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authorAndrey Kleshchev <andreykproductengine@lindenlab.com>2020-04-20 18:14:37 +0000
committerAndrey Kleshchev <andreykproductengine@lindenlab.com>2020-04-20 18:14:37 +0000
commit9634bcf488f45675e53a761808f59881b57cbe8c (patch)
tree40b695d7acb23e381331bda92c9f7550d655749e /indra/llprimitive/llprimitive.h
parentde17c53ae32fef76827201ed24a5af137af12313 (diff)
parentd7f1c88c35849e56f5b352f13c16a08467d1533b (diff)
Merged master into DRTVWR-508
Diffstat (limited to 'indra/llprimitive/llprimitive.h')
-rw-r--r--indra/llprimitive/llprimitive.h19
1 files changed, 14 insertions, 5 deletions
diff --git a/indra/llprimitive/llprimitive.h b/indra/llprimitive/llprimitive.h
index 6fd433c337..b1f8112223 100644
--- a/indra/llprimitive/llprimitive.h
+++ b/indra/llprimitive/llprimitive.h
@@ -131,8 +131,8 @@ extern const F32 LIGHT_MAX_CUTOFF;
class LLLightParams : public LLNetworkData
{
-protected:
- LLColor4 mColor; // alpha = intensity
+private:
+ LLColor4 mColor; // linear color (not gamma corrected), alpha = intensity
F32 mRadius;
F32 mFalloff;
F32 mCutoff;
@@ -149,13 +149,22 @@ public:
operator LLSD() const { return asLLSD(); }
bool fromLLSD(LLSD& sd);
-
- void setColor(const LLColor4& color) { mColor = color; mColor.clamp(); }
+ // set the color by gamma corrected color value
+ // color - gamma corrected color value (directly taken from an on-screen color swatch)
+ void setSRGBColor(const LLColor4& color) { setLinearColor(linearColor4(color)); }
+
+ // set the color by linear color value
+ // color - linear color value (value as it appears in shaders)
+ void setLinearColor(const LLColor4& color) { mColor = color; mColor.clamp(); }
void setRadius(F32 radius) { mRadius = llclamp(radius, LIGHT_MIN_RADIUS, LIGHT_MAX_RADIUS); }
void setFalloff(F32 falloff) { mFalloff = llclamp(falloff, LIGHT_MIN_FALLOFF, LIGHT_MAX_FALLOFF); }
void setCutoff(F32 cutoff) { mCutoff = llclamp(cutoff, LIGHT_MIN_CUTOFF, LIGHT_MAX_CUTOFF); }
- LLColor4 getColor() const { return mColor; }
+ // get the linear space color of this light. This value can be fed directly to shaders
+ LLColor4 getLinearColor() const { return mColor; }
+ // get the sRGB (gamma corrected) color of this light, this is the value that should be displayed in the UI
+ LLColor4 getSRGBColor() const { return srgbColor4(mColor); }
+
F32 getRadius() const { return mRadius; }
F32 getFalloff() const { return mFalloff; }
F32 getCutoff() const { return mCutoff; }