Removed the old (commented out) lod generation code, and the mesh setup code. phase_steps handles this .

This commit is contained in:
Relintai 2021-08-10 09:45:25 +02:00
parent 64e6447d9c
commit 34492756cd

View File

@ -286,145 +286,11 @@ void PropInstancePropJob::phase_prop() {
return;
}
}
if (should_do()) {
if (_prop_instace->mesh_get_num() == 0) {
_prop_instace->meshes_create(1);
}
RID mesh_rid = _prop_instace->mesh_get(0);
/*
if (mesh_rid == RID()) {
if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_CREATE_LODS) != 0)
chunk->meshes_create(TerraChunkDefault::MESH_INDEX_PROP, chunk->get_lod_num() + 1);
else
chunk->meshes_create(TerraChunkDefault::MESH_INDEX_PROP, 1);
mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 0);
}*/
if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
#if !GODOT4
VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
#else
VS::get_singleton()->mesh_clear(mesh_rid);
#endif
if (should_return()) {
return;
}
}
if (should_do()) {
RID mesh_rid = _prop_instace->mesh_get(0);
VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> mat = _prop_instace->material_get(0);
if (mat.is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, mat->get_rid());
if (should_return()) {
return;
}
}
/*
//skip lod generation for now
if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_CREATE_LODS) != 0) {
if (should_do()) {
if (chunk->get_lod_num() >= 1) {
//for lod 1 just remove uv2
temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 1), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_get(1).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 1), 0, chunk->get_library()->prop_material_get(1)->get_rid());
}
if (should_return()) {
return;
}
}
if (should_do()) {
if (chunk->get_lod_num() >= 2) {
Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
temp_mesh_arr = temp_mesh_arr2;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 2), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr2);
if (chunk->get_library()->prop_material_get(2).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 2), 0, chunk->get_library()->prop_material_get(2)->get_rid());
}
if (should_return()) {
return;
}
}
// if (should_do()) {
if (chunk->get_lod_num() >= 3) {
Ref<ShaderMaterial> mat = chunk->get_library()->prop_material_get(0);
Ref<SpatialMaterial> spmat = chunk->get_library()->prop_material_get(0);
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();
VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 3), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_get(3).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 3), 0, chunk->get_library()->prop_material_get(3)->get_rid());
}
}
#ifdef MESH_UTILS_PRESENT
if (should_do()) {
if (chunk->get_lod_num() > 4) {
Ref<FastQuadraticMeshSimplifier> fqms;
fqms.instance();
fqms->set_preserve_border_edges(true);
fqms->initialize(temp_mesh_arr);
for (int i = 4; i < chunk->get_lod_num(); ++i) {
fqms->simplify_mesh(temp_mesh_arr.size() * 0.8, 7);
temp_mesh_arr = fqms->get_arrays();
VisualServer::get_singleton()->mesh_add_surface_from_arrays(
chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_TERRARIN, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i),
VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_get(i).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(
chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_TERRARIN, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i), 0,
chunk->get_library()->prop_material_get(i)->get_rid());
}
}
if (should_return()) {
return;
}
}
#endif
}
*/
}
#endif
set_complete(true); //So threadpool knows it's done
finished();
next_phase();
}
void PropInstancePropJob::_physics_process(float delta) {
@ -449,7 +315,9 @@ void PropInstancePropJob::_execute_phase() {
if (_phase == 1) {
phase_prop();
} else if (_phase > 1) {
} else if (_phase == 2) {
phase_steps();
} else if (_phase > 2) {
set_complete(true); //So threadpool knows it's done
finished();
ERR_FAIL_MSG("PropInstancePropJob: _phase is too high!");
@ -583,9 +451,7 @@ void PropInstancePropJob::phase_steps() {
}
reset_stages();
//next_phase();
set_complete(true); //So threadpool knows it's done
next_phase();
}
void PropInstancePropJob::step_type_normal() {