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GLES2 Compression on Blend Shapes Fix
When compressed vertex positions are used in a blend shapes mesh, we need to make sure we set the w-component of the position vector to 1.0 When octahedral compression is used on normals/tangents, they need to be converted to cartesian floats to be used for blend shapes This conversion also changes the number of components of that vertex attribute, which caused issues because previously there was an assumption that you had the same number of components in the blend shape buffer as you did in the original mesh's buffer (which is not true for oct norm/tang)
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@ -1480,7 +1480,21 @@ void RasterizerSceneGLES2::_setup_geometry(RenderList::Element *p_element, Raste
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if (!s->blend_shape_data.empty() && i != VS::ARRAY_BONES && s->blend_shape_buffer_size > 0) {
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glBindBuffer(GL_ARRAY_BUFFER, s->blend_shape_buffer_id);
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glVertexAttribPointer(s->attribs[i].index, s->attribs[i].size, GL_FLOAT, GL_FALSE, 8 * 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR(i * 4 * sizeof(float)));
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// When using octahedral compression (2 component normal/tangent)
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// decompression changes the component count to 3/4
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int size;
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switch (i) {
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case VS::ARRAY_NORMAL: {
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size = 3;
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} break;
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case VS::ARRAY_TANGENT: {
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size = 4;
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} break;
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default:
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size = s->attribs[i].size;
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}
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glVertexAttribPointer(s->attribs[i].index, size, GL_FLOAT, GL_FALSE, 8 * 4 * sizeof(float), CAST_INT_TO_UCHAR_PTR(i * 4 * sizeof(float)));
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} else {
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glBindBuffer(GL_ARRAY_BUFFER, s->vertex_id);
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@ -2508,7 +2522,9 @@ void RasterizerSceneGLES2::_render_render_list(RenderList::Element **p_elements,
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state.scene_shader.set_conditional(SceneShaderGLES2::USE_PHYSICAL_LIGHT_ATTENUATION, storage->config.use_physical_light_attenuation);
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bool octahedral_compression = e->instance->base_type != VS::INSTANCE_IMMEDIATE && ((RasterizerStorageGLES2::Surface *)e->geometry)->format & VisualServer::ArrayFormat::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION;
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bool octahedral_compression = e->instance->base_type != VS::INSTANCE_IMMEDIATE &&
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((RasterizerStorageGLES2::Surface *)e->geometry)->format & VisualServer::ArrayFormat::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION &&
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(((RasterizerStorageGLES2::Surface *)e->geometry)->blend_shape_data.empty() || ((RasterizerStorageGLES2::Surface *)e->geometry)->blend_shape_buffer_size == 0);
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if (octahedral_compression != prev_octahedral_compression) {
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state.scene_shader.set_conditional(SceneShaderGLES2::ENABLE_OCTAHEDRAL_COMPRESSION, octahedral_compression);
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rebind = true;
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@ -3797,6 +3797,7 @@ void RasterizerStorageGLES2::update_dirty_blend_shapes() {
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wr[0] = Math::halfptr_to_float(&((uint16_t *)rd)[0]) * base_weight;
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wr[1] = Math::halfptr_to_float(&((uint16_t *)rd)[1]) * base_weight;
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wr[2] = Math::halfptr_to_float(&((uint16_t *)rd)[2]) * base_weight;
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wr[3] = 1.0f;
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} else {
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float a[3] = { 0 };
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a[0] = wr[0] = rd[0] * base_weight;
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@ -3806,27 +3807,63 @@ void RasterizerStorageGLES2::update_dirty_blend_shapes() {
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}
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} break;
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case VS::ARRAY_NORMAL: {
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if (s->format & VS::ARRAY_COMPRESS_NORMAL) {
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wr[0] = (((int8_t *)rd)[0] / 127.0) * base_weight;
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wr[1] = (((int8_t *)rd)[1] / 127.0) * base_weight;
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wr[2] = (((int8_t *)rd)[2] / 127.0) * base_weight;
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if (s->format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
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if (s->format & VS::ARRAY_COMPRESS_NORMAL && s->format & VS::ARRAY_FORMAT_TANGENT && s->format & VS::ARRAY_COMPRESS_TANGENT) {
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Vector2 oct(((int8_t *)rd)[0] / 127.0, ((int8_t *)rd)[1] / 127.0);
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Vector3 vec = VS::oct_to_norm(oct);
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wr[0] = vec.x * base_weight;
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wr[1] = vec.y * base_weight;
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wr[2] = vec.z * base_weight;
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} else {
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Vector2 oct(((int16_t *)rd)[0] / 32767.0, ((int16_t *)rd)[1] / 32767.0);
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Vector3 vec = VS::oct_to_norm(oct);
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wr[0] = vec.x * base_weight;
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wr[1] = vec.y * base_weight;
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wr[2] = vec.z * base_weight;
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}
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} else {
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wr[0] = rd[0] * base_weight;
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wr[1] = rd[1] * base_weight;
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wr[2] = rd[2] * base_weight;
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if (s->format & VS::ARRAY_COMPRESS_NORMAL) {
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wr[0] = (((int8_t *)rd)[0] / 127.0) * base_weight;
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wr[1] = (((int8_t *)rd)[1] / 127.0) * base_weight;
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wr[2] = (((int8_t *)rd)[2] / 127.0) * base_weight;
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} else {
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wr[0] = rd[0] * base_weight;
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wr[1] = rd[1] * base_weight;
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wr[2] = rd[2] * base_weight;
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}
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}
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} break;
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case VS::ARRAY_TANGENT: {
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if (s->format & VS::ARRAY_COMPRESS_TANGENT) {
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wr[0] = (((int8_t *)rd)[0] / 127.0) * base_weight;
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wr[1] = (((int8_t *)rd)[1] / 127.0) * base_weight;
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wr[2] = (((int8_t *)rd)[2] / 127.0) * base_weight;
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wr[3] = (((int8_t *)rd)[3] / 127.0) * base_weight;
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if (s->format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
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if (s->format & VS::ARRAY_COMPRESS_TANGENT && s->format & VS::ARRAY_FORMAT_NORMAL && s->format & VS::ARRAY_COMPRESS_NORMAL) {
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Vector2 oct(((int8_t *)rd)[0] / 127.0, ((int8_t *)rd)[1] / 127.0);
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float sign;
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Vector3 vec = VS::oct_to_tangent(oct, &sign);
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wr[0] = vec.x * base_weight;
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wr[1] = vec.y * base_weight;
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wr[2] = vec.z * base_weight;
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wr[3] = sign * base_weight;
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} else {
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Vector2 oct(((int16_t *)rd)[0] / 32767.0, ((int16_t *)rd)[1] / 32767.0);
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float sign;
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Vector3 vec = VS::oct_to_tangent(oct, &sign);
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wr[0] = vec.x * base_weight;
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wr[1] = vec.y * base_weight;
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wr[2] = vec.z * base_weight;
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wr[3] = sign * base_weight;
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}
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} else {
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wr[0] = rd[0] * base_weight;
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wr[1] = rd[1] * base_weight;
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wr[2] = rd[2] * base_weight;
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wr[3] = rd[3] * base_weight;
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if (s->format & VS::ARRAY_COMPRESS_TANGENT) {
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wr[0] = (((int8_t *)rd)[0] / 127.0) * base_weight;
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wr[1] = (((int8_t *)rd)[1] / 127.0) * base_weight;
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wr[2] = (((int8_t *)rd)[2] / 127.0) * base_weight;
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wr[3] = (((int8_t *)rd)[3] / 127.0) * base_weight;
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} else {
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wr[0] = rd[0] * base_weight;
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wr[1] = rd[1] * base_weight;
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wr[2] = rd[2] * base_weight;
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wr[3] = rd[3] * base_weight;
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}
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}
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} break;
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case VS::ARRAY_COLOR: {
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@ -3891,6 +3928,7 @@ void RasterizerStorageGLES2::update_dirty_blend_shapes() {
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wr[0] += Math::halfptr_to_float(&((uint16_t *)br)[0]) * weight;
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wr[1] += Math::halfptr_to_float(&((uint16_t *)br)[1]) * weight;
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wr[2] += Math::halfptr_to_float(&((uint16_t *)br)[2]) * weight;
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wr[3] = 1.0f;
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} else {
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wr[0] += br[0] * weight;
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wr[1] += br[1] * weight;
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@ -3898,27 +3936,63 @@ void RasterizerStorageGLES2::update_dirty_blend_shapes() {
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}
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} break;
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case VS::ARRAY_NORMAL: {
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if (s->format & VS::ARRAY_COMPRESS_NORMAL) {
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wr[0] += (float(((int8_t *)br)[0]) / 127.0) * weight;
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wr[1] += (float(((int8_t *)br)[1]) / 127.0) * weight;
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wr[2] += (float(((int8_t *)br)[2]) / 127.0) * weight;
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if (s->format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
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if (s->format & VS::ARRAY_COMPRESS_NORMAL && s->format & VS::ARRAY_FORMAT_TANGENT && s->format & VS::ARRAY_COMPRESS_TANGENT) {
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Vector2 oct(((int8_t *)br)[0] / 127.0, ((int8_t *)br)[1] / 127.0);
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Vector3 vec = VS::oct_to_norm(oct);
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wr[0] += vec.x * weight;
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wr[1] += vec.y * weight;
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wr[2] += vec.z * weight;
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} else {
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Vector2 oct(((int16_t *)br)[0] / 32767.0, ((int16_t *)br)[1] / 32767.0);
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Vector3 vec = VS::oct_to_norm(oct);
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wr[0] += vec.x * weight;
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wr[1] += vec.y * weight;
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wr[2] += vec.z * weight;
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}
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} else {
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wr[0] += br[0] * weight;
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wr[1] += br[1] * weight;
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wr[2] += br[2] * weight;
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if (s->format & VS::ARRAY_COMPRESS_NORMAL) {
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wr[0] += (float(((int8_t *)br)[0]) / 127.0) * weight;
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wr[1] += (float(((int8_t *)br)[1]) / 127.0) * weight;
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wr[2] += (float(((int8_t *)br)[2]) / 127.0) * weight;
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} else {
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wr[0] += br[0] * weight;
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wr[1] += br[1] * weight;
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wr[2] += br[2] * weight;
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}
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}
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} break;
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case VS::ARRAY_TANGENT: {
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if (s->format & VS::ARRAY_COMPRESS_TANGENT) {
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wr[0] += (float(((int8_t *)br)[0]) / 127.0) * weight;
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wr[1] += (float(((int8_t *)br)[1]) / 127.0) * weight;
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wr[2] += (float(((int8_t *)br)[2]) / 127.0) * weight;
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wr[3] = (float(((int8_t *)br)[3]) / 127.0);
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if (s->format & VS::ARRAY_FLAG_USE_OCTAHEDRAL_COMPRESSION) {
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if (s->format & VS::ARRAY_COMPRESS_TANGENT && s->format & VS::ARRAY_FORMAT_NORMAL && s->format & VS::ARRAY_COMPRESS_NORMAL) {
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Vector2 oct(((int8_t *)br)[0] / 127.0, ((int8_t *)br)[1] / 127.0);
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float sign;
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Vector3 vec = VS::oct_to_tangent(oct, &sign);
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wr[0] += vec.x * weight;
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wr[1] += vec.y * weight;
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wr[2] += vec.z * weight;
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wr[3] = sign * weight;
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} else {
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Vector2 oct(((int16_t *)rd)[0] / 32767.0, ((int16_t *)rd)[1] / 32767.0);
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float sign;
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Vector3 vec = VS::oct_to_tangent(oct, &sign);
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wr[0] += vec.x * weight;
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wr[1] += vec.y * weight;
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wr[2] += vec.z * weight;
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wr[3] = sign * weight;
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}
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} else {
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wr[0] += br[0] * weight;
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wr[1] += br[1] * weight;
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wr[2] += br[2] * weight;
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wr[3] = br[3];
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if (s->format & VS::ARRAY_COMPRESS_TANGENT) {
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wr[0] += (float(((int8_t *)br)[0]) / 127.0) * weight;
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wr[1] += (float(((int8_t *)br)[1]) / 127.0) * weight;
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wr[2] += (float(((int8_t *)br)[2]) / 127.0) * weight;
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wr[3] = (float(((int8_t *)br)[3]) / 127.0);
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} else {
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wr[0] += br[0] * weight;
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wr[1] += br[1] * weight;
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wr[2] += br[2] * weight;
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wr[3] = br[3];
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}
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}
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} break;
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case VS::ARRAY_COLOR: {
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