Difference between revisions of "love.math.gammaToLinear"
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Read more about gamma-correct rendering [https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch24.html here], [http://filmicgames.com/archives/299 here], and [http://renderwonk.com/blog/index.php/archive/adventures-with-gamma-correct-rendering/ here]. | Read more about gamma-correct rendering [https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch24.html here], [http://filmicgames.com/archives/299 here], and [http://renderwonk.com/blog/index.php/archive/adventures-with-gamma-correct-rendering/ here]. | ||
+ | |||
+ | In versions prior to [[11.0]], color component values were within the range of 0 to 255 instead of 0 to 1. | ||
{{notice|Gamma-correct rendering is an advanced topic and it's easy to get color-spaces mixed up. If you're not sure whether you need this, you might want to avoid it.}} | {{notice|Gamma-correct rendering is an advanced topic and it's easy to get color-spaces mixed up. If you're not sure whether you need this, you might want to avoid it.}} | ||
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<source lang="lua"> | <source lang="lua"> | ||
local function PremultiplyLinearPixel(x, y, r, g, b, a) | local function PremultiplyLinearPixel(x, y, r, g, b, a) | ||
− | r = r * a | + | r = r * a |
− | g = g * a | + | g = g * a |
− | b = b * a | + | b = b * a |
return r, g, b, a | return r, g, b, a | ||
end | end | ||
Line 55: | Line 57: | ||
local function PremultiplyGammaPixel(x, y, r, g, b, a) | local function PremultiplyGammaPixel(x, y, r, g, b, a) | ||
r, g, b = love.math.gammaToLinear(r, g, b) | r, g, b = love.math.gammaToLinear(r, g, b) | ||
− | r = r * a | + | r = r * a |
− | g = g * a | + | g = g * a |
− | b = b * a | + | b = b * a |
r, g, b = love.math.linearToGamma(r, g, b) | r, g, b = love.math.linearToGamma(r, g, b) | ||
return r, g, b, a | return r, g, b, a |
Latest revision as of 20:30, 1 April 2018
Available since LÖVE 0.9.1 |
This function is not supported in earlier versions. |
Converts a color from gamma-space (sRGB) to linear-space (RGB). This is useful when doing gamma-correct rendering and you need to do math in linear RGB in the few cases where LÖVE doesn't handle conversions automatically.
Read more about gamma-correct rendering here, here, and here.
In versions prior to 11.0, color component values were within the range of 0 to 255 instead of 0 to 1.
Gamma-correct rendering is an advanced topic and it's easy to get color-spaces mixed up. If you're not sure whether you need this, you might want to avoid it. |
Contents
Function
Synopsis
lr, lg, lb = love.math.gammaToLinear( r, g, b )
Arguments
number r
- The red channel of the sRGB color to convert.
number g
- The green channel of the sRGB color to convert.
number b
- The blue channel of the sRGB color to convert.
Returns
number lr
- The red channel of the converted color in linear RGB space.
number lg
- The green channel of the converted color in linear RGB space.
number lb
- The blue channel of the converted color in linear RGB space.
Notes
An alpha value can be passed into the function as a fourth argument, but it will be returned unchanged because alpha is always linear.
Function
Synopsis
lr, lg, lb = love.math.gammaToLinear( color )
Arguments
table color
- An array with the red, green, and blue channels of the sRGB color to convert.
Returns
number lr
- The red channel of the converted color in linear RGB space.
number lg
- The green channel of the converted color in linear RGB space.
number lb
- The blue channel of the converted color in linear RGB space.
Function
Synopsis
lc = love.math.gammaToLinear( c )
Arguments
number c
- The value of a color channel in sRGB space to convert.
Returns
number lc
- The value of the color channel in linear RGB space.
Examples
Pre-multiply an image's alpha with its RGB values in linear RGB space
local function PremultiplyLinearPixel(x, y, r, g, b, a)
r = r * a
g = g * a
b = b * a
return r, g, b, a
end
local function PremultiplyGammaPixel(x, y, r, g, b, a)
r, g, b = love.math.gammaToLinear(r, g, b)
r = r * a
g = g * a
b = b * a
r, g, b = love.math.linearToGamma(r, g, b)
return r, g, b, a
end
-- Loads an image and pre-multiplies its RGB values with its alpha, for use with the ('alpha', 'premultiplied') blend mode.
-- The multiplication correctly accounts for the color-space of the image.
function NewPremultipliedImage(filepath, flags)
local imagedata = love.image.newImageData(filepath)
local mapfunction = (flags and flags.linear) and PremultiplyLinearPixel or PremultiplyGammaPixel
imagedata:mapPixel(mapfunction)
return love.graphics.newImage(imagedata, flags)
end
image = NewPremultipliedImage("pig.png")
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