Check for uncompressed uvs in Sprite3D

This commit is contained in:
clayjohn 2020-08-16 19:19:14 -07:00
parent 23b553ba06
commit d33a9aaacb
2 changed files with 18 additions and 6 deletions

View file

@ -430,12 +430,12 @@ SpriteBase3D::SpriteBase3D() {
mesh_array[VS::ARRAY_TEX_UV] = mesh_uvs;
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLE_FAN, mesh_array);
const uint32_t surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
mesh_surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
mesh_buffer = VS::get_singleton()->mesh_surface_get_array(mesh, 0);
mesh_stride = VS::get_singleton()->mesh_surface_make_offsets_from_format(surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets);
mesh_stride = VS::get_singleton()->mesh_surface_make_offsets_from_format(mesh_surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets);
}
SpriteBase3D::~SpriteBase3D() {
@ -584,13 +584,18 @@ void Sprite3D::_draw() {
} else {
aabb.expand_to(vtx);
}
if (mesh_surface_format & VS::ARRAY_COMPRESS_TEX_UV) {
uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 4);
} else {
float v_uv[2] = { uvs[i].x, uvs[i].y };
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
}
uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
}
write_buffer.release();
@ -945,12 +950,18 @@ void AnimatedSprite3D::_draw() {
aabb.expand_to(vtx);
}
uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
if (mesh_surface_format & VS::ARRAY_COMPRESS_TEX_UV) {
uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 4);
} else {
float v_uv[2] = { uvs[i].x, uvs[i].y };
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
}
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
}
write_buffer.release();

View file

@ -99,6 +99,7 @@ protected:
uint32_t mesh_surface_offsets[VS::ARRAY_MAX];
PoolByteArray mesh_buffer;
uint32_t mesh_stride;
uint32_t mesh_surface_format;
void _queue_update();