Allow unclamped colors in Sprite3D
(cherry picked from commit f7dbcf95e1
)
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5da2675856
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279af47ef9
@ -430,7 +430,7 @@ SpriteBase3D::SpriteBase3D() {
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mesh_array[VS::ARRAY_COLOR] = mesh_colors;
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mesh_array[VS::ARRAY_TEX_UV] = mesh_uvs;
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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);
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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);
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const int surface_vertex_len = VS::get_singleton()->mesh_surface_get_array_len(mesh, 0);
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const int surface_index_len = VS::get_singleton()->mesh_surface_get_array_index_len(mesh, 0);
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@ -554,7 +554,7 @@ void Sprite3D::_draw() {
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AABB aabb;
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// Everything except position and UV is compressed
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// Everything except position, color, and UV is compressed
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PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
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int8_t v_normal[4] = {
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@ -571,13 +571,6 @@ void Sprite3D::_draw() {
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(int8_t)CLAMP(tangent.d * 127, -128, 127)
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};
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uint8_t v_color[4] = {
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(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
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(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
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(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
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(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
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};
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for (int i = 0; i < 4; i++) {
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Vector3 vtx;
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vtx[x_axis] = vertices[i][0];
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@ -596,7 +589,7 @@ void Sprite3D::_draw() {
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], color.components, 4 * 4);
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}
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write_buffer.release();
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@ -917,7 +910,7 @@ void AnimatedSprite3D::_draw() {
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AABB aabb;
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// Everything except position and UV is compressed
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// Everything except position, color, and UV is compressed
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PoolVector<uint8_t>::Write write_buffer = mesh_buffer.write();
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int8_t v_normal[4] = {
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@ -934,13 +927,6 @@ void AnimatedSprite3D::_draw() {
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(int8_t)CLAMP(tangent.d * 127, -128, 127)
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};
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uint8_t v_color[4] = {
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(uint8_t)CLAMP(int(color.r * 255.0), 0, 255),
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(uint8_t)CLAMP(int(color.g * 255.0), 0, 255),
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(uint8_t)CLAMP(int(color.b * 255.0), 0, 255),
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(uint8_t)CLAMP(int(color.a * 255.0), 0, 255)
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};
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for (int i = 0; i < 4; i++) {
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Vector3 vtx;
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vtx[x_axis] = vertices[i][0];
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@ -959,7 +945,7 @@ void AnimatedSprite3D::_draw() {
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_VERTEX]], &v_vertex, sizeof(float) * 3);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_NORMAL]], v_normal, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_TANGENT]], v_tangent, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], v_color, 4);
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copymem(&write_buffer[i * mesh_stride + mesh_surface_offsets[VS::ARRAY_COLOR]], color.components, 4 * 4);
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}
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write_buffer.release();
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