Fix glTF scene export crash on null normal texture
Also removes a redundant get_texture call directly below the modified code block. Fixes #56379
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1 changed files with 23 additions and 20 deletions
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@ -3402,29 +3402,32 @@ Error GLTFDocument::_serialize_materials(Ref<GLTFState> state) {
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tex.instantiate();
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{
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Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
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// Code for uncompressing RG normal maps
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Ref<Image> img = normal_texture->get_image();
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Ref<ImageTexture> img_tex = img;
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if (img_tex.is_valid()) {
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img = img_tex->get_image();
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}
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img->decompress();
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img->convert(Image::FORMAT_RGBA8);
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img->convert_ra_rgba8_to_rg();
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for (int32_t y = 0; y < img->get_height(); y++) {
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for (int32_t x = 0; x < img->get_width(); x++) {
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Color c = img->get_pixel(x, y);
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Vector2 red_green = Vector2(c.r, c.g);
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red_green = red_green * Vector2(2.0f, 2.0f) - Vector2(1.0f, 1.0f);
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float blue = 1.0f - red_green.dot(red_green);
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blue = MAX(0.0f, blue);
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c.b = Math::sqrt(blue);
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img->set_pixel(x, y, c);
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if (normal_texture.is_valid()) {
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// Code for uncompressing RG normal maps
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Ref<Image> img = normal_texture->get_image();
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if (img.is_valid()) {
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Ref<ImageTexture> img_tex = img;
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if (img_tex.is_valid()) {
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img = img_tex->get_image();
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}
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img->decompress();
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img->convert(Image::FORMAT_RGBA8);
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img->convert_ra_rgba8_to_rg();
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for (int32_t y = 0; y < img->get_height(); y++) {
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for (int32_t x = 0; x < img->get_width(); x++) {
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Color c = img->get_pixel(x, y);
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Vector2 red_green = Vector2(c.r, c.g);
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red_green = red_green * Vector2(2.0f, 2.0f) - Vector2(1.0f, 1.0f);
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float blue = 1.0f - red_green.dot(red_green);
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blue = MAX(0.0f, blue);
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c.b = Math::sqrt(blue);
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img->set_pixel(x, y, c);
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}
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}
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tex->create_from_image(img);
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}
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}
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tex->create_from_image(img);
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}
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Ref<Texture2D> normal_texture = material->get_texture(BaseMaterial3D::TEXTURE_NORMAL);
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GLTFTextureIndex gltf_texture_index = -1;
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if (tex.is_valid() && tex->get_image().is_valid()) {
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tex->set_name(material->get_name() + "_normal");
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