diff --git a/doc/classes/Light3D.xml b/doc/classes/Light3D.xml
index 4878599dbd5..038240f4abe 100644
--- a/doc/classes/Light3D.xml
+++ b/doc/classes/Light3D.xml
@@ -64,7 +64,7 @@
[b]Note:[/b] Meshes' global illumination mode will also affect the global illumination rendering. See [member GeometryInstance3D.gi_mode].
- The light's color. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy].
+ The light's color in the nonlinear sRGB color space. An [i]overbright[/i] color can be used to achieve a result equivalent to increasing the light's [member light_energy].
The light will affect objects in the selected layers.
diff --git a/modules/gltf/doc_classes/GLTFLight.xml b/modules/gltf/doc_classes/GLTFLight.xml
index e07d24a1446..c4a9d2641c4 100644
--- a/modules/gltf/doc_classes/GLTFLight.xml
+++ b/modules/gltf/doc_classes/GLTFLight.xml
@@ -53,7 +53,8 @@
- The [Color] of the light. Defaults to white. A black color causes the light to have no effect.
+ The [Color] of the light in linear space. Defaults to white. A black color causes the light to have no effect.
+ This value is linear to match glTF, but will be converted to nonlinear sRGB when creating a Godot [Light3D] node upon import, or converted to linear when exporting a Godot [Light3D] to glTF.
The inner angle of the cone in a spotlight. Must be less than or equal to the outer cone angle.
diff --git a/modules/gltf/extensions/gltf_light.cpp b/modules/gltf/extensions/gltf_light.cpp
index 41680baf757..15c760bbb8b 100644
--- a/modules/gltf/extensions/gltf_light.cpp
+++ b/modules/gltf/extensions/gltf_light.cpp
@@ -130,7 +130,7 @@ Ref GLTFLight::from_node(const Light3D *p_light) {
Ref l;
l.instantiate();
ERR_FAIL_NULL_V_MSG(p_light, l, "Tried to create a GLTFLight from a Light3D node, but the given node was null.");
- l->color = p_light->get_color();
+ l->color = p_light->get_color().srgb_to_linear();
if (cast_to(p_light)) {
l->light_type = "directional";
const DirectionalLight3D *light = cast_to(p_light);
@@ -156,33 +156,33 @@ Ref GLTFLight::from_node(const Light3D *p_light) {
}
Light3D *GLTFLight::to_node() const {
+ Light3D *light = nullptr;
if (light_type == "directional") {
- DirectionalLight3D *light = memnew(DirectionalLight3D);
- light->set_param(Light3D::PARAM_ENERGY, intensity);
- light->set_color(color);
- return light;
- }
- if (light_type == "point") {
- OmniLight3D *light = memnew(OmniLight3D);
- light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
- light->set_param(OmniLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
- light->set_color(color);
- return light;
- }
- if (light_type == "spot") {
- SpotLight3D *light = memnew(SpotLight3D);
- light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
- light->set_param(SpotLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
- light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle));
- light->set_color(color);
+ DirectionalLight3D *dir_light = memnew(DirectionalLight3D);
+ dir_light->set_param(Light3D::PARAM_ENERGY, intensity);
+ light = dir_light;
+ } else if (light_type == "point") {
+ OmniLight3D *omni_light = memnew(OmniLight3D);
+ omni_light->set_param(OmniLight3D::PARAM_ENERGY, intensity);
+ omni_light->set_param(OmniLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
+ light = omni_light;
+ } else if (light_type == "spot") {
+ SpotLight3D *spot_light = memnew(SpotLight3D);
+ spot_light->set_param(SpotLight3D::PARAM_ENERGY, intensity);
+ spot_light->set_param(SpotLight3D::PARAM_RANGE, CLAMP(range, 0, 4096));
+ spot_light->set_param(SpotLight3D::PARAM_SPOT_ANGLE, Math::rad_to_deg(outer_cone_angle));
// Line of best fit derived from guessing, see https://www.desmos.com/calculator/biiflubp8b
// The points in desmos are not exact, except for (1, infinity).
float angle_ratio = inner_cone_angle / outer_cone_angle;
float angle_attenuation = 0.2 / (1 - angle_ratio) - 0.1;
- light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
- return light;
+ spot_light->set_param(SpotLight3D::PARAM_SPOT_ATTENUATION, angle_attenuation);
+ light = spot_light;
+ } else {
+ ERR_PRINT("Failed to create a Light3D node from GLTFLight, unknown light type '" + light_type + "'.");
+ return nullptr;
}
- return memnew(Light3D);
+ light->set_color(color.linear_to_srgb());
+ return light;
}
Ref GLTFLight::from_dictionary(const Dictionary p_dictionary) {
@@ -195,7 +195,7 @@ Ref GLTFLight::from_dictionary(const Dictionary p_dictionary) {
if (p_dictionary.has("color")) {
const Array &arr = p_dictionary["color"];
if (arr.size() == 3) {
- light->color = Color(arr[0], arr[1], arr[2]).linear_to_srgb();
+ light->color = Color(arr[0], arr[1], arr[2]);
} else {
ERR_PRINT("Error parsing glTF light: The color must have exactly 3 numbers.");
}