sRGB aware framebuffer & colour handling

This commit is contained in:
a dinosaur 2024-08-16 22:18:44 +10:00
parent 761fb71af3
commit 64db513f62
5 changed files with 214 additions and 19 deletions

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@ -10,6 +10,7 @@ add_executable(Voxelotl MACOSX_BUNDLE
Matrix4x4.swift
Rectangle.swift
AABB.swift
Color.swift
NSImageLoader.swift
Renderer.swift

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@ -0,0 +1,183 @@
import Foundation
public struct Color<T: SIMDScalar>: Equatable {
private var _values: SIMD4<T>
internal var values: SIMD4<T> { self._values }
public init(r newR: T, g newG: T, b newB: T, a newA: T) {
self._values = .init(newR, newG, newB, newA)
}
@inline(__always) public var r: T { get { self._values.x } set(newR) { self._values.x = newR } }
@inline(__always) public var g: T { get { self._values.y } set(newG) { self._values.y = newG } }
@inline(__always) public var b: T { get { self._values.z } set(newB) { self._values.z = newB } }
@inline(__always) public var a: T { get { self._values.w } set(newA) { self._values.w = newA } }
}
// Sadly doesn't seem to be a better way to do this generically at the moment
public extension Color where T: AdditiveArithmetic {
@inline(__always) static var zero: T { T.zero }
}
public extension Color where T: FixedWidthInteger {
static var black: Self { .init(r: zero, g: zero, b: zero, a: one) }
static var white: Self { .init(r: one, g: one, b: one, a: one) }
static var red: Self { .init(r: one, g: zero, b: zero, a: one) }
static var green: Self { .init(r: zero, g: one, b: zero, a: one) }
static var blue: Self { .init(r: zero, g: zero, b: one, a: one) }
static var yellow: Self { .init(r: one, g: one, b: zero, a: one) }
static var magenta: Self { .init(r: one, g: zero, b: one, a: one) }
static var cyan: Self { .init(r: zero, g: one, b: one, a: one) }
}
public extension Color where T: BinaryFloatingPoint {
static var black: Self { .init(r: zero, g: zero, b: zero, a: one) }
static var white: Self { .init(r: one, g: one, b: one, a: one) }
static var red: Self { .init(r: one, g: zero, b: zero, a: one) }
static var green: Self { .init(r: zero, g: one, b: zero, a: one) }
static var blue: Self { .init(r: zero, g: zero, b: one, a: one) }
static var yellow: Self { .init(r: one, g: one, b: zero, a: one) }
static var magenta: Self { .init(r: one, g: zero, b: one, a: one) }
static var cyan: Self { .init(r: zero, g: one, b: one, a: one) }
}
public extension Color where T: FixedWidthInteger {
@inline(__always) static var one: T { T.max }
init(r newR: T, g newG: T, b newB: T) {
self.init(r: newR, g: newG, b: newB, a: Self.one)
}
init<U: BinaryFloatingPoint>(_ other: Color<U>) {
self.init(
r: T((other.r * U(0xFF)).clamp(0, 0xFF)),
g: T((other.g * U(0xFF)).clamp(0, 0xFF)),
b: T((other.b * U(0xFF)).clamp(0, 0xFF)),
a: T((other.a * U(0xFF)).clamp(0, 0xFF)))
}
func mix(_ other: Self, _ n: Float) -> Self {
Self(Color<Float>(self).mix(Color<Float>(other), n.saturated))
}
var linear: Self { Self(Color<Float>(self).linear) }
var sRGB: Self { Self(Color<Float>(self).sRGB) }
}
public extension Color where T == UInt8 {
init(rgba8888 c: UInt32) {
self.init(
r: UInt8((c & 0xFF000000) >> 24),
g: UInt8((c & 0x00FF0000) >> 16),
b: UInt8((c & 0x0000FF00) >> 8),
a: UInt8((c & 0x000000FF) >> 0))
}
init(rgb888 c: UInt32) {
self.init(
r: UInt8((c & 0xFF0000) >> 16),
g: UInt8((c & 0x00FF00) >> 8),
b: UInt8((c & 0x0000FF) >> 0))
}
var sRGB: Self {
return Self(
r: sRGB8FromLinear8Table[Int(r)],
g: sRGB8FromLinear8Table[Int(g)],
b: sRGB8FromLinear8Table[Int(b)],
a: a)
}
}
fileprivate var sRGB8FromLinear8Table: [UInt8] = {
(0..<0x100).map { i in
var x = Double(i) / 0xFF
if x < 0.0031308 {
x *= 12.92
} else {
x = 1.055 * pow(abs(x), 1 / 2.4) - 0.055
}
x = floor((x * 0xFF) + 0.5)
return UInt8(truncating: NSNumber(value: x))
}
}()
public extension Color where T: BinaryFloatingPoint {
@inline(__always) static var one: T { T(1) }
init(r newR: T, g newG: T, b newB: T) {
self.init(r: newR, g: newG, b: newB, a: Self.one)
}
init<U: BinaryInteger>(_ other: Color<U>) {
let mul = 1 / T(0xFF)
self.init(
r: T(other.r) * mul,
g: T(other.g) * mul,
b: T(other.b) * mul,
a: T(other.a) * mul)
}
init(rgba8888 c: UInt32) {
self.init(Color<UInt8>(rgba8888: c))
}
init(rgb888 c: UInt32) {
self.init(Color<UInt8>(rgb888: c))
}
func mix(_ other: Self, _ n: T) -> Self{
let x = n.saturated
return .init(
r: x.lerp(r, other.r),
g: x.lerp(g, other.g),
b: x.lerp(b, other.b),
a: x.lerp(a, other.a))
}
var linear: Self {
Self(
r: linearFromSRGB(r),
g: linearFromSRGB(g),
b: linearFromSRGB(b),
a: a)
}
var sRGB: Self {
Self(
r: sRGBFromLinear(r),
g: sRGBFromLinear(g),
b: sRGBFromLinear(b),
a: a)
}
@inline(__always) fileprivate func linearFromSRGB(_ x: T) -> T {
if x < 0.04045 {
x / 12.92
} else {
T(pow((Double(x) + 0.055) / 1.055, 2.4))
}
}
@inline(__always) fileprivate func sRGBFromLinear(_ x: T) -> T {
if x.isNaN || x <= 0 {
0
} else if x >= 1 {
1
} else if x < 0.0031308 {
x * 12.92
} else {
#if false
// Approximation
1.13005 * sqrt(abs(x - 0.00228)) - 0.13448 * x + 0.005719
#else
T(1.055 * pow(Double(abs(x)), 1 / 2.4) - 0.055)
#endif
}
}
}
public extension SIMD4 {
init(_ other: Color<Scalar>) {
self = other.values
}
}

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@ -6,5 +6,5 @@ public extension FloatingPoint {
@inline(__always) func mlerp(_ a: Self, _ b: Self) -> Self { a + (b - a) * self }
@inline(__always) func clamp(_ a: Self, _ b: Self) -> Self { min(max(self, a), b) }
@inline(__always) func saturate() -> Self { self.clamp(0, 1) }
@inline(__always) var saturated: Self { self.clamp(0, 1) }
}

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@ -2,20 +2,20 @@ import simd
struct Box {
var geometry: AABB
var color: SIMD4<Float> = .one
var color: Color<Float16> = .white
}
struct Instance {
let position: SIMD3<Float>
let scale: SIMD3<Float>
let rotation: simd_quatf
let color: SIMD4<Float>
let color: Color<Float16>
init(
position: SIMD3<Float> = .zero,
scale: SIMD3<Float> = .one,
rotation: simd_quatf = .identity,
color: SIMD4<Float> = .one
color: Color<Float16> = .white
) {
self.position = position
self.scale = scale
@ -25,13 +25,20 @@ struct Instance {
}
let boxes: [Box] = [
Box(geometry: .fromUnitCube(position: .init(0, -1, 0) * 2, scale: .init(10, 0.1, 10) * 2)),
Box(geometry: .fromUnitCube(position: .init(-2.5, 0, -3) * 2, scale: .init(repeating: 2)), color: .init(1, 0.5, 0.75, 1)),
Box(geometry: .fromUnitCube(position: .init(-2.5, -0.5, -5) * 2, scale: .init(repeating: 2)), color: .init(0.75, 1, 1, 1))
Box(geometry: .fromUnitCube(
position: .init( 0, -1, 0) * 2,
scale: .init(10, 0.1, 10) * 2)),
Box(geometry: .fromUnitCube(
position: .init(-2.5, 0, -3) * 2,
scale: .init(repeating: 2)),
color: .init(rgb888: 0xFF80BF).linear),
Box(geometry: .fromUnitCube(
position: .init(-2.5, -0.5, -5) * 2,
scale: .init(repeating: 2)),
color: .init(rgb888: 0xBFFFFF).linear)
]
class Game: GameDelegate {
private var fpsCalculator = FPSCalculator()
var camera = Camera(fov: 60, size: .one, range: 0.06...50)
var player = Player()
@ -61,15 +68,15 @@ class Game: GameDelegate {
var instances: [Instance] = boxes.map {
Instance(
position: $0.geometry.center,
scale: $0.geometry.size * 0.5,
color: $0.color)
scale: $0.geometry.size * 0.5,
color: $0.color)
}
instances.append(
Instance(
position: .init(0, sin(totalTime * 1.5) * 0.5, -2) * 2,
scale: .init(repeating: 0.5),
scale: .init(repeating: 0.5),
rotation: .init(angle: totalTime * 3.0, axis: .init(0, 1, 0)),
color: .init(0.5, 0.5, 1, 1)))
color: .init(r: 0.5, g: 0.5, b: 1).linear))
renderer.batch(instances: instances, camera: self.camera)
}

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@ -41,7 +41,9 @@ fileprivate let cubeIndices: [UInt16] = [
]
fileprivate let numFramesInFlight: Int = 3
fileprivate let colorFormat: MTLPixelFormat = .bgra8Unorm_srgb
fileprivate let depthFormat: MTLPixelFormat = .depth16Unorm
fileprivate let clearColor: Color<Double> = .black.mix(.white, 0.1).linear
public class Renderer {
private var device: MTLDevice
@ -86,7 +88,7 @@ public class Renderer {
self.device = device
layer.device = device
layer.pixelFormat = MTLPixelFormat.bgra8Unorm
layer.pixelFormat = colorFormat
// Setup command queue
guard let queue = device.makeCommandQueue() else {
@ -99,7 +101,7 @@ public class Renderer {
passDescription.colorAttachments[0].loadAction = .clear
passDescription.colorAttachments[0].storeAction = .store
passDescription.colorAttachments[0].clearColor = MTLClearColorMake(0.1, 0.1, 0.1, 1.0)
passDescription.colorAttachments[0].clearColor = MTLClearColor(clearColor)
passDescription.depthAttachment.loadAction = .clear
passDescription.depthAttachment.storeAction = .dontCare
passDescription.depthAttachment.clearDepth = 1.0
@ -349,11 +351,7 @@ public class Renderer {
.translate(instance.position) *
matrix_float4x4(instance.rotation) *
.scale(instance.scale),
color: .init(
UInt8(truncating: NSNumber(value: instance.color.x * 0xFF)),
UInt8(truncating: NSNumber(value: instance.color.y * 0xFF)),
UInt8(truncating: NSNumber(value: instance.color.z * 0xFF)),
UInt8(truncating: NSNumber(value: instance.color.w * 0xFF))))
color: SIMD4(Color<UInt8>(instance.color)))
}
// Ideal as long as our uniforms total 4 KB or less
@ -374,6 +372,12 @@ public class Renderer {
}
}
extension MTLClearColor {
init(_ color: Color<Double>) {
self.init(red: color.r, green: color.g, blue: color.b, alpha: color.a)
}
}
enum RendererError: Error {
case initFailure(_ message: String)
case loadFailure(_ message: String)