDepthView";
-      mBackBuffer->SetPrivateData(WKPDID_D3DDebugObjectName, backBufferName.size(), backBufferName.c_str());
-      mDepthStencil->SetPrivateData(WKPDID_D3DDebugObjectName, depthSteniclName.size(), depthSteniclName.c_str());
-      mDepthStencilView->SetPrivateData(WKPDID_D3DDebugObjectName, depthStencViewName.size(), depthStencViewName.c_str());
-      mBackBufferView->SetPrivateData(WKPDID_D3DDebugObjectName, backBuffViewName.size(), backBuffViewName.c_str());
-   }
-#endif
+   if (!mBackbuffer)      
+      D3D11->mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackbuffer);
 }
 
 void GFXD3D11WindowTarget::resetMode()
 {
-   HRESULT hr;
-   if (mSwapChain)
-   {
-      // The current video settings.
-      DXGI_SWAP_CHAIN_DESC desc;
-      hr = mSwapChain->GetDesc(&desc);
-      if (FAILED(hr))
-         AssertFatal(false, "GFXD3D11WindowTarget::resetMode - failed to get swap chain description!");
-
-      bool fullscreen = !desc.Windowed;
-      Point2I backbufferSize(desc.BufferDesc.Width, desc.BufferDesc.Height);
-
-      // The settings we are now applying.
-      const GFXVideoMode &vm = mWindow->getVideoMode();
-
-      // Early out if none of the settings which require a device reset
-      // have changed.      
-      if (backbufferSize == vm.resolution &&
-         fullscreen == vm.fullScreen)
-         return;
-   }
-
-   //release old buffers and views
-   SAFE_RELEASE(mDepthStencilView)
-   SAFE_RELEASE(mDepthStencil);
-   SAFE_RELEASE(mBackBufferView);
-   SAFE_RELEASE(mBackBuffer);
-
-   if(!mSecondaryWindow)
-      D3D11->beginReset();
-
    mWindow->setSuppressReset(true);
 
    // Setup our presentation params.
    initPresentationParams();
 
-   if (!mPresentationParams.Windowed)
-   {
-      mPresentationParams.BufferDesc.RefreshRate.Numerator = 0;
-      mPresentationParams.BufferDesc.RefreshRate.Denominator = 0;
-      hr = mSwapChain->ResizeTarget(&mPresentationParams.BufferDesc);
-
-      if (FAILED(hr))
-         AssertFatal(false, "GFXD3D11WindowTarget::resetMode - failed to resize target!");
-
-   }
-
-   hr = mSwapChain->ResizeBuffers(mPresentationParams.BufferCount, mPresentationParams.BufferDesc.Width, mPresentationParams.BufferDesc.Height, 
-      mPresentationParams.BufferDesc.Format, mPresentationParams.Windowed ? 0 : DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH);
-
-   if (FAILED(hr))
-      AssertFatal(false, "GFXD3D11WindowTarget::resetMode - failed to resize back buffer!");
-
-   hr = mSwapChain->SetFullscreenState(!mPresentationParams.Windowed, NULL);
-
-   if (FAILED(hr))
-      AssertFatal(false, "GFXD3D11WindowTarget::resetMode - failed to change screen states!");
+   // Otherwise, we have to reset the device, if we're the implicit swapchain.
+   D3D11->reset(mPresentationParams);
 
    // Update our size, too.
    mSize = Point2I(mPresentationParams.BufferDesc.Width, mPresentationParams.BufferDesc.Height);
 
    mWindow->setSuppressReset(false);
-
-   //re-create buffers and views
-   createBuffersAndViews();
-
-   if (!mSecondaryWindow)
-      D3D11->endReset(this);
+   GFX->beginReset();
 }
 
 void GFXD3D11WindowTarget::zombify()
 {
-   SAFE_RELEASE(mBackBuffer);
+   SAFE_RELEASE(mBackbuffer);
 }
 
 void GFXD3D11WindowTarget::resurrect()
 {
-   setBackBuffer();
-}
-
-void GFXD3D11WindowTarget::setBackBuffer()
-{
-   if (!mBackBuffer)
-      mSwapChain->GetBuffer(0, __uuidof(ID3D11Texture2D), (LPVOID*)&mBackBuffer);
+   setImplicitSwapChain();
 }
 
 void GFXD3D11WindowTarget::activate()
@@ -542,10 +391,10 @@ void GFXD3D11WindowTarget::activate()
    ID3D11RenderTargetView* rtViews[8] = { NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL };
 
    D3D11DEVICECONTEXT->OMSetRenderTargets(8, rtViews, NULL);
-   D3D11DEVICECONTEXT->OMSetRenderTargets(1, &mBackBufferView, mDepthStencilView);
+   D3D11DEVICECONTEXT->OMSetRenderTargets(1, &D3D11->mDeviceBackBufferView, D3D11->mDeviceDepthStencilView);
 
    DXGI_SWAP_CHAIN_DESC pp;
-   mSwapChain->GetDesc(&pp);
+   D3D11->mSwapChain->GetDesc(&pp);
 
    // Update our video mode here, too.
    GFXVideoMode vm;
@@ -563,35 +412,5 @@ void GFXD3D11WindowTarget::resolveTo(GFXTextureObject *tex)
    D3D11_TEXTURE2D_DESC desc;
    ID3D11Texture2D* surf = ((GFXD3D11TextureObject*)(tex))->get2DTex();
    surf->GetDesc(&desc);
-   D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, mBackBuffer, 0, desc.Format);
-}
-
-IDXGISwapChain *GFXD3D11WindowTarget::getSwapChain()
-{
-   mSwapChain->AddRef();
-   return mSwapChain;
-}
-
-ID3D11Texture2D *GFXD3D11WindowTarget::getBackBuffer()
-{
-   mBackBuffer->AddRef();
-   return mBackBuffer;
-}
-
-ID3D11Texture2D *GFXD3D11WindowTarget::getDepthStencil()
-{
-   mDepthStencil->AddRef();
-   return mDepthStencil;
-}
-
-ID3D11RenderTargetView* GFXD3D11WindowTarget::getBackBufferView()
-{
-   mBackBufferView->AddRef();
-   return mBackBufferView;
-}
-
-ID3D11DepthStencilView* GFXD3D11WindowTarget::getDepthStencilView()
-{
-   mDepthStencilView->AddRef();
-   return mDepthStencilView;
+   D3D11DEVICECONTEXT->ResolveSubresource(surf, 0, D3D11->mDeviceBackbuffer, 0, desc.Format);
 }

+ 2 - 18
Engine/source/gfx/D3D11/gfxD3D11Target.h

@@ -76,11 +76,7 @@ class GFXD3D11WindowTarget : public GFXWindowTarget
    friend class GFXD3D11Device;
 
    /// Our backbuffer
-   ID3D11Texture2D *mBackBuffer;
-   ID3D11Texture2D *mDepthStencil;
-   ID3D11RenderTargetView* mBackBufferView;
-   ID3D11DepthStencilView* mDepthStencilView;
-   IDXGISwapChain *mSwapChain;
+   ID3D11Texture2D *mBackbuffer;
 
    /// Maximum size we can render to.
    Point2I mSize;
@@ -89,9 +85,6 @@ class GFXD3D11WindowTarget : public GFXWindowTarget
    /// Internal interface that notifies us we need to reset our video mode.
    void resetMode();
 
-   /// Is this a secondary window
-   bool mSecondaryWindow;
-
 public:
 
    GFXD3D11WindowTarget();
@@ -102,9 +95,7 @@ public:
    virtual bool present();
 
    void initPresentationParams();
-   void createSwapChain();
-   void createBuffersAndViews();
-   void setBackBuffer();
+   void setImplicitSwapChain();
 
    virtual void activate();   
 
@@ -112,13 +103,6 @@ public:
    void resurrect();
 
    virtual void resolveTo( GFXTextureObject *tex );
-
-   // These are all reference counted and must be released by whomever uses the get* function
-   IDXGISwapChain *getSwapChain();
-   ID3D11Texture2D *getBackBuffer();
-   ID3D11Texture2D *getDepthStencil();
-   ID3D11RenderTargetView* getBackBufferView();
-   ID3D11DepthStencilView* getDepthStencilView();
 };
 
 #endif

+ 12 - 8
Engine/source/gfx/D3D11/gfxD3D11TextureManager.cpp

@@ -23,6 +23,7 @@
 #include "gfx/D3D11/gfxD3D11Device.h"
 #include "gfx/D3D11/gfxD3D11EnumTranslate.h"
 #include "gfx/bitmap/bitmapUtils.h"
+#include "gfx/bitmap/imageUtils.h"
 #include "gfx/gfxCardProfile.h"
 #include "gfx/gfxStringEnumTranslate.h"
 #include "core/strings/unicode.h"
@@ -139,7 +140,7 @@ void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
    }
    else
    {
-		UINT numQualityLevels = 0;
+		U32 numQualityLevels = 0;
 
 		switch (antialiasLevel)
 		{
@@ -151,7 +152,6 @@ void GFXD3D11TextureManager::_innerCreateTexture( GFXD3D11TextureObject *retTex,
 			default:
 			{
 				antialiasLevel = 0;
-				UINT numQualityLevels;
 				D3D11DEVICE->CheckMultisampleQualityLevels(d3dTextureFormat, antialiasLevel, &numQualityLevels);
 				AssertFatal(numQualityLevels, "Invalid AA level!");
 				break;
@@ -287,7 +287,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
    const bool supportsAutoMips = GFX->getCardProfiler()->queryProfile("autoMipMapLevel", true);
 
    // Helper bool
-   const bool isCompressedTexFmt = aTexture->mFormat >= GFXFormatDXT1 && aTexture->mFormat <= GFXFormatDXT5;
+   const bool isCompressedTexFmt = ImageUtil::isCompressedFormat(aTexture->mFormat);
 
    // Settings for mipmap generation
    U32 maxDownloadMip = pDL->getNumMipLevels();
@@ -312,10 +312,10 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
 
 		   switch(texture->mFormat)
 			{
-				case GFXFormatR8G8B8:
+            case GFXFormatR8G8B8:
+            case GFXFormatR8G8B8_SRGB:
 				{
 					PROFILE_SCOPE(Swizzle24_Upload);
-					AssertFatal(pDL->getFormat() == GFXFormatR8G8B8, "Assumption failed");
 
 					U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
 					dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
@@ -330,6 +330,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
 
 				case GFXFormatR8G8B8A8:
 				case GFXFormatR8G8B8X8:
+            case GFXFormatR8G8B8A8_SRGB:
 				{
                PROFILE_SCOPE(Swizzle32_Upload);
                copyBuffer = new U8[pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel()];
@@ -360,9 +361,9 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
 			switch( texture->mFormat )
 			{
 				case GFXFormatR8G8B8:
+            case GFXFormatR8G8B8_SRGB:
 				{
 					PROFILE_SCOPE(Swizzle24_Upload);
-					AssertFatal(pDL->getFormat() == GFXFormatR8G8B8, "Assumption failed");
 
 					U8* Bits = new U8[pDL->getWidth(i) * pDL->getHeight(i) * 4];
 					dMemcpy(Bits, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * 3);
@@ -375,6 +376,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *aTexture, GBitmap *p
 
             case GFXFormatR8G8B8A8:
             case GFXFormatR8G8B8X8:
+            case GFXFormatR8G8B8A8_SRGB:
             {
                PROFILE_SCOPE(Swizzle32_Upload);
                dev->getDeviceSwizzle32()->ToBuffer(mapping.pData, pDL->getBits(i), pDL->getWidth(i) * pDL->getHeight(i) * pDL->getBytesPerPixel());
@@ -417,7 +419,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
 
    U8* Bits = NULL;
   
-   if(texture->mFormat == GFXFormatR8G8B8)
+   if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB)
    {
 	   // convert 24 bit to 32 bit
 	   Bits = new U8[texture->getWidth() * texture->getHeight() * texture->getDepth() * 4];
@@ -430,8 +432,10 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
    switch(texture->mFormat)
    {
       case GFXFormatR8G8B8:
+      case GFXFormatR8G8B8_SRGB:
       case GFXFormatR8G8B8A8:
       case GFXFormatR8G8B8X8:
+      case GFXFormatR8G8B8A8_SRGB:
          bytesPerPix = 4;
          break;
    }
@@ -444,7 +448,7 @@ bool GFXD3D11TextureManager::_loadTexture(GFXTextureObject *inTex, void *raw)
    box.top     = 0;
    box.bottom  = texture->getHeight();
 
-   if(texture->mFormat == GFXFormatR8G8B8) // converted format also for volume textures
+   if(texture->mFormat == GFXFormatR8G8B8 || texture->mFormat == GFXFormatR8G8B8_SRGB) // converted format also for volume textures
 		dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, Bits, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);
    else
 		dev->getDeviceContext()->UpdateSubresource(texture->get3DTex(), 0, &box, raw, texture->getWidth() * bytesPerPix, texture->getHeight() * bytesPerPix);

+ 5 - 4
Engine/source/gfx/D3D11/gfxD3D11TextureObject.cpp

@@ -74,7 +74,7 @@ GFXLockedRect *GFXD3D11TextureObject::lock(U32 mipLevel /*= 0*/, RectI *inRect /
           mLockTex->getWidth() != getWidth() ||
           mLockTex->getHeight() != getHeight() )
       {
-         mLockTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
+         mLockTex.set( getWidth(), getHeight(), mFormat, &GFXSystemMemTextureProfile, avar("%s() - mLockTex (line %d)", __FUNCTION__, __LINE__) );
       }
 
       PROFILE_START(GFXD3D11TextureObject_lockRT);
@@ -180,8 +180,8 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
    // check format limitations
    // at the moment we only support RGBA for the source (other 4 byte formats should
    // be easy to add though)
-   AssertFatal(mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE, "copyToBmp: invalid format");
-   if (mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE)
+   AssertFatal(mFormat == GFXFormatR8G8B8A8 || mFormat == GFXFormatR8G8B8A8_LINEAR_FORCE || mFormat == GFXFormatR8G8B8A8_SRGB, "copyToBmp: invalid format");
+   if (mFormat != GFXFormatR8G8B8A8 && mFormat != GFXFormatR8G8B8A8_LINEAR_FORCE && mFormat != GFXFormatR8G8B8A8_SRGB)
       return false;
 
    PROFILE_START(GFXD3D11TextureObject_copyToBmp);
@@ -197,7 +197,8 @@ bool GFXD3D11TextureObject::copyToBmp(GBitmap* bmp)
    const U32 sourceBytesPerPixel = 4;
    U32 destBytesPerPixel = 0;
 
-   if (bmp->getFormat() == GFXFormatR8G8B8A8 || bmp->getFormat() == GFXFormatR8G8B8A8_LINEAR_FORCE)
+   const GFXFormat fmt = bmp->getFormat();
+   if (fmt == GFXFormatR8G8B8A8 || fmt == GFXFormatR8G8B8A8_LINEAR_FORCE || fmt == GFXFormatR8G8B8A8_SRGB)
       destBytesPerPixel = 4;
    else if(bmp->getFormat() == GFXFormatR8G8B8)
       destBytesPerPixel = 3;

+ 2 - 2
Engine/source/gfx/Null/gfxNullDevice.h

@@ -101,7 +101,7 @@ protected:
 
    virtual void setLightInternal(U32 lightStage, const GFXLightInfo light, bool lightEnable);
    virtual void setLightMaterialInternal(const GFXLightMaterial mat) { };
-   virtual void setGlobalAmbientInternal(ColorF color) { };
+   virtual void setGlobalAmbientInternal(LinearColorF color) { };
 
    /// @name State Initalization.
    /// @{
@@ -150,7 +150,7 @@ public:
    virtual GFXShader* createShader() { return NULL; };
 
 
-   virtual void clear( U32 flags, ColorI color, F32 z, U32 stencil ) { };
+   virtual void clear( U32 flags, const LinearColorF& color, F32 z, U32 stencil ) { };
    virtual bool beginSceneInternal() { return true; };
    virtual void endSceneInternal() { };
 

+ 779 - 0
Engine/source/gfx/bitmap/ddsData.h

@@ -0,0 +1,779 @@
+//-----------------------------------------------------------------------------
+// Copyright (c) 2016 GarageGames, LLC
+//
+// Permission is hereby granted, free of charge, to any person obtaining a copy
+// of this software and associated documentation files (the "Software"), to
+// deal in the Software without restriction, including without limitation the
+// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
+// sell copies of the Software, and to permit persons to whom the Software is
+// furnished to do so, subject to the following conditions:
+//
+// The above copyright notice and this permission notice shall be included in
+// all copies or substantial portions of the Software.
+//
+// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
+// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
+// IN THE SOFTWARE.
+//-----------------------------------------------------------------------------
+
+////////////////////////////////////////////////////////////////////////////////
+// Portions Copyright (c) Microsoft Corporation. All rights reserved.
+// https://github.com/Microsoft/DirectXTex
+////////////////////////////////////////////////////////////////////////////////
+
+#ifndef _DDSDATA_H_
+#define _DDSDATA_H_
+
+#ifndef _TORQUE_TYPES_H_
+#include "platform/types.h"
+#endif
+
+#include "core/util/fourcc.h"
+
+#ifdef TORQUE_OS_WIN
+#include <dxgiformat.h>
+#endif
+
+namespace dds
+{
+   ///////////////////////////////////////////////////////////////////////////////////
+   //                           DXGI Formats                                        //
+   ///////////////////////////////////////////////////////////////////////////////////
+#ifndef TORQUE_OS_WIN
+   //From directx SDK
+   typedef enum DXGI_FORMAT
+   {
+      DXGI_FORMAT_UNKNOWN = 0,
+      DXGI_FORMAT_R32G32B32A32_TYPELESS = 1,
+      DXGI_FORMAT_R32G32B32A32_FLOAT = 2,
+      DXGI_FORMAT_R32G32B32A32_UINT = 3,
+      DXGI_FORMAT_R32G32B32A32_SINT = 4,
+      DXGI_FORMAT_R32G32B32_TYPELESS = 5,
+      DXGI_FORMAT_R32G32B32_FLOAT = 6,
+      DXGI_FORMAT_R32G32B32_UINT = 7,
+      DXGI_FORMAT_R32G32B32_SINT = 8,
+      DXGI_FORMAT_R16G16B16A16_TYPELESS = 9,
+      DXGI_FORMAT_R16G16B16A16_FLOAT = 10,
+      DXGI_FORMAT_R16G16B16A16_UNORM = 11,
+      DXGI_FORMAT_R16G16B16A16_UINT = 12,
+      DXGI_FORMAT_R16G16B16A16_SNORM = 13,
+      DXGI_FORMAT_R16G16B16A16_SINT = 14,
+      DXGI_FORMAT_R32G32_TYPELESS = 15,
+      DXGI_FORMAT_R32G32_FLOAT = 16,
+      DXGI_FORMAT_R32G32_UINT = 17,
+      DXGI_FORMAT_R32G32_SINT = 18,
+      DXGI_FORMAT_R32G8X24_TYPELESS = 19,
+      DXGI_FORMAT_D32_FLOAT_S8X24_UINT = 20,
+      DXGI_FORMAT_R32_FLOAT_X8X24_TYPELESS = 21,
+      DXGI_FORMAT_X32_TYPELESS_G8X24_UINT = 22,
+      DXGI_FORMAT_R10G10B10A2_TYPELESS = 23,
+      DXGI_FORMAT_R10G10B10A2_UNORM = 24,
+      DXGI_FORMAT_R10G10B10A2_UINT = 25,
+      DXGI_FORMAT_R11G11B10_FLOAT = 26,
+      DXGI_FORMAT_R8G8B8A8_TYPELESS = 27,
+      DXGI_FORMAT_R8G8B8A8_UNORM = 28,
+      DXGI_FORMAT_R8G8B8A8_UNORM_SRGB = 29,
+      DXGI_FORMAT_R8G8B8A8_UINT = 30,
+      DXGI_FORMAT_R8G8B8A8_SNORM = 31,
+      DXGI_FORMAT_R8G8B8A8_SINT = 32,
+      DXGI_FORMAT_R16G16_TYPELESS = 33,
+      DXGI_FORMAT_R16G16_FLOAT = 34,
+      DXGI_FORMAT_R16G16_UNORM = 35,
+      DXGI_FORMAT_R16G16_UINT = 36,
+      DXGI_FORMAT_R16G16_SNORM = 37,
+      DXGI_FORMAT_R16G16_SINT = 38,
+      DXGI_FORMAT_R32_TYPELESS = 39,
+      DXGI_FORMAT_D32_FLOAT = 40,
+      DXGI_FORMAT_R32_FLOAT = 41,
+      DXGI_FORMAT_R32_UINT = 42,
+      DXGI_FORMAT_R32_SINT = 43,
+      DXGI_FORMAT_R24G8_TYPELESS = 44,
+      DXGI_FORMAT_D24_UNORM_S8_UINT = 45,
+      DXGI_FORMAT_R24_UNORM_X8_TYPELESS = 46,
+      DXGI_FORMAT_X24_TYPELESS_G8_UINT = 47,
+      DXGI_FORMAT_R8G8_TYPELESS = 48,
+      DXGI_FORMAT_R8G8_UNORM = 49,
+      DXGI_FORMAT_R8G8_UINT = 50,
+      DXGI_FORMAT_R8G8_SNORM = 51,
+      DXGI_FORMAT_R8G8_SINT = 52,
+      DXGI_FORMAT_R16_TYPELESS = 53,
+      DXGI_FORMAT_R16_FLOAT = 54,
+      DXGI_FORMAT_D16_UNORM = 55,
+      DXGI_FORMAT_R16_UNORM = 56,
+      DXGI_FORMAT_R16_UINT = 57,
+      DXGI_FORMAT_R16_SNORM = 58,
+      DXGI_FORMAT_R16_SINT = 59,
+      DXGI_FORMAT_R8_TYPELESS = 60,
+      DXGI_FORMAT_R8_UNORM = 61,
+      DXGI_FORMAT_R8_UINT = 62,
+      DXGI_FORMAT_R8_SNORM = 63,
+      DXGI_FORMAT_R8_SINT = 64,
+      DXGI_FORMAT_A8_UNORM = 65,
+      DXGI_FORMAT_R1_UNORM = 66,
+      DXGI_FORMAT_R9G9B9E5_SHAREDEXP = 67,
+      DXGI_FORMAT_R8G8_B8G8_UNORM = 68,
+      DXGI_FORMAT_G8R8_G8B8_UNORM = 69,
+      DXGI_FORMAT_BC1_TYPELESS = 70,
+      DXGI_FORMAT_BC1_UNORM = 71,
+      DXGI_FORMAT_BC1_UNORM_SRGB = 72,
+      DXGI_FORMAT_BC2_TYPELESS = 73,
+      DXGI_FORMAT_BC2_UNORM = 74,
+      DXGI_FORMAT_BC2_UNORM_SRGB = 75,
+      DXGI_FORMAT_BC3_TYPELESS = 76,
+      DXGI_FORMAT_BC3_UNORM = 77,
+      DXGI_FORMAT_BC3_UNORM_SRGB = 78,
+      DXGI_FORMAT_BC4_TYPELESS = 79,
+      DXGI_FORMAT_BC4_UNORM = 80,
+      DXGI_FORMAT_BC4_SNORM = 81,
+      DXGI_FORMAT_BC5_TYPELESS = 82,
+      DXGI_FORMAT_BC5_UNORM = 83,
+      DXGI_FORMAT_BC5_SNORM = 84,
+      DXGI_FORMAT_B5G6R5_UNORM = 85,
+      DXGI_FORMAT_B5G5R5A1_UNORM = 86,
+      DXGI_FORMAT_B8G8R8A8_UNORM = 87,
+      DXGI_FORMAT_B8G8R8X8_UNORM = 88,
+      DXGI_FORMAT_R10G10B10_XR_BIAS_A2_UNORM = 89,
+      DXGI_FORMAT_B8G8R8A8_TYPELESS = 90,
+      DXGI_FORMAT_B8G8R8A8_UNORM_SRGB = 91,
+      DXGI_FORMAT_B8G8R8X8_TYPELESS = 92,
+      DXGI_FORMAT_B8G8R8X8_UNORM_SRGB = 93,
+      DXGI_FORMAT_BC6H_TYPELESS = 94,
+      DXGI_FORMAT_BC6H_UF16 = 95,
+      DXGI_FORMAT_BC6H_SF16 = 96,
+      DXGI_FORMAT_BC7_TYPELESS = 97,
+      DXGI_FORMAT_BC7_UNORM = 98,
+      DXGI_FORMAT_BC7_UNORM_SRGB = 99,
+      DXGI_FORMAT_AYUV = 100,
+      DXGI_FORMAT_Y410 = 101,
+      DXGI_FORMAT_Y416 = 102,
+      DXGI_FORMAT_NV12 = 103,
+      DXGI_FORMAT_P010 = 104,
+      DXGI_FORMAT_P016 = 105,
+      DXGI_FORMAT_420_OPAQUE = 106,
+      DXGI_FORMAT_YUY2 = 107,
+      DXGI_FORMAT_Y210 = 108,
+      DXGI_FORMAT_Y216 = 109,
+      DXGI_FORMAT_NV11 = 110,
+      DXGI_FORMAT_AI44 = 111,
+      DXGI_FORMAT_IA44 = 112,
+      DXGI_FORMAT_P8 = 113,
+      DXGI_FORMAT_A8P8 = 114,
+      DXGI_FORMAT_B4G4R4A4_UNORM = 115,
+      DXGI_FORMAT_FORCE_UINT = 0xffffffff
+   } DXGI_FORMAT;
+#endif
+
+   ///////////////////////////////////////////////////////////////////////////////////
+   //                           D3DFMT Formats                                      //
+   ///////////////////////////////////////////////////////////////////////////////////
+   enum D3DFMT
+   {
+      D3DFMT_UNKNOWN = 0,
+
+      D3DFMT_R8G8B8 = 20,
+      D3DFMT_A8R8G8B8 = 21,
+      D3DFMT_X8R8G8B8 = 22,
+      D3DFMT_R5G6B5 = 23,
+      D3DFMT_X1R5G5B5 = 24,
+      D3DFMT_A1R5G5B5 = 25,
+      D3DFMT_A4R4G4B4 = 26,
+      D3DFMT_R3G3B2 = 27,
+      D3DFMT_A8 = 28,
+      D3DFMT_A8R3G3B2 = 29,
+      D3DFMT_X4R4G4B4 = 30,
+      D3DFMT_A2B10G10R10 = 31,
+      D3DFMT_A8B8G8R8 = 32,
+      D3DFMT_X8B8G8R8 = 33,
+      D3DFMT_G16R16 = 34,
+      D3DFMT_A2R10G10B10 = 35,
+      D3DFMT_A16B16G16R16 = 36,
+
+      D3DFMT_A8P8 = 40,
+      D3DFMT_P8 = 41,
+
+      D3DFMT_L8 = 50,
+      D3DFMT_A8L8 = 51,
+      D3DFMT_A4L4 = 52,
+
+      D3DFMT_V8U8 = 60,
+      D3DFMT_L6V5U5 = 61,
+      D3DFMT_X8L8V8U8 = 62,
+      D3DFMT_Q8W8V8U8 = 63,
+      D3DFMT_V16U16 = 64,
+      D3DFMT_A2W10V10U10 = 67,
+
+      D3DFMT_UYVY = MakeFourCC('U', 'Y', 'V', 'Y'),
+      D3DFMT_R8G8_B8G8 = MakeFourCC('R', 'G', 'B', 'G'),
+      D3DFMT_YUY2 = MakeFourCC('Y', 'U', 'Y', '2'),
+      D3DFMT_G8R8_G8B8 = MakeFourCC('G', 'R', 'G', 'B'),
+      D3DFMT_DXT1 = MakeFourCC('D', 'X', 'T', '1'),
+      D3DFMT_DXT2 = MakeFourCC('D', 'X', 'T', '2'),
+      D3DFMT_DXT3 = MakeFourCC('D', 'X', 'T', '3'),
+      D3DFMT_DXT4 = MakeFourCC('D', 'X', 'T', '4'),
+      D3DFMT_DXT5 = MakeFourCC('D', 'X', 'T', '5'),
+
+      D3DFMT_ATI1 = MakeFourCC('A', 'T', 'I', '1'),
+      D3DFMT_AT1N = MakeFourCC('A', 'T', '1', 'N'),
+      D3DFMT_ATI2 = MakeFourCC('A', 'T', 'I', '2'),
+      D3DFMT_AT2N = MakeFourCC('A', 'T', '2', 'N'),
+
+      D3DFMT_BC4U = MakeFourCC('B', 'C', '4', 'U'),
+      D3DFMT_BC4S = MakeFourCC('B', 'C', '4', 'S'),
+      D3DFMT_BC5U = MakeFourCC('B', 'C', '5', 'U'),
+      D3DFMT_BC5S = MakeFourCC('B', 'C', '5', 'S'),
+
+      D3DFMT_ETC = MakeFourCC('E', 'T', 'C', ' '),
+      D3DFMT_ETC1 = MakeFourCC('E', 'T', 'C', '1'),
+      D3DFMT_ATC = MakeFourCC('A', 'T', 'C', ' '),
+      D3DFMT_ATCA = MakeFourCC('A', 'T', 'C', 'A'),
+      D3DFMT_ATCI = MakeFourCC('A', 'T', 'C', 'I'),
+
+      D3DFMT_POWERVR_2BPP = MakeFourCC('P', 'T', 'C', '2'),
+      D3DFMT_POWERVR_4BPP = MakeFourCC('P', 'T', 'C', '4'),
+
+      D3DFMT_D16_LOCKABLE = 70,
+      D3DFMT_D32 = 71,
+      D3DFMT_D15S1 = 73,
+      D3DFMT_D24S8 = 75,
+      D3DFMT_D24X8 = 77,
+      D3DFMT_D24X4S4 = 79,
+      D3DFMT_D16 = 80,
+
+      D3DFMT_D32F_LOCKABLE = 82,
+      D3DFMT_D24FS8 = 83,
+
+      D3DFMT_L16 = 81,
+
+      D3DFMT_VERTEXDATA = 100,
+      D3DFMT_INDEX16 = 101,
+      D3DFMT_INDEX32 = 102,
+
+      D3DFMT_Q16W16V16U16 = 110,
+
+      D3DFMT_MULTI2_ARGB8 = MakeFourCC('M', 'E', 'T', '1'),
+
+      D3DFMT_R16F = 111,
+      D3DFMT_G16R16F = 112,
+      D3DFMT_A16B16G16R16F = 113,
+
+      D3DFMT_R32F = 114,
+      D3DFMT_G32R32F = 115,
+      D3DFMT_A32B32G32R32F = 116,
+
+      D3DFMT_CxV8U8 = 117,
+
+      D3DFMT_DX10 = MakeFourCC('D', 'X', '1', '0'),
+
+      D3DFMT_FORCE_DWORD = 0x7fffffff
+   };
+
+   ///////////////////////////////////////////////////////////////////////////////////
+   //                               Defines                                         //
+   ///////////////////////////////////////////////////////////////////////////////////
+   #pragma pack(push,1)
+
+   #define DDS_HEADER_SIZE       124
+   #define DDS_HEADER_DX10_SIZE  20
+   #define DDS_MAGIC       0x20534444  // "DDS "
+   #define DDS_FOURCC      0x00000004  // DDPF_FOURCC
+   #define DDS_RGB         0x00000040  // DDPF_RGB
+   #define DDS_RGBA        0x00000041  // DDPF_RGB | DDPF_ALPHAPIXELS
+   #define DDS_LUMINANCE   0x00020000  // DDPF_LUMINANCE
+   #define DDS_LUMINANCEA  0x00020001  // DDPF_LUMINANCE | DDPF_ALPHAPIXELS
+   #define DDS_ALPHAPIXELS 0x00000001  // DDPF_ALPHAPIXELS
+   #define DDS_ALPHA       0x00000002  // DDPF_ALPHA
+   #define DDS_PAL8        0x00000020  // DDPF_PALETTEINDEXED8
+   #define DDS_BUMPDUDV    0x00080000  // DDPF_BUMPDUDV
+   #define DDS_YUV         0x00000200  //DDPF_YUV
+
+   #define DDS_HEADER_FLAGS_TEXTURE        0x00001007  // DDSD_CAPS | DDSD_HEIGHT | DDSD_WIDTH | DDSD_PIXELFORMAT 
+   #define DDS_HEADER_FLAGS_MIPMAP         0x00020000  // DDSD_MIPMAPCOUNT
+   #define DDS_HEADER_FLAGS_VOLUME         0x00800000  // DDSD_DEPTH
+   #define DDS_HEADER_FLAGS_PITCH          0x00000008  // DDSD_PITCH
+   #define DDS_HEADER_FLAGS_LINEARSIZE     0x00080000  // DDSD_LINEARSIZE
+
+   #define DDS_HEIGHT 0x00000002 // DDSD_HEIGHT
+   #define DDS_WIDTH  0x00000004 // DDSD_WIDTH
+
+   #define DDS_SURFACE_FLAGS_TEXTURE 0x00001000 // DDSCAPS_TEXTURE
+   #define DDS_SURFACE_FLAGS_MIPMAP  0x00400008 // DDSCAPS_COMPLEX | DDSCAPS_MIPMAP
+   #define DDS_SURFACE_FLAGS_CUBEMAP 0x00000008 // DDSCAPS_COMPLEX
+
+   #define DDS_CUBEMAP 0x00000200 // DDSCAPS2_CUBEMAP
+   #define DDS_CUBEMAP_POSITIVEX 0x00000400 //  DDSCAPS2_CUBEMAP_POSITIVEX
+   #define DDS_CUBEMAP_NEGATIVEX 0x00000800 //  DDSCAPS2_CUBEMAP_NEGATIVEX
+   #define DDS_CUBEMAP_POSITIVEY 0x00001000 //  DDSCAPS2_CUBEMAP_POSITIVEY
+   #define DDS_CUBEMAP_NEGATIVEY 0x00002000 //  DDSCAPS2_CUBEMAP_NEGATIVEY
+   #define DDS_CUBEMAP_POSITIVEZ 0x00004000 //  DDSCAPS2_CUBEMAP_POSITIVEZ
+   #define DDS_CUBEMAP_NEGATIVEZ 0x00008000 //  DDSCAPS2_CUBEMAP_NEGATIVEZ
+
+   #define DDS_CUBEMAP_ALLFACES ( DDS_CUBEMAP | DDS_CUBEMAP_POSITIVEX | DDS_CUBEMAP_NEGATIVEX |\
+                                  DDS_CUBEMAP_POSITIVEY | DDS_CUBEMAP_NEGATIVEY |\
+                                  DDS_CUBEMAP_POSITIVEZ | DDS_CUBEMAP_NEGATIVEZ )
+
+   #define DDS_FLAGS_VOLUME 0x00200000 // DDSCAPS2_VOLUME
+
+   ///////////////////////////////////////////////////////////////////////////////////
+   //                                Enums                                          //
+   ///////////////////////////////////////////////////////////////////////////////////
+   // Subset here matches D3D10_RESOURCE_DIMENSION and D3D11_RESOURCE_DIMENSION
+   enum DDS_RESOURCE_DIMENSION
+   {
+      DDS_DIMENSION_TEXTURE1D = 2,
+      DDS_DIMENSION_TEXTURE2D = 3,
+      DDS_DIMENSION_TEXTURE3D = 4,
+   };
+
+   // Subset here matches D3D10_RESOURCE_MISC_FLAG and D3D11_RESOURCE_MISC_FLAG
+   enum DDS_RESOURCE_MISC_FLAG
+   {
+      DDS_RESOURCE_MISC_TEXTURECUBE = 0x4L,
+   };
+
+   enum DDS_MISC_FLAGS2
+   {
+      DDS_MISC_FLAGS2_ALPHA_MODE_MASK = 0x7L,
+   };
+
+   enum DDS_ALPHA_MODE
+   {
+      DDS_ALPHA_MODE_UNKNOWN = 0,
+      DDS_ALPHA_MODE_STRAIGHT = 1,
+      DDS_ALPHA_MODE_PREMULTIPLIED = 2,
+      DDS_ALPHA_MODE_OPAQUE = 3,
+      DDS_ALPHA_MODE_CUSTOM = 4,
+   };
+
+   enum D3D10_RESOURCE_DIMENSION
+   {
+      D3D10_RESOURCE_DIMENSION_UNKNOWN = 0,
+      D3D10_RESOURCE_DIMENSION_BUFFER = 1,
+      D3D10_RESOURCE_DIMENSION_TEXTURE1D = 2,
+      D3D10_RESOURCE_DIMENSION_TEXTURE2D = 3,
+      D3D10_RESOURCE_DIMENSION_TEXTURE3D = 4
+   };
+
+   enum D3D10_RESOURCE_MISC_FLAG
+   {
+      D3D10_RESOURCE_MISC_GENERATE_MIPS = 0x1L,
+      D3D10_RESOURCE_MISC_SHARED = 0x2L,
+      D3D10_RESOURCE_MISC_TEXTURECUBE = 0x4L,
+      D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX = 0x10L,
+      D3D10_RESOURCE_MISC_GDI_COMPATIBLE = 0x20L,
+   };
+
+   ///////////////////////////////////////////////////////////////////////////////////
+   //                                Structs                                        //
+   ///////////////////////////////////////////////////////////////////////////////////
+
+   struct DDS_PIXELFORMAT
+   {
+      U32   size;
+      U32   flags;
+      U32   fourCC;
+      U32   bpp;
+      U32   RBitMask;
+      U32   GBitMask;
+      U32   BBitMask;
+      U32   ABitMask;
+
+      bool operator==(const DDS_PIXELFORMAT& _test) const
+      {
+         return ( size == _test.size &&
+                  flags == _test.flags &&
+                  fourCC == _test.fourCC &&
+                  bpp == _test.bpp &&
+                  RBitMask == _test.RBitMask &&
+                  GBitMask == _test.GBitMask &&
+                  BBitMask == _test.BBitMask &&
+                  ABitMask == _test.ABitMask);
+      }
+   };
+
+   struct DDS_HEADER
+   {
+      U32   size;
+      U32   flags;
+      U32   height;
+      U32   width;
+      U32   pitchOrLinearSize;
+      U32   depth; // only if DDS_HEADER_FLAGS_VOLUME is set in dwFlags
+      U32   mipMapCount;
+      U32   reserved1[11];
+      DDS_PIXELFORMAT ddspf;
+      U32   surfaceFlags;
+      U32   cubemapFlags;
+      U32   reserved2[3];
+   };
+
+   struct DDS_HEADER_DXT10
+   {
+      DXGI_FORMAT dxgiFormat;
+      U32    resourceDimension;
+      U32    miscFlag; // see DDS_RESOURCE_MISC_FLAG
+      U32    arraySize;
+      U32    miscFlags2; // see DDS_MISC_FLAGS2
+   };
+
+   ///////////////////////////////////////////////////////////////////////////////////
+   //                            Pixel Formats                                      //
+   ///////////////////////////////////////////////////////////////////////////////////
+
+   const DDS_PIXELFORMAT DDSPF_DXT1 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_DXT1, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_DXT2 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_DXT2, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_DXT3 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_DXT3, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_DXT4 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_DXT4, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_DXT5 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_DXT5, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_BC4_UNORM =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_BC4U, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_BC4_SNORM =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_BC4S, 0, 0, 0, 0, 0 };
+
+   //todo check diff between this and ('B','C','5','U')
+   const DDS_PIXELFORMAT DDSPF_ATI2 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_ATI2, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_ATI1 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_ATI1, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_BC5_UNORM =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_BC5U, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_BC5_SNORM =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_BC5S, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_R8G8_B8G8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_R8G8_B8G8, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_G8R8_G8B8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_G8R8_G8B8, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_YUY2 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_YUY2, 0, 0, 0, 0, 0 };
+
+   const DDS_PIXELFORMAT DDSPF_A8R8G8B8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000 };
+
+   const DDS_PIXELFORMAT DDSPF_X8R8G8B8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_RGB,  0, 32, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00000000 };
+
+   const DDS_PIXELFORMAT DDSPF_A8B8G8R8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 };
+
+   const DDS_PIXELFORMAT DDSPF_X8B8G8R8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_RGB,  0, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0x00000000 };
+
+   const DDS_PIXELFORMAT DDSPF_G16R16 =
+   { sizeof(DDS_PIXELFORMAT), DDS_RGB,  0, 32, 0x0000ffff, 0xffff0000, 0x00000000, 0x00000000 };
+
+   const DDS_PIXELFORMAT DDSPF_R5G6B5 =
+   { sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 16, 0x0000f800, 0x000007e0, 0x0000001f, 0x00000000 };
+
+   const DDS_PIXELFORMAT DDSPF_A1R5G5B5 =
+   { sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 16, 0x00007c00, 0x000003e0, 0x0000001f, 0x00008000 };
+
+   const DDS_PIXELFORMAT DDSPF_A4R4G4B4 =
+   { sizeof(DDS_PIXELFORMAT), DDS_RGBA, 0, 16, 0x00000f00, 0x000000f0, 0x0000000f, 0x0000f000 };
+
+   const DDS_PIXELFORMAT DDSPF_R8G8B8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_RGB, 0, 24, 0x00ff0000, 0x0000ff00, 0x000000ff, 0x00000000 };
+
+   const DDS_PIXELFORMAT DDSPF_L8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_LUMINANCE, 0,  8, 0xff, 0x00, 0x00, 0x00 };
+
+   const DDS_PIXELFORMAT DDSPF_L16 =
+   { sizeof(DDS_PIXELFORMAT), DDS_LUMINANCE, 0, 16, 0xffff, 0x0000, 0x0000, 0x0000 };
+
+   const DDS_PIXELFORMAT DDSPF_A8L8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_LUMINANCEA, 0, 16, 0x00ff, 0x0000, 0x0000, 0xff00 };
+
+   const DDS_PIXELFORMAT DDSPF_A4L4 =
+   { sizeof(DDS_PIXELFORMAT), DDS_LUMINANCEA, 0, 8, 0x0000000f, 0x0000, 0x0000, 0x000000f0 };
+
+   const DDS_PIXELFORMAT DDSPF_A8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_ALPHA, 0, 8, 0x00, 0x00, 0x00, 0xff };
+
+   const DDS_PIXELFORMAT DDSPF_V8U8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_BUMPDUDV, 0, 16, 0x00ff, 0xff00, 0x0000, 0x0000 };
+
+   const DDS_PIXELFORMAT DDSPF_Q8W8V8U8 =
+   { sizeof(DDS_PIXELFORMAT), DDS_BUMPDUDV, 0, 32, 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000 };
+
+   const DDS_PIXELFORMAT DDSPF_V16U16 =
+   { sizeof(DDS_PIXELFORMAT), DDS_BUMPDUDV, 0, 32, 0x0000ffff, 0xffff0000, 0x00000000, 0x00000000 };
+
+   // D3DFMT_A2R10G10B10/D3DFMT_A2B10G10R10 should be written using DX10 extension to avoid D3DX 10:10:10:2 reversal issue
+
+   // This indicates the DDS_HEADER_DXT10 extension is present (the format is in dxgiFormat)
+   const DDS_PIXELFORMAT DDSPF_DX10 =
+   { sizeof(DDS_PIXELFORMAT), DDS_FOURCC, D3DFMT_DX10, 0, 0, 0, 0, 0 };
+
+   #pragma pack(pop)
+
+   ///////////////////////////////////////////////////////////////////////////////////
+   //                               Functions                                       //
+   ///////////////////////////////////////////////////////////////////////////////////
+
+   //get DDS_PIXELFORMAT struct from GFXFormat - todo more formats
+   const DDS_PIXELFORMAT getDDSFormat(const GFXFormat format)
+   {
+      switch (format)
+      {
+         case GFXFormatA4L4:     return DDSPF_A4L4;
+         case GFXFormatL8:       return DDSPF_L8;
+         case GFXFormatA8:       return DDSPF_A8;
+         case GFXFormatA8L8:     return DDSPF_A8L8;
+         case GFXFormatL16:      return DDSPF_L16;
+         case GFXFormatR5G6B5:   return DDSPF_R5G6B5;
+         case GFXFormatR5G5B5A1: return DDSPF_A1R5G5B5;
+         case GFXFormatR8G8B8:   return DDSPF_R8G8B8;
+         case GFXFormatR8G8B8A8: return DDSPF_A8R8G8B8;
+         case GFXFormatR8G8B8X8: return DDSPF_X8R8G8B8;
+         case GFXFormatB8G8R8A8: return DDSPF_A8B8G8R8;
+         case GFXFormatR16G16B16A16F:
+         case GFXFormatR32G32B32A32F: return DDSPF_DX10;
+         //compressed
+         case GFXFormatBC1:      return DDSPF_DXT1;
+         case GFXFormatBC2:      return DDSPF_DXT3;
+         case GFXFormatBC3:      return DDSPF_DXT5;
+         case GFXFormatBC4:      return DDSPF_ATI1;
+         case GFXFormatBC5:      return DDSPF_ATI2;
+         default:
+         {
+            Con::errorf("dds::getDDSFormat: unknown format");
+            return DDSPF_A8R8G8B8;
+         }
+      }
+   }
+
+   //get DXGI_FORMAT from GFXFormat - todo more formats
+   const DXGI_FORMAT getDXGIFormat(const GFXFormat format)
+   {
+      switch (format)
+      {
+         //byte
+         case GFXFormatR5G6B5:         return DXGI_FORMAT_B5G6R5_UNORM;
+         case GFXFormatR5G5B5A1:       return DXGI_FORMAT_B5G5R5A1_UNORM;
+         case GFXFormatB8G8R8A8:       return DXGI_FORMAT_R8G8B8A8_UNORM;
+         case GFXFormatR8G8B8A8:       return DXGI_FORMAT_B8G8R8A8_UNORM;
+         case GFXFormatR8G8B8X8:       return DXGI_FORMAT_B8G8R8X8_UNORM;
+         case GFXFormatR10G10B10A2:    return DXGI_FORMAT_R10G10B10A2_UNORM;
+         //uint
+         case GFXFormatR16G16:         return DXGI_FORMAT_R16G16_UINT;
+         case GFXFormatR16G16B16A16:   return DXGI_FORMAT_R16G16B16A16_UINT;
+         //float
+         case GFXFormatR16F:           return DXGI_FORMAT_R16_FLOAT;
+         case GFXFormatR32F:           return DXGI_FORMAT_R32_FLOAT;
+         case GFXFormatR16G16B16A16F:  return DXGI_FORMAT_R16G16B16A16_FLOAT;
+         case GFXFormatR32G32B32A32F:  return DXGI_FORMAT_R32G32B32A32_FLOAT;
+         //compressed
+         case GFXFormatBC1:            return DXGI_FORMAT_BC1_UNORM;
+         case GFXFormatBC2:            return DXGI_FORMAT_BC2_UNORM;
+         case GFXFormatBC3:            return DXGI_FORMAT_BC3_UNORM;
+         case GFXFormatBC4:            return DXGI_FORMAT_BC4_UNORM;
+         case GFXFormatBC5:            return DXGI_FORMAT_BC5_UNORM;
+         default:
+         {
+            Con::errorf("dds::getDXGIFormat: unknown format");
+            return DXGI_FORMAT_UNKNOWN;
+         }
+      }
+   }
+
+   //get GFXFormat from D3DFMT - todo more formats
+   const GFXFormat getGFXFormat(const D3DFMT format)
+   {
+      switch (format)
+      {
+         //byte        
+         case D3DFMT_A4L4:          return GFXFormatA4L4;
+         case D3DFMT_L8:            return GFXFormatL8;
+         case D3DFMT_A8:            return GFXFormatA8;
+         case D3DFMT_A8L8:          return GFXFormatA8L8;
+         case D3DFMT_L16:           return GFXFormatL16;
+         case D3DFMT_R5G6B5:        return GFXFormatR5G6B5;
+         case D3DFMT_A1R5G5B5:      return GFXFormatR5G5B5A1;
+         case D3DFMT_R8G8B8:        return GFXFormatR8G8B8;
+         case D3DFMT_A8R8G8B8:      return GFXFormatR8G8B8A8;
+         case D3DFMT_X8R8G8B8:      return GFXFormatR8G8B8A8;
+         case D3DFMT_A8B8G8R8:      return GFXFormatB8G8R8A8;
+         case D3DFMT_X8B8G8R8:      return GFXFormatB8G8R8A8;
+         //uint
+         case D3DFMT_G16R16:        return GFXFormatR16G16;
+         case D3DFMT_A16B16G16R16:  return GFXFormatR16G16B16A16;
+         //float
+         case D3DFMT_R16F:          return GFXFormatR16F;
+         case D3DFMT_R32F:          return GFXFormatR32F;
+         case D3DFMT_A16B16G16R16F: return GFXFormatR16G16B16A16F;
+         case D3DFMT_A32B32G32R32F: return GFXFormatR32G32B32A32F;
+         //compressed
+         case D3DFMT_DXT1:          return GFXFormatBC1;
+         case D3DFMT_DXT2:          
+         case D3DFMT_DXT3:          return GFXFormatBC2;
+         case D3DFMT_DXT4:
+         case D3DFMT_DXT5:          return GFXFormatBC3;
+         case D3DFMT_ATI1:          return GFXFormatBC4;
+         case D3DFMT_ATI2:          return GFXFormatBC5;
+         default:
+         {
+            Con::errorf("dds::getGFXFormat: unknown format");
+            return GFXFormat_FIRST;
+         }
+      }
+   }
+
+   //get GFXFormat from DXGI_FORMAT - todo more formats
+   const GFXFormat getGFXFormat(const DXGI_FORMAT format)
+   {
+      switch (format)
+      {
+         //byte
+         case DXGI_FORMAT_B5G6R5_UNORM:         return GFXFormatR5G6B5;
+         case DXGI_FORMAT_B5G5R5A1_UNORM:       return GFXFormatR5G5B5A1;
+         case DXGI_FORMAT_R8G8B8A8_UNORM:       return GFXFormatB8G8R8A8;
+         case DXGI_FORMAT_B8G8R8A8_UNORM:       return GFXFormatR8G8B8A8;
+         case DXGI_FORMAT_B8G8R8X8_UNORM:       return GFXFormatR8G8B8X8;
+         case DXGI_FORMAT_R10G10B10A2_UNORM:    return GFXFormatR10G10B10A2;
+         //uint
+         case DXGI_FORMAT_R16G16_UINT:          return GFXFormatR16G16;
+         case DXGI_FORMAT_R16G16B16A16_UINT:    return GFXFormatR16G16B16A16;
+         //float
+         case DXGI_FORMAT_R16_FLOAT:            return GFXFormatR16F;
+         case DXGI_FORMAT_R32_FLOAT:            return GFXFormatR32F;
+         case DXGI_FORMAT_R16G16B16A16_FLOAT:   return GFXFormatR16G16B16A16F;
+         case DXGI_FORMAT_R32G32B32A32_FLOAT:   return GFXFormatR32G32B32A32F;
+         //compressed
+         case DXGI_FORMAT_BC1_UNORM:            return GFXFormatBC1;
+         case DXGI_FORMAT_BC2_UNORM:            return GFXFormatBC2;
+         case DXGI_FORMAT_BC3_UNORM:            return GFXFormatBC3;
+         case DXGI_FORMAT_BC4_UNORM:            return GFXFormatBC4;
+         case DXGI_FORMAT_BC5_UNORM:            return GFXFormatBC5;
+         default:
+         {
+            Con::errorf("dds::getGFXFormatDxgi: unknown format");
+            return GFXFormat_FIRST;
+         }
+      }
+   }
+
+   //get GFXFormat from DDS_PIXELFORMAT struct - todo more formats
+   const GFXFormat getGFXFormat(const DDS_PIXELFORMAT &format)
+   {
+      if (format == DDSPF_DXT1)
+         return GFXFormatBC1;
+      else if (format == DDSPF_DXT2)
+         return GFXFormatBC2;
+      else if (format == DDSPF_DXT3)
+         return GFXFormatBC2;
+      else if (format == DDSPF_DXT4)
+         return GFXFormatBC3;
+      else if (format == DDSPF_DXT5)
+         return GFXFormatBC3;
+      else if (format == DDSPF_ATI1)
+         return GFXFormatBC4;
+      else if (format == DDSPF_ATI2)
+         return GFXFormatBC5;
+      else if (format == DDSPF_A8R8G8B8)
+         return GFXFormatR8G8B8A8;
+      else if (format == DDSPF_X8R8G8B8)
+         return GFXFormatR8G8B8A8;
+      else if (format == DDSPF_A8B8G8R8)
+         return GFXFormatB8G8R8A8;
+      else if (format == DDSPF_X8B8G8R8)
+         return GFXFormatB8G8R8A8;
+      else if (format == DDSPF_R8G8B8)
+         return GFXFormatR8G8B8;
+      else if (format == DDSPF_A8L8)
+         return GFXFormatA8L8;
+      else if (format == DDSPF_A4L4)
+         return GFXFormatA4L4;
+      else if (format == DDSPF_A8)
+         return GFXFormatA8;
+      else if (format == DDSPF_L8)
+         return GFXFormatL8;
+      else if (format == DDSPF_R5G6B5)
+         return GFXFormatR5G6B5;
+      else if (format == DDSPF_A1R5G5B5)
+         return GFXFormatR5G5B5A1;
+      else
+      {
+         Con::errorf("dds::getGFXFormat: unknown format");
+         return GFXFormat_FIRST;
+      }
+   }
+
+   //get GFXFormat from fourcc value - todo more formats
+   const GFXFormat getGFXFormat(const U32 fourcc)
+   {
+      switch (fourcc)
+      {
+         case D3DFMT_DXT1: return GFXFormatBC1;
+         case D3DFMT_DXT2:
+         case D3DFMT_DXT3: return GFXFormatBC2;
+         case D3DFMT_DXT4:
+         case D3DFMT_DXT5: return GFXFormatBC3;
+         case D3DFMT_ATI1: return GFXFormatBC4;
+         case D3DFMT_ATI2: return GFXFormatBC5;
+         case D3DFMT_A16B16G16R16F: return GFXFormatR16G16B16A16F;
+         case D3DFMT_A32B32G32R32F: return GFXFormatR32G32B32A32F;
+         default:
+         {
+            Con::errorf("dds::getGFXFormatFourcc: unknown format");
+            return GFXFormat_FIRST;
+         }
+      }
+   }
+
+   const bool validateHeader(const DDS_HEADER &header)
+   {
+      if (header.size != DDS_HEADER_SIZE)
+      {
+         Con::errorf("DDS_HEADER - incorrect header size. Expected 124 bytes.");
+         return false;
+      }
+
+      if (!(header.flags & DDS_HEADER_FLAGS_TEXTURE))
+      {
+         Con::errorf("DDS_HEADER - incorrect surface description flags.");
+         return false;
+      }
+
+      if ((header.flags & (DDS_HEADER_FLAGS_LINEARSIZE | DDS_HEADER_FLAGS_PITCH)) == (DDS_HEADER_FLAGS_LINEARSIZE | DDS_HEADER_FLAGS_PITCH))
+      {
+         // Both are invalid!
+         Con::errorf("DDS_HEADER - encountered both DDSD_LINEARSIZE and DDSD_PITCH!");
+         return false;
+      }
+
+      return true;
+   }
+
+   const bool validateHeaderDx10(const DDS_HEADER_DXT10 &header)
+   {
+      if (sizeof(DDS_HEADER_DXT10) != DDS_HEADER_DX10_SIZE)
+      {
+         Con::errorf("DDS_HEADER_DXT10 - incorrect header size. Expected 20 bytes.");
+         return false;
+      }
+
+      return true;
+   }
+
+}
+
+#endif

+ 265 - 405
Engine/source/gfx/bitmap/ddsLoader.cpp → Engine/source/gfx/bitmap/ddsFile.cpp

@@ -22,7 +22,9 @@
 
 #include "platform/platform.h"
 #include "gfx/bitmap/ddsFile.h"
-
+#include "gfx/bitmap/ddsData.h"
+#include "gfx/bitmap/bitmapUtils.h"
+#include "gfx/bitmap/imageUtils.h"
 #include "gfx/gfxDevice.h"
 #include "core/util/fourcc.h"
 #include "console/console.h"
@@ -31,56 +33,11 @@
 #include "gfx/bitmap/gBitmap.h"
 #include "console/engineAPI.h"
 
-
+#include <squish.h>
 
 S32 DDSFile::smActiveCopies = 0;
 U32 DDSFile::smDropMipCount = 0;
 
-// These were copied from the DX9 docs. The names are changed
-// from the "real" defines since not all platforms have them.
-enum DDSSurfaceDescFlags
-{
-   DDSDCaps         = 0x00000001l,
-   DDSDHeight       = 0x00000002l,
-   DDSDWidth        = 0x00000004l,
-   DDSDPitch        = 0x00000008l,
-   DDSDPixelFormat  = 0x00001000l,
-   DDSDMipMapCount  = 0x00020000l,
-   DDSDLinearSize   = 0x00080000l,
-   DDSDDepth        = 0x00800000l,
-};
-
-enum DDSPixelFormatFlags
-{
-   DDPFAlphaPixels   = 0x00000001,
-   DDPFFourCC        = 0x00000004,
-   DDPFRGB           = 0x00000040,
-   DDPFLUMINANCE     = 0x00020000
-};
-
-
-enum DDSCapFlags
-{
-   DDSCAPSComplex = 0x00000008,
-   DDSCAPSTexture = 0x00001000,
-   DDSCAPSMipMap  = 0x00400000,
-
-   DDSCAPS2Cubemap = 0x00000200,
-   DDSCAPS2Cubemap_POSITIVEX = 0x00000400,
-   DDSCAPS2Cubemap_NEGATIVEX = 0x00000800,
-   DDSCAPS2Cubemap_POSITIVEY = 0x00001000,
-   DDSCAPS2Cubemap_NEGATIVEY = 0x00002000,
-   DDSCAPS2Cubemap_POSITIVEZ = 0x00004000,
-   DDSCAPS2Cubemap_NEGATIVEZ = 0x00008000,
-   DDSCAPS2Volume = 0x00200000,
-};
-
-#define FOURCC_DXT1  (MakeFourCC('D','X','T','1'))
-#define FOURCC_DXT2  (MakeFourCC('D','X','T','2'))
-#define FOURCC_DXT3  (MakeFourCC('D','X','T','3'))
-#define FOURCC_DXT4  (MakeFourCC('D','X','T','4'))
-#define FOURCC_DXT5  (MakeFourCC('D','X','T','5'))
-
 DDSFile::DDSFile( const DDSFile &dds )
    :  mFlags( dds.mFlags ),
       mHeight( dds.mHeight ),
@@ -133,13 +90,13 @@ U32 DDSFile::getSurfacePitch( U32 mipLevel ) const
 
       switch(mFormat)
       {
-      case GFXFormatDXT1:
+      case GFXFormatBC1:
+      case GFXFormatBC4:
          sizeMultiple = 8;
          break;
-      case GFXFormatDXT2:
-      case GFXFormatDXT3:
-      case GFXFormatDXT4:
-      case GFXFormatDXT5:
+      case GFXFormatBC2:
+      case GFXFormatBC3:      
+      case GFXFormatBC5:
          sizeMultiple = 16;
          break;
       default:
@@ -172,13 +129,13 @@ U32 DDSFile::getSurfaceSize( U32 height, U32 width, U32 mipLevel ) const
 
       switch(mFormat)
       {
-      case GFXFormatDXT1:
+      case GFXFormatBC1:
+      case GFXFormatBC4:
          sizeMultiple = 8;
          break;
-      case GFXFormatDXT2:
-      case GFXFormatDXT3:
-      case GFXFormatDXT4:
-      case GFXFormatDXT5:
+      case GFXFormatBC2:
+      case GFXFormatBC3:      
+      case GFXFormatBC5:
          sizeMultiple = 16;
          break;
       default:
@@ -197,25 +154,34 @@ U32 DDSFile::getSurfaceSize( U32 height, U32 width, U32 mipLevel ) const
 U32 DDSFile::getSizeInBytes() const
 {
    // TODO: This doesn't take mDepth into account, so
-   // it doesn't work right for volume or cubemap textures!
+   // it doesn't work right for volume textures!
 
    U32 bytes = 0;
-   for ( U32 i=0; i < mMipMapCount; i++ )
-      bytes += getSurfaceSize( mHeight, mWidth, i );
+   if (mFlags.test(CubeMapFlag))
+   {
+      for(U32 cubeFace=0;cubeFace < Cubemap_Surface_Count;cubeFace++)
+         for (U32 i = 0; i < mMipMapCount; i++)
+            bytes += getSurfaceSize(mHeight, mWidth, i);
+   }
+   else
+   {
+      for (U32 i = 0; i < mMipMapCount; i++)
+         bytes += getSurfaceSize(mHeight, mWidth, i);
+   }
 
    return bytes;
 }
 
 U32 DDSFile::getSizeInBytes( GFXFormat format, U32 height, U32 width, U32 mipLevels )
 {
-   AssertFatal( format >= GFXFormatDXT1 && format <= GFXFormatDXT5, 
-      "DDSFile::getSizeInBytes - Must be a DXT format!" );
+   AssertFatal( ImageUtil::isCompressedFormat(format), 
+      "DDSFile::getSizeInBytes - Must be a Block Compression format!" );
 
    // From the directX docs:
    // max(1, width ÷ 4) x max(1, height ÷ 4) x 8(DXT1) or 16(DXT2-5)
 
    U32 sizeMultiple = 0;
-   if ( format == GFXFormatDXT1 )
+   if ( format == GFXFormatBC1 || format == GFXFormatBC1_SRGB || format == GFXFormatBC4)
       sizeMultiple = 8;
    else
       sizeMultiple = 16;
@@ -236,317 +202,146 @@ U32 DDSFile::getSizeInBytes( GFXFormat format, U32 height, U32 width, U32 mipLev
 
 bool DDSFile::readHeader(Stream &s)
 {
-   U32 tmp;
-
+   U32 fourcc;
    // Read the FOURCC
-   s.read(&tmp);
+   s.read(&fourcc);
 
-   if(tmp != MakeFourCC('D', 'D', 'S', ' '))
+   if(fourcc != DDS_MAGIC)
    {
       Con::errorf("DDSFile::readHeader - unexpected magic number, wanted 'DDS '!");
       return false;
    }
 
-   // Read the size of the header.
-   s.read(&tmp);
+   //dds headers
+   dds::DDS_HEADER header = {};
+   dds::DDS_HEADER_DXT10 dx10header = {};
+   //todo DX10 formats
+   bool hasDx10Header = false;
 
-   if(tmp != 124)
+   //read in header
+   s.read(DDS_HEADER_SIZE, &header);
+   //check for dx10 header support
+   if ((header.ddspf.flags & DDS_FOURCC) && (header.ddspf.fourCC == dds::D3DFMT_DX10))
    {
-      Con::errorf("DDSFile::readHeader - incorrect header size. Expected 124 bytes.");
-      return false;
-   }
-
-   // Read some flags...
-   U32 ddsdFlags;
-   s.read(&ddsdFlags);
+      //read in dx10 header
+      s.read(DDS_HEADER_DX10_SIZE, &dx10header);
+      if (!dds::validateHeaderDx10(dx10header))
+         return false;
 
-   // "Always include DDSD_CAPS, DDSD_PIXELFORMAT, DDSD_WIDTH, DDSD_HEIGHT."
-   if(!(ddsdFlags & (DDSDCaps | DDSDPixelFormat | DDSDWidth | DDSDHeight)))
-   {
-      Con::errorf("DDSFile::readHeader - incorrect surface description flags.");
-      return false;
+      hasDx10Header = true;
    }
 
-   // Read height and width (always present)
-   s.read(&mHeight);
-   s.read(&mWidth);
-
-   // Read pitch or linear size.
-
-   // First make sure we have valid flags (either linear size or pitch).
-   if((ddsdFlags & (DDSDLinearSize | DDSDPitch)) == (DDSDLinearSize | DDSDPitch))
-   {
-      // Both are invalid!
-      Con::errorf("DDSFile::readHeader - encountered both DDSD_LINEARSIZE and DDSD_PITCH!");
+   //make sure our dds header is valid
+   if (!dds::validateHeader(header))
       return false;
-   }
 
-   // Ok, some flags are set, so let's do some reading.
-   s.read(&mPitchOrLinearSize);
+   // store details
+   mPitchOrLinearSize = header.pitchOrLinearSize;
+   mMipMapCount = header.mipMapCount ? header.mipMapCount : 1;
+   mHeight = header.height;
+   mWidth = header.width;
+   mDepth = header.depth;
+   mFourCC = header.ddspf.fourCC;
 
-   if(ddsdFlags & DDSDLinearSize)
-   {
-      mFlags.set(LinearSizeFlag); // ( mHeight / 4 ) * ( mWidth / 4 ) * DDSSIZE
-   }
-   else if (ddsdFlags & DDSDPitch)
-   {
-      mFlags.set(PitchSizeFlag); // ( mWidth / 4 ) * DDSSIZE ???
-   }
-   else
+   //process dx10 header
+   if (hasDx10Header)
    {
-      // Neither set! This appears to be depressingly common.
-      // Con::warnf("DDSFile::readHeader - encountered neither DDSD_LINEARSIZE nor DDSD_PITCH!");
-   }
-
-   // Do we need to read depth? If so, we are a volume texture!
-   s.read(&mDepth);
-
-   if(ddsdFlags & DDSDDepth)
-   {
-      mFlags.set(VolumeFlag);
-   }
-   else
-   {
-      // Wipe it if the flag wasn't set!
-      mDepth = 0;
-   }
-
-   // Deal with mips!
-   s.read(&mMipMapCount);
-
-   if(ddsdFlags & DDSDMipMapCount)
-   {
-      mFlags.set(MipMapsFlag);
-   }
-   else
-   {
-      // Wipe it if the flag wasn't set!
-      mMipMapCount = 1;
-   }
-
-   // Deal with 11 DWORDS of reserved space (this reserved space brought to
-   // you by DirectDraw and the letters F and U).
-   for(U32 i=0; i<11; i++)
-      s.read(&tmp);
-
-   // Now we're onto the pixel format!
-   s.read(&tmp);
-
-   if(tmp != 32)
-   {
-      Con::errorf("DDSFile::readHeader - pixel format chunk has unexpected size!");
-      return false;
-   }
-
-   U32 ddpfFlags;
-
-   s.read(&ddpfFlags);
-
-   // Read the next few values so we can deal with them all in one go.
-   U32 pfFourCC, pfBitCount, pfRMask, pfGMask, pfBMask, pfAlphaMask;
-
-   s.read(&pfFourCC);
-   s.read(&pfBitCount);
-   s.read(&pfRMask);
-   s.read(&pfGMask);
-   s.read(&pfBMask);
-   s.read(&pfAlphaMask);
-
-   // Sanity check flags...
-   if(!(ddpfFlags & (DDPFRGB | DDPFFourCC | DDPFLUMINANCE)))
-   {
-      Con::errorf("DDSFile::readHeader - incoherent pixel flags, neither RGB, FourCC, or Luminance!");
-      return false;
-   }
-
-   // For now let's just dump the header info.
-   if(ddpfFlags & DDPFLUMINANCE)
-   {
-      mFlags.set(RGBData);
-
-      mBytesPerPixel = pfBitCount / 8;      
-
-      bool hasAlpha = ddpfFlags & DDPFAlphaPixels;
-
-      mHasTransparency = hasAlpha;
-
-      // Try to match a format.
-      if(hasAlpha)
+      if (dx10header.arraySize > 1)
       {
-         // If it has alpha it is one of...
-         // GFXFormatA8L8
-         // GFXFormatA4L4
-
-         if(pfBitCount == 16)
-            mFormat = GFXFormatA8L8;
-         else if(pfBitCount == 8)
-            mFormat = GFXFormatA4L4;
-         else
-         {
-            Con::errorf("DDSFile::readHeader - unable to match alpha Luminance format!");
-            return false;
-         }
+         Con::errorf("DDSFile::readHeader - DX10 arrays not supported");
+         return false;
       }
-      else
+
+      mFormat = dds::getGFXFormat(dx10header.dxgiFormat);
+      //make sure getGFXFormat gave us a valid format
+      if (mFormat == GFXFormat_FIRST)
+         return false;
+      //cubemap
+      if (dx10header.miscFlag & dds::D3D10_RESOURCE_MISC_TEXTURECUBE)
       {
-         // Otherwise it is one of...
-         // GFXFormatL16
-         // GFXFormatL8
-
-         if(pfBitCount == 16)
-            mFormat = GFXFormatL16;
-         else if(pfBitCount == 8)
-            mFormat = GFXFormatL8;
-         else
-         {
-            Con::errorf("DDSFile::readHeader - unable to match non-alpha Luminance format!");
-            return false;
-         }
+         mFlags.set(CubeMap_All_Flags | ComplexFlag);
       }
-   }
-   else if(ddpfFlags & DDPFRGB)
-   {
-      mFlags.set(RGBData);
 
-      //Con::printf("RGB Pixel format of DDS:");
-      //Con::printf("   bitcount = %d (16, 24, 32)", pfBitCount);
-      mBytesPerPixel = pfBitCount / 8;
-      //Con::printf("   red   mask = %x", pfRMask);
-      //Con::printf("   green mask = %x", pfGMask);
-      //Con::printf("   blue  mask = %x", pfBMask);
+      mHasTransparency = ImageUtil::isAlphaFormat(mFormat);
 
-      bool hasAlpha = false;
+      //mip map flag
+      if (mMipMapCount > 1)
+         mFlags.set(MipMapsFlag | ComplexFlag);
 
-      if(ddpfFlags & DDPFAlphaPixels)
-      {
-         hasAlpha = true;
-         //Con::printf("   alpha mask = %x", pfAlphaMask);
-      }
+      if (ImageUtil::isCompressedFormat(mFormat))
+         mFlags.set(CompressedData);
       else
       {
-         //Con::printf("   no alpha.");
+         mBytesPerPixel = header.ddspf.bpp / 8;
+         mFlags.set(RGBData);
       }
 
-      mHasTransparency = hasAlpha;
-
-      // Try to match a format.
-      if(hasAlpha)
-      {
-         // If it has alpha it is one of...
-         // GFXFormatR8G8B8A8
-         // GFXFormatR5G5B5A1
-         // GFXFormatA8
-
-         if(pfBitCount == 32)
-            mFormat = GFXFormatR8G8B8A8;
-         else if(pfBitCount == 16)
-            mFormat = GFXFormatR5G5B5A1;
-         else if(pfBitCount == 8)
-            mFormat = GFXFormatA8;
-         else
-         {
-            Con::errorf("DDSFile::readHeader - unable to match alpha RGB format!");
-            return false;
-         }
-      }
-      else
-      {
-         // Otherwise it is one of...
-         // GFXFormatR8G8B8
-         // GFXFormatR8G8B8X8
-         // GFXFormatR5G6B5
-         // GFXFormatL8
-
-         if(pfBitCount == 24)
-            mFormat = GFXFormatR8G8B8;
-         else if(pfBitCount == 32)
-            mFormat = GFXFormatR8G8B8X8;
-         else if(pfBitCount == 16)
-            mFormat = GFXFormatR5G6B5;
-         else if(pfBitCount == 8)
-         {
-            // luminance
-            mFormat = GFXFormatL8;
-         }
-         else
-         {
-            Con::errorf("DDSFile::readHeader - unable to match non-alpha RGB format!");
-            return false;
-         }
-      }
+      // we finished now
+      return true;
+   }
 
+   //process regular header
 
-      // Sweet, all done.
-   }
-   else if (ddpfFlags & DDPFFourCC)
+   //D3DFMT_DX10 is caught above, no need to check now
+   if (header.ddspf.flags & DDS_FOURCC)
    {
-      mHasTransparency = (ddpfFlags & DDPFAlphaPixels);
-      mFlags.set(CompressedData);
-
-/*      Con::printf("FourCC Pixel format of DDS:");
-      Con::printf("   fourcc = '%c%c%c%c'", ((U8*)&pfFourCC)[0], ((U8*)&pfFourCC)[1], ((U8*)&pfFourCC)[2], ((U8*)&pfFourCC)[3]); */
+      mFormat = dds::getGFXFormat(mFourCC);
+      //make sure getGFXFormat gave us a valid format
+      if (mFormat == GFXFormat_FIRST)
+         return false;
 
-      // Ok, make a format determination.
-      switch(pfFourCC)
+      if (ImageUtil::isCompressedFormat(mFormat))
+         mFlags.set(CompressedData);
+      else
       {
-      case FOURCC_DXT1:
-         mFormat = GFXFormatDXT1;
-         break;
-      case FOURCC_DXT2:
-         mFormat = GFXFormatDXT2;
-         break;
-      case FOURCC_DXT3:
-         mFormat = GFXFormatDXT3;
-         break;
-      case FOURCC_DXT4:
-         mFormat = GFXFormatDXT4;
-         break;
-      case FOURCC_DXT5:
-         mFormat = GFXFormatDXT5;
-         break;
-      default:
-         Con::errorf("DDSFile::readHeader - unknown fourcc = '%c%c%c%c'", ((U8*)&pfFourCC)[0], ((U8*)&pfFourCC)[1], ((U8*)&pfFourCC)[2], ((U8*)&pfFourCC)[3]);
-         break;
+         mBytesPerPixel = header.ddspf.bpp / 8;
+         mFlags.set(RGBData);
       }
+   }
+   else
+   {
+      mFormat = dds::getGFXFormat(header.ddspf);
+      //make sure getGFXFormat gave us a valid format
+      if (mFormat == GFXFormat_FIRST)
+         return false;
 
+      mBytesPerPixel = header.ddspf.bpp / 8;
+      mFlags.set(RGBData);
    }
 
-   // Deal with final caps bits... Is this really necessary?
+   //mip map flag
+   if (mMipMapCount > 1)
+      mFlags.set(MipMapsFlag | ComplexFlag);
 
-   U32 caps1, caps2;
-   s.read(&caps1);
-   s.read(&caps2);
-   s.read(&tmp);
-   s.read(&tmp); // More icky reserved space.
+   //set transparency flag
+   mHasTransparency = (header.ddspf.flags & DDS_ALPHAPIXELS);
 
-   // Screw caps1.
-   // if(!(caps1 & DDSCAPS_TEXTURE)))
-   // {
-   // }
+   if (header.flags & DDS_HEADER_FLAGS_LINEARSIZE)
+      mFlags.set(LinearSizeFlag);
+   else if (header.flags & DDS_HEADER_FLAGS_PITCH)
+      mFlags.set(PitchSizeFlag);
 
-   // Caps2 has cubemap/volume info. Care about that.
-   if(caps2 & DDSCAPS2Cubemap)
+   //set cubemap flags
+   if (header.cubemapFlags & DDS_CUBEMAP)
    {
-      mFlags.set(CubeMapFlag);
-
+      mFlags.set(CubeMapFlag | ComplexFlag);
       // Store the face flags too.
-      if ( caps2 & DDSCAPS2Cubemap_POSITIVEX ) mFlags.set( CubeMap_PosX_Flag );
-      if ( caps2 & DDSCAPS2Cubemap_NEGATIVEX ) mFlags.set( CubeMap_NegX_Flag );
-      if ( caps2 & DDSCAPS2Cubemap_POSITIVEY ) mFlags.set( CubeMap_PosY_Flag );
-      if ( caps2 & DDSCAPS2Cubemap_NEGATIVEY ) mFlags.set( CubeMap_NegY_Flag );
-      if ( caps2 & DDSCAPS2Cubemap_POSITIVEZ ) mFlags.set( CubeMap_PosZ_Flag );
-      if ( caps2 & DDSCAPS2Cubemap_NEGATIVEZ ) mFlags.set( CubeMap_NegZ_Flag );
+      if (header.cubemapFlags & DDS_CUBEMAP_POSITIVEX) mFlags.set(CubeMap_PosX_Flag);
+      if (header.cubemapFlags & DDS_CUBEMAP_NEGATIVEX) mFlags.set(CubeMap_NegX_Flag);
+      if (header.cubemapFlags & DDS_CUBEMAP_POSITIVEY) mFlags.set(CubeMap_PosY_Flag);
+      if (header.cubemapFlags & DDS_CUBEMAP_NEGATIVEY) mFlags.set(CubeMap_NegY_Flag);
+      if (header.cubemapFlags & DDS_CUBEMAP_POSITIVEZ) mFlags.set(CubeMap_PosZ_Flag);
+      if (header.cubemapFlags & DDS_CUBEMAP_NEGATIVEZ) mFlags.set(CubeMap_NegZ_Flag);
    }
 
-   // MS has ANOTHER reserved word here. This one particularly sucks.
-   s.read(&tmp);
+
 
    return true;
 }
 
 bool DDSFile::read(Stream &s, U32 dropMipCount)
 {
-   if( !readHeader(s) || mMipMapCount == 0 )
+   if( !readHeader(s) )
    {
       Con::errorf("DDSFile::read - error reading header!");
       return false;
@@ -618,96 +413,82 @@ bool DDSFile::read(Stream &s, U32 dropMipCount)
 
 bool DDSFile::writeHeader( Stream &s )
 {
-   // Read the FOURCC
-   s.write( 4, "DDS " );
-
-   U32 tmp = 0;
-
-   // Read the size of the header.
-   s.write( 124 );
-
-   // Read some flags...
-   U32 ddsdFlags = DDSDCaps | DDSDPixelFormat | DDSDWidth | DDSDHeight;
-   
-   if ( mFlags.test( CompressedData ) )
-      ddsdFlags |= DDSDLinearSize;
-   else
-      ddsdFlags |= DDSDPitch;
-
-   if ( mMipMapCount > 0 )
-      ddsdFlags |= DDSDMipMapCount;
-
-   s.write( ddsdFlags );
-
-   // Read height and width (always present)
-   s.write( mHeight );
-   s.write( mWidth );
-
-   // Ok, some flags are set, so let's do some reading.
-   s.write( mPitchOrLinearSize );
+   // write DDS magic
+   U32 magic = DDS_MAGIC;
+   s.write(magic);
 
-   // Do we need to read depth? If so, we are a volume texture!
-   s.write( mDepth );
+   dds::DDS_HEADER header = {};
+   dds::DDS_HEADER_DXT10 dx10header = {};
 
-   // Deal with mips!
-   s.write( mMipMapCount );
+   bool hasDx10Header = false;
+   //flags
+   U32 surfaceFlags = DDS_SURFACE_FLAGS_TEXTURE;
+   U32 cubemapFlags = 0;
+   U32 headerFlags = DDS_HEADER_FLAGS_TEXTURE;
 
-   // Deal with 11 DWORDS of reserved space (this reserved space brought to
-   // you by DirectDraw and the letters F and U).
-   for(U32 i=0; i<11; i++)
-      s.write( tmp ); // is this right?
+   //pixel format
+   const dds::DDS_PIXELFORMAT &format = dds::getDDSFormat(mFormat);
 
-   // Now we're onto the pixel format!
-
-   // This is the size, in bits,
-   // of the pixel format data.
-   tmp = 32;
-   s.write( tmp );
-
-   U32 ddpfFlags;
-
-   U32 fourCC = 0;
-
-   if ( mFlags.test( CompressedData ) )
+   // todo better dx10 support
+   if (format.fourCC == dds::D3DFMT_DX10)
    {
-      ddpfFlags = DDPFFourCC;
-      if (mFormat == GFXFormatDXT1)
-         fourCC = FOURCC_DXT1;
-      if (mFormat == GFXFormatDXT3)
-         fourCC = FOURCC_DXT3;
-      if (mFormat == GFXFormatDXT5)
-         fourCC = FOURCC_DXT5;
+      dx10header.dxgiFormat = dds::getDXGIFormat(mFormat);
+      dx10header.arraySize = 1;
+      dx10header.resourceDimension = dds::D3D10_RESOURCE_DIMENSION_TEXTURE2D;
+      dx10header.miscFlag = 0;
+      dx10header.miscFlags2 = 0;
+      hasDx10Header = true;
    }
-   else
-      ddpfFlags = mBytesPerPixel == 4 ? DDPFRGB | DDPFAlphaPixels : DDPFRGB;
 
-   s.write( ddpfFlags );
+   if (mFlags.test(CompressedData))
+      headerFlags |= DDS_HEADER_FLAGS_LINEARSIZE;
+   else
+      headerFlags |= DDS_HEADER_FLAGS_PITCH;
 
-   // Read the next few values so we can deal with them all in one go.
-   //U32 pfFourCC, pfBitCount, pfRMask, pfGMask, pfBMask, pfAlphaMask;
+   if (mMipMapCount > 1)
+   {
+      surfaceFlags |= DDS_SURFACE_FLAGS_MIPMAP;
+      headerFlags |= DDS_HEADER_FLAGS_MIPMAP;
+   }   
 
-   s.write( fourCC );
-   s.write( mBytesPerPixel * 8 );
-   s.write( 0x000000FF );
-   s.write( 0x00FF0000 );
-   s.write( 0x0000FF00 );
-   s.write( 0xFF000000 );
+   //cubemap flags
+   if (mFlags.test(CubeMapFlag))
+   {
+      surfaceFlags |= DDS_SURFACE_FLAGS_CUBEMAP;
+      cubemapFlags |= DDS_CUBEMAP_ALLFACES;
+   }
 
-   // Deal with final caps bits... Is this really necessary?
- 
-   U32 caps1 = DDSCAPSTexture;
-   if ( mMipMapCount > 0 )
-      caps1 |= DDSCAPSComplex | DDSCAPSMipMap;
+   //volume texture
+   if (mDepth > 0)
+   {
+      headerFlags |= DDS_HEADER_FLAGS_VOLUME;
+      dx10header.resourceDimension = dds::D3D10_RESOURCE_DIMENSION_TEXTURE3D;
+   }
 
-   tmp = 0;
+   //main dds header
+   header.size = sizeof(dds::DDS_HEADER);
+   header.flags = headerFlags;
+   header.height = mHeight;
+   header.width = mWidth;
+   header.pitchOrLinearSize = mPitchOrLinearSize;
+   header.depth = mDepth;
+   header.ddspf = format;
+   header.mipMapCount = mMipMapCount;
+   header.surfaceFlags = surfaceFlags;   
+   header.cubemapFlags = cubemapFlags;   
+   memset(header.reserved1, 0, sizeof(header.reserved1));
+   memset(header.reserved2, 0, sizeof(header.reserved2));
 
-   s.write( caps1 );
-   s.write( tmp );
-   s.write( tmp );
-   s.write( tmp );// More icky reserved space.
+   //check our header is ok
+   if (!dds::validateHeader(header))
+      return false;
 
-   // MS has ANOTHER reserved word here. This one particularly sucks.
-   s.write( tmp );
+   //Write out the header
+   s.write(DDS_HEADER_SIZE, &header);
+   
+   //Write out dx10 header
+   if (hasDx10Header)
+      s.write(DDS_HEADER_DX10_SIZE, &dx10header);
 
    return true;
 }
@@ -720,13 +501,16 @@ bool DDSFile::write( Stream &s )
       return false;
    }
 
-   // At this point we know what sort of image we contain. So we should
-   // allocate some buffers, and read it in.
-
    // How many surfaces are we talking about?
    if(mFlags.test(CubeMapFlag))
    {
       // Do something with cubemaps.
+      for (U32 cubeFace = 0; cubeFace < Cubemap_Surface_Count; cubeFace++)
+      {
+         // write the mips
+         for (S32 i = 0; i < mMipMapCount; i++)
+            mSurfaces[cubeFace]->writeNextMip(this, s, mHeight, mWidth, i);
+      }
    }
    else if (mFlags.test(VolumeFlag))
    {
@@ -912,6 +696,82 @@ DDSFile *DDSFile::createDDSFileFromGBitmap( const GBitmap *gbmp )
    return ret;
 }
 
+DDSFile *DDSFile::createDDSCubemapFileFromGBitmaps(GBitmap **gbmps)
+{
+   if (gbmps == NULL)
+      return NULL;
+
+   AssertFatal(gbmps[0], "createDDSCubemapFileFromGBitmaps bitmap 0 is null");
+   AssertFatal(gbmps[1], "createDDSCubemapFileFromGBitmaps bitmap 1 is null");
+   AssertFatal(gbmps[2], "createDDSCubemapFileFromGBitmaps bitmap 2 is null");
+   AssertFatal(gbmps[3], "createDDSCubemapFileFromGBitmaps bitmap 3 is null");
+   AssertFatal(gbmps[4], "createDDSCubemapFileFromGBitmaps bitmap 4 is null");
+   AssertFatal(gbmps[5], "createDDSCubemapFileFromGBitmaps bitmap 5 is null");
+
+   DDSFile *ret = new DDSFile;
+   //all cubemaps have the same dimensions and formats
+   GBitmap *pBitmap = gbmps[0];
+
+   if (pBitmap->getFormat() != GFXFormatR8G8B8A8)
+   {
+      Con::errorf("createDDSCubemapFileFromGBitmaps: Only GFXFormatR8G8B8A8 supported for now");
+      return NULL;
+   }
+
+   // Set up the DDSFile properties that matter. Since this is a GBitmap, there
+   // are assumptions that can be made
+   ret->mHeight = pBitmap->getHeight();
+   ret->mWidth = pBitmap->getWidth();
+   ret->mDepth = 0;
+   ret->mFormat = pBitmap->getFormat();
+   ret->mFlags.set( RGBData | CubeMapFlag | CubeMap_PosX_Flag | CubeMap_NegX_Flag | CubeMap_PosY_Flag |
+      CubeMap_NegY_Flag | CubeMap_PosZ_Flag | CubeMap_NegZ_Flag);
+   ret->mBytesPerPixel = pBitmap->getBytesPerPixel();
+   //todo implement mip mapping
+   ret->mMipMapCount = pBitmap->getNumMipLevels();
+   ret->mHasTransparency = pBitmap->getHasTransparency();
+
+   for (U32 cubeFace = 0; cubeFace < Cubemap_Surface_Count; cubeFace++)
+   {
+      ret->mSurfaces.push_back(new SurfaceData());
+      // Load the mips
+      for (S32 i = 0; i < ret->mMipMapCount; i++)
+      {
+         const U32 mipSz = ret->getSurfaceSize(i);
+         ret->mSurfaces.last()->mMips.push_back(new U8[mipSz]);
+
+         U8 *mipMem = ret->mSurfaces.last()->mMips.last();
+         //straight copy
+         dMemcpy(mipMem, gbmps[cubeFace]->getBits(i), mipSz);
+      }
+   }
+
+   return ret;
+}
+
+bool DDSFile::decompressToGBitmap(GBitmap *dest)
+{
+   // TBD: do we support other formats?
+   if (mFormat != GFXFormatBC1 && mFormat != GFXFormatBC2 && mFormat != GFXFormatBC3)
+      return false;
+
+   dest->allocateBitmapWithMips(getWidth(), getHeight(), getMipLevels(), GFXFormatR8G8B8A8);
+
+   // Decompress and copy mips...
+
+   U32 numMips = getMipLevels();
+
+   for (U32 i = 0; i < numMips; i++)
+   {
+      U8 *addr = dest->getAddress(0, 0, i);
+      const U8 *mipBuffer = mSurfaces[0]->mMips[i];
+      ImageUtil::decompress(mipBuffer, addr, getWidth(i), getHeight(i), mFormat);
+
+   }
+
+   return true;
+}
+
 DefineEngineFunction( getActiveDDSFiles, S32, (),,
    "Returns the count of active DDSs files in memory.\n"
    "@ingroup Rendering\n" )

+ 4 - 3
Engine/source/gfx/bitmap/ddsFile.h

@@ -65,6 +65,7 @@ struct DDSFile
       CubeMap_NegY_Flag = BIT(11),
       CubeMap_PosZ_Flag = BIT(12),
       CubeMap_NegZ_Flag = BIT(13),
+      CubeMap_All_Flags = CubeMapFlag|CubeMap_PosX_Flag | CubeMap_NegX_Flag | CubeMap_PosY_Flag | CubeMap_NegY_Flag | CubeMap_PosZ_Flag | CubeMap_NegZ_Flag,
    };
 
    /// The index into mSurfaces for each 
@@ -115,9 +116,6 @@ struct DDSFile
 
       Vector<U8*> mMips;
 
-      // Helper function to read in a mipchain.
-      bool readMipChain();
-
       void dumpImage(DDSFile *dds, U32 mip, const char *file);
       
       /// Helper for reading a mip level.
@@ -200,6 +198,9 @@ struct DDSFile
    }
 
    static DDSFile *createDDSFileFromGBitmap( const GBitmap *gbmp );
+   //Create a single cubemap texture from 6 GBitmap
+   static DDSFile *createDDSCubemapFileFromGBitmaps(GBitmap **gbmps);
+   bool decompressToGBitmap(GBitmap *dest);
 };
 
 #endif // _DDSFILE_H_

+ 0 - 113
Engine/source/gfx/bitmap/ddsUtils.cpp

@@ -1,113 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#include "squish/squish.h"
-#include "gfx/bitmap/ddsFile.h"
-#include "gfx/bitmap/ddsUtils.h"
-
-//------------------------------------------------------------------------------
-
-// If false is returned, from this method, the source DDS is not modified
-bool DDSUtil::squishDDS( DDSFile *srcDDS, const GFXFormat dxtFormat )
-{
-   // Sanity check
-   if( srcDDS->mBytesPerPixel != 4 )
-   {
-      AssertFatal( false, "Squish wants 32-bit source data" );
-      return false;
-   }
-
-   // Build flags, start with fast compress
-   U32 squishFlags = squish::kColourRangeFit;
-
-   // Flag which format we are using
-   switch( dxtFormat )
-   {
-      case GFXFormatDXT1:
-         squishFlags |= squish::kDxt1;
-         break;
-
-      case GFXFormatDXT2:
-      case GFXFormatDXT3:
-         squishFlags |= squish::kDxt3;
-         break;
-
-      case GFXFormatDXT4:
-      case GFXFormatDXT5:
-         squishFlags |= squish::kDxt5;
-         break;
-
-      default:
-         AssertFatal( false, "Assumption failed" );
-         return false;
-         break;
-   }
-
-   // We got this far, so assume we can finish (gosh I hope so)
-   srcDDS->mFormat = dxtFormat;
-   srcDDS->mFlags.set( DDSFile::CompressedData );
-
-   // If this has alpha, set the flag
-   if( srcDDS->mFormat == GFXFormatR8G8B8A8 )
-      squishFlags |= squish::kWeightColourByAlpha;
-
-   // The source surface is the original surface of the file
-   DDSFile::SurfaceData *srcSurface = srcDDS->mSurfaces.last();
-
-   // Create a new surface, this will be the DXT compressed surface. Once we
-   // are done, we can discard the old surface, and replace it with this one.
-   DDSFile::SurfaceData *newSurface = new DDSFile::SurfaceData();
-
-   for( S32 i = 0; i < srcDDS->mMipMapCount; i++ )
-   {
-      const U8 *srcBits = srcSurface->mMips[i];
-
-      const U32 mipSz = srcDDS->getSurfaceSize(i);
-      U8 *dstBits = new U8[mipSz];
-      newSurface->mMips.push_back( dstBits );
-
-      PROFILE_START(SQUISH_DXT_COMPRESS);
-
-      // Compress with Squish
-      squish::CompressImage( srcBits, srcDDS->getWidth(i), srcDDS->getHeight(i), 
-         dstBits, squishFlags );
-
-      PROFILE_END();
-   }
-
-   // Now delete the source surface, and return.
-   srcDDS->mSurfaces.pop_back();
-   delete srcSurface;
-   srcDDS->mSurfaces.push_back( newSurface );
-
-   return true;
-}
-
-//------------------------------------------------------------------------------
-
-void DDSUtil::swizzleDDS( DDSFile *srcDDS, const Swizzle<U8, 4> &swizzle )
-{
-   for( S32 i = 0; i < srcDDS->mMipMapCount; i++ )
-   {
-      swizzle.InPlace( srcDDS->mSurfaces.last()->mMips[i], srcDDS->getSurfaceSize( i ) );
-   }
-}

+ 0 - 34
Engine/source/gfx/bitmap/ddsUtils.h

@@ -1,34 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#ifndef _DDS_UTILS_H_
-#define _DDS_UTILS_H_
-
-struct DDSFile;
-
-namespace DDSUtil
-{
-   bool squishDDS( DDSFile *srcDDS, const GFXFormat dxtFormat );
-   void swizzleDDS( DDSFile *srcDDS, const Swizzle<U8, 4> &swizzle );
-};
-
-#endif

+ 154 - 2
Engine/source/gfx/bitmap/gBitmap.cpp

@@ -347,6 +347,77 @@ void GBitmap::allocateBitmap(const U32 in_width, const U32 in_height, const bool
    }
 }
 
+//--------------------------------------------------------------------------
+void GBitmap::allocateBitmapWithMips(const U32 in_width, const U32 in_height, const U32 in_numMips, const GFXFormat in_format)
+{
+   //-------------------------------------- Some debug checks...
+   U32 svByteSize = mByteSize;
+   U8 *svBits = mBits;
+
+   AssertFatal(in_width != 0 && in_height != 0, "GBitmap::allocateBitmap: width or height is 0");
+
+   mInternalFormat = in_format;
+   mWidth = in_width;
+   mHeight = in_height;
+
+   mBytesPerPixel = 1;
+   switch (mInternalFormat)
+   {
+   case GFXFormatA8:
+   case GFXFormatL8:           mBytesPerPixel = 1;
+      break;
+   case GFXFormatR8G8B8:       mBytesPerPixel = 3;
+      break;
+   case GFXFormatR8G8B8X8:
+   case GFXFormatR8G8B8A8:     mBytesPerPixel = 4;
+      break;
+   case GFXFormatR5G6B5:
+   case GFXFormatR5G5B5A1:     mBytesPerPixel = 2;
+      break;
+   default:
+      AssertFatal(false, "GBitmap::GBitmap: misunderstood format specifier");
+      break;
+   }
+
+   // Set up the mip levels, if necessary...
+   mNumMipLevels = 1;
+   U32 allocPixels = in_width * in_height * mBytesPerPixel;
+   mMipLevelOffsets[0] = 0;
+
+
+   if (in_numMips != 0)
+   {
+      U32 currWidth = in_width;
+      U32 currHeight = in_height;
+
+      do
+      {
+         mMipLevelOffsets[mNumMipLevels] = mMipLevelOffsets[mNumMipLevels - 1] +
+            (currWidth * currHeight * mBytesPerPixel);
+         currWidth >>= 1;
+         currHeight >>= 1;
+         if (currWidth == 0) currWidth = 1;
+         if (currHeight == 0) currHeight = 1;
+
+         mNumMipLevels++;
+         allocPixels += currWidth * currHeight * mBytesPerPixel;
+      } while (currWidth != 1 || currHeight != 1 && mNumMipLevels != in_numMips);
+   }
+   AssertFatal(mNumMipLevels <= c_maxMipLevels, "GBitmap::allocateBitmap: too many miplevels");
+
+   // Set up the memory...
+   mByteSize = allocPixels;
+   mBits = new U8[mByteSize];
+
+   dMemset(mBits, 0xFF, mByteSize);
+
+   if (svBits != NULL)
+   {
+      dMemcpy(mBits, svBits, getMin(mByteSize, svByteSize));
+      delete[] svBits;
+   }
+}
+
 //--------------------------------------------------------------------------
 void GBitmap::extrudeMipLevels(bool clearBorders)
 {
@@ -410,6 +481,38 @@ void GBitmap::extrudeMipLevels(bool clearBorders)
    }
 }
 
+//--------------------------------------------------------------------------
+void GBitmap::chopTopMips(U32 mipsToChop)
+{
+   U32 scalePower = getMin(mipsToChop, getNumMipLevels() - 1);
+   U32 newMipCount = getNumMipLevels() - scalePower;
+
+   U32 realWidth = getMax((U32)1, getWidth() >> scalePower);
+   U32 realHeight = getMax((U32)1, getHeight() >> scalePower);
+
+   U8 *destBits = mBits;
+
+   U32 destOffsets[c_maxMipLevels];
+
+   for (U32 i = scalePower; i<mNumMipLevels; i++)
+   {
+      // Copy to the new bitmap...
+      dMemcpy(destBits,
+         getWritableBits(i),
+         getSurfaceSize(i));
+
+      destOffsets[i - scalePower] = destBits - mBits;
+      destBits += getSurfaceSize(i);
+   }
+
+   dMemcpy(mMipLevelOffsets, destOffsets, sizeof(destOffsets));
+
+   mWidth = realWidth;
+   mHeight = realHeight;
+   mByteSize = destBits - mBits;
+   mNumMipLevels = newMipCount;
+}
+
 //--------------------------------------------------------------------------
 void GBitmap::extrudeMipLevelsDetail()
 {
@@ -609,9 +712,9 @@ bool GBitmap::checkForTransparency()
 }
 
 //------------------------------------------------------------------------------
-ColorF GBitmap::sampleTexel(F32 u, F32 v) const
+LinearColorF GBitmap::sampleTexel(F32 u, F32 v) const
 {
-   ColorF col(0.5f, 0.5f, 0.5f);
+   LinearColorF col(0.5f, 0.5f, 0.5f);
    // normally sampling wraps all the way around at 1.0,
    // but locking doesn't support this, and we seem to calc
    // the uv based on a clamped 0 - 1...
@@ -733,6 +836,20 @@ bool GBitmap::setColor(const U32 x, const U32 y, const ColorI& rColor)
    return true;
 }
 
+//--------------------------------------------------------------------------
+U8 GBitmap::getChanelValueAt(U32 x, U32 y, U32 chan)
+{
+   ColorI pixelColor = ColorI(255,255,255,255);
+   getColor(x, y, pixelColor);
+
+   switch (chan) {
+   case 0: return pixelColor.red;
+   case 1: return pixelColor.green;
+   case 2: return pixelColor.blue;
+   default: return pixelColor.alpha;
+   }
+}
+
 //-----------------------------------------------------------------------------
 
 bool GBitmap::combine( const GBitmap *bitmapA, const GBitmap *bitmapB, const GFXTextureOp combineOp )
@@ -1175,6 +1292,41 @@ Resource<GBitmap> GBitmap::_search(const Torque::Path &path)
    return Resource< GBitmap >( NULL );
 }
 
+U32 GBitmap::getSurfaceSize(const U32 mipLevel) const
+{
+   // Bump by the mip level.
+   U32 height = getMax(U32(1), mHeight >> mipLevel);
+   U32 width = getMax(U32(1), mWidth >> mipLevel);
+
+   if (mInternalFormat >= GFXFormatBC1 && mInternalFormat <= GFXFormatBC3)
+   {
+      // From the directX docs:
+      // max(1, width ÷ 4) x max(1, height ÷ 4) x 8(DXT1) or 16(DXT2-5)
+
+      U32 sizeMultiple = 0;
+
+      switch (mInternalFormat)
+      {
+      case GFXFormatBC1:
+         sizeMultiple = 8;
+         break;
+      case GFXFormatBC2:
+      case GFXFormatBC3:
+         sizeMultiple = 16;
+         break;
+      default:
+         AssertISV(false, "DDSFile::getSurfaceSize - invalid compressed texture format, we only support DXT1-5 right now.");
+         break;
+      }
+
+      return getMax(U32(1), width / 4) * getMax(U32(1), height / 4) * sizeMultiple;
+   }
+   else
+   {
+      return height * width* mBytesPerPixel;
+   }
+}
+
 DefineEngineFunction( getBitmapInfo, String, ( const char *filename ),,
    "Returns image info in the following format: width TAB height TAB bytesPerPixel. "
    "It will return an empty string if the file is not found.\n"

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