From: divverent Date: Sat, 22 Oct 2011 16:00:16 +0000 (+0000) Subject: fix factors in sRGBlightmaps code X-Git-Tag: xonotic-v0.6.0~223 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=36f4c5624684679fa9c2cfd3ec79d6fb1ad48eac;p=xonotic%2Fdarkplaces.git fix factors in sRGBlightmaps code git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11461 d7cf8633-e32d-0410-b094-e92efae38249 ::stable-branch::merge=4e5a35dddf8d370d1d65cd86b67a788cb665f872 --- diff --git a/model_brush.c b/model_brush.c index f02e3e6a..3bec9cdc 100644 --- a/model_brush.c +++ b/model_brush.c @@ -4734,10 +4734,13 @@ static void Mod_Q3BSP_LoadVertices(lump_t *l) // working like this may be odd, but matches q3map2 -gamma 2.2 if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) { - // TODO (should we do this, or should we instead knowingly render brighter in sRGB fallback mode?) - loadmodel->brushq3.data_color4f[i * 4 + 0] = in->color4ub[0] * (1.0f / 255.0f) * 0.72974f; // fixes neutral level - loadmodel->brushq3.data_color4f[i * 4 + 1] = in->color4ub[1] * (1.0f / 255.0f) * 0.72974f; // fixes neutral level - loadmodel->brushq3.data_color4f[i * 4 + 2] = in->color4ub[2] * (1.0f / 255.0f) * 0.72974f; // fixes neutral level + // actually we do: Image_sRGBFloatFromLinear_Lightmap(Image_LinearFloatFromsRGBFloat(x)) + // neutral point is at Image_sRGBFloatFromLinearFloat(0.5) + // so we need to map Image_sRGBFloatFromLinearFloat(0.5) to 0.5 + // factor is 0.5 / Image_sRGBFloatFromLinearFloat(0.5) + loadmodel->brushq3.data_color4f[i * 4 + 0] = in->color4ub[0] * (1.0f / 255.0f) * 0.679942f; // fixes neutral level + loadmodel->brushq3.data_color4f[i * 4 + 1] = in->color4ub[1] * (1.0f / 255.0f) * 0.679942f; // fixes neutral level + loadmodel->brushq3.data_color4f[i * 4 + 2] = in->color4ub[2] * (1.0f / 255.0f) * 0.679942f; // fixes neutral level } else { @@ -5055,9 +5058,13 @@ static void Mod_Q3BSP_LoadLightmaps(lump_t *l, lump_t *faceslump) int i; for(i = 0; i < n; i += 4) { - mergedpixels[i+0] = (mergedpixels[i+0] * (int)186 + 128) / 255; - mergedpixels[i+1] = (mergedpixels[i+1] * (int)186 + 128) / 255; - mergedpixels[i+2] = (mergedpixels[i+2] * (int)186 + 128) / 255; + // actually we do: Image_sRGBFloatFromLinear_Lightmap(Image_LinearFloatFromsRGBFloat(x)) + // neutral point is at Image_sRGBFloatFromLinearFloat(0.5) + // so we need to map Image_sRGBFloatFromLinearFloat(0.5) to 0.5 + // factor is 0.5 / Image_sRGBFloatFromLinearFloat(0.5) + mergedpixels[i+0] = (mergedpixels[i+0] * (int)173 + 128) / 255; + mergedpixels[i+1] = (mergedpixels[i+1] * (int)173 + 128) / 255; + mergedpixels[i+2] = (mergedpixels[i+2] * (int)173 + 128) / 255; } t = TEXTYPE_BGRA; // in stupid fallback mode, we upload lightmaps in sRGB form and just fix their brightness } @@ -5865,12 +5872,16 @@ static void Mod_Q3BSP_LoadLightGrid(lump_t *l) // TODO (should we do this, or should we instead knowingly render brighter in sRGB fallback mode?) for(i = 0; i < count; ++i) { - out[i].ambientrgb[0] = (out[i].ambientrgb[0] * (int)186 + 128) / 255; // fixes neutral level - out[i].ambientrgb[1] = (out[i].ambientrgb[1] * (int)186 + 128) / 255; // fixes neutral level - out[i].ambientrgb[2] = (out[i].ambientrgb[2] * (int)186 + 128) / 255; // fixes neutral level - out[i].diffusergb[0] = (out[i].diffusergb[0] * (int)186 + 128) / 255; // fixes neutral level - out[i].diffusergb[1] = (out[i].diffusergb[1] * (int)186 + 128) / 255; // fixes neutral level - out[i].diffusergb[2] = (out[i].diffusergb[2] * (int)186 + 128) / 255; // fixes neutral level + // actually we do: Image_sRGBFloatFromLinear_Lightmap(Image_LinearFloatFromsRGBFloat(x)) + // neutral point is at Image_sRGBFloatFromLinearFloat(0.5) + // so we need to map Image_sRGBFloatFromLinearFloat(0.5) to 0.5 + // factor is 0.5 / Image_sRGBFloatFromLinearFloat(0.5) + out[i].ambientrgb[0] = (out[i].ambientrgb[0] * (int)173 + 128) / 255; // fixes neutral level + out[i].ambientrgb[1] = (out[i].ambientrgb[1] * (int)173 + 128) / 255; // fixes neutral level + out[i].ambientrgb[2] = (out[i].ambientrgb[2] * (int)173 + 128) / 255; // fixes neutral level + out[i].diffusergb[0] = (out[i].diffusergb[0] * (int)173 + 128) / 255; // fixes neutral level + out[i].diffusergb[1] = (out[i].diffusergb[1] * (int)173 + 128) / 255; // fixes neutral level + out[i].diffusergb[2] = (out[i].diffusergb[2] * (int)173 + 128) / 255; // fixes neutral level } } else