now PropJob will actually use JobSteps.

This commit is contained in:
Relintai 2021-08-07 13:47:55 +02:00
parent ac6c5001d5
commit f62b605d9a
3 changed files with 158 additions and 179 deletions

View File

@ -31,7 +31,6 @@ SOFTWARE.
#include "../jobs/terra_terrarin_job.h"
Ref<TerraChunk> TerraWorldBlocky::_create_chunk(int x, int z, Ref<TerraChunk> chunk) {
if (!chunk.is_valid()) {
chunk = Ref<TerraChunk>(memnew(TerraChunkBlocky));
}
@ -43,15 +42,11 @@ Ref<TerraChunk> TerraWorldBlocky::_create_chunk(int x, int z, Ref<TerraChunk> ch
Ref<TerraLightJob> lj;
lj.instance();
Ref<TerraPropJob> pj;
pj.instance();
pj->set_prop_mesher(Ref<TerraMesher>(memnew(TerraMesherBlocky)));
Ref<TerraMesherJobStep> s;
s.instance();
s->set_job_type(TerraMesherJobStep::TYPE_NORMAL);
tj->add_jobs_step(s);
s.instance();
s->set_job_type(TerraMesherJobStep::TYPE_NORMAL_LOD);
s->set_lod_index(1);
@ -73,6 +68,32 @@ Ref<TerraChunk> TerraWorldBlocky::_create_chunk(int x, int z, Ref<TerraChunk> ch
tj->set_mesher(Ref<TerraMesher>(memnew(TerraMesherBlocky())));
tj->set_liquid_mesher(Ref<TerraMesher>(memnew(TerraMesherLiquidBlocky())));
Ref<TerraPropJob> pj;
pj.instance();
pj->set_prop_mesher(Ref<TerraMesher>(memnew(TerraMesherBlocky)));
s.instance();
s->set_job_type(TerraMesherJobStep::TYPE_NORMAL);
pj->add_jobs_step(s);
s.instance();
s->set_job_type(TerraMesherJobStep::TYPE_MERGE_VERTS);
pj->add_jobs_step(s);
s.instance();
s->set_job_type(TerraMesherJobStep::TYPE_BAKE_TEXTURE);
pj->add_jobs_step(s);
s.instance();
s->set_job_type(TerraMesherJobStep::TYPE_SIMPLIFY_MESH);
#ifdef MESH_UTILS_PRESENT
Ref<FastQuadraticMeshSimplifier> fqms;
fqms.instance();
s->set_fqms(fqms);
s->set_simplification_steps(2);
#endif
pj->add_jobs_step(s);
chunk->job_add(lj);
chunk->job_add(tj);
chunk->job_add(pj);

View File

@ -24,15 +24,14 @@ SOFTWARE.
#include "../../defines.h"
#include "../../library/terra_material_cache.h"
#include "../../library/terra_surface.h"
#include "../../library/terraman_library.h"
#include "../../library/terra_material_cache.h"
#include "../../meshers/terra_mesher.h"
#include "../../meshers/default/terra_mesher_default.h"
#include "../../meshers/terra_mesher.h"
#include "../default/terra_chunk_default.h"
#ifdef MESH_DATA_RESOURCE_PRESENT
#include "../../../mesh_data_resource/mesh_data_resource.h"
#endif
@ -214,140 +213,9 @@ void TerraPropJob::phase_prop() {
}
}
if (get_prop_mesher()->get_vertex_count() != 0) {
if (should_do()) {
temp_mesh_arr = get_prop_mesher()->build_mesh();
if (should_return()) {
return;
}
}
RID mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 0);
if (should_do()) {
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()) {
VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_lod_get(0).is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, chunk->get_library()->prop_material_lod_get(0)->get_rid());
if (should_return()) {
return;
}
}
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_lod_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_lod_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_lod_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_lod_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_lod_get(0);
Ref<SpatialMaterial> spmat = chunk->get_library()->prop_material_lod_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_lod_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_lod_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_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i),
VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_lod_get(i).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(
chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i), 0,
chunk->get_library()->prop_material_lod_get(i)->get_rid());
}
}
if (should_return()) {
return;
}
}
#endif
}
}
#endif
set_complete(true); //So threadpool knows it's done
next_job();
next_phase();
}
void TerraPropJob::_physics_process(float delta) {
@ -376,7 +244,9 @@ void TerraPropJob::_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
next_job();
ERR_FAIL_MSG("TerraPropJob: _phase is too high!");
@ -400,14 +270,131 @@ void TerraPropJob::_reset() {
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
}
void TerraPropJob::step_type_normal() {
void TerraPropJob::phase_steps() {
Ref<TerraChunkDefault> chunk = _chunk;
//TODO make this automatic in build_mesh
if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
_prop_mesher->bake_colors(_chunk);
ERR_FAIL_COND(!_prop_mesher.is_valid());
if (should_return()) {
return;
}
if (_prop_mesher->get_vertex_count() == 0) {
reset_stages();
next_phase();
return;
}
//set up the meshes
if (should_do()) {
RID mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 0);
if (mesh_rid == RID()) {
//need to allocate the meshes
//first count how many we need
int count = 0;
for (int i = 0; i < _job_steps.size(); ++i) {
Ref<TerraMesherJobStep> step = _job_steps[i];
ERR_FAIL_COND(!step.is_valid());
switch (step->get_job_type()) {
case TerraMesherJobStep::TYPE_NORMAL:
++count;
break;
case TerraMesherJobStep::TYPE_NORMAL_LOD:
++count;
break;
case TerraMesherJobStep::TYPE_DROP_UV2:
++count;
break;
case TerraMesherJobStep::TYPE_MERGE_VERTS:
++count;
break;
case TerraMesherJobStep::TYPE_BAKE_TEXTURE:
++count;
break;
case TerraMesherJobStep::TYPE_SIMPLIFY_MESH:
#ifdef MESH_UTILS_PRESENT
count += step->get_simplification_steps();
#endif
break;
default:
break;
}
}
//allocate
if (count > 0)
chunk->meshes_create(TerraChunkDefault::MESH_INDEX_PROP, count);
} else {
//we have the meshes, just clear
int count = chunk->mesh_rid_get_count(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH);
for (int i = 0; i < count; ++i) {
mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i);
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
}
}
}
for (; _current_job_step < _job_steps.size();) {
Ref<TerraMesherJobStep> step = _job_steps[_current_job_step];
ERR_FAIL_COND(!step.is_valid());
switch (step->get_job_type()) {
case TerraMesherJobStep::TYPE_NORMAL:
step_type_normal();
break;
case TerraMesherJobStep::TYPE_NORMAL_LOD:
step_type_normal_lod();
break;
case TerraMesherJobStep::TYPE_DROP_UV2:
step_type_drop_uv2();
break;
case TerraMesherJobStep::TYPE_MERGE_VERTS:
step_type_merge_verts();
break;
case TerraMesherJobStep::TYPE_BAKE_TEXTURE:
step_type_bake_texture();
break;
case TerraMesherJobStep::TYPE_SIMPLIFY_MESH:
step_type_simplify_mesh();
break;
case TerraMesherJobStep::TYPE_OTHER:
//do nothing
break;
}
++_current_job_step;
if (should_return()) {
return;
}
}
reset_stages();
//next_phase();
set_complete(true); //So threadpool knows it's done
next_job();
}
void TerraPropJob::step_type_normal() {
//TODO add a lighting generation step
Ref<TerraChunkDefault> chunk = _chunk;
temp_mesh_arr = _prop_mesher->build_mesh();
RID mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
@ -425,43 +412,13 @@ void TerraPropJob::step_type_normal() {
if (lmat.is_valid()) {
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
}
++_current_mesh;
}
void TerraPropJob::step_type_normal_lod() {
Ref<TerraMesherJobStep> step = _job_steps[_current_job_step];
ERR_FAIL_COND(!step.is_valid());
Ref<TerraChunkDefault> chunk = _chunk;
_prop_mesher->set_lod_index(step->get_lod_index());
_prop_mesher->reset();
_prop_mesher->add_chunk(_chunk);
//TODO make this automatic in build_mesh
if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
_prop_mesher->bake_colors(_chunk);
}
temp_mesh_arr = _prop_mesher->build_mesh();
RID mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::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->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()) {
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
}
print_error("Error: step_type_normal_lod doesn't work for TerraPropJobs!");
++_current_mesh;
}
@ -588,7 +545,6 @@ void TerraPropJob::step_type_simplify_mesh() {
#endif
}
TerraPropJob::TerraPropJob() {
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);

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@ -49,6 +49,8 @@ public:
void _execute_phase();
void _reset();
void phase_steps();
void step_type_normal();
void step_type_normal_lod();
void step_type_drop_uv2();