mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-07-11 14:44:36 +00:00
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
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8780f83262
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294 changed files with 3894 additions and 2813 deletions
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@ -42,9 +42,9 @@ class GuiClockHud : public GuiControl
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bool mShowFill;
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bool mTimeReversed;
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mTextColor;
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LinearColorF mFillColor;
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LinearColorF mFrameColor;
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LinearColorF mTextColor;
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S32 mTimeOffset;
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@ -117,7 +117,7 @@ void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
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// Background first
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if (mShowFill)
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drawUtil->drawRectFill(updateRect, mFillColor);
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drawUtil->drawRectFill(updateRect, mFillColor.toColorI());
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// Convert ms time into hours, minutes and seconds.
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S32 time = S32(getTime());
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@ -131,13 +131,13 @@ void GuiClockHud::onRender(Point2I offset, const RectI &updateRect)
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// Center the text
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offset.x += (getWidth() - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
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offset.y += (getHeight() - mProfile->mFont->getHeight()) / 2;
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drawUtil->setBitmapModulation(mTextColor);
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drawUtil->setBitmapModulation(mTextColor.toColorI());
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drawUtil->drawText(mProfile->mFont, offset, buf);
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drawUtil->clearBitmapModulation();
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// Border last
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if (mShowFrame)
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drawUtil->drawRect(updateRect, mFrameColor);
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drawUtil->drawRect(updateRect, mFrameColor.toColorI());
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}
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@ -42,8 +42,8 @@ class GuiCrossHairHud : public GuiBitmapCtrl
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{
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typedef GuiBitmapCtrl Parent;
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ColorF mDamageFillColor;
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ColorF mDamageFrameColor;
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LinearColorF mDamageFillColor;
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LinearColorF mDamageFrameColor;
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Point2I mDamageRectSize;
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Point2I mDamageOffset;
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@ -178,7 +178,7 @@ void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
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rect.point.x -= mDamageRectSize.x / 2;
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// Draw the border
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GFX->getDrawUtil()->drawRect(rect, mDamageFrameColor);
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GFX->getDrawUtil()->drawRect(rect, mDamageFrameColor.toColorI());
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// Draw the damage % fill
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rect.point += Point2I(1, 1);
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@ -187,5 +187,5 @@ void GuiCrossHairHud::drawDamage(Point2I offset, F32 damage, F32 opacity)
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if (rect.extent.x == 1)
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rect.extent.x = 2;
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if (rect.extent.x > 0)
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GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor);
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GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor.toColorI());
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}
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@ -45,9 +45,9 @@ class GuiHealthBarHud : public GuiControl
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bool mDisplayEnergy;
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bool mFlip;
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mDamageFillColor;
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LinearColorF mFillColor;
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LinearColorF mFrameColor;
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LinearColorF mDamageFillColor;
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S32 mPulseRate;
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F32 mPulseThreshold;
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@ -163,7 +163,7 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
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// Background first
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if (mShowFill)
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GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
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GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor.toColorI());
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// Pulse the damage fill if it's below the threshold
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if (mPulseRate != 0)
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@ -196,9 +196,9 @@ void GuiHealthBarHud::onRender(Point2I offset, const RectI &updateRect)
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else
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rect.point.y = bottomY - rect.extent.y;
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}
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GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor);
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GFX->getDrawUtil()->drawRectFill(rect, mDamageFillColor.toColorI());
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// Border last
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if (mShowFrame)
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor.toColorI());
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}
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@ -41,10 +41,10 @@ class GuiHealthTextHud : public GuiControl
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bool mShowEnergy;
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bool mShowTrueHealth;
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mTextColor;
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ColorF mWarnColor;
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LinearColorF mFillColor;
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LinearColorF mFrameColor;
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LinearColorF mTextColor;
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LinearColorF mWarnColor;
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F32 mWarnLevel;
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F32 mPulseThreshold;
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@ -167,7 +167,7 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
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// If enabled draw background first
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if (mShowFill)
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drawUtil->drawRectFill(updateRect, mFillColor);
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drawUtil->drawRectFill(updateRect, mFillColor.toColorI());
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// Prepare text and center it
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S32 val = (S32)mValue;
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@ -176,7 +176,7 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
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offset.x += (getBounds().extent.x - mProfile->mFont->getStrWidth((const UTF8 *)buf)) / 2;
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offset.y += (getBounds().extent.y - mProfile->mFont->getHeight()) / 2;
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ColorF tColor = mTextColor;
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LinearColorF tColor = mTextColor;
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// If warning level is exceeded switch to warning color
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if(mValue < mWarnLevel)
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@ -192,11 +192,11 @@ void GuiHealthTextHud::onRender(Point2I offset, const RectI &updateRect)
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}
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}
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drawUtil->setBitmapModulation(tColor);
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drawUtil->setBitmapModulation(tColor.toColorI());
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drawUtil->drawText(mProfile->mFont, offset, buf);
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drawUtil->clearBitmapModulation();
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// If enabled draw the border last
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if (mShowFrame)
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drawUtil->drawRect(updateRect, mFrameColor);
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drawUtil->drawRect(updateRect, mFrameColor.toColorI());
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}
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@ -47,11 +47,11 @@ class GuiShapeNameHud : public GuiControl {
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typedef GuiControl Parent;
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// field data
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ColorF mFillColor;
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ColorF mFrameColor;
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ColorF mTextColor;
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ColorF mLabelFillColor;
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ColorF mLabelFrameColor;
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LinearColorF mFillColor;
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LinearColorF mFrameColor;
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LinearColorF mTextColor;
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LinearColorF mLabelFillColor;
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LinearColorF mLabelFrameColor;
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F32 mVerticalOffset;
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F32 mDistanceFade;
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@ -162,7 +162,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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{
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// Background fill first
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if (mShowFill)
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GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor);
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GFX->getDrawUtil()->drawRectFill(updateRect, mFillColor.toColorI());
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// Must be in a TS Control
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GuiTSCtrl *parent = dynamic_cast<GuiTSCtrl*>(getParent());
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@ -274,7 +274,7 @@ void GuiShapeNameHud::onRender( Point2I, const RectI &updateRect)
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// Border last
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if (mShowFrame)
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor);
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GFX->getDrawUtil()->drawRect(updateRect, mFrameColor.toColorI());
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}
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@ -302,16 +302,16 @@ void GuiShapeNameHud::drawName(Point2I offset, const char *name, F32 opacity)
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// Background fill first
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if (mShowLabelFill)
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drawUtil->drawRectFill(RectI(offset, extent), mLabelFillColor);
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drawUtil->drawRectFill(RectI(offset, extent), mLabelFillColor.toColorI());
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// Deal with opacity and draw.
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mTextColor.alpha = opacity;
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drawUtil->setBitmapModulation(mTextColor);
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drawUtil->setBitmapModulation(mTextColor.toColorI());
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drawUtil->drawText(mProfile->mFont, offset + mLabelPadding, name);
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drawUtil->clearBitmapModulation();
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// Border last
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if (mShowLabelFrame)
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drawUtil->drawRect(RectI(offset, extent), mLabelFrameColor);
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drawUtil->drawRect(RectI(offset, extent), mLabelFrameColor.toColorI());
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}
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