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

@ -64,17 +64,17 @@ public:
Point3F mPos;
VectorF mDirection;
ColorF mColor;
ColorF mAmbient;
LinearColorF mColor;
LinearColorF mAmbient;
F32 mRadius;
F32 mInnerConeAngle;
F32 mOuterConeAngle;
/// @todo Revisit below (currently unused by fixed function lights)
Point3F position;
ColorF ambient;
ColorF diffuse;
ColorF specular;
LinearColorF ambient;
LinearColorF diffuse;
LinearColorF specular;
VectorF spotDirection;
F32 spotExponent;
F32 spotCutoff;
@ -88,10 +88,10 @@ public:
// Material definition for FF lighting
struct GFXLightMaterial
{
ColorF ambient;
ColorF diffuse;
ColorF specular;
ColorF emissive;
LinearColorF ambient;
LinearColorF diffuse;
LinearColorF specular;
LinearColorF emissive;
F32 shininess;
};