mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-23 01:19:20 +01:00
910 lines
24 KiB
C++
910 lines
24 KiB
C++
/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "voxel_terrain_job.h"
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#include "../../library/voxel_library.h"
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#include "../../library/voxel_surface.h"
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#include "../../meshers/default/voxel_mesher_default.h"
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#include "../../meshers/voxel_mesher.h"
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#include "../../library/voxel_material_cache.h"
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#include "../default/voxel_chunk_default.h"
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#include "servers/physics_server.h"
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#ifdef MESH_UTILS_PRESENT
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#include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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Ref<VoxelMesher> VoxelTerrainJob::get_mesher(int index) const {
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ERR_FAIL_INDEX_V(index, _meshers.size(), Ref<VoxelMesher>());
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return _meshers.get(index);
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}
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void VoxelTerrainJob::set_mesher(int index, const Ref<VoxelMesher> &mesher) {
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ERR_FAIL_INDEX(index, _meshers.size());
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_meshers.set(index, mesher);
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}
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void VoxelTerrainJob::remove_mesher(const int index) {
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ERR_FAIL_INDEX(index, _meshers.size());
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_meshers.remove(index);
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}
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void VoxelTerrainJob::add_mesher(const Ref<VoxelMesher> &mesher) {
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_meshers.push_back(mesher);
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}
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int VoxelTerrainJob::get_mesher_count() const {
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return _meshers.size();
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}
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Ref<VoxelMesher> VoxelTerrainJob::get_liquid_mesher(int index) const {
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ERR_FAIL_INDEX_V(index, _liquid_meshers.size(), Ref<VoxelMesher>());
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return _liquid_meshers.get(index);
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}
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void VoxelTerrainJob::set_liquid_mesher(int index, const Ref<VoxelMesher> &mesher) {
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ERR_FAIL_INDEX(index, _liquid_meshers.size());
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_liquid_meshers.set(index, mesher);
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}
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void VoxelTerrainJob::remove_liquid_mesher(const int index) {
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ERR_FAIL_INDEX(index, _liquid_meshers.size());
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_liquid_meshers.remove(index);
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}
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void VoxelTerrainJob::add_liquid_mesher(const Ref<VoxelMesher> &mesher) {
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_liquid_meshers.push_back(mesher);
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}
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int VoxelTerrainJob::get_liquid_mesher_count() const {
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return _liquid_meshers.size();
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}
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Ref<VoxelMesherJobStep> VoxelTerrainJob::get_jobs_step(int index) const {
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ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<VoxelMesherJobStep>());
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return _job_steps.get(index);
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}
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void VoxelTerrainJob::set_jobs_step(int index, const Ref<VoxelMesherJobStep> &step) {
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ERR_FAIL_INDEX(index, _job_steps.size());
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_job_steps.set(index, step);
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}
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void VoxelTerrainJob::remove_jobs_step(const int index) {
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ERR_FAIL_INDEX(index, _job_steps.size());
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_job_steps.remove(index);
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}
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void VoxelTerrainJob::add_jobs_step(const Ref<VoxelMesherJobStep> &step) {
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_job_steps.push_back(step);
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}
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int VoxelTerrainJob::get_jobs_step_count() const {
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return _job_steps.size();
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}
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void VoxelTerrainJob::phase_setup() {
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->set_library(_chunk->get_library());
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mesher->reset();
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}
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for (int i = 0; i < _liquid_meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->set_library(_chunk->get_library());
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mesher->reset();
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}
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next_phase();
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}
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void VoxelTerrainJob::phase_library_setup() {
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if (should_return()) {
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return;
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}
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Ref<VoxelLibrary> lib = _chunk->get_library();
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if (!lib.is_valid()) {
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next_phase();
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return;
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}
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if (lib->supports_caching()) {
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if (!_chunk->material_cache_key_has()) {
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lib->material_cache_get_key(_chunk);
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} else {
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Ref<VoxelMaterialCache> cache = lib->material_cache_get(_chunk->material_cache_key_get());
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if (!cache.is_valid()) {
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next_phase();
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return;
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}
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//Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it!
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while (!cache->get_initialized()) {
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//Means it's currently merging the atlases on a different thread.
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//Let's just wait
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OS::get_singleton()->delay_usec(100);
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}
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}
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}
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next_phase();
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if (should_return()) {
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return;
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}
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}
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void VoxelTerrainJob::phase_terrain_mesh_setup() {
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int starti = 0;
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if (has_meta("tms_m")) {
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starti = get_meta("tms_m");
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}
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for (int i = starti; i < _meshers.size(); ++i) {
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if (should_return()) {
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set_meta("tms_m", i);
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return;
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}
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->add_chunk(_chunk);
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}
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starti = 0;
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if (has_meta("tms_lm")) {
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starti = get_meta("tms_lm");
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}
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for (int i = starti; i < _liquid_meshers.size(); ++i) {
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if (should_return()) {
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set_meta("tms_lm", i);
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return;
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}
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Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->add_chunk(_chunk);
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}
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if (has_meta("tms_m")) {
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remove_meta("tms_m");
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}
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if (has_meta("tms_lm")) {
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remove_meta("tms_lm");
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}
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next_phase();
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}
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void VoxelTerrainJob::phase_collider() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_CREATE_COLLIDER) == 0) {
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next_phase();
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return;
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}
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int starti = 0;
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if (has_meta("bpc_aa")) {
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starti = get_meta("bpc_aa");
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}
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for (int i = starti; i < _meshers.size(); ++i) {
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if (should_return()) {
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set_meta("bpc_aa", i);
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return;
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}
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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temp_arr_collider.append_array(mesher->build_collider());
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}
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if (Engine::get_singleton()->is_editor_hint()) {
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starti = 0;
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if (has_meta("bpc_laa")) {
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starti = get_meta("bpc_laa");
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}
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for (int i = 0; i < _liquid_meshers.size(); ++i) {
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if (should_return()) {
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set_meta("bpc_laa", i);
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return;
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}
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Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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temp_arr_collider_liquid.append_array(mesher->build_collider());
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}
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}
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if (has_meta("bpc_aa")) {
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remove_meta("bpc_aa");
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}
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if (has_meta("bpc_laa")) {
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remove_meta("bpc_laa");
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}
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if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0) {
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reset_stages();
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next_phase();
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next_phase();
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return;
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}
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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reset_stages();
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next_phase();
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}
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void VoxelTerrainJob::phase_physics_process() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<VoxelChunkDefault> chunk = _chunk;
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if (temp_arr_collider.size() != 0) {
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if (!chunk->meshes_has(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_BODY)) {
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chunk->colliders_create(VoxelChunkDefault::MESH_INDEX_TERRAIN);
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}
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PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider);
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temp_arr_collider.resize(0);
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}
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if (temp_arr_collider_liquid.size() != 0) {
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if (Engine::get_singleton()->is_editor_hint()) {
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if (!chunk->meshes_has(VoxelChunkDefault::MESH_INDEX_LIQUID, VoxelChunkDefault::MESH_TYPE_INDEX_BODY)) {
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chunk->colliders_create(VoxelChunkDefault::MESH_INDEX_LIQUID);
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}
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}
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/*
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else {
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if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_AREA)) {
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create_colliders_area(MESH_INDEX_LIQUID);
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}
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}*/
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PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(VoxelChunkDefault::MESH_INDEX_LIQUID, VoxelChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid);
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temp_arr_collider_liquid.resize(0);
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}
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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reset_stages();
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next_phase();
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}
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void VoxelTerrainJob::phase_terrain_mesh() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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ERR_FAIL_COND(_meshers.size() == 0);
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if (should_return()) {
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return;
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}
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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int starti = 0;
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if (has_meta("bptm_ulm")) {
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starti = get_meta("bptm_ulm");
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}
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for (int i = starti; i < _meshers.size(); ++i) {
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if (should_return()) {
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set_meta("bptm_ulm", i);
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}
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->bake_colors(_chunk);
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}
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starti = 0;
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if (has_meta("bptm_ullm")) {
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starti = get_meta("bptm_ullm");
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}
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for (int i = starti; i < _liquid_meshers.size(); ++i) {
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if (should_return()) {
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set_meta("bptm_ullm", i);
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}
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Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->bake_colors(_chunk);
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}
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}
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int starti = 0;
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if (has_meta("bptm_mm")) {
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starti = get_meta("bptm_mm");
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}
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Ref<VoxelMesher> mesher;
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for (int i = starti; i < _meshers.size(); ++i) {
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if (should_return()) {
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set_meta("bptm_mm", i);
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}
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Ref<VoxelMesher> m = _meshers.get(i);
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ERR_CONTINUE(!m.is_valid());
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if (!mesher.is_valid()) {
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mesher = m;
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mesher->set_material(_chunk->get_library()->material_get(0));
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continue;
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}
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mesher->set_material(_chunk->get_library()->material_get(0));
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mesher->add_mesher(m);
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}
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ERR_FAIL_COND(!mesher.is_valid());
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starti = 0;
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if (has_meta("bptm_lmm")) {
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starti = get_meta("bptm_lmm");
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}
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Ref<VoxelMesher> liquid_mesher;
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for (int i = starti; i < _liquid_meshers.size(); ++i) {
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if (should_return()) {
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set_meta("bptm_lmm", i);
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}
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Ref<VoxelMesher> m = _liquid_meshers.get(i);
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ERR_CONTINUE(!m.is_valid());
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if (!liquid_mesher.is_valid()) {
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liquid_mesher = m;
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liquid_mesher->set_material(_chunk->get_library()->material_get(0));
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continue;
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}
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liquid_mesher->set_material(_chunk->get_library()->material_get(0));
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liquid_mesher->add_mesher(m);
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}
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if (mesher->get_vertex_count() == 0 && (!liquid_mesher.is_valid() || liquid_mesher->get_vertex_count() == 0)) {
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if (has_meta("bptm_ulm")) {
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remove_meta("bptm_ulm");
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}
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if (has_meta("bptm_ullm")) {
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remove_meta("bptm_ullm");
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}
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if (has_meta("bptm_mm")) {
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remove_meta("bptm_mm");
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}
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if (has_meta("bptm_lmm")) {
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remove_meta("bptm_lmm");
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}
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reset_stages();
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next_phase();
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return;
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}
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//set up the meshes
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if (should_do()) {
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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if (mesh_rid == RID()) {
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//need to allocate the meshes
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//first count how many we need
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int count = 0;
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for (int i = 0; i < _job_steps.size(); ++i) {
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Ref<VoxelMesherJobStep> step = _job_steps[i];
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ERR_FAIL_COND(!step.is_valid());
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switch (step->get_job_type()) {
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case VoxelMesherJobStep::TYPE_NORMAL:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_NORMAL_LOD:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_DROP_UV2:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_MERGE_VERTS:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_BAKE_TEXTURE:
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++count;
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break;
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case VoxelMesherJobStep::TYPE_SIMPLIFY_MESH:
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#ifdef MESH_UTILS_PRESENT
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count += step->get_simplification_steps();
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#endif
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break;
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default:
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break;
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}
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}
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//allocate
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if (count > 0)
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chunk->meshes_create(VoxelChunkDefault::MESH_INDEX_TERRAIN, count);
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} else {
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//we have the meshes, just clear
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int count = chunk->mesh_rid_get_count(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH);
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for (int i = 0; i < count; ++i) {
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mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i);
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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}
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}
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}
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for (; _current_job_step < _job_steps.size();) {
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Ref<VoxelMesherJobStep> step = _job_steps[_current_job_step];
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ERR_FAIL_COND(!step.is_valid());
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switch (step->get_job_type()) {
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case VoxelMesherJobStep::TYPE_NORMAL:
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step_type_normal();
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break;
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case VoxelMesherJobStep::TYPE_NORMAL_LOD:
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step_type_normal_lod();
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break;
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case VoxelMesherJobStep::TYPE_DROP_UV2:
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step_type_drop_uv2();
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|
break;
|
|
case VoxelMesherJobStep::TYPE_MERGE_VERTS:
|
|
step_type_merge_verts();
|
|
break;
|
|
case VoxelMesherJobStep::TYPE_BAKE_TEXTURE:
|
|
step_type_bake_texture();
|
|
break;
|
|
case VoxelMesherJobStep::TYPE_SIMPLIFY_MESH:
|
|
step_type_simplify_mesh();
|
|
break;
|
|
case VoxelMesherJobStep::TYPE_OTHER:
|
|
//do nothing
|
|
break;
|
|
}
|
|
|
|
++_current_job_step;
|
|
|
|
if (should_return()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (liquid_mesher.is_valid() && liquid_mesher->get_vertex_count() != 0) {
|
|
if (should_do()) {
|
|
temp_mesh_arr = liquid_mesher->build_mesh();
|
|
|
|
if (should_return()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_LIQUID, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
|
|
|
|
if (should_do()) {
|
|
if (mesh_rid == RID()) {
|
|
chunk->meshes_create(VoxelChunkDefault::MESH_INDEX_LIQUID, 1);
|
|
|
|
mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_LIQUID, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
|
|
}
|
|
|
|
if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
|
|
VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
|
|
|
|
if (should_return()) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
// if (should_do()) {
|
|
VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
if (chunk->get_library()->liquid_material_lod_get(0).is_valid())
|
|
VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, chunk->get_library()->liquid_material_lod_get(0)->get_rid());
|
|
|
|
// if (should_return()) {
|
|
// return;
|
|
// }
|
|
//}
|
|
}
|
|
|
|
if (has_meta("bptm_ulm")) {
|
|
remove_meta("bptm_ulm");
|
|
}
|
|
|
|
if (has_meta("bptm_ullm")) {
|
|
remove_meta("bptm_ullm");
|
|
}
|
|
|
|
if (has_meta("bptm_mm")) {
|
|
remove_meta("bptm_mm");
|
|
}
|
|
|
|
if (has_meta("bptm_lmm")) {
|
|
remove_meta("bptm_lmm");
|
|
}
|
|
|
|
reset_stages();
|
|
next_phase();
|
|
}
|
|
|
|
void VoxelTerrainJob::phase_finalize() {
|
|
set_complete(true); //So threadpool knows it's done
|
|
|
|
next_job();
|
|
}
|
|
|
|
void VoxelTerrainJob::_execute_phase() {
|
|
ERR_FAIL_COND(!_chunk.is_valid());
|
|
|
|
Ref<VoxelLibrary> library = _chunk->get_library();
|
|
|
|
ERR_FAIL_COND(!library.is_valid());
|
|
|
|
if (_phase == 0) {
|
|
phase_setup();
|
|
} else if (_phase == 1) {
|
|
phase_library_setup();
|
|
} else if (_phase == 2) {
|
|
phase_terrain_mesh_setup();
|
|
} else if (_phase == 3) {
|
|
phase_collider();
|
|
} else if (_phase == 5) {
|
|
phase_terrain_mesh();
|
|
} else if (_phase == 6) {
|
|
phase_finalize();
|
|
} else if (_phase > 6) {
|
|
set_complete(true); //So threadpool knows it's done
|
|
next_job();
|
|
ERR_FAIL_MSG("VoxelTerrainJob: _phase is too high!");
|
|
}
|
|
}
|
|
|
|
void VoxelTerrainJob::_reset() {
|
|
VoxelJob::_reset();
|
|
|
|
_build_done = false;
|
|
_phase = 0;
|
|
|
|
_current_job_step = 0;
|
|
_current_mesh = 0;
|
|
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->set_voxel_scale(_chunk->get_voxel_scale());
|
|
|
|
Ref<VoxelChunkDefault> chunk = _chunk;
|
|
Ref<VoxelMesherDefault> md = mesher;
|
|
|
|
if (chunk.is_valid() && md.is_valid()) {
|
|
md->set_build_flags(chunk->get_build_flags());
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < _liquid_meshers.size(); ++i) {
|
|
Ref<VoxelMesher> mesher = _liquid_meshers.get(i);
|
|
|
|
ERR_CONTINUE(!mesher.is_valid());
|
|
|
|
mesher->set_voxel_scale(_chunk->get_voxel_scale());
|
|
|
|
Ref<VoxelChunkDefault> chunk = _chunk;
|
|
Ref<VoxelMesherDefault> md = mesher;
|
|
|
|
if (chunk.is_valid() && md.is_valid()) {
|
|
md->set_build_flags(chunk->get_build_flags());
|
|
}
|
|
}
|
|
}
|
|
|
|
void VoxelTerrainJob::_physics_process(float delta) {
|
|
if (_phase == 4)
|
|
phase_physics_process();
|
|
}
|
|
|
|
void VoxelTerrainJob::step_type_normal() {
|
|
Ref<VoxelChunkDefault> chunk = _chunk;
|
|
|
|
Ref<VoxelMesher> mesher;
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
mesher = _meshers.get(i);
|
|
|
|
if (mesher.is_valid()) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
//TODO make this automatic in build_mesh
|
|
if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
|
mesher->bake_colors(_chunk);
|
|
}
|
|
|
|
temp_mesh_arr = mesher->build_mesh();
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
Ref<Material> lmat;
|
|
|
|
if (chunk->material_cache_key_has()) {
|
|
lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
|
|
} else {
|
|
lmat = chunk->get_library()->material_lod_get(_current_mesh);
|
|
}
|
|
|
|
if (lmat.is_valid()) {
|
|
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
|
}
|
|
|
|
++_current_mesh;
|
|
}
|
|
|
|
void VoxelTerrainJob::step_type_normal_lod() {
|
|
Ref<VoxelMesherJobStep> step = _job_steps[_current_job_step];
|
|
|
|
ERR_FAIL_COND(!step.is_valid());
|
|
|
|
Ref<VoxelChunkDefault> chunk = _chunk;
|
|
|
|
Ref<VoxelMesher> mesher;
|
|
for (int i = 0; i < _meshers.size(); ++i) {
|
|
mesher = _meshers.get(i);
|
|
|
|
if (mesher.is_valid()) {
|
|
break;
|
|
}
|
|
}
|
|
|
|
mesher->set_lod_index(step->get_lod_index());
|
|
mesher->reset();
|
|
mesher->add_chunk(_chunk);
|
|
|
|
//TODO make this automatic in build_mesh
|
|
if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
|
mesher->bake_colors(_chunk);
|
|
}
|
|
|
|
temp_mesh_arr = mesher->build_mesh();
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
Ref<Material> lmat;
|
|
|
|
if (chunk->material_cache_key_has()) {
|
|
lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
|
|
} else {
|
|
lmat = chunk->get_library()->material_lod_get(_current_mesh);
|
|
}
|
|
|
|
if (lmat.is_valid()) {
|
|
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
|
}
|
|
|
|
++_current_mesh;
|
|
}
|
|
|
|
void VoxelTerrainJob::step_type_drop_uv2() {
|
|
Ref<VoxelChunkDefault> chunk = _chunk;
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
|
|
|
|
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
Ref<Material> lmat;
|
|
|
|
if (chunk->material_cache_key_has()) {
|
|
lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
|
|
} else {
|
|
lmat = chunk->get_library()->material_lod_get(_current_mesh);
|
|
}
|
|
|
|
if (lmat.is_valid()) {
|
|
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
|
}
|
|
|
|
++_current_mesh;
|
|
}
|
|
|
|
void VoxelTerrainJob::step_type_merge_verts() {
|
|
Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
|
|
temp_mesh_arr = temp_mesh_arr2;
|
|
|
|
Ref<VoxelChunkDefault> chunk = _chunk;
|
|
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
Ref<Material> lmat;
|
|
|
|
if (chunk->material_cache_key_has()) {
|
|
lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
|
|
} else {
|
|
lmat = chunk->get_library()->material_lod_get(_current_mesh);
|
|
}
|
|
|
|
if (lmat.is_valid()) {
|
|
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
|
}
|
|
|
|
++_current_mesh;
|
|
}
|
|
|
|
void VoxelTerrainJob::step_type_bake_texture() {
|
|
Ref<VoxelChunkDefault> chunk = _chunk;
|
|
|
|
Ref<Material> lmat;
|
|
|
|
if (chunk->material_cache_key_has()) {
|
|
lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
|
|
} else {
|
|
lmat = chunk->get_library()->material_lod_get(_current_mesh);
|
|
}
|
|
|
|
Ref<ShaderMaterial> mat = lmat;
|
|
Ref<SpatialMaterial> spmat = lmat;
|
|
Ref<Texture> tex;
|
|
|
|
if (mat.is_valid()) {
|
|
tex = mat->get_shader_param("texture_albedo");
|
|
} else if (spmat.is_valid()) {
|
|
tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
|
|
}
|
|
|
|
if (tex.is_valid()) {
|
|
temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
|
|
temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant();
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
if (lmat.is_valid()) {
|
|
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
|
}
|
|
}
|
|
|
|
++_current_mesh;
|
|
}
|
|
|
|
void VoxelTerrainJob::step_type_simplify_mesh() {
|
|
#ifdef MESH_UTILS_PRESENT
|
|
|
|
Ref<VoxelChunkDefault> chunk = _chunk;
|
|
Ref<VoxelMesherJobStep> step = _job_steps[_current_job_step];
|
|
ERR_FAIL_COND(!step.is_valid());
|
|
Ref<FastQuadraticMeshSimplifier> fqms = step->get_fqms();
|
|
ERR_FAIL_COND(!fqms.is_valid());
|
|
|
|
fqms->initialize(temp_mesh_arr);
|
|
|
|
for (int i = 0; i < step->get_simplification_steps(); ++i) {
|
|
fqms->simplify_mesh(temp_mesh_arr.size() * step->get_simplification_step_ratio(), step->get_simplification_agressiveness());
|
|
temp_mesh_arr = fqms->get_arrays();
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
Ref<Material> lmat;
|
|
|
|
if (chunk->material_cache_key_has()) {
|
|
lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
|
|
} else {
|
|
lmat = chunk->get_library()->material_lod_get(_current_mesh);
|
|
}
|
|
|
|
if (lmat.is_valid()) {
|
|
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
|
}
|
|
|
|
++_current_mesh;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
VoxelTerrainJob::VoxelTerrainJob() {
|
|
_current_job_step = 0;
|
|
_current_mesh = 0;
|
|
}
|
|
|
|
VoxelTerrainJob::~VoxelTerrainJob() {
|
|
_meshers.clear();
|
|
_liquid_meshers.clear();
|
|
}
|
|
|
|
void VoxelTerrainJob::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_mesher", "index"), &VoxelTerrainJob::get_mesher);
|
|
ClassDB::bind_method(D_METHOD("set_mesher", "index", "mesher"), &VoxelTerrainJob::set_mesher);
|
|
ClassDB::bind_method(D_METHOD("remove_mesher", "index"), &VoxelTerrainJob::remove_mesher);
|
|
ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &VoxelTerrainJob::add_mesher);
|
|
ClassDB::bind_method(D_METHOD("get_mesher_count"), &VoxelTerrainJob::get_mesher_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_liquid_mesher", "index"), &VoxelTerrainJob::get_liquid_mesher);
|
|
ClassDB::bind_method(D_METHOD("set_liquid_mesher", "index", "mesher"), &VoxelTerrainJob::set_liquid_mesher);
|
|
ClassDB::bind_method(D_METHOD("remove_liquid_mesher", "index"), &VoxelTerrainJob::remove_liquid_mesher);
|
|
ClassDB::bind_method(D_METHOD("add_liquid_mesher", "mesher"), &VoxelTerrainJob::add_liquid_mesher);
|
|
ClassDB::bind_method(D_METHOD("get_liquid_mesher_count"), &VoxelTerrainJob::get_liquid_mesher_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &VoxelTerrainJob::get_jobs_step);
|
|
ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &VoxelTerrainJob::set_jobs_step);
|
|
ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &VoxelTerrainJob::remove_jobs_step);
|
|
ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &VoxelTerrainJob::add_jobs_step);
|
|
ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &VoxelTerrainJob::get_jobs_step_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelTerrainJob::_physics_process);
|
|
}
|