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mirror of https://github.com/godotengine/godot.git synced 2025-11-11 13:10:58 +00:00

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)
This commit is contained in:
reduz
2021-06-30 17:03:33 -03:00
parent 3530cb639a
commit 9ad0c6cde7
4 changed files with 33 additions and 31 deletions

View File

@@ -223,7 +223,7 @@ void ImmediateMesh::surface_end() {
if (uses_colors) {
format |= ARRAY_FORMAT_COLOR;
attribute_stride += sizeof(uint16_t) * 4;
attribute_stride += sizeof(uint8_t) * 4;
}
uint32_t uv_offset = 0;
if (uses_uvs) {
@@ -244,25 +244,25 @@ void ImmediateMesh::surface_end() {
for (uint32_t i = 0; i < vertices.size(); i++) {
if (uses_colors) {
uint16_t *color16 = (uint16_t *)&surface_attribute_ptr[i * attribute_stride];
uint8_t *color8 = (uint8_t *)&surface_attribute_ptr[i * attribute_stride];
color16[0] = Math::make_half_float(colors[i].r);
color16[1] = Math::make_half_float(colors[i].g);
color16[2] = Math::make_half_float(colors[i].b);
color16[3] = Math::make_half_float(colors[i].a);
color8[0] = uint8_t(CLAMP(colors[i].r * 255.0, 0.0, 255.0));
color8[1] = uint8_t(CLAMP(colors[i].g * 255.0, 0.0, 255.0));
color8[2] = uint8_t(CLAMP(colors[i].b * 255.0, 0.0, 255.0));
color8[3] = uint8_t(CLAMP(colors[i].a * 255.0, 0.0, 255.0));
}
if (uses_uvs) {
float *uv = (float *)&surface_attribute_ptr[i * attribute_stride + uv_offset];
uv[0] = uvs[i].x;
uv[0] = uvs[i].y;
uv[1] = uvs[i].y;
}
if (uses_uv2s) {
float *uv2 = (float *)&surface_attribute_ptr[i * attribute_stride + uv2_offset];
uv2[0] = uv2s[i].x;
uv2[0] = uv2s[i].y;
uv2[1] = uv2s[i].y;
}
}
}