mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-22 20:06:49 +01:00
622 lines
18 KiB
C++
622 lines
18 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_prop_job.h"
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#include "../../defines.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/voxel_mesher.h"
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#include "../default/voxel_chunk_default.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 "scene/resources/world.h"
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#include "servers/physics_server.h"
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#ifdef MESH_DATA_RESOURCE_PRESENT
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#include "../../../mesh_data_resource/mesh_data_resource.h"
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#endif
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#include "../../world/default/voxel_world_default.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> VoxelPropJob::get_prop_mesher() const {
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return _prop_mesher;
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}
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void VoxelPropJob::set_prop_mesher(const Ref<VoxelMesher> &mesher) {
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_prop_mesher = mesher;
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}
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Ref<VoxelMesherJobStep> VoxelPropJob::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 VoxelPropJob::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 VoxelPropJob::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 VoxelPropJob::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 VoxelPropJob::get_jobs_step_count() const {
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return _job_steps.size();
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}
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void VoxelPropJob::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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//TODO this should only update the differences
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for (int i = 0; i < chunk->collider_get_count(); ++i) {
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PhysicsServer::get_singleton()->free(chunk->collider_get_body(i));
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}
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chunk->colliders_clear();
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#ifdef MESH_DATA_RESOURCE_PRESENT
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
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Ref<Shape> shape = mdr->get_collision_shape(j);
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Transform offset = mdr->get_collision_shape_offset(j);
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if (!shape.is_valid()) {
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continue;
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}
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RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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Transform transform = chunk->mesh_data_resource_get_transform(i);
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transform *= offset;
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PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
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if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) {
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Ref<World> world = chunk->get_voxel_world()->get_world();
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if (world.is_valid() && world->get_space() != RID()) {
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PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
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}
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}
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PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, chunk->get_transform() * transform);
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chunk->collider_add(transform, shape, shape->get_rid(), body);
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}
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}
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#endif
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#if TOOLS_ENABLED
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if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) {
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chunk->draw_debug_mdr_colliders();
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}
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#endif
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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next_phase();
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}
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void VoxelPropJob::phase_prop() {
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#ifdef MESH_DATA_RESOURCE_PRESENT
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Ref<VoxelChunkDefault> chunk = _chunk;
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if (!get_prop_mesher().is_valid()) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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if (should_do()) {
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if (chunk->mesh_data_resource_get_count() == 0) {
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (chunk->mesh_data_resource_get_is_inside(i)) {
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get_prop_mesher()->add_mesh_data_resource_transform(chunk->mesh_data_resource_get(i), chunk->mesh_data_resource_get_transform(i), chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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get_prop_mesher()->bake_colors(_chunk);
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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VoxelWorldDefault *world = Object::cast_to<VoxelWorldDefault>(chunk->get_voxel_world());
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if (world) {
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (!chunk->mesh_data_resource_get_is_inside(i)) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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ERR_CONTINUE(!mdr.is_valid());
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Transform trf = chunk->mesh_data_resource_get_transform(i);
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Array arr = mdr->get_array();
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if (arr.size() <= Mesh::ARRAY_VERTEX) {
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continue;
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}
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PoolVector3Array varr = arr[Mesh::ARRAY_VERTEX];
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if (varr.size() == 0) {
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continue;
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}
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PoolColorArray carr = world->get_vertex_colors(trf, varr);
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get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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}
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}
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}
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if (get_prop_mesher()->get_vertex_count() == 0) {
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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#endif
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reset_stages();
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next_phase();
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}
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void VoxelPropJob::_physics_process(float delta) {
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if (_phase == 0)
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phase_physics_process();
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}
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void VoxelPropJob::_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<VoxelLibrary> library = _chunk->get_library();
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ERR_FAIL_COND(!library.is_valid());
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Ref<VoxelChunkDefault> chunk = _chunk;
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if (!chunk.is_valid()
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#ifdef MESH_DATA_RESOURCE_PRESENT
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|| chunk->mesh_data_resource_get_count() == 0
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#endif
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) {
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set_complete(true);
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next_job();
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return;
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}
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if (_phase == 1) {
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phase_setup();
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} else if (_phase == 2) {
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phase_prop();
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} else if (_phase == 3) {
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phase_steps();
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} else if (_phase > 3) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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ERR_FAIL_MSG("VoxelPropJob: _phase is too high!");
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}
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}
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void VoxelPropJob::_reset() {
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VoxelJob::_reset();
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_build_done = false;
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_phase = 0;
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_current_job_step = 0;
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_current_mesh = 0;
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if (get_prop_mesher().is_valid()) {
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get_prop_mesher()->reset();
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get_prop_mesher()->set_library(_chunk->get_library());
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}
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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void VoxelPropJob::phase_setup() {
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Ref<VoxelLibrary> library = _chunk->get_library();
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if (!library->supports_caching()) {
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next_phase();
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return;
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}
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if (library->supports_caching()) {
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if (!_chunk->prop_material_cache_key_has()) {
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library->prop_material_cache_get_key(_chunk);
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if (!_chunk->prop_material_cache_key_has()) {
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//chunk does not need a key
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next_phase();
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return;
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}
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}
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Ref<VoxelMaterialCache> cache = library->prop_material_cache_get(_chunk->prop_material_cache_key_get());
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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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#if MESH_DATA_RESOURCE_PRESENT
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for (int i = 0; i < _chunk->mesh_data_resource_get_count(); ++i) {
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Ref<Texture> tex = _chunk->mesh_data_resource_get_texture(i);
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if (!tex.is_valid())
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continue;
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Rect2 r = cache->additional_texture_get_uv_rect(tex);
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_chunk->mesh_data_resource_set_uv_rect(i, r);
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}
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#endif
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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 VoxelPropJob::phase_steps() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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ERR_FAIL_COND(!_prop_mesher.is_valid());
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if (should_return()) {
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return;
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}
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if (_prop_mesher->get_vertex_count() == 0) {
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reset_stages();
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//next_phase();
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set_complete(true); //So threadpool knows it's done
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next_job();
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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_PROP, 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_PROP, 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_PROP, 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_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i);
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if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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RS::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;
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case VoxelMesherJobStep::TYPE_MERGE_VERTS:
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step_type_merge_verts();
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break;
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case VoxelMesherJobStep::TYPE_BAKE_TEXTURE:
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step_type_bake_texture();
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break;
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case VoxelMesherJobStep::TYPE_SIMPLIFY_MESH:
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step_type_simplify_mesh();
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break;
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case VoxelMesherJobStep::TYPE_OTHER:
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//do nothing
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break;
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}
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++_current_job_step;
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if (should_return()) {
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return;
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}
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}
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reset_stages();
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//next_phase();
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set_complete(true); //So threadpool knows it's done
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next_job();
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}
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void VoxelPropJob::step_type_normal() {
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//TODO add a lighting generation step
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Ref<VoxelChunkDefault> chunk = _chunk;
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temp_mesh_arr = _prop_mesher->build_mesh();
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat;
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if (chunk->prop_material_cache_key_has()) {
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lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
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} else {
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lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
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}
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if (lmat.is_valid()) {
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RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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++_current_mesh;
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}
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void VoxelPropJob::step_type_normal_lod() {
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print_error("Error: step_type_normal_lod doesn't work for VoxelPropJobs!");
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++_current_mesh;
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}
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void VoxelPropJob::step_type_drop_uv2() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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temp_mesh_arr[RenderingServer::ARRAY_TEX_UV2] = Variant();
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RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat;
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if (chunk->prop_material_cache_key_has()) {
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lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
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} else {
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lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
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}
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if (lmat.is_valid()) {
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RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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++_current_mesh;
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}
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void VoxelPropJob::step_type_merge_verts() {
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Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
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temp_mesh_arr = temp_mesh_arr2;
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Ref<VoxelChunkDefault> chunk = _chunk;
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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|
|
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RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
Ref<Material> lmat;
|
|
|
|
if (chunk->prop_material_cache_key_has()) {
|
|
lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
|
|
} else {
|
|
lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
|
|
}
|
|
|
|
if (lmat.is_valid()) {
|
|
RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
|
}
|
|
|
|
++_current_mesh;
|
|
}
|
|
|
|
void VoxelPropJob::step_type_bake_texture() {
|
|
Ref<VoxelChunkDefault> chunk = _chunk;
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|
|
|
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[RenderingServer::ARRAY_TEX_UV] = Variant();
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
if (lmat.is_valid()) {
|
|
RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
|
}
|
|
}
|
|
|
|
++_current_mesh;
|
|
}
|
|
|
|
void VoxelPropJob::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_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
|
|
|
Ref<Material> lmat;
|
|
|
|
if (chunk->prop_material_cache_key_has()) {
|
|
lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
|
|
} else {
|
|
lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
|
|
}
|
|
|
|
if (lmat.is_valid()) {
|
|
RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
|
}
|
|
|
|
++_current_mesh;
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
VoxelPropJob::VoxelPropJob() {
|
|
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
|
|
|
|
_current_job_step = 0;
|
|
_current_mesh = 0;
|
|
}
|
|
|
|
VoxelPropJob::~VoxelPropJob() {
|
|
}
|
|
|
|
void VoxelPropJob::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_prop_mesher"), &VoxelPropJob::get_prop_mesher);
|
|
ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &VoxelPropJob::set_prop_mesher);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher", 0), "set_prop_mesher", "get_prop_mesher");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &VoxelPropJob::get_jobs_step);
|
|
ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &VoxelPropJob::set_jobs_step);
|
|
ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &VoxelPropJob::remove_jobs_step);
|
|
ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &VoxelPropJob::add_jobs_step);
|
|
ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &VoxelPropJob::get_jobs_step_count);
|
|
|
|
ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelPropJob::_physics_process);
|
|
}
|