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Color: Rename to_srgb/to_linear to include base color space
This helps reduce confusion around sRGB <> Linear conversions by making both input and output color spaces explicit.
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@@ -921,7 +921,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env,
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if (p_env->background == RS::ENV_BG_CLEAR_COLOR) {
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push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
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Color c = storage->get_default_clear_color().to_linear();
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Color c = storage->get_default_clear_color().srgb_to_linear();
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push_constant.sky_color[0] = c.r;
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push_constant.sky_color[1] = c.g;
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push_constant.sky_color[2] = c.b;
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@@ -1469,7 +1469,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
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lights[idx].direction[1] = dir.y;
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lights[idx].direction[2] = dir.z;
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Color color = storage->light_get_color(li->light);
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color = color.to_linear();
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color = color.srgb_to_linear();
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lights[idx].color[0] = color.r;
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lights[idx].color[1] = color.g;
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lights[idx].color[2] = color.b;
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@@ -1514,7 +1514,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
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lights[idx].position[1] = pos.y;
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lights[idx].position[2] = pos.z;
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Color color = storage->light_get_color(li->light);
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color = color.to_linear();
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color = color.srgb_to_linear();
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lights[idx].color[0] = color.r;
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lights[idx].color[1] = color.g;
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lights[idx].color[2] = color.b;
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@@ -1953,7 +1953,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
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lights[idx].position[1] = pos.y;
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lights[idx].position[2] = pos.z;
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Color color = storage->light_get_color(li->light);
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color = color.to_linear();
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color = color.srgb_to_linear();
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lights[idx].color[0] = color.r;
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lights[idx].color[1] = color.g;
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lights[idx].color[2] = color.b;
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@@ -2396,7 +2396,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
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l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
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l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
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l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
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Color color = storage->light_get_color(light).to_linear();
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Color color = storage->light_get_color(light).srgb_to_linear();
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l.color[0] = color.r;
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l.color[1] = color.g;
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l.color[2] = color.b;
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