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@@ -333,10 +333,18 @@ RID VisualServer::get_white_texture() {
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// Resulting 2D vector in range [-1, 1]
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// Resulting 2D vector in range [-1, 1]
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// See http://jcgt.org/published/0003/02/01/ for details
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// See http://jcgt.org/published/0003/02/01/ for details
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Vector2 VisualServer::norm_to_oct(const Vector3 v) {
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Vector2 VisualServer::norm_to_oct(const Vector3 v) {
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- const float invL1Norm = (1.0f) / (Math::absf(v.x) + Math::absf(v.y) + Math::absf(v.z));
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+ const float L1Norm = Math::absf(v.x) + Math::absf(v.y) + Math::absf(v.z);
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- Vector2 res;
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+ // NOTE: this will mean it decompresses to 0,0,1
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+ // Discussed heavily here: https://github.com/godotengine/godot/pull/51268 as to why we did this
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+ if (Math::is_zero_approx(L1Norm)) {
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+ WARN_PRINT_ONCE("Octahedral compression cannot be used to compress a zero-length vector, please use normalized normal values or disable octahedral compression")
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+ return Vector2(0, 0);
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+ }
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+ const float invL1Norm = 1.0f / L1Norm;
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+
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+ Vector2 res;
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if (v.z < 0.0f) {
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if (v.z < 0.0f) {
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res.x = (1.0f - Math::absf(v.y * invL1Norm)) * SGN(v.x);
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res.x = (1.0f - Math::absf(v.y * invL1Norm)) * SGN(v.x);
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res.y = (1.0f - Math::absf(v.x * invL1Norm)) * SGN(v.y);
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res.y = (1.0f - Math::absf(v.x * invL1Norm)) * SGN(v.y);
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