replace expensive srgb conversion with a simple gamma ramp in chunk mesh builder

This commit is contained in:
a dinosaur 2024-09-09 03:02:31 +10:00
parent d4b1377238
commit d520623492
2 changed files with 15 additions and 3 deletions

View File

@ -13,7 +13,7 @@ struct ChunkMeshBuilder {
.init(
position: SIMD3(position) + $0.position,
normal: $0.normal,
color: SIMD4(Color<Float>(color).linear),
color: SIMD4(Color<Float>(color).pow(2.2)), //FIXME: Better sRGB approximation when I can be bothered
texCoord: $0.texCoord)
})
indices.append(contentsOf: sideIndices.map { orig + $0 })

View File

@ -139,7 +139,7 @@ public extension Color where T: BinaryFloatingPoint {
if x < 0.04045 {
x / 12.92
} else {
T(pow((Double(x) + 0.055) / 1.055, 2.4))
T(Darwin.pow((Double(x) + 0.055) / 1.055, 2.4))
}
}
@ -151,7 +151,7 @@ public extension Color where T: BinaryFloatingPoint {
} else if x < 0.0031308 {
x * 12.92
} else {
T(1.055 * pow(Double(abs(x)), 1 / 2.4) - 0.055)
T(1.055 * Darwin.pow(Double(abs(x)), 1 / 2.4) - 0.055)
}
}
}
@ -195,3 +195,15 @@ public extension Color where T: FloatingPoint {
}
}
}
public extension Color where T == Float {
func pow(_ exponent: T) -> Self {
Self(r: powf(r, exponent), g: powf(g, exponent), b: powf(b, exponent), a: a)
}
}
public extension Color where T == Double {
func pow(_ exponent: T) -> Self {
Self(r: Darwin.pow(r, exponent), g: Darwin.pow(g, exponent), b: Darwin.pow(b, exponent), a: a)
}
}