Allow unclamped colors in Sprite3D

(cherry picked from commit f7dbcf95e1)
This commit is contained in:
clayjohn 2021-08-09 21:40:44 -07:00 committed by Rémi Verschelde
parent 5da2675856
commit 279af47ef9
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GPG key ID: C3336907360768E1

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@ -430,7 +430,7 @@ SpriteBase3D::SpriteBase3D() {
mesh_array[VS::ARRAY_COLOR] = mesh_colors;
mesh_array[VS::ARRAY_TEX_UV] = mesh_uvs;
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLE_FAN, mesh_array, Array(), VS::ARRAY_COMPRESS_DEFAULT & ~VS::ARRAY_COMPRESS_TEX_UV);
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VS::PRIMITIVE_TRIANGLE_FAN, mesh_array, Array(), (VS::ARRAY_COMPRESS_DEFAULT & ~VS::ARRAY_COMPRESS_TEX_UV) & ~VS::ARRAY_COMPRESS_COLOR);
const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
@ -554,7 +554,7 @@ void Sprite3D::_draw() {
AABB aabb;
// Everything except position and UV is compressed
// Everything except position, color, and UV is compressed
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
int8_t v_normal[4] = {
@ -571,13 +571,6 @@ void Sprite3D::_draw() {
(int8_t)CLAMP(tangent.d * 127, -128, 127)
};
uint8_t v_color[4] = {
(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
};
for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
@ -596,7 +589,7 @@ void Sprite3D::_draw() {
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], color.components, 4 * 4);
}
write_buffer.release();
@ -917,7 +910,7 @@ void AnimatedSprite3D::_draw() {
AABB aabb;
// Everything except position and UV is compressed
// Everything except position, color, and UV is compressed
PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
int8_t v_normal[4] = {
@ -934,13 +927,6 @@ void AnimatedSprite3D::_draw() {
(int8_t)CLAMP(tangent.d * 127, -128, 127)
};
uint8_t v_color[4] = {
(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
};
for (int i = 0; i < 4; i++) {
Vector3 vtx;
vtx[x_axis] = vertices[i][0];
@ -959,7 +945,7 @@ void AnimatedSprite3D::_draw() {
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], color.components, 4 * 4);
}
write_buffer.release();