SL-12902 Fix for doing the technically correct but compatibility wrong thing WRT light color values.
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9e0cf3edaa
commit
d756e18573
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@ -537,9 +537,12 @@ inline void ll_remove_outliers(std::vector<VEC_TYPE>& data, F32 k)
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}
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}
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// This converts from a non-linear sRGB floating point value (0..1) to a linear value.
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// Useful for gamma correction and such. Note: any values passed through this should not be serialized. You should also ideally cache the output of this.
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inline float sRGBtoLinear(const float val) {
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// Converts given value from a linear RGB floating point value (0..1) to a gamma corrected (sRGB) value.
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// Some shaders require color values in linear space, while others require color values in gamma corrected (sRGB) space.
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// Note: in our code, values labeled as sRGB are ALWAYS gamma corrected linear values, NOT linear values with monitor gamma applied
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// Note: stored color values should always be gamma corrected linear (i.e. the values returned from an on-screen color swatch)
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// Note: DO NOT cache the conversion. This leads to error prone synchronization and is actually slower in the typical case due to cache misses
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inline float linearTosRGB(const float val) {
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if (val < 0.0031308f) {
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return val * 12.92f;
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}
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@ -548,7 +551,13 @@ inline float sRGBtoLinear(const float val) {
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}
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}
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inline float linearTosRGB(const float val) {
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// Converts given value from a gamma corrected (sRGB) floating point value (0..1) to a linear color value.
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// Some shaders require color values in linear space, while others require color values in gamma corrected (sRGB) space.
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// Note: In our code, values labeled as sRGB are gamma corrected linear values, NOT linear values with monitor gamma applied
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// Note: Stored color values should generally be gamma corrected sRGB.
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// If you're serializing the return value of this function, you're probably doing it wrong.
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// Note: DO NOT cache the conversion. This leads to error prone synchronization and is actually slower in the typical case due to cache misses.
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inline float sRGBtoLinear(const float val) {
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if (val < 0.04045f) {
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return val / 12.92f;
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}
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@ -484,4 +484,13 @@ inline const LLColor3 srgbColor3(const LLColor3 &a) {
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return srgbColor;
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}
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inline const LLColor3 linearColor3(const LLColor3 &a) {
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LLColor3 linearColor;
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linearColor.mV[0] = sRGBtoLinear(a.mV[0]);
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linearColor.mV[1] = sRGBtoLinear(a.mV[1]);
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linearColor.mV[2] = sRGBtoLinear(a.mV[2]);
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return linearColor;
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}
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#endif
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@ -656,6 +656,7 @@ void LLColor4::clamp()
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}
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}
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// Return the given linear space color value in gamma corrected (sRGB) space
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inline const LLColor4 srgbColor4(const LLColor4 &a) {
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LLColor4 srgbColor;
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@ -667,5 +668,15 @@ inline const LLColor4 srgbColor4(const LLColor4 &a) {
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return srgbColor;
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}
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// Return the given gamma corrected (sRGB) color in linear space
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inline const LLColor4 linearColor4(const LLColor4 &a)
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{
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LLColor4 linearColor;
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linearColor.mV[0] = sRGBtoLinear(a.mV[0]);
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linearColor.mV[1] = sRGBtoLinear(a.mV[1]);
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linearColor.mV[2] = sRGBtoLinear(a.mV[2]);
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linearColor.mV[3] = a.mV[3];
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}
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#endif
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@ -132,8 +132,7 @@ extern const F32 LIGHT_MAX_CUTOFF;
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class LLLightParams : public LLNetworkData
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{
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protected:
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LLColor4 mColor; // alpha = intensity
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LLColor4 mSRGBColor; // Only used in deferred (for now?)
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LLColor4 mColor; // gamma corrected color (sRGB), alpha = intensity
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F32 mRadius;
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F32 mFalloff;
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F32 mCutoff;
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@ -151,13 +150,20 @@ public:
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bool fromLLSD(LLSD& sd);
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void setColor(const LLColor4& color) { mColor = color; mColor.clamp(); mSRGBColor = srgbColor4(mColor); }
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// set the color
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// color - gamma corrected color value (directly taken from an on-screen color swatch)
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void setColor(const LLColor4& color) { mColor = color; mColor.clamp(); }
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void setRadius(F32 radius) { mRadius = llclamp(radius, LIGHT_MIN_RADIUS, LIGHT_MAX_RADIUS); }
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void setFalloff(F32 falloff) { mFalloff = llclamp(falloff, LIGHT_MIN_FALLOFF, LIGHT_MAX_FALLOFF); }
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void setCutoff(F32 cutoff) { mCutoff = llclamp(cutoff, LIGHT_MIN_CUTOFF, LIGHT_MAX_CUTOFF); }
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// same as getSRGBColor
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LLColor4 getColor() const { return mColor; }
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LLColor4 getSRGBColor() const { return mSRGBColor; }
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// get the sRGB (gamma corrected) color of this light
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LLColor4 getSRGBColor() const { return mColor; }
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// get the linear space color of this light
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LLColor4 getLinearColor() const { return linearColor4(mColor); }
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F32 getRadius() const { return mRadius; }
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F32 getFalloff() const { return mFalloff; }
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F32 getCutoff() const { return mCutoff; }
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@ -3234,17 +3234,11 @@ LLColor3 LLVOVolume::getLightBaseColor() const
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}
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}
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LLColor3 LLVOVolume::getLightColor() const
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LLColor3 LLVOVolume::getLightLinearColor() const
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{
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const LLLightParams *param_block = (const LLLightParams *)getParameterEntry(LLNetworkData::PARAMS_LIGHT);
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if (param_block)
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{
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return LLColor3(param_block->getColor()) * param_block->getColor().mV[3];
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}
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else
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{
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return LLColor3(1,1,1);
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}
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LLColor3 ret = getLightSRGBColor();
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ret = linearColor3(ret);
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return ret;
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}
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LLColor3 LLVOVolume::getLightSRGBColor() const
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@ -251,9 +251,20 @@ public:
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void setSpotLightParams(LLVector3 params);
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BOOL getIsLight() const;
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LLColor3 getLightBaseColor() const; // not scaled by intensity
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LLColor3 getLightColor() const; // scaled by intensity
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LLColor3 getLightSRGBColor() const; // Used to get the (cached) light color in sRGB color space. Also scaled by intensity.
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// Get the light color in sRGB color space NOT scaled by intensity.
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LLColor3 getLightBaseColor() const;
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//same as getLightSRGBColor()
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LLColor3 getLightColor() const { return getLightSRGBColor(); }
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// Same as linearColor3(getLightSRGBColor)
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LLColor3 getLightLinearColor() const;
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// Get the light color in sRGB color space scaled by intensity.
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LLColor3 getLightSRGBColor() const;
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LLUUID getLightTextureID() const;
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bool isLightSpotlight() const;
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LLVector3 getSpotLightParams() const;
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@ -6325,7 +6325,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
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mLightMovingMask |= (1<<cur_light);
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}
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LLColor4 light_color = sRenderDeferred ? light->getLightSRGBColor() : light->getLightColor();
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//NOTE: for legacy reasons, send sRGB color to light shader for both deferred and non-deferred path
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LLColor4 light_color = light->getLightColor();
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light_color.mV[3] = 0.0f;
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F32 fade = iter->fade;
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@ -8767,7 +8768,8 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
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const F32* c = center.getF32ptr();
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F32 s = volume->getLightRadius()*1.5f;
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LLColor3 col = volume->getLightSRGBColor();
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//NOTE: for legacy reasons, send sRGB color to light shader
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LLColor3 col = volume->getLightColor();
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if (col.magVecSquared() < 0.001f)
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{
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@ -8859,7 +8861,8 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
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setupSpotLight(gDeferredSpotLightProgram, drawablep);
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LLColor3 col = volume->getLightSRGBColor();
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//NOTE: for legacy reasons, send sRGB color to light shader
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LLColor3 col = volume->getLightColor();
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gDeferredSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, c);
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gDeferredSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, s);
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@ -8948,8 +8951,8 @@ void LLPipeline::renderDeferredLighting(LLRenderTarget* screen_target)
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setupSpotLight(gDeferredMultiSpotLightProgram, drawablep);
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LLColor3 col = volume->getLightSRGBColor();
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//NOTE: for legacy reasons, send sRGB color to light shader
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LLColor3 col = volume->getLightColor();
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gDeferredMultiSpotLightProgram.uniform3fv(LLShaderMgr::LIGHT_CENTER, 1, tc.v);
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gDeferredMultiSpotLightProgram.uniform1f(LLShaderMgr::LIGHT_SIZE, light_size_final);
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