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Color: Rename `to_srgb`/`to_linear` to include base color space

This helps reduce confusion around sRGB <> Linear conversions by making
both input and output color spaces explicit.
Rémi Verschelde 3 年 前
コミット
46ef52162e

+ 1 - 1
core/io/image.cpp

@@ -3276,7 +3276,7 @@ Ref<Image> Image::rgbe_to_srgb() {
 
 	for (int row = 0; row < height; row++) {
 		for (int col = 0; col < width; col++) {
-			new_image->set_pixel(col, row, get_pixel(col, row).to_srgb());
+			new_image->set_pixel(col, row, get_pixel(col, row).linear_to_srgb());
 		}
 	}
 

+ 2 - 2
core/math/color.h

@@ -169,14 +169,14 @@ struct _NO_DISCARD_ Color {
 		return res;
 	}
 
-	_FORCE_INLINE_ Color to_linear() const {
+	_FORCE_INLINE_ Color srgb_to_linear() const {
 		return Color(
 				r < 0.04045f ? r * (1.0 / 12.92) : Math::pow((r + 0.055f) * (float)(1.0 / (1 + 0.055)), 2.4f),
 				g < 0.04045f ? g * (1.0 / 12.92) : Math::pow((g + 0.055f) * (float)(1.0 / (1 + 0.055)), 2.4f),
 				b < 0.04045f ? b * (1.0 / 12.92) : Math::pow((b + 0.055f) * (float)(1.0 / (1 + 0.055)), 2.4f),
 				a);
 	}
-	_FORCE_INLINE_ Color to_srgb() const {
+	_FORCE_INLINE_ Color linear_to_srgb() const {
 		return Color(
 				r < 0.0031308f ? 12.92f * r : (1.0f + 0.055f) * Math::pow(r, 1.0f / 2.4f) - 0.055f,
 				g < 0.0031308f ? 12.92f * g : (1.0f + 0.055f) * Math::pow(g, 1.0f / 2.4f) - 0.055f,

+ 2 - 2
core/variant/variant_call.cpp

@@ -1656,8 +1656,8 @@ static void _register_variant_builtin_methods() {
 	bind_method(Color, darkened, sarray("amount"), varray());
 	bind_method(Color, blend, sarray("over"), varray());
 	bind_method(Color, get_luminance, sarray(), varray());
-	bind_method(Color, to_linear, sarray(), varray());
-	bind_method(Color, to_srgb, sarray(), varray());
+	bind_method(Color, srgb_to_linear, sarray(), varray());
+	bind_method(Color, linear_to_srgb, sarray(), varray());
 
 	bind_method(Color, is_equal_approx, sarray("to"), varray());
 

+ 13 - 13
doc/classes/Color.xml

@@ -183,7 +183,7 @@
 			<description>
 				Returns the luminance of the color in the [code][0.0, 1.0][/code] range.
 				This is useful when determining light or dark color. Colors with a luminance smaller than 0.5 can be generally considered dark.
-				[b]Note:[/b] [method get_luminance] relies on the colour being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method to_linear] to convert it to the linear color space first.
+				[b]Note:[/b] [method get_luminance] relies on the colour being in the linear color space to return an accurate relative luminance value. If the color is in the sRGB color space, use [method srgb_to_linear] to convert it to the linear color space first.
 			</description>
 		</method>
 		<method name="get_named_color" qualifiers="static">
@@ -321,6 +321,18 @@
 				[/codeblocks]
 			</description>
 		</method>
+		<method name="linear_to_srgb" qualifiers="const">
+			<return type="Color" />
+			<description>
+				Returns the color converted to the [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] color space. This assumes the original color is in the linear color space. See also [method srgb_to_linear] which performs the opposite operation.
+			</description>
+		</method>
+		<method name="srgb_to_linear" qualifiers="const">
+			<return type="Color" />
+			<description>
+				Returns the color converted to the linear color space. This assumes the original color is in the sRGB color space. See also [method linear_to_srgb] which performs the opposite operation.
+			</description>
+		</method>
 		<method name="to_abgr32" qualifiers="const">
 			<return type="int" />
 			<description>
@@ -405,12 +417,6 @@
 				[/codeblocks]
 			</description>
 		</method>
-		<method name="to_linear" qualifiers="const">
-			<return type="Color" />
-			<description>
-				Returns the color converted to the linear color space. This assumes the original color is in the sRGB color space. See also [method to_srgb] which performs the opposite operation.
-			</description>
-		</method>
 		<method name="to_rgba32" qualifiers="const">
 			<return type="int" />
 			<description>
@@ -443,12 +449,6 @@
 				[/codeblocks]
 			</description>
 		</method>
-		<method name="to_srgb" qualifiers="const">
-			<return type="Color" />
-			<description>
-				Returns the color converted to the [url=https://en.wikipedia.org/wiki/SRGB]sRGB[/url] color space. This assumes the original color is in the linear color space. See also [method to_linear] which performs the opposite operation.
-			</description>
-		</method>
 	</methods>
 	<members>
 		<member name="a" type="float" setter="" getter="" default="1.0">

+ 9 - 9
modules/gltf/gltf_document.cpp

@@ -3272,7 +3272,7 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
 			Dictionary mr;
 			{
 				Array arr;
-				const Color c = material->get_albedo().to_linear();
+				const Color c = material->get_albedo().srgb_to_linear();
 				arr.push_back(c.r);
 				arr.push_back(c.g);
 				arr.push_back(c.b);
@@ -3473,7 +3473,7 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
 		}
 
 		if (material->get_feature(BaseMaterial3D::FEATURE_EMISSION)) {
-			const Color c = material->get_emission().to_srgb();
+			const Color c = material->get_emission().linear_to_srgb();
 			Array arr;
 			arr.push_back(c.r);
 			arr.push_back(c.g);
@@ -3555,7 +3555,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
 			if (sgm.has("diffuseFactor")) {
 				const Array &arr = sgm["diffuseFactor"];
 				ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
-				const Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb();
+				const Color c = Color(arr[0], arr[1], arr[2], arr[3]).linear_to_srgb();
 				spec_gloss->diffuse_factor = c;
 				material->set_albedo(spec_gloss->diffuse_factor);
 			}
@@ -3586,7 +3586,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
 			if (mr.has("baseColorFactor")) {
 				const Array &arr = mr["baseColorFactor"];
 				ERR_FAIL_COND_V(arr.size() != 4, ERR_PARSE_ERROR);
-				const Color c = Color(arr[0], arr[1], arr[2], arr[3]).to_srgb();
+				const Color c = Color(arr[0], arr[1], arr[2], arr[3]).linear_to_srgb();
 				material->set_albedo(c);
 			}
 
@@ -3653,7 +3653,7 @@ Error GLTFDocument::_parse_materials(Ref<GLTFState> state) {
 		if (d.has("emissiveFactor")) {
 			const Array &arr = d["emissiveFactor"];
 			ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
-			const Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
+			const Color c = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
 			material->set_feature(BaseMaterial3D::FEATURE_EMISSION, true);
 
 			material->set_emission(c);
@@ -3737,11 +3737,11 @@ void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Re
 	}
 	for (int32_t y = 0; y < r_spec_gloss->spec_gloss_img->get_height(); y++) {
 		for (int32_t x = 0; x < r_spec_gloss->spec_gloss_img->get_width(); x++) {
-			const Color specular_pixel = r_spec_gloss->spec_gloss_img->get_pixel(x, y).to_linear();
+			const Color specular_pixel = r_spec_gloss->spec_gloss_img->get_pixel(x, y).srgb_to_linear();
 			Color specular = Color(specular_pixel.r, specular_pixel.g, specular_pixel.b);
 			specular *= r_spec_gloss->specular_factor;
 			Color diffuse = Color(1.0f, 1.0f, 1.0f);
-			diffuse *= r_spec_gloss->diffuse_img->get_pixel(x, y).to_linear();
+			diffuse *= r_spec_gloss->diffuse_img->get_pixel(x, y).srgb_to_linear();
 			float metallic = 0.0f;
 			Color base_color;
 			spec_gloss_to_metal_base_color(specular, diffuse, base_color, metallic);
@@ -3758,7 +3758,7 @@ void GLTFDocument::spec_gloss_to_rough_metal(Ref<GLTFSpecGloss> r_spec_gloss, Re
 			mr.g = 1.0f - mr.g;
 			rm_img->set_pixel(x, y, mr);
 			if (r_spec_gloss->diffuse_img.is_valid()) {
-				r_spec_gloss->diffuse_img->set_pixel(x, y, base_color.to_srgb());
+				r_spec_gloss->diffuse_img->set_pixel(x, y, base_color.linear_to_srgb());
 			}
 		}
 	}
@@ -4626,7 +4626,7 @@ Error GLTFDocument::_parse_lights(Ref<GLTFState> state) {
 		if (d.has("color")) {
 			const Array &arr = d["color"];
 			ERR_FAIL_COND_V(arr.size() != 3, ERR_PARSE_ERROR);
-			const Color c = Color(arr[0], arr[1], arr[2]).to_srgb();
+			const Color c = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
 			light->color = c;
 		}
 		if (d.has("intensity")) {

+ 1 - 1
modules/hdr/image_loader_hdr.cpp

@@ -132,7 +132,7 @@ Error ImageLoaderHDR::load_image(Ref<Image> p_image, Ref<FileAccess> f, bool p_f
 					ptr[2] * exp / 255.0);
 
 			if (p_force_linear) {
-				c = c.to_linear();
+				c = c.srgb_to_linear();
 			}
 
 			*(uint32_t *)ptr = c.to_rgbe9995();

+ 2 - 2
modules/tinyexr/image_loader_tinyexr.cpp

@@ -230,7 +230,7 @@ Error ImageLoaderTinyEXR::load_image(Ref<Image> p_image, Ref<FileAccess> f, bool
 						}
 
 						if (p_force_linear) {
-							color = color.to_linear();
+							color = color.srgb_to_linear();
 						}
 
 						*row_w++ = Math::make_half_float(color.r);
@@ -261,7 +261,7 @@ Error ImageLoaderTinyEXR::load_image(Ref<Image> p_image, Ref<FileAccess> f, bool
 						}
 
 						if (p_force_linear) {
-							color = color.to_linear();
+							color = color.srgb_to_linear();
 						}
 
 						*row_w++ = color.r;

+ 1 - 1
scene/3d/lightmap_gi.cpp

@@ -884,7 +884,7 @@ LightmapGI::BakeError LightmapGI::bake(Node *p_from_node, String p_image_data_pa
 			Light3D *light = lights_found[i].light;
 			Transform3D xf = lights_found[i].xform;
 
-			Color linear_color = light->get_color().to_linear();
+			Color linear_color = light->get_color().srgb_to_linear();
 			if (Object::cast_to<DirectionalLight3D>(light)) {
 				DirectionalLight3D *l = Object::cast_to<DirectionalLight3D>(light);
 				lightmapper->add_directional_light(light->get_bake_mode() == Light3D::BAKE_STATIC, -xf.basis.get_axis(Vector3::AXIS_Z).normalized(), linear_color, l->get_param(Light3D::PARAM_ENERGY), l->get_param(Light3D::PARAM_SIZE));

+ 7 - 7
servers/rendering/renderer_rd/forward_clustered/render_forward_clustered.cpp

@@ -783,7 +783,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
 		//ambient
 		if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
 			Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
-			color = color.to_linear();
+			color = color.srgb_to_linear();
 
 			scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
 			scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
@@ -793,7 +793,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
 		} else {
 			float energy = environment_get_ambient_light_energy(p_render_data->environment);
 			Color color = environment_get_ambient_light_color(p_render_data->environment);
-			color = color.to_linear();
+			color = color.srgb_to_linear();
 			scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
 			scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
 			scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
@@ -829,7 +829,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
 		scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
 		scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
 
-		Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
+		Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
 		float fog_energy = environment_get_fog_light_energy(p_render_data->environment);
 
 		scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
@@ -844,7 +844,7 @@ void RenderForwardClustered::_setup_environment(const RenderDataRD *p_render_dat
 		} else {
 			scene_state.ubo.use_ambient_light = true;
 			Color clear_color = p_default_bg_color;
-			clear_color = clear_color.to_linear();
+			clear_color = clear_color.srgb_to_linear();
 			scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
 			scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
 			scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;
@@ -1391,7 +1391,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 				clear_color.b *= bg_energy;
 				if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
 					draw_sky_fog_only = true;
-					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
 				}
 			} break;
 			case RS::ENV_BG_COLOR: {
@@ -1401,7 +1401,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 				clear_color.b *= bg_energy;
 				if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
 					draw_sky_fog_only = true;
-					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
 				}
 			} break;
 			case RS::ENV_BG_SKY: {
@@ -1520,7 +1520,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
 
 		Vector<Color> c;
 		{
-			Color cc = clear_color.to_linear();
+			Color cc = clear_color.srgb_to_linear();
 			if (using_separate_specular) {
 				cc.a = 0; //subsurf scatter must be 0
 			}

+ 8 - 8
servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp

@@ -596,7 +596,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
 				/*
 				if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
 					draw_sky_fog_only = true;
-					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
 				}
 				*/
 			} break;
@@ -608,7 +608,7 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
 				/*
 				if (render_buffers_has_volumetric_fog(p_render_data->render_buffers) || environment_is_fog_enabled(p_render_data->environment)) {
 					draw_sky_fog_only = true;
-					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.to_linear()));
+					RendererRD::MaterialStorage::get_singleton()->material_set_param(sky.sky_scene_state.fog_material, "clear_color", Variant(clear_color.srgb_to_linear()));
 				}
 				*/
 			} break;
@@ -723,10 +723,10 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
 		{
 			// regular forward for now
 			Vector<Color> c;
-			c.push_back(clear_color.to_linear()); // our render buffer
+			c.push_back(clear_color.srgb_to_linear()); // our render buffer
 			if (render_buffer) {
 				if (render_buffer->msaa != RS::VIEWPORT_MSAA_DISABLED) {
-					c.push_back(clear_color.to_linear()); // our resolve buffer
+					c.push_back(clear_color.srgb_to_linear()); // our resolve buffer
 				}
 				if (using_subpass_post_process) {
 					c.push_back(Color()); // our 2D buffer we're copying into
@@ -1616,7 +1616,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
 		//ambient
 		if (ambient_src == RS::ENV_AMBIENT_SOURCE_BG && (env_bg == RS::ENV_BG_CLEAR_COLOR || env_bg == RS::ENV_BG_COLOR)) {
 			Color color = env_bg == RS::ENV_BG_CLEAR_COLOR ? p_default_bg_color : environment_get_bg_color(p_render_data->environment);
-			color = color.to_linear();
+			color = color.srgb_to_linear();
 
 			scene_state.ubo.ambient_light_color_energy[0] = color.r * bg_energy;
 			scene_state.ubo.ambient_light_color_energy[1] = color.g * bg_energy;
@@ -1626,7 +1626,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
 		} else {
 			float energy = environment_get_ambient_light_energy(p_render_data->environment);
 			Color color = environment_get_ambient_light_color(p_render_data->environment);
-			color = color.to_linear();
+			color = color.srgb_to_linear();
 			scene_state.ubo.ambient_light_color_energy[0] = color.r * energy;
 			scene_state.ubo.ambient_light_color_energy[1] = color.g * energy;
 			scene_state.ubo.ambient_light_color_energy[2] = color.b * energy;
@@ -1657,7 +1657,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
 		scene_state.ubo.fog_height_density = environment_get_fog_height_density(p_render_data->environment);
 		scene_state.ubo.fog_aerial_perspective = environment_get_fog_aerial_perspective(p_render_data->environment);
 
-		Color fog_color = environment_get_fog_light_color(p_render_data->environment).to_linear();
+		Color fog_color = environment_get_fog_light_color(p_render_data->environment).srgb_to_linear();
 		float fog_energy = environment_get_fog_light_energy(p_render_data->environment);
 
 		scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
@@ -1672,7 +1672,7 @@ void RenderForwardMobile::_setup_environment(const RenderDataRD *p_render_data,
 		} else {
 			scene_state.ubo.use_ambient_light = true;
 			Color clear_color = p_default_bg_color;
-			clear_color = clear_color.to_linear();
+			clear_color = clear_color.srgb_to_linear();
 			scene_state.ubo.ambient_light_color_energy[0] = clear_color.r;
 			scene_state.ubo.ambient_light_color_energy[1] = clear_color.g;
 			scene_state.ubo.ambient_light_color_energy[2] = clear_color.b;

+ 5 - 5
servers/rendering/renderer_rd/renderer_scene_gi_rd.cpp

@@ -921,7 +921,7 @@ void RendererSceneGIRD::SDFGI::update_probes(RendererSceneEnvironmentRD *p_env,
 
 		if (p_env->background == RS::ENV_BG_CLEAR_COLOR) {
 			push_constant.sky_mode = SDFGIShader::IntegratePushConstant::SKY_MODE_COLOR;
-			Color c = storage->get_default_clear_color().to_linear();
+			Color c = storage->get_default_clear_color().srgb_to_linear();
 			push_constant.sky_color[0] = c.r;
 			push_constant.sky_color[1] = c.g;
 			push_constant.sky_color[2] = c.b;
@@ -1469,7 +1469,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
 			lights[idx].direction[1] = dir.y;
 			lights[idx].direction[2] = dir.z;
 			Color color = storage->light_get_color(li->light);
-			color = color.to_linear();
+			color = color.srgb_to_linear();
 			lights[idx].color[0] = color.r;
 			lights[idx].color[1] = color.g;
 			lights[idx].color[2] = color.b;
@@ -1514,7 +1514,7 @@ void RendererSceneGIRD::SDFGI::pre_process_gi(const Transform3D &p_transform, Re
 			lights[idx].position[1] = pos.y;
 			lights[idx].position[2] = pos.z;
 			Color color = storage->light_get_color(li->light);
-			color = color.to_linear();
+			color = color.srgb_to_linear();
 			lights[idx].color[0] = color.r;
 			lights[idx].color[1] = color.g;
 			lights[idx].color[2] = color.b;
@@ -1953,7 +1953,7 @@ void RendererSceneGIRD::SDFGI::render_static_lights(RID p_render_buffers, uint32
 				lights[idx].position[1] = pos.y;
 				lights[idx].position[2] = pos.z;
 				Color color = storage->light_get_color(li->light);
-				color = color.to_linear();
+				color = color.srgb_to_linear();
 				lights[idx].color[0] = color.r;
 				lights[idx].color[1] = color.g;
 				lights[idx].color[2] = color.b;
@@ -2396,7 +2396,7 @@ void RendererSceneGIRD::VoxelGIInstance::update(bool p_update_light_instances, c
 				l.attenuation = storage->light_get_param(light, RS::LIGHT_PARAM_ATTENUATION);
 				l.energy = storage->light_get_param(light, RS::LIGHT_PARAM_ENERGY) * storage->light_get_param(light, RS::LIGHT_PARAM_INDIRECT_ENERGY);
 				l.radius = to_cell.basis.xform(Vector3(storage->light_get_param(light, RS::LIGHT_PARAM_RANGE), 0, 0)).length();
-				Color color = storage->light_get_color(light).to_linear();
+				Color color = storage->light_get_color(light).srgb_to_linear();
 				l.color[0] = color.r;
 				l.color[1] = color.g;
 				l.color[2] = color.b;

+ 8 - 8
servers/rendering/renderer_rd/renderer_scene_render_rd.cpp

@@ -517,7 +517,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
 		ambient_color_sky_mix = env->ambient_sky_contribution;
 		const float ambient_energy = env->ambient_light_energy;
 		ambient_color = env->ambient_light;
-		ambient_color = ambient_color.to_linear();
+		ambient_color = ambient_color.srgb_to_linear();
 		ambient_color.r *= ambient_energy;
 		ambient_color.g *= ambient_energy;
 		ambient_color.b *= ambient_energy;
@@ -536,7 +536,7 @@ Ref<Image> RendererSceneRenderRD::environment_bake_panorama(RID p_env, bool p_ba
 	} else {
 		const float bg_energy = env->bg_energy;
 		Color panorama_color = ((environment_background == RS::ENV_BG_CLEAR_COLOR) ? storage->get_default_clear_color() : env->bg_color);
-		panorama_color = panorama_color.to_linear();
+		panorama_color = panorama_color.srgb_to_linear();
 		panorama_color.r *= bg_energy;
 		panorama_color.g *= bg_energy;
 		panorama_color.b *= bg_energy;
@@ -3245,7 +3245,7 @@ void RendererSceneRenderRD::_setup_reflections(const PagedArray<RID> &p_reflecti
 		reflection_ubo.exterior = !storage->reflection_probe_is_interior(base_probe);
 		reflection_ubo.box_project = storage->reflection_probe_is_box_projection(base_probe);
 
-		Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).to_linear();
+		Color ambient_linear = storage->reflection_probe_get_ambient_color(base_probe).srgb_to_linear();
 		float interior_ambient_energy = storage->reflection_probe_get_ambient_color_energy(base_probe);
 		reflection_ubo.ambient[0] = ambient_linear.r * interior_ambient_energy;
 		reflection_ubo.ambient[1] = ambient_linear.g * interior_ambient_energy;
@@ -3312,7 +3312,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
 
 				light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY) * Math_PI;
 
-				Color linear_col = storage->light_get_color(base).to_linear();
+				Color linear_col = storage->light_get_color(base).srgb_to_linear();
 				light_data.color[0] = linear_col.r;
 				light_data.color[1] = linear_col.g;
 				light_data.color[2] = linear_col.b;
@@ -3491,7 +3491,7 @@ void RendererSceneRenderRD::_setup_lights(const PagedArray<RID> &p_lights, const
 		Transform3D light_transform = li->transform;
 
 		float sign = storage->light_is_negative(base) ? -1 : 1;
-		Color linear_col = storage->light_get_color(base).to_linear();
+		Color linear_col = storage->light_get_color(base).srgb_to_linear();
 
 		light_data.attenuation = storage->light_get_param(base, RS::LIGHT_PARAM_ATTENUATION);
 
@@ -4641,7 +4641,7 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
 
 	params.fog_frustum_end = fog_end;
 
-	Color ambient_color = env->ambient_light.to_linear();
+	Color ambient_color = env->ambient_light.srgb_to_linear();
 	params.ambient_color[0] = ambient_color.r;
 	params.ambient_color[1] = ambient_color.g;
 	params.ambient_color[2] = ambient_color.b;
@@ -4653,13 +4653,13 @@ void RendererSceneRenderRD::_update_volumetric_fog(RID p_render_buffers, RID p_e
 
 	params.directional_light_count = p_directional_light_count;
 
-	Color emission = env->volumetric_fog_emission.to_linear();
+	Color emission = env->volumetric_fog_emission.srgb_to_linear();
 	params.base_emission[0] = emission.r * env->volumetric_fog_emission_energy;
 	params.base_emission[1] = emission.g * env->volumetric_fog_emission_energy;
 	params.base_emission[2] = emission.b * env->volumetric_fog_emission_energy;
 	params.base_density = env->volumetric_fog_density;
 
-	Color base_scattering = env->volumetric_fog_scattering.to_linear();
+	Color base_scattering = env->volumetric_fog_scattering.srgb_to_linear();
 	params.base_scattering[0] = base_scattering.r;
 	params.base_scattering[1] = base_scattering.g;
 	params.base_scattering[2] = base_scattering.b;

+ 2 - 2
servers/rendering/renderer_rd/renderer_scene_sky_rd.cpp

@@ -1194,7 +1194,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
 					float sign = storage->light_is_negative(base) ? -1 : 1;
 					sky_light_data.energy = sign * storage->light_get_param(base, RS::LIGHT_PARAM_ENERGY);
 
-					Color linear_col = storage->light_get_color(base).to_linear();
+					Color linear_col = storage->light_get_color(base).srgb_to_linear();
 					sky_light_data.color[0] = linear_col.r;
 					sky_light_data.color[1] = linear_col.g;
 					sky_light_data.color[2] = linear_col.b;
@@ -1286,7 +1286,7 @@ void RendererSceneSkyRD::setup(RendererSceneEnvironmentRD *p_env, RID p_render_b
 	sky_scene_state.ubo.fog_enabled = p_env->fog_enabled;
 	sky_scene_state.ubo.fog_density = p_env->fog_density;
 	sky_scene_state.ubo.fog_aerial_perspective = p_env->fog_aerial_perspective;
-	Color fog_color = p_env->fog_light_color.to_linear();
+	Color fog_color = p_env->fog_light_color.srgb_to_linear();
 	float fog_energy = p_env->fog_light_energy;
 	sky_scene_state.ubo.fog_light_color[0] = fog_color.r * fog_energy;
 	sky_scene_state.ubo.fog_light_color[1] = fog_color.g * fog_energy;

+ 3 - 3
servers/rendering/renderer_rd/storage_rd/material_storage.cpp

@@ -422,7 +422,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
 						if (i < s) {
 							Color color = a[i];
 							if (p_linear_color) {
-								color = color.to_linear();
+								color = color.srgb_to_linear();
 							}
 							gui[j] = color.r;
 							gui[j + 1] = color.g;
@@ -459,7 +459,7 @@ _FORCE_INLINE_ static void _fill_std140_variant_ubo_value(ShaderLanguage::DataTy
 					Color v = value;
 
 					if (p_linear_color) {
-						v = v.to_linear();
+						v = v.srgb_to_linear();
 					}
 
 					gui[0] = v.r;
@@ -1498,7 +1498,7 @@ void MaterialStorage::_global_variable_store_in_buffer(int32_t p_index, RS::Glob
 			bv.w = v.a;
 
 			GlobalVariables::Value &bv_linear = global_variables.buffer_values[p_index + 1];
-			v = v.to_linear();
+			v = v.srgb_to_linear();
 			bv_linear.x = v.r;
 			bv_linear.y = v.g;
 			bv_linear.z = v.b;

+ 4 - 4
tests/core/math/test_color.h

@@ -146,8 +146,8 @@ TEST_CASE("[Color] Conversion methods") {
 
 TEST_CASE("[Color] Linear <-> sRGB conversion") {
 	const Color color = Color(0.35, 0.5, 0.6, 0.7);
-	const Color color_linear = color.to_linear();
-	const Color color_srgb = color.to_srgb();
+	const Color color_linear = color.srgb_to_linear();
+	const Color color_srgb = color.linear_to_srgb();
 	CHECK_MESSAGE(
 			color_linear.is_equal_approx(Color(0.100481, 0.214041, 0.318547, 0.7)),
 			"The color converted to linear color space should match the expected value.");
@@ -155,10 +155,10 @@ TEST_CASE("[Color] Linear <-> sRGB conversion") {
 			color_srgb.is_equal_approx(Color(0.62621, 0.735357, 0.797738, 0.7)),
 			"The color converted to sRGB color space should match the expected value.");
 	CHECK_MESSAGE(
-			color_linear.to_srgb().is_equal_approx(Color(0.35, 0.5, 0.6, 0.7)),
+			color_linear.linear_to_srgb().is_equal_approx(Color(0.35, 0.5, 0.6, 0.7)),
 			"The linear color converted back to sRGB color space should match the expected value.");
 	CHECK_MESSAGE(
-			color_srgb.to_linear().is_equal_approx(Color(0.35, 0.5, 0.6, 0.7)),
+			color_srgb.srgb_to_linear().is_equal_approx(Color(0.35, 0.5, 0.6, 0.7)),
 			"The sRGB color converted back to linear color space should match the expected value.");
 }