Decode octahedral compression when retreiving meshes

This commit is contained in:
clayjohn 2022-09-14 15:48:03 -07:00
parent 6fd3f6a287
commit ef4f968232
1 changed files with 8 additions and 6 deletions

View File

@ -1114,7 +1114,8 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
for (int j = 0; j < p_vertex_len; j++) {
const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]];
w[j] = Vector3((v & 0x3FF) / 1023.0, ((v >> 10) & 0x3FF) / 1023.0, ((v >> 20) & 0x3FF) / 1023.0) * Vector3(2, 2, 2) - Vector3(1, 1, 1);
w[j] = Vector3::octahedron_decode(Vector2((v & 0xFFFF) / 65535.0, ((v >> 16) & 0xFFFF) / 65535.0));
}
ret[i] = arr;
@ -1129,11 +1130,12 @@ Array RenderingServer::_get_array_from_surface(uint32_t p_format, Vector<uint8_t
for (int j = 0; j < p_vertex_len; j++) {
const uint32_t v = *(const uint32_t *)&r[j * vertex_elem_size + offsets[i]];
w[j * 4 + 0] = ((v & 0x3FF) / 1023.0) * 2.0 - 1.0;
w[j * 4 + 1] = (((v >> 10) & 0x3FF) / 1023.0) * 2.0 - 1.0;
w[j * 4 + 2] = (((v >> 20) & 0x3FF) / 1023.0) * 2.0 - 1.0;
w[j * 4 + 3] = ((v >> 30) / 3.0) * 2.0 - 1.0;
float tangent_sign;
Vector3 res = Vector3::octahedron_tangent_decode(Vector2((v & 0xFFFF) / 65535.0, ((v >> 16) & 0xFFFF) / 65535.0), &tangent_sign);
w[j * 4 + 0] = res.x;
w[j * 4 + 1] = res.y;
w[j * 4 + 2] = res.z;
w[j * 4 + 3] = tangent_sign;
}
ret[i] = arr;