User:jenna Huntsman
Intro
I'm a hobbyist scripter.
Projects
LSL
My Marketplace Store.
Code Snippets
sRGB EOTF
Note that when converting a colour from regular LSL space (sRGB) to linear space for use in a light, it's likely quicker and cleaner to use the internal function llsRGB2Linear. This is mostly a function that can be used for fun to manipulate the gamma space of colours.
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: vector srgb_eotf( vector color, float gamma );
Converts a gamma-encoded color value to linear space. Useful when dealing with lights (as these expect a non-gamma-encoded color).
Returns a vector
• vector | color | |||
• float | gamma |
Specification
vector srgb_eotf(vector color, float gamma) //To convert from regular LSL colour to light colour, gamma value should be 2.4
{ //Conversion from gamma-encoded sRGB space to linear space. Credit: Jenna Huntsman, Christopher J. Howard
vector low = color / 12.92;
vector high = <llPow((color.x + 0.055)/1.055,gamma), llPow((color.y + 0.055)/1.055, gamma), llPow((color.z + 0.055)/1.055, gamma)>;
return mix(low, high, step(<0.04045,0.04045,0.04045>, color));
}
float max(float x, float y)
{ //Return the higher of 2 given values.
if( y > x ) return y;
return x;
}
vector mix(vector x, vector y, vector t)
{
vector ret;
ret.x = x.x*(1-t.x) + y.x*t.x;
ret.y = x.y*(1-t.y) + y.y*t.y;
ret.z = x.z*(1-t.z) + y.z*t.z;
return ret;
}
vector step(vector edge, vector x)
{
vector ret = <1,1,1>;
if(x.x < edge.x) ret.x = 0;
if(x.y < edge.y) ret.x = 0;
if(x.z < edge.z) ret.x = 0;
return ret;
}
Examples
vector LampCol = <1,0.74510,0.47451>; //3200 kelvin
llSetLinkPrimitiveParamsFast(LINK_THIS,[PRIM_POINT_LIGHT,1,srgb_eotf(LampCol,2.4),1,20,0,PRIM_GLOW,ALL_SIDES,1,PRIM_COLOR,ALL_SIDES,LampCol,1,PRIM_FULLBRIGHT,ALL_SIDES,1]);
//Set light source colour and prim colour to same colour; despite taking different input values.
Random Notes
I be a placeholder. At least for now.
Photo Checklist Page Update
This is some text. I need to do something here.
Lens Settings
The below contains settings for simulating various real-life lenses within Second Life. These settings will change the camera's Field of View (FoV), as well as Depth of Field (DoF) settings. You may want to play around with some of these settings (for example, the Aperture value) to manipulate the depth-of-field effect.
Tip: The default Second Life camera is roughly equivalent to a full frame digital (36x24mm sensor) camera using 35mm lens. |
For reference, the following table describes the debug settings changed, their units, and what the setting does. Default values are not provided as these settings may vary between viewers.
Debug Setting | Units | Description |
---|---|---|
CameraAngle | Radians | Camera Field-of-View angle, diagonal. Equivalent to Angle of View - diagonal degrees to equate a real lens. This changes the visible FoV. |
CameraDoFResScale | Linear | Amount to scale down resolution of DoF effect. Manipulating this value may change performance. |
CameraFieldOfView | Degrees | Field-of-View angle used for the DoF effect. Note that this value is the vertical FoV, NOT diagonal. |
CameraFNumber | F Stop | F Stop (or Aperture) value to be simulated by DoF effect. |
CameraFocalLength | mm | Focal length of the lens to be simulated by the DoF effect. |
CameraMaxCoF | mm*1000 | Lens Circle of Confusion value to be simulated by the DoF effect. |
CameraFocusTransitionTime | Seconds | Time the camera will take to transition between 2 focal planes. |
Editor note: The below settings assume that the screen is in the 16:9 aspect ratio - These values vary depending aspect ratio, so if you have a screen of a different ratio, you may need to recalculate these values.
35 mm (SL Default) | |
---|---|
Debug Setting | Value |
CameraAngle | 1.047 |
CameraFieldOfView | 37.85 |
CameraFNumber | 24.0 |
CameraFocalLength | 35 |
CameraMaxCoF | 30.0 |