Linearize light colors on the CPU

This commit is contained in:
Raul Wagner Costa 2023-10-14 18:10:35 +00:00 committed by Imbris
parent 546811b4a1
commit 46cf1f1914
8 changed files with 34 additions and 16 deletions

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@ -58,6 +58,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- The ability limit for non-humanoids has been removed
- Improved running, wielding, and riding animations
- Fixed offset of items carried on backs when wearing cloaks and backpacks
- Linearize light colors on the CPU rather than in shaders on the GPU
### Removed
- Medium and large potions from all loot tables

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@ -84,7 +84,7 @@ vec3 light_at(vec3 wpos, vec3 wnorm) {
float strength = attenuation_strength(difference);
vec3 color = srgb_to_linear(L.light_col.rgb) * strength;
vec3 color = L.light_col.rgb * strength;
light += color * (max(0, max(dot(normalize(difference), wnorm), 0.15)) + LIGHT_AMBIANCE);
}

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@ -33,7 +33,7 @@ void apply_point_glow_light(Light L, vec3 wpos, vec3 dir, float max_dist, inout
strength *= clamp(cam_dist_2 / 9.0, 0.25, 1.0);
#endif
vec3 light_color = srgb_to_linear(L.light_col.rgb) * strength;
vec3 light_color = L.light_col.rgb * strength;
const float LIGHT_AMBIANCE = 0.025;
color += light_color

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@ -1,13 +1,13 @@
use criterion::{black_box, criterion_group, criterion_main, Criterion};
use vek::*;
use veloren_common::util::{linear_to_srgb, srgb_to_linear};
use veloren_common::util::{linear_to_srgb, srgb_to_linear_fast};
fn criterion_benchmark(c: &mut Criterion) {
let mut c = c.benchmark_group("color");
c.bench_function("srgb to linear (0.5, 0.1, 0.5)", |b| {
b.iter(|| {
black_box(srgb_to_linear(black_box(Rgb::new(0.5, 0.1, 0.5))));
black_box(srgb_to_linear_fast(black_box(Rgb::new(0.5, 0.1, 0.5))));
})
});
c.bench_function("linear to srgb (0.5, 0.1, 0.5)", |b| {

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@ -1,8 +1,9 @@
use vek::{Mat3, Rgb, Rgba, Vec3};
/// This function is optimized for speed over perfect accuracy
#[inline(always)]
#[allow(clippy::excessive_precision)]
pub fn srgb_to_linear(col: Rgb<f32>) -> Rgb<f32> {
pub fn srgb_to_linear_fast(col: Rgb<f32>) -> Rgb<f32> {
col.map(|c| {
if c <= 0.104 {
c * 0.08677088
@ -12,6 +13,19 @@ pub fn srgb_to_linear(col: Rgb<f32>) -> Rgb<f32> {
})
}
/// directly converted from 'vec3 srgb_to_linear(vec3 srgb)' function in
/// 'srgb.glsl'
#[inline(always)]
pub fn srgb_to_linear(col: Rgb<f32>) -> Rgb<f32> {
col.map(|c| {
if c <= 0.04045 {
c / 12.92
} else {
f32::powf((c + 0.055) / 1.055, 2.4)
}
})
}
#[inline(always)]
#[allow(clippy::excessive_precision)]
pub fn linear_to_srgb(col: Rgb<f32>) -> Rgb<f32> {
@ -29,7 +43,7 @@ pub fn linear_to_srgb(col: Rgb<f32>) -> Rgb<f32> {
#[inline(always)]
pub fn srgba_to_linear(col: Rgba<f32>) -> Rgba<f32> {
Rgba::from_translucent(srgb_to_linear(Rgb::from(col)), col.a)
Rgba::from_translucent(srgb_to_linear_fast(Rgb::from(col)), col.a)
}
#[inline(always)]
@ -133,7 +147,7 @@ pub fn xyy_to_rgb(xyy: Vec3<f32>) -> Rgb<f32> {
// TO-DO: speed this up
#[inline(always)]
pub fn saturate_srgb(col: Rgb<f32>, value: f32) -> Rgb<f32> {
let mut hsv = rgb_to_hsv(srgb_to_linear(col));
let mut hsv = rgb_to_hsv(srgb_to_linear_fast(col));
hsv.y *= 1.0 + value;
linear_to_srgb(hsv_to_rgb(hsv).map(|e| e.clamp(0.0, 1.0)))
}
@ -142,8 +156,8 @@ pub fn saturate_srgb(col: Rgb<f32>, value: f32) -> Rgb<f32> {
/// other
#[inline(always)]
pub fn chromify_srgb(luma: Rgb<f32>, chroma: Rgb<f32>) -> Rgb<f32> {
let l = rgb_to_xyy(srgb_to_linear(luma)).z;
let mut xyy = rgb_to_xyy(srgb_to_linear(chroma));
let l = rgb_to_xyy(srgb_to_linear_fast(luma)).z;
let mut xyy = rgb_to_xyy(srgb_to_linear_fast(chroma));
xyy.z = l;
linear_to_srgb(xyy_to_rgb(xyy).map(|e| e.clamp(0.0, 1.0)))

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@ -19,7 +19,7 @@ pub mod ui;
use super::{Consts, Renderer, Texture};
use crate::scene::camera::CameraMode;
use bytemuck::{Pod, Zeroable};
use common::terrain::BlockKind;
use common::{terrain::BlockKind, util::srgb_to_linear};
use std::marker::PhantomData;
use vek::*;
@ -246,9 +246,12 @@ impl Default for Globals {
impl Light {
pub fn new(pos: Vec3<f32>, col: Rgb<f32>, strength: f32) -> Self {
let linearized_col = srgb_to_linear(col);
Self {
pos: Vec4::from(pos).into_array(),
col: (Rgba::new(col.r, col.g, col.b, 0.0) * strength).into_array(),
col: (Rgba::new(linearized_col.r, linearized_col.g, linearized_col.b, 0.0) * strength)
.into_array(),
}
}

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@ -92,12 +92,12 @@ pub fn load_mesh(mesh_name: &str, position: Vec3<f32>) -> BoneMeshes {
}
fn recolor_grey(rgb: Rgb<u8>, color: Rgb<u8>) -> Rgb<u8> {
use common::util::{linear_to_srgb, srgb_to_linear};
use common::util::{linear_to_srgb, srgb_to_linear_fast};
const BASE_GREY: f32 = 178.0;
if rgb.r == rgb.g && rgb.g == rgb.b {
let c1 = srgb_to_linear(rgb.map(|e| e as f32 / BASE_GREY));
let c2 = srgb_to_linear(color.map(|e| e as f32 / 255.0));
let c1 = srgb_to_linear_fast(rgb.map(|e| e as f32 / BASE_GREY));
let c2 = srgb_to_linear_fast(color.map(|e| e as f32 / 255.0));
linear_to_srgb(c1 * c2).map(|e| (e.clamp(0.0, 1.0) * 255.0) as u8)
} else {

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@ -1,6 +1,6 @@
use common::{
figure::Segment,
util::{linear_to_srgba, srgb_to_linear},
util::{linear_to_srgba, srgb_to_linear_fast},
vol::{FilledVox, IntoFullVolIterator, ReadVol, SizedVol},
};
use euc::{buffer::Buffer2d, rasterizer, Pipeline};
@ -97,7 +97,7 @@ impl Pipeline for Voxel {
let diffuse = norm.dot(-self.light_dir).max(0.0);
let brightness = 2.5;
let light = Rgb::from(*ao_level as f32 / 4.0) * (diffuse + ambiance) * brightness;
let color = light * srgb_to_linear(*col);
let color = light * srgb_to_linear_fast(*col);
let position = (self.mvp * Vec4::from_point(*pos)).into_array();
(position, VsOut(Rgba::from_opaque(color)))
}