ソースを参照

Skeletons are working now.

Juan Linietsky 8 年 前
コミット
70d095d8f2

+ 1 - 0
drivers/gles3/rasterizer_gles3.cpp

@@ -124,6 +124,7 @@ void RasterizerGLES3::begin_frame(){
 	storage->frame.time[3]=Math::fmod(time_total,60);
 	storage->frame.count++;
 
+	storage->update_dirty_skeletons();
 	storage->update_dirty_shaders();
 	storage->update_dirty_materials();
 	scene->iteration();

+ 20 - 0
drivers/gles3/rasterizer_scene_gles3.cpp

@@ -1329,6 +1329,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 	int current_blend_mode=-1;
 
 	int prev_shading=-1;
+	RID prev_skeleton;
 
 	state.scene_shader.set_conditional(SceneShaderGLES3::SHADELESS,true); //by default unshaded (easier to set)
 
@@ -1338,6 +1339,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 
 		RenderList::Element *e = p_elements[i];
 		RasterizerStorageGLES3::Material* material= e->material;
+		RID skeleton = e->instance->skeleton;
 
 		bool rebind=first;
 
@@ -1466,6 +1468,18 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 
 		}
 
+		if (prev_skeleton!=skeleton) {
+			if (prev_skeleton.is_valid() != skeleton.is_valid()) {
+				state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,skeleton.is_valid());
+				rebind=true;
+			}
+			if (skeleton.is_valid()) {
+				RasterizerStorageGLES3::Skeleton *sk = storage->skeleton_owner.getornull(skeleton);
+				if (sk->size) {
+					glBindBufferBase(GL_UNIFORM_BUFFER,7,sk->ubo);
+				}
+			}
+		}
 
 		if (material!=prev_material || rebind) {
 
@@ -1495,6 +1509,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 		prev_base_type=e->instance->base_type;
 		prev_geometry=e->geometry;
 		prev_shading=shading;
+		prev_skeleton=skeleton;
 		first=false;
 
 	}
@@ -1504,6 +1519,7 @@ void RasterizerSceneGLES3::_render_list(RenderList::Element **p_elements,int p_e
 	glFrontFace(GL_CW);
 	glBindVertexArray(0);
 
+	state.scene_shader.set_conditional(SceneShaderGLES3::USE_SKELETON,false);
 	state.scene_shader.set_conditional(SceneShaderGLES3::USE_RADIANCE_MAP,false);
 	state.scene_shader.set_conditional(SceneShaderGLES3::USE_FORWARD_LIGHTING,false);
 	state.scene_shader.set_conditional(SceneShaderGLES3::USE_LIGHT_DIRECTIONAL,false);
@@ -3469,6 +3485,10 @@ void RasterizerSceneGLES3::initialize() {
 
 		state.scene_shader.add_custom_define("#define MAX_REFLECTION_DATA_STRUCTS "+itos(state.max_ubo_reflections)+"\n");
 
+		state.max_skeleton_bones=max_ubo_size/(12*sizeof(float));
+		state.scene_shader.add_custom_define("#define MAX_SKELETON_BONES "+itos(state.max_skeleton_bones)+"\n");
+
+
 	}
 
 	GLOBAL_DEF("rendering/gles3/shadow_filter_mode",1);

+ 1 - 0
drivers/gles3/rasterizer_scene_gles3.h

@@ -98,6 +98,7 @@ public:
 		int max_ubo_lights;
 		int max_forward_lights_per_object;
 		int max_ubo_reflections;
+		int max_skeleton_bones;
 
 
 

+ 210 - 18
drivers/gles3/rasterizer_storage_gles3.cpp

@@ -2416,12 +2416,15 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
 		if (! (p_format&(1<<i) ) ) {
 			attribs[i].enabled=false;
 			morph_attribs[i].enabled=false;
+			attribs[i].integer=false;
+			morph_attribs[i].integer=false;
 			continue;
 		}
 
 		attribs[i].enabled=true;
 		attribs[i].offset=stride;
 		attribs[i].index=i;
+		attribs[i].integer=false;
 
 		if (has_morph) {
 			morph_attribs[i].enabled=true;
@@ -2573,21 +2576,16 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
 
 				attribs[i].size=4;
 
-				if (p_format&VS::ARRAY_COMPRESS_BONES) {
-
-					if (p_format&VS::ARRAY_FLAG_USE_16_BIT_BONES) {
-						attribs[i].type=GL_UNSIGNED_SHORT;
-						stride+=8;
-					} else {
-						attribs[i].type=GL_UNSIGNED_BYTE;
-						stride+=4;
-					}
-				} else {
+				if (p_format&VS::ARRAY_FLAG_USE_16_BIT_BONES) {
 					attribs[i].type=GL_UNSIGNED_SHORT;
 					stride+=8;
+				} else {
+					attribs[i].type=GL_UNSIGNED_BYTE;
+					stride+=4;
 				}
 
 				attribs[i].normalized=GL_FALSE;
+				attribs[i].integer=true;
 
 				if (has_morph) {
 					morph_attribs[i].normalized=GL_FALSE;
@@ -2727,7 +2725,11 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
 			if (!attribs[i].enabled)
 				continue;
 
-			glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+			if (attribs[i].integer) {
+				glVertexAttribIPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+			} else {
+				glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+			}
 			glEnableVertexAttribArray(attribs[i].index);
 
 		}
@@ -2765,7 +2767,11 @@ void RasterizerStorageGLES3::mesh_add_surface(RID p_mesh,uint32_t p_format,VS::P
 				if (!attribs[i].enabled)
 					continue;
 
-				glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+				if (attribs[i].integer) {
+					glVertexAttribIPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+				} else {
+					glVertexAttribPointer(attribs[i].index,attribs[i].size,attribs[i].type,attribs[i].normalized,attribs[i].stride,((uint8_t*)0)+attribs[i].offset);
+				}
 				glEnableVertexAttribArray(attribs[i].index);
 
 			}
@@ -3270,31 +3276,196 @@ RID RasterizerStorageGLES3::immediate_get_material(RID p_immediate) const{
 
 RID RasterizerStorageGLES3::skeleton_create(){
 
-	return RID();
+	Skeleton *skeleton = memnew( Skeleton );
+	return skeleton_owner.make_rid(skeleton);
 }
+
 void RasterizerStorageGLES3::skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton){
 
+	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+	ERR_FAIL_COND(!skeleton);
+	ERR_FAIL_COND(p_bones<0);
+
+	if (skeleton->size==p_bones && skeleton->use_2d==p_2d_skeleton)
+		return;
+
+	if (skeleton->ubo) {
+		glDeleteBuffers(1,&skeleton->ubo);
+		skeleton->ubo=0;
+	}
+
+	skeleton->size=p_bones;
+	if (p_2d_skeleton) {
+		skeleton->bones.resize(p_bones*8);
+		for(int i=0;i<skeleton->bones.size();i+=8) {
+			skeleton->bones[i+0]=1;
+			skeleton->bones[i+1]=0;
+			skeleton->bones[i+2]=0;
+			skeleton->bones[i+3]=0;
+			skeleton->bones[i+4]=0;
+			skeleton->bones[i+5]=1;
+			skeleton->bones[i+6]=0;
+			skeleton->bones[i+7]=0;
+		}
+
+	} else {
+		skeleton->bones.resize(p_bones*12);
+		for(int i=0;i<skeleton->bones.size();i+=12) {
+			skeleton->bones[i+0]=1;
+			skeleton->bones[i+1]=0;
+			skeleton->bones[i+2]=0;
+			skeleton->bones[i+3]=0;
+			skeleton->bones[i+4]=0;
+			skeleton->bones[i+5]=1;
+			skeleton->bones[i+6]=0;
+			skeleton->bones[i+7]=0;
+			skeleton->bones[i+8]=0;
+			skeleton->bones[i+9]=0;
+			skeleton->bones[i+10]=1;
+			skeleton->bones[i+11]=0;
+		}
+
+	}
+
+
+
+	if (p_bones) {
+		glGenBuffers(1, &skeleton->ubo);
+		glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
+		glBufferData(GL_UNIFORM_BUFFER, skeleton->bones.size()*sizeof(float), NULL, GL_DYNAMIC_DRAW);
+		glBindBuffer(GL_UNIFORM_BUFFER, 0);
+	}
+
+	if (!skeleton->update_list.in_list()) {
+		skeleton_update_list.add(&skeleton->update_list);
+	}
+
+	skeleton->instance_change_notify();
+
 
 }
 int RasterizerStorageGLES3::skeleton_get_bone_count(RID p_skeleton) const{
 
-	return 0;
+	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+	ERR_FAIL_COND_V(!skeleton,0);
+
+	return skeleton->size;
 }
+
 void RasterizerStorageGLES3::skeleton_bone_set_transform(RID p_skeleton,int p_bone, const Transform& p_transform){
 
+	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+	ERR_FAIL_COND(!skeleton);
+	ERR_FAIL_INDEX(p_bone,skeleton->size);
+	ERR_FAIL_COND(skeleton->use_2d);
+
+	float * bones = skeleton->bones.ptr();
+	bones[p_bone*12+ 0]=p_transform.basis.elements[0][0];
+	bones[p_bone*12+ 1]=p_transform.basis.elements[0][1];
+	bones[p_bone*12+ 2]=p_transform.basis.elements[0][2];
+	bones[p_bone*12+ 3]=p_transform.origin.x;
+	bones[p_bone*12+ 4]=p_transform.basis.elements[1][0];
+	bones[p_bone*12+ 5]=p_transform.basis.elements[1][1];
+	bones[p_bone*12+ 6]=p_transform.basis.elements[1][2];
+	bones[p_bone*12+ 7]=p_transform.origin.y;
+	bones[p_bone*12+ 8]=p_transform.basis.elements[2][0];
+	bones[p_bone*12+ 9]=p_transform.basis.elements[2][1];
+	bones[p_bone*12+10]=p_transform.basis.elements[2][2];
+	bones[p_bone*12+11]=p_transform.origin.z;
+
+	if (!skeleton->update_list.in_list()) {
+		skeleton_update_list.add(&skeleton->update_list);
+	}
 
 }
+
+
 Transform RasterizerStorageGLES3::skeleton_bone_get_transform(RID p_skeleton,int p_bone) const{
 
-	return Transform();
+	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+	ERR_FAIL_COND_V(!skeleton,Transform());
+	ERR_FAIL_INDEX_V(p_bone,skeleton->size,Transform());
+	ERR_FAIL_COND_V(skeleton->use_2d,Transform());
+
+	float * bones = skeleton->bones.ptr();
+	Transform mtx;
+	mtx.basis.elements[0][0]=bones[p_bone*12+ 0];
+	mtx.basis.elements[0][1]=bones[p_bone*12+ 1];
+	mtx.basis.elements[0][2]=bones[p_bone*12+ 2];
+	mtx.origin.x=bones[p_bone*12+ 3];
+	mtx.basis.elements[1][0]=bones[p_bone*12+ 4];
+	mtx.basis.elements[1][1]=bones[p_bone*12+ 5];
+	mtx.basis.elements[1][2]=bones[p_bone*12+ 6];
+	mtx.origin.y=bones[p_bone*12+ 7];
+	mtx.basis.elements[2][0]=bones[p_bone*12+ 8];
+	mtx.basis.elements[2][1]=bones[p_bone*12+ 9];
+	mtx.basis.elements[2][2]=bones[p_bone*12+10];
+	mtx.origin.z=bones[p_bone*12+11];
+
+	return mtx;
 }
 void RasterizerStorageGLES3::skeleton_bone_set_transform_2d(RID p_skeleton,int p_bone, const Matrix32& p_transform){
 
+	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+	ERR_FAIL_COND(!skeleton);
+	ERR_FAIL_INDEX(p_bone,skeleton->size);
+	ERR_FAIL_COND(!skeleton->use_2d);
+
+	float * bones = skeleton->bones.ptr();
+	bones[p_bone*12+ 0]=p_transform.elements[0][0];
+	bones[p_bone*12+ 1]=p_transform.elements[1][0];
+	bones[p_bone*12+ 2]=0;
+	bones[p_bone*12+ 3]=p_transform.elements[2][0];
+	bones[p_bone*12+ 4]=p_transform.elements[0][1];
+	bones[p_bone*12+ 5]=p_transform.elements[1][1];
+	bones[p_bone*12+ 6]=0;
+	bones[p_bone*12+ 7]=p_transform.elements[2][1];
+
+	if (!skeleton->update_list.in_list()) {
+		skeleton_update_list.add(&skeleton->update_list);
+	}
 
 }
 Matrix32 RasterizerStorageGLES3::skeleton_bone_get_transform_2d(RID p_skeleton,int p_bone) const{
 
-	return Matrix32();
+	Skeleton *skeleton = skeleton_owner.getornull(p_skeleton);
+
+
+	ERR_FAIL_COND_V(!skeleton,Matrix32());
+	ERR_FAIL_INDEX_V(p_bone,skeleton->size,Matrix32());
+	ERR_FAIL_COND_V(!skeleton->use_2d,Matrix32());
+
+	Matrix32 mtx;
+
+	float * bones = skeleton->bones.ptr();
+	mtx.elements[0][0]=bones[p_bone*12+ 0];
+	mtx.elements[1][0]=bones[p_bone*12+ 1];
+	mtx.elements[2][0]=bones[p_bone*12+ 3];
+	mtx.elements[0][1]=bones[p_bone*12+ 4];
+	mtx.elements[1][1]=bones[p_bone*12+ 5];
+	mtx.elements[2][1]=bones[p_bone*12+ 7];
+
+	return mtx;
+}
+
+void RasterizerStorageGLES3::update_dirty_skeletons() {
+
+	while(skeleton_update_list.first()) {
+
+		Skeleton *skeleton = skeleton_update_list.first()->self();
+		if (skeleton->size) {
+			glBindBuffer(GL_UNIFORM_BUFFER, skeleton->ubo);
+			glBufferSubData(GL_UNIFORM_BUFFER,0,skeleton->bones.size()*sizeof(float),skeleton->bones.ptr());
+			glBindBuffer(GL_UNIFORM_BUFFER, 0);
+		}
+		skeleton->instance_change_notify();
+
+		skeleton_update_list.remove(skeleton_update_list.first());
+	}
+
 }
 
 /* Light API */
@@ -3795,7 +3966,12 @@ void RasterizerStorageGLES3::instance_add_dependency(RID p_base,RasterizerScene:
 			ERR_FAIL_COND(!inst);
 		} break;
 		default: {
-			ERR_FAIL();
+			if (skeleton_owner.owns(p_base)) {
+				inst=skeleton_owner.getornull(p_base);
+			}
+			if (!inst) {
+				ERR_FAIL();
+			}
 		}
 	}
 
@@ -3821,7 +3997,12 @@ void RasterizerStorageGLES3::instance_remove_dependency(RID p_base,RasterizerSce
 			ERR_FAIL_COND(!inst);
 		} break;
 		default: {
-			ERR_FAIL();
+			if (skeleton_owner.owns(p_base)) {
+				inst=skeleton_owner.getornull(p_base);
+			}
+			if (!inst) {
+				ERR_FAIL();
+			}
 		}
 	}
 
@@ -4378,6 +4559,17 @@ bool RasterizerStorageGLES3::free(RID p_rid){
 		material_owner.free(p_rid);
 		memdelete(material);
 
+	} else if (skeleton_owner.owns(p_rid)) {
+
+		// delete the texture
+		Skeleton *skeleton = skeleton_owner.get(p_rid);
+		if (skeleton->update_list.in_list()) {
+			skeleton_update_list.remove(&skeleton->update_list);
+		}
+		skeleton_allocate(p_rid,0,false);
+		skeleton_owner.free(p_rid);
+		memdelete(skeleton);
+
 	} else if (mesh_owner.owns(p_rid)) {
 
 		// delete the texture

+ 21 - 0
drivers/gles3/rasterizer_storage_gles3.h

@@ -465,6 +465,7 @@ public:
 		struct Attrib {
 
 			bool enabled;
+			bool integer;
 			GLuint index;
 			GLint size;
 			GLenum type;
@@ -632,6 +633,26 @@ public:
 
 	/* SKELETON API */
 
+	struct Skeleton : Instantiable {
+		int size;
+		bool use_2d;
+		Vector<float> bones; //4x3 or 4x2 depending on what is needed
+		GLuint ubo;
+		SelfList<Skeleton> update_list;
+
+		Skeleton() : update_list(this) {
+			size=0;
+			use_2d=false;
+			ubo=0;
+		}
+	};
+
+	mutable RID_Owner<Skeleton> skeleton_owner;
+
+	SelfList<Skeleton>::List skeleton_update_list;
+
+	void update_dirty_skeletons();
+
 	virtual RID skeleton_create();
 	virtual void skeleton_allocate(RID p_skeleton,int p_bones,bool p_2d_skeleton=false);
 	virtual int skeleton_get_bone_count(RID p_skeleton) const;

+ 32 - 11
drivers/gles3/shaders/scene.glsl

@@ -22,17 +22,27 @@ ARRAY_INDEX=8,
 
 layout(location=0) in highp vec4 vertex_attrib;
 layout(location=1) in vec3 normal_attrib;
+#if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
 layout(location=2) in vec4 tangent_attrib;
+#endif
+
+#if defined(ENABLE_COLOR_INTERP)
 layout(location=3) in vec4 color_attrib;
+#endif
+
+#if defined(ENABLE_UV_INTERP)
 layout(location=4) in vec2 uv_attrib;
+#endif
+
+#if defined(ENABLE_UV2_INTERP)
 layout(location=5) in vec2 uv2_attrib;
+#endif
 
 uniform float normal_mult;
 
 #ifdef USE_SKELETON
-layout(location=6) mediump ivec4 bone_indices; // attrib:6
-layout(location=7) mediump vec4 bone_weights; // attrib:7
-uniform highp sampler2D skeleton_matrices;
+layout(location=6) in ivec4 bone_indices; // attrib:6
+layout(location=7) in vec4 bone_weights; // attrib:7
 #endif
 
 #ifdef USE_ATTRIBUTE_INSTANCING
@@ -140,6 +150,15 @@ out highp float dp_clip;
 
 #endif
 
+#ifdef USE_SKELETON
+
+layout(std140) uniform SkeletonData { //ubo:7
+
+	mat3x4 skeleton[MAX_SKELETON_BONES];
+};
+
+#endif
+
 void main() {
 
 	highp vec4 vertex = vertex_attrib; // vec4(vertex_attrib.xyz * data_attrib.x,1.0);
@@ -152,23 +171,25 @@ void main() {
 	float binormalf = tangent_attrib.a;
 #endif
 
+
 #ifdef USE_SKELETON
 
 	{
 		//skeleton transform
-		highp mat4 m=mat4(texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.x*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.x;
-		m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.y*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.y;
-		m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.z*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.z;
-		m+=mat4(texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+0.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+1.0)*skeltex_pixel_size,0.0)),texture2D(skeleton_matrices,vec2((bone_indices.w*3.0+2.0)*skeltex_pixel_size,0.0)),vec4(0.0,0.0,0.0,1.0))*bone_weights.w;
+		highp mat3x4 m=skeleton[bone_indices.x]*bone_weights.x;
+		m+=skeleton[bone_indices.y]*bone_weights.y;
+		m+=skeleton[bone_indices.z]*bone_weights.z;
+		m+=skeleton[bone_indices.w]*bone_weights.w;
 
-		vertex = vertex_in * m;
-		normal = (vec4(normal,0.0) * m).xyz;
+		vertex.xyz = vertex * m;
+
+		normal = vec4(normal,0.0) * m;
 #if defined(ENABLE_TANGENT_INTERP) || defined(ENABLE_NORMALMAP) || defined(LIGHT_USE_ANISOTROPY)
-		tangent = (vec4(tangent,0.0) * m).xyz;
+		tangent.xyz = vec4(tangent.xyz,0.0) * mn;
 #endif
 	}
+#endif // USE_SKELETON1
 
-#endif
 
 #if !defined(SKIP_TRANSFORM_USED)
 

+ 18 - 4
servers/visual_server.cpp

@@ -1007,12 +1007,26 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primi
 			} break;
 			case VS::ARRAY_BONES: {
 
-				if (p_compress_format&ARRAY_FLAG_USE_16_BIT_BONES) {
-					elem_size=sizeof(uint32_t);
-				} else {
+				DVector<int> bones = p_arrays[VS::ARRAY_BONES];
+				int max_bone=0;
+
+				{
+					int bc = bones.size();
+					DVector<int>::Read r=bones.read();
+					for(int j=0;j<bc;j++) {
+						max_bone=MAX(r[j],max_bone);
+					}
+				}
+
+				if (max_bone > 255) {
+					p_compress_format|=ARRAY_FLAG_USE_16_BIT_BONES;
 					elem_size=sizeof(uint16_t)*4;
+				} else {
+					p_compress_format&=~ARRAY_FLAG_USE_16_BIT_BONES;
+					elem_size=sizeof(uint32_t);
 				}
 
+
 			} break;
 			case VS::ARRAY_INDEX: {
 
@@ -1043,7 +1057,7 @@ void VisualServer::mesh_add_surface_from_arrays(RID p_mesh,PrimitiveType p_primi
 	}
 
 	uint32_t mask = (1<<ARRAY_MAX)-1;
-	format|=~mask&p_compress_format; //make the full format
+	format|=(~mask)&p_compress_format; //make the full format
 
 
 	int array_size = total_elem_size * array_len;

+ 1 - 1
servers/visual_server.h

@@ -220,7 +220,7 @@ public:
 		ARRAY_FLAG_USE_2D_VERTICES=ARRAY_COMPRESS_INDEX<<1,
 		ARRAY_FLAG_USE_16_BIT_BONES=ARRAY_COMPRESS_INDEX<<2,
 
-		ARRAY_COMPRESS_DEFAULT=ARRAY_COMPRESS_VERTEX|ARRAY_COMPRESS_NORMAL|ARRAY_COMPRESS_TANGENT|ARRAY_COMPRESS_COLOR|ARRAY_COMPRESS_TEX_UV|ARRAY_COMPRESS_TEX_UV2|ARRAY_COMPRESS_BONES|ARRAY_COMPRESS_WEIGHTS|ARRAY_COMPRESS_INDEX
+		ARRAY_COMPRESS_DEFAULT=ARRAY_COMPRESS_VERTEX|ARRAY_COMPRESS_NORMAL|ARRAY_COMPRESS_TANGENT|ARRAY_COMPRESS_COLOR|ARRAY_COMPRESS_TEX_UV|ARRAY_COMPRESS_TEX_UV2|ARRAY_COMPRESS_WEIGHTS
 
 	};