Clear meshes as needed in TerrainTerrainJob.

This commit is contained in:
Relintai 2025-02-06 17:21:35 +01:00
parent 4a2d4af692
commit 952553e9ad

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@ -331,17 +331,6 @@ void TerrainTerrainJob::phase_terrain_mesh() {
//allocate
if (count > 0)
chunk->meshes_create(TerrainChunkDefault::MESH_INDEX_TERRAIN, count);
} else {
//we have the meshes, just clear
int count = chunk->mesh_rid_get_count(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH);
for (int i = 0; i < count; ++i) {
mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, i);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
RS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
}
}
}
@ -399,14 +388,15 @@ void TerrainTerrainJob::phase_terrain_mesh() {
mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_LIQUID, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, 0);
}
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
RS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
if (should_return()) {
return;
}
}
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;
@ -506,6 +496,10 @@ void TerrainTerrainJob::step_type_normal() {
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;
@ -543,6 +537,10 @@ void TerrainTerrainJob::step_type_normal_lod() {
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;
@ -567,6 +565,10 @@ void TerrainTerrainJob::step_type_drop_uv2() {
temp_mesh_arr[RenderingServer::ARRAY_TEX_UV2] = Variant();
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;
@ -591,6 +593,10 @@ void TerrainTerrainJob::step_type_merge_verts() {
Ref<TerrainChunkDefault> chunk = _chunk;
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;
@ -635,6 +641,10 @@ void TerrainTerrainJob::step_type_bake_texture() {
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (lmat.is_valid()) {
@ -662,6 +672,10 @@ void TerrainTerrainJob::step_type_simplify_mesh() {
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
RS::get_singleton()->mesh_clear(mesh_rid);
}
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat;