Fix crash on import.
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e3905f9af3
commit
24b16f3bf0
7 changed files with 58 additions and 27 deletions
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@ -213,6 +213,7 @@ void ResourceImporterTexture::get_import_options(List<ImportOption> *r_options,
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/fix_alpha_border"), p_preset != PRESET_3D));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/premult_alpha"), false));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/invert_color"), false));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "process/HDR_as_SRGB"), false));
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r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "stream"), false));
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r_options->push_back(ImportOption(PropertyInfo(Variant::INT, "size_limit", PROPERTY_HINT_RANGE, "0,4096,1"), 0));
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r_options->push_back(ImportOption(PropertyInfo(Variant::BOOL, "detect_3d"), p_preset == PRESET_DETECT));
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@ -872,6 +872,7 @@ public:
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bool update_when_visible;
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//VS::MaterialBlendMode blend_mode;
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int light_mask;
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int z_final;
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Vector<Command *> commands;
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mutable bool custom_rect;
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mutable bool rect_dirty;
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@ -1032,6 +1033,7 @@ public:
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distance_field = false;
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light_masked = false;
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update_when_visible = false;
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z_final = 0;
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}
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virtual ~Item() {
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clear();
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@ -512,9 +512,10 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
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push_constant.specular_shininess = 0xFFFFFFFF;
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push_constant.color_texture_pixel_size[0] = 0;
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push_constant.color_texture_pixel_size[1] = 0;
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push_constant.pad[0] = 0;
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push_constant.pad[1] = 0;
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push_constant.pad[2] = 0;
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push_constant.pad[3] = 0;
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PipelineVariants *pipeline_variants = &shader.pipeline_variants;
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@ -760,7 +761,9 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
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_bind_texture_binding(primitive->texture_binding.binding_id, p_draw_list);
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}
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for (uint32_t j = 0; j < primitive->point_count; j++) {
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RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[MIN(3, primitive->point_count) - 1]);
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for (uint32_t j = 0; j < MIN(3, primitive->point_count); j++) {
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push_constant.points[j * 2 + 0] = primitive->points[j].x;
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push_constant.points[j * 2 + 1] = primitive->points[j].y;
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push_constant.uvs[j * 2 + 0] = primitive->uvs[j].x;
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@ -770,11 +773,24 @@ void RasterizerCanvasRD::_render_item(RD::DrawListID p_draw_list, const Item *p_
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push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
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}
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RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
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RD::get_singleton()->draw_list_bind_index_array(p_draw_list, primitive_arrays.index_array[primitive->point_count - 1]);
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RD::get_singleton()->draw_list_draw(p_draw_list, true);
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if (primitive->point_count == 4) {
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for (uint32_t j = 1; j < 3; j++) {
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//second half of triangle
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push_constant.points[j * 2 + 0] = primitive->points[j + 1].x;
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push_constant.points[j * 2 + 1] = primitive->points[j + 1].y;
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push_constant.uvs[j * 2 + 0] = primitive->uvs[j + 1].x;
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push_constant.uvs[j * 2 + 1] = primitive->uvs[j + 1].y;
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Color col = primitive->colors[j + 1] * p_modulate;
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push_constant.colors[j * 2 + 0] = (uint32_t(Math::make_half_float(col.g)) << 16) | Math::make_half_float(col.r);
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push_constant.colors[j * 2 + 1] = (uint32_t(Math::make_half_float(col.a)) << 16) | Math::make_half_float(col.b);
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}
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RD::get_singleton()->draw_list_set_push_constant(p_draw_list, &push_constant, sizeof(PushConstant));
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RD::get_singleton()->draw_list_draw(p_draw_list, true);
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}
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} break;
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#if 0
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@ -1364,7 +1380,7 @@ RasterizerCanvasRD::RasterizerCanvasRD(RasterizerStorageRD *p_storage) {
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RD::AttachmentFormat af;
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af.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
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af.samples = RD::TEXTURE_SAMPLES_1;
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af.usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT;
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af.usage_flags = RD::TEXTURE_USAGE_COLOR_ATTACHMENT_BIT | RD::TEXTURE_USAGE_SAMPLING_BIT | RD::TEXTURE_USAGE_CAN_RETRIEVE_BIT;
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Vector<RD::AttachmentFormat> formats;
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formats.push_back(af);
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shader.framebuffer_formats[RENDER_TARGET_FORMAT_8_BIT_INT] = RD::get_singleton()->framebuffer_format_create(formats);
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@ -179,6 +179,23 @@ class RasterizerCanvasRD : public RasterizerCanvas {
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/**** MATERIALS ****/
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/*******************/
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/******************/
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/**** LIGHTING ****/
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/******************/
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enum {
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LIGHT_GRID_WIDTH = 16,
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LIGHT_GRID_HEIGHT = 16,
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MAX_LIGHTS = 128
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};
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struct {
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RID grid_texture;
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RID grid_buffer;
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PoolVector<uint8_t> grid_texture_data;
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PoolVector<uint8_t> grid_buffer_data;
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} lighting;
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/***************/
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/**** STATE ****/
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/***************/
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@ -213,16 +230,17 @@ class RasterizerCanvasRD : public RasterizerCanvas {
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float ninepatch_margins[4];
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float dst_rect[4];
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float src_rect[4];
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float color_texture_pixel_size[2];
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uint32_t pad[6];
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float pad[2];
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};
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//primitive
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struct {
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float points[8]; // vec2 points[4]
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uint32_t colors[8]; // colors encoded as half
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float uvs[8]; // vec2 points[4]
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float points[6]; // vec2 points[4]
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float uvs[6]; // vec2 points[4]
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uint32_t colors[6]; // colors encoded as half
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};
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};
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float color_texture_pixel_size[2];
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uint32_t lights[4];
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};
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struct SkeletonUniform {
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@ -59,20 +59,11 @@ void main() {
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vertex = draw_data.points[1];
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uv = draw_data.uvs[1];
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color = vec4(unpackHalf2x16(draw_data.colors[2]),unpackHalf2x16(draw_data.colors[3]));
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} else if (gl_VertexIndex==2) {
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} else {
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vertex = draw_data.points[2];
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uv = draw_data.uvs[2];
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color = vec4(unpackHalf2x16(draw_data.colors[4]),unpackHalf2x16(draw_data.colors[5]));
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} else {
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vertex = draw_data.points[3];
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uv = draw_data.uvs[3];
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color = vec4(unpackHalf2x16(draw_data.colors[6]),unpackHalf2x16(draw_data.colors[7]));
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}
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// this does not
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// vec2 vertex = draw_data.points[gl_VertexIndex];
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// vec2 uv = draw_data.uvs[gl_VertexIndex];
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// vec4 color = vec4(unpackHalf2x16(draw_data.colors[gl_VertexIndex*2+0]),unpackHalf2x16(draw_data.colors[gl_VertexIndex*2+1]));
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uvec4 bone_indices = uvec4(0,0,0,0);
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vec4 bone_weights = vec4(0,0,0,0);
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@ -21,6 +21,8 @@
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#define FLAGS_NINEPATCH_H_MODE_SHIFT 16
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#define FLAGS_NINEPATCH_V_MODE_SHIFT 18
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#define FLAGS_LIGHT_COUNT_SHIFT 20
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layout(push_constant, binding = 0, std430) uniform DrawData {
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vec2 world_x;
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vec2 world_y;
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@ -28,17 +30,19 @@ layout(push_constant, binding = 0, std430) uniform DrawData {
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uint flags;
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uint specular_shininess;
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#ifdef USE_PRIMITIVE
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vec2 points[4];
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uint colors[8];
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vec2 uvs[4];
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vec2 points[3];
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vec2 uvs[3];
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uint colors[6];
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#else
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vec4 modulation;
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vec4 ninepatch_margins;
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vec4 dst_rect; //for built-in rect and UV
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vec4 src_rect;
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vec2 color_texture_pixel_size;
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uint pad[6];
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vec2 pad;
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#endif
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vec2 color_texture_pixel_size;
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uint lights[4];
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} draw_data;
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@ -54,7 +54,6 @@ public:
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Vector2 ysort_pos;
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VS::CanvasItemTextureFilter texture_filter;
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VS::CanvasItemTextureRepeat texture_repeat;
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int z_final;
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Vector<Item *> child_items;
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