Check for uncompressed uvs in Sprite3D
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23b553ba06
commit
d33a9aaacb
2 changed files with 18 additions and 6 deletions
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@ -430,12 +430,12 @@ SpriteBase3D::SpriteBase3D() {
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mesh_array[VS::ARRAY_TEX_UV] = mesh_uvs;
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLE_FAN, mesh_array);
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const uint32_t surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
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const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
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const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
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mesh_surface_format = VS::get_singleton()->mesh_surface_get_format(mesh, 0);
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mesh_buffer = VS::get_singleton()->mesh_surface_get_array(mesh, 0);
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mesh_stride = VS::get_singleton()->mesh_surface_make_offsets_from_format(surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets);
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mesh_stride = VS::get_singleton()->mesh_surface_make_offsets_from_format(mesh_surface_format, surface_vertex_len, surface_index_len, mesh_surface_offsets);
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}
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SpriteBase3D::~SpriteBase3D() {
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@ -584,13 +584,18 @@ void Sprite3D::_draw() {
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} else {
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aabb.expand_to(vtx);
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}
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if (mesh_surface_format & VS::ARRAY_COMPRESS_TEX_UV) {
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uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 4);
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} else {
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float v_uv[2] = { uvs[i].x, uvs[i].y };
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
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}
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uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
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}
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write_buffer.release();
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@ -945,12 +950,18 @@ void AnimatedSprite3D::_draw() {
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aabb.expand_to(vtx);
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}
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uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
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if (mesh_surface_format & VS::ARRAY_COMPRESS_TEX_UV) {
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uint16_t v_uv[2] = { Math::make_half_float(uvs[i].x), Math::make_half_float(uvs[i].y) };
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 4);
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} else {
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float v_uv[2] = { uvs[i].x, uvs[i].y };
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 8);
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}
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &vertices[i], sizeof(float) * 2);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TEX_UV]], v_uv, 2 * 2);
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}
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write_buffer.release();
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@ -99,6 +99,7 @@ protected:
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uint32_t mesh_surface_offsets[VS::ARRAY_MAX];
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PoolByteArray mesh_buffer;
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uint32_t mesh_stride;
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uint32_t mesh_surface_format;
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void _queue_update();
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