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

This commit is contained in:
Areloch 2017-06-23 11:36:20 -05:00
parent 8780f83262
commit 25686ed4be
294 changed files with 3894 additions and 2813 deletions

View file

@ -562,16 +562,16 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
Point3F leftvert = mSegmentPoints[i];
Point3F rightvert = mSegmentPoints[i];
F32 tRadius = mDataBlock->mSizes[0];
ColorF tColor = mDataBlock->mColours[0];
LinearColorF tColor = mDataBlock->mColours[0];
for (U8 j = 0; j < RibbonData::NumFields-1; j++) {
F32 curPosition = mDataBlock->mTimes[j];
F32 curRadius = mDataBlock->mSizes[j];
ColorF curColor = mDataBlock->mColours[j];
LinearColorF curColor = mDataBlock->mColours[j];
F32 nextPosition = mDataBlock->mTimes[j+1];
F32 nextRadius = mDataBlock->mSizes[j+1];
ColorF nextColor = mDataBlock->mColours[j+1];
LinearColorF nextColor = mDataBlock->mColours[j+1];
if ( curPosition < 0
|| curPosition > interpol )
@ -603,7 +603,7 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
perpendicular += mSegmentPoints[i];
verts[count].point.set(perpendicular);
ColorF color = tColor;
LinearColorF color = tColor;
if (mDataBlock->mUseFadeOut)
color.alpha *= mFadeOut;
@ -623,7 +623,7 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
else
texCoords = (1.0f - interpol)*mDataBlock->mTileScale;
verts[count].color = color;
verts[count].color = color.toColorI();
verts[count].texCoord[1] = Point2F(interpol, 0);
verts[count].texCoord[0] = Point2F(0.0f, texCoords);
verts[count].normal.set(diff);
@ -651,7 +651,7 @@ void Ribbon::createBuffers(SceneRenderState *state, GFXVertexBufferHandle<GFXVer
if (mDataBlock->mUseFadeOut)
color.alpha *= mFadeOut;
verts[count].color = color;
verts[count].color = color.toColorI();
verts[count].texCoord[1] = Point2F(interpol, 1);
verts[count].texCoord[0] = Point2F(1.0f, texCoords);
verts[count].normal.set(diff);