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authorreduz <reduzio@gmail.com>2021-06-30 17:03:33 -0300
committerreduz <reduzio@gmail.com>2021-06-30 23:33:25 -0300
commit9ad0c6cde708ad4fb31da78fb1a450a219a610d6 (patch)
tree79fc5238de3eeaeee01cc7d17bf6f740b9ba3f82 /servers/rendering_server.cpp
parent3530cb639aa6927b46babe031b5e25792d9076ab (diff)
downloadredot-engine-9ad0c6cde708ad4fb31da78fb1a450a219a610d6.tar.gz
Import mesh colors in 8BPP.
* Colors were imported as 16BPP (half float) * Far most common use cases only require 8BPP * If you need higher data precision, use a custom array, which are supported now. **WARNING**: 3D Scenes imported in 4.0 no longer compatible with this new format. You need to re-import them (erase them from .godot/import)
Diffstat (limited to 'servers/rendering_server.cpp')
-rw-r--r--servers/rendering_server.cpp20
1 files changed, 11 insertions, 9 deletions
diff --git a/servers/rendering_server.cpp b/servers/rendering_server.cpp
index b7e20631c9..75ae850acb 100644
--- a/servers/rendering_server.cpp
+++ b/servers/rendering_server.cpp
@@ -438,13 +438,14 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
const Color *src = array.ptr();
- uint16_t color16[4];
for (int i = 0; i < p_vertex_array_len; i++) {
- color16[0] = Math::make_half_float(src[i].r);
- color16[1] = Math::make_half_float(src[i].g);
- color16[2] = Math::make_half_float(src[i].b);
- color16[3] = Math::make_half_float(src[i].a);
- memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], color16, 8);
+ uint8_t color8[4] = {
+ uint8_t(CLAMP(src[i].r * 255.0, 0.0, 255.0)),
+ uint8_t(CLAMP(src[i].g * 255.0, 0.0, 255.0)),
+ uint8_t(CLAMP(src[i].b * 255.0, 0.0, 255.0)),
+ uint8_t(CLAMP(src[i].a * 255.0, 0.0, 255.0))
+ };
+ memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], color8, 4);
}
} break;
case RS::ARRAY_TEX_UV: {
@@ -761,7 +762,7 @@ void RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, i
elem_size = 4;
} break;
case RS::ARRAY_COLOR: {
- elem_size = 8;
+ elem_size = 4;
} break;
case RS::ARRAY_TEX_UV: {
elem_size = 8;
@@ -1123,8 +1124,9 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
Color *w = arr.ptrw();
for (int32_t j = 0; j < p_vertex_len; j++) {
- const uint16_t *v = (const uint16_t *)&ar[j * attrib_elem_size + offsets[i]];
- w[j] = Color(Math::half_to_float(v[0]), Math::half_to_float(v[1]), Math::half_to_float(v[2]), Math::half_to_float(v[3]));
+ const uint8_t *v = (const uint8_t *)&ar[j * attrib_elem_size + offsets[i]];
+
+ w[j] = Color(v[0] / 255.0, v[1] / 255.0, v[2] / 255.0, v[3] / 255.0);
}
ret[i] = arr;