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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)
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9ad0c6cde7

+ 12 - 12
scene/3d/sprite_3d.cpp

@@ -565,11 +565,11 @@ void Sprite3D::_draw() {
 		v_tangent = value;
 	}
 
-	uint16_t v_color[4] = {
-		Math::make_half_float(color.r),
-		Math::make_half_float(color.g),
-		Math::make_half_float(color.b),
-		Math::make_half_float(color.a),
+	uint8_t v_color[4] = {
+		uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
+		uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
+		uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
+		uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
 	};
 
 	for (int i = 0; i < 4; i++) {
@@ -591,7 +591,7 @@ void Sprite3D::_draw() {
 		memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
 		memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_NORMAL]], &v_normal, 4);
 		memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_TANGENT]], &v_tangent, 4);
-		memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 8);
+		memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 4);
 	}
 
 	RID mesh = get_mesh();
@@ -931,11 +931,11 @@ void AnimatedSprite3D::_draw() {
 		v_tangent = value;
 	}
 
-	uint16_t v_color[4] = {
-		Math::make_half_float(color.r),
-		Math::make_half_float(color.g),
-		Math::make_half_float(color.b),
-		Math::make_half_float(color.a),
+	uint8_t v_color[4] = {
+		uint8_t(CLAMP(color.r * 255.0, 0.0, 255.0)),
+		uint8_t(CLAMP(color.g * 255.0, 0.0, 255.0)),
+		uint8_t(CLAMP(color.b * 255.0, 0.0, 255.0)),
+		uint8_t(CLAMP(color.a * 255.0, 0.0, 255.0))
 	};
 
 	for (int i = 0; i < 4; i++) {
@@ -956,7 +956,7 @@ void AnimatedSprite3D::_draw() {
 		memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
 		memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_NORMAL]], &v_normal, 4);
 		memcpy(&vertex_write_buffer[i * vertex_stride + mesh_surface_offsets[RS::ARRAY_TANGENT]], &v_tangent, 4);
-		memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 8);
+		memcpy(&attribute_write_buffer[i * attrib_stride + mesh_surface_offsets[RS::ARRAY_COLOR]], v_color, 4);
 	}
 
 	RID mesh = get_mesh();

+ 8 - 8
scene/resources/immediate_mesh.cpp

@@ -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;
 			}
 		}
 	}

+ 2 - 2
servers/rendering/renderer_rd/renderer_storage_rd.cpp

@@ -3258,8 +3258,8 @@ void RendererStorageRD::_mesh_surface_generate_version_for_input_mask(Mesh::Surf
 				case RS::ARRAY_COLOR: {
 					vd.offset = attribute_stride;
 
-					vd.format = RD::DATA_FORMAT_R16G16B16A16_SFLOAT;
-					attribute_stride += sizeof(int16_t) * 4;
+					vd.format = RD::DATA_FORMAT_R8G8B8A8_UNORM;
+					attribute_stride += sizeof(int8_t) * 4;
 					buffer = s->attribute_buffer;
 				} break;
 				case RS::ARRAY_TEX_UV: {

+ 11 - 9
servers/rendering_server.cpp

@@ -438,13 +438,14 @@ Error RenderingServer::_surface_set_data(Array p_arrays, uint32_t p_format, uint
 				ERR_FAIL_COND_V(array.size() != p_vertex_array_len, ERR_INVALID_PARAMETER);
 
 				const Color *src = array.ptr();
-				uint16_t color16[4];
 				for (int i = 0; i < p_vertex_array_len; i++) {
-					color16[0] = Math::make_half_float(src[i].r);
-					color16[1] = Math::make_half_float(src[i].g);
-					color16[2] = Math::make_half_float(src[i].b);
-					color16[3] = Math::make_half_float(src[i].a);
-					memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], color16, 8);
+					uint8_t color8[4] = {
+						uint8_t(CLAMP(src[i].r * 255.0, 0.0, 255.0)),
+						uint8_t(CLAMP(src[i].g * 255.0, 0.0, 255.0)),
+						uint8_t(CLAMP(src[i].b * 255.0, 0.0, 255.0)),
+						uint8_t(CLAMP(src[i].a * 255.0, 0.0, 255.0))
+					};
+					memcpy(&aw[p_offsets[ai] + i * p_attrib_stride], color8, 4);
 				}
 			} break;
 			case RS::ARRAY_TEX_UV: {
@@ -761,7 +762,7 @@ void RenderingServer::mesh_surface_make_offsets_from_format(uint32_t p_format, i
 				elem_size = 4;
 			} break;
 			case RS::ARRAY_COLOR: {
-				elem_size = 8;
+				elem_size = 4;
 			} break;
 			case RS::ARRAY_TEX_UV: {
 				elem_size = 8;
@@ -1123,8 +1124,9 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
 				Color *w = arr.ptrw();
 
 				for (int32_t j = 0; j < p_vertex_len; j++) {
-					const uint16_t *v = (const uint16_t *)&ar[j * attrib_elem_size + offsets[i]];
-					w[j] = Color(Math::half_to_float(v[0]), Math::half_to_float(v[1]), Math::half_to_float(v[2]), Math::half_to_float(v[3]));
+					const uint8_t *v = (const uint8_t *)&ar[j * attrib_elem_size + offsets[i]];
+
+					w[j] = Color(v[0] / 255.0, v[1] / 255.0, v[2] / 255.0, v[3] / 255.0);
 				}
 
 				ret[i] = arr;