[Gtkradiant] HDR light
Forest Hale
lordhavoc at ghdigital.com
Thu Sep 4 15:01:42 CDT 2008
Yes, some lightmap formats of interest:
fp16 ("half" float) - doubles the memory usage but relatively easy to process (can be converted to LDR with a little masking and bit shifting, and a min/max check).
RGBE8 (RGB8 plus exponent) - fairly easy to decode on shader hardware, simply multiply the RGB value by a power of 2.
RGB8 with per-surface range (conventional RGB8 format) - easy on any hardware, even possible on fixed function (to a point), store conventional 24bit color lightmap and a multiplier, which you can
feed in as a texcoord component.
Jay Mattis wrote:
> Well, you could implement the high range. The dynamic part would
> obviously have to be implemented in-engine. The key idea is rendering to
> a floating point texture so you're no longer limited to the 0 to 255
> range for your RGB channels. So this just means that the lightmap stage
> should have an option that keeps it from clamping color values above 255
> and writes each channel as a float instead of a byte. It might also be a
> good idea to do some sort of normalizing for better precision, so that
> you save the mean for each channel up front and then only save the
> deviation from the mean in each channel as you write the lightmap.
>
> On Thu, Sep 4, 2008 at 8:47 AM, LinuxManMikeC <linuxmanmikec at gmail.com
> <mailto:linuxmanmikec at gmail.com>> wrote:
>
> On Thu, Sep 4, 2008 at 7:19 AM, Adam Sibson <adamsibson at hotmail.com
> <mailto:adamsibson at hotmail.com>> wrote:
> >
> > Hi,
> > Would it be possible to add an HDR-like light option into the
> light map compile? Would this interest anyone sufficiently to have a
> go at adding it? I think it'd be very popular with mappers.
> > Cheers,
> > ix
> >
> >
>
> The "D" in HDR stands for "Dynamic". High Dynamic Range rendering is
> a game engine feature. The lightmap compilation in q3map2 is a static
> process. The results of HDR calculations are dependant on the
> location of the viewpoint, which in a game is always changing. I
> think it might be possible to implement some aspects of HDR into the
> lightmap compilation (is it already there?), but anything done in the
> lightmap stage couldn't compare to true HDR rendering. I really don't
> know enough on the subject to comment further, so there's my 2 cents.
>
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--
LordHavoc
Author of DarkPlaces Quake1 engine and mod
http://icculus.org/twilight/darkplaces/
"War does not prove who is right, it proves who is left." - Unknown
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