mirror of
https://github.com/Relintai/terraman.git
synced 2025-04-21 21:41:20 +02:00
now PropJob will actually use JobSteps.
This commit is contained in:
parent
ac6c5001d5
commit
f62b605d9a
@ -31,7 +31,6 @@ SOFTWARE.
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#include "../jobs/terra_terrarin_job.h"
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Ref<TerraChunk> TerraWorldBlocky::_create_chunk(int x, int z, Ref<TerraChunk> chunk) {
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if (!chunk.is_valid()) {
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chunk = Ref<TerraChunk>(memnew(TerraChunkBlocky));
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}
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@ -43,15 +42,11 @@ Ref<TerraChunk> TerraWorldBlocky::_create_chunk(int x, int z, Ref<TerraChunk> ch
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Ref<TerraLightJob> lj;
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lj.instance();
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Ref<TerraPropJob> pj;
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pj.instance();
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pj->set_prop_mesher(Ref<TerraMesher>(memnew(TerraMesherBlocky)));
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Ref<TerraMesherJobStep> s;
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s.instance();
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s->set_job_type(TerraMesherJobStep::TYPE_NORMAL);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(TerraMesherJobStep::TYPE_NORMAL_LOD);
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s->set_lod_index(1);
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@ -73,6 +68,32 @@ Ref<TerraChunk> TerraWorldBlocky::_create_chunk(int x, int z, Ref<TerraChunk> ch
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tj->set_mesher(Ref<TerraMesher>(memnew(TerraMesherBlocky())));
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tj->set_liquid_mesher(Ref<TerraMesher>(memnew(TerraMesherLiquidBlocky())));
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Ref<TerraPropJob> pj;
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pj.instance();
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pj->set_prop_mesher(Ref<TerraMesher>(memnew(TerraMesherBlocky)));
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s.instance();
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s->set_job_type(TerraMesherJobStep::TYPE_NORMAL);
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pj->add_jobs_step(s);
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s.instance();
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s->set_job_type(TerraMesherJobStep::TYPE_MERGE_VERTS);
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pj->add_jobs_step(s);
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s.instance();
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s->set_job_type(TerraMesherJobStep::TYPE_BAKE_TEXTURE);
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pj->add_jobs_step(s);
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s.instance();
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s->set_job_type(TerraMesherJobStep::TYPE_SIMPLIFY_MESH);
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#ifdef MESH_UTILS_PRESENT
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Ref<FastQuadraticMeshSimplifier> fqms;
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fqms.instance();
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s->set_fqms(fqms);
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s->set_simplification_steps(2);
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#endif
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pj->add_jobs_step(s);
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chunk->job_add(lj);
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chunk->job_add(tj);
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chunk->job_add(pj);
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@ -24,15 +24,14 @@ SOFTWARE.
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#include "../../defines.h"
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#include "../../library/terra_material_cache.h"
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#include "../../library/terra_surface.h"
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#include "../../library/terraman_library.h"
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#include "../../library/terra_material_cache.h"
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#include "../../meshers/terra_mesher.h"
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#include "../../meshers/default/terra_mesher_default.h"
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#include "../../meshers/terra_mesher.h"
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#include "../default/terra_chunk_default.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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@ -214,140 +213,9 @@ void TerraPropJob::phase_prop() {
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}
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}
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if (get_prop_mesher()->get_vertex_count() != 0) {
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if (should_do()) {
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temp_mesh_arr = get_prop_mesher()->build_mesh();
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if (should_return()) {
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return;
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}
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}
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RID mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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if (should_do()) {
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if (mesh_rid == RID()) {
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if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_CREATE_LODS) != 0)
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chunk->meshes_create(TerraChunkDefault::MESH_INDEX_PROP, chunk->get_lod_num() + 1);
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else
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chunk->meshes_create(TerraChunkDefault::MESH_INDEX_PROP, 1);
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mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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}
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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#if !GODOT4
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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#else
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VS::get_singleton()->mesh_clear(mesh_rid);
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#endif
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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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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->prop_material_lod_get(0).is_valid())
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VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, chunk->get_library()->prop_material_lod_get(0)->get_rid());
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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 ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_CREATE_LODS) != 0) {
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if (should_do()) {
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if (chunk->get_lod_num() >= 1) {
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//for lod 1 just remove uv2
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
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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);
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if (chunk->get_library()->prop_material_lod_get(1).is_valid())
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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());
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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_lod_num() >= 2) {
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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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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);
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if (chunk->get_library()->prop_material_lod_get(2).is_valid())
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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());
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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_lod_num() >= 3) {
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Ref<ShaderMaterial> mat = chunk->get_library()->prop_material_lod_get(0);
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Ref<SpatialMaterial> spmat = chunk->get_library()->prop_material_lod_get(0);
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Ref<Texture> tex;
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if (mat.is_valid()) {
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tex = mat->get_shader_param("texture_albedo");
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} else if (spmat.is_valid()) {
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tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
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}
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if (tex.is_valid()) {
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temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant();
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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);
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if (chunk->get_library()->prop_material_lod_get(3).is_valid())
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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());
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}
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}
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#ifdef MESH_UTILS_PRESENT
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if (should_do()) {
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if (chunk->get_lod_num() > 4) {
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Ref<FastQuadraticMeshSimplifier> fqms;
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fqms.instance();
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fqms->set_preserve_border_edges(true);
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fqms->initialize(temp_mesh_arr);
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for (int i = 4; i < chunk->get_lod_num(); ++i) {
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fqms->simplify_mesh(temp_mesh_arr.size() * 0.8, 7);
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temp_mesh_arr = fqms->get_arrays();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(
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chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i),
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VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->prop_material_lod_get(i).is_valid())
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VisualServer::get_singleton()->mesh_surface_set_material(
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chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i), 0,
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chunk->get_library()->prop_material_lod_get(i)->get_rid());
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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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#endif
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}
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}
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#endif
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set_complete(true); //So threadpool knows it's done
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next_job();
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next_phase();
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}
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void TerraPropJob::_physics_process(float delta) {
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@ -376,7 +244,9 @@ void TerraPropJob::_execute_phase() {
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if (_phase == 1) {
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phase_prop();
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} else if (_phase > 1) {
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} else if (_phase == 2) {
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phase_steps();
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} else if (_phase > 2) {
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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("TerraPropJob: _phase is too high!");
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@ -400,14 +270,131 @@ void TerraPropJob::_reset() {
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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void TerraPropJob::step_type_normal() {
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void TerraPropJob::phase_steps() {
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Ref<TerraChunkDefault> chunk = _chunk;
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//TODO make this automatic in build_mesh
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if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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_prop_mesher->bake_colors(_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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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(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::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<TerraMesherJobStep> 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 TerraMesherJobStep::TYPE_NORMAL:
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++count;
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break;
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case TerraMesherJobStep::TYPE_NORMAL_LOD:
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++count;
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break;
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case TerraMesherJobStep::TYPE_DROP_UV2:
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++count;
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break;
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case TerraMesherJobStep::TYPE_MERGE_VERTS:
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++count;
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break;
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case TerraMesherJobStep::TYPE_BAKE_TEXTURE:
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++count;
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break;
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case TerraMesherJobStep::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(TerraChunkDefault::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(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::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(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, i);
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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#if !GODOT4
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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#else
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VS::get_singleton()->mesh_clear(mesh_rid);
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#endif
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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<TerraMesherJobStep> 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 TerraMesherJobStep::TYPE_NORMAL:
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step_type_normal();
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break;
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case TerraMesherJobStep::TYPE_NORMAL_LOD:
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step_type_normal_lod();
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break;
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case TerraMesherJobStep::TYPE_DROP_UV2:
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step_type_drop_uv2();
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break;
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case TerraMesherJobStep::TYPE_MERGE_VERTS:
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step_type_merge_verts();
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break;
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case TerraMesherJobStep::TYPE_BAKE_TEXTURE:
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step_type_bake_texture();
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break;
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case TerraMesherJobStep::TYPE_SIMPLIFY_MESH:
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step_type_simplify_mesh();
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break;
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case TerraMesherJobStep::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 TerraPropJob::step_type_normal() {
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//TODO add a lighting generation step
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Ref<TerraChunkDefault> 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(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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@ -425,43 +412,13 @@ void TerraPropJob::step_type_normal() {
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if (lmat.is_valid()) {
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VisualServer::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 TerraPropJob::step_type_normal_lod() {
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Ref<TerraMesherJobStep> step = _job_steps[_current_job_step];
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ERR_FAIL_COND(!step.is_valid());
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Ref<TerraChunkDefault> chunk = _chunk;
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_prop_mesher->set_lod_index(step->get_lod_index());
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_prop_mesher->reset();
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_prop_mesher->add_chunk(_chunk);
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//TODO make this automatic in build_mesh
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if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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_prop_mesher->bake_colors(_chunk);
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}
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temp_mesh_arr = _prop_mesher->build_mesh();
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RID mesh_rid = chunk->mesh_rid_get_index(TerraChunkDefault::MESH_INDEX_PROP, TerraChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::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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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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print_error("Error: step_type_normal_lod doesn't work for TerraPropJobs!");
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++_current_mesh;
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}
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@ -588,7 +545,6 @@ void TerraPropJob::step_type_simplify_mesh() {
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#endif
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}
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TerraPropJob::TerraPropJob() {
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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@ -49,6 +49,8 @@ public:
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void _execute_phase();
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void _reset();
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void phase_steps();
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void step_type_normal();
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void step_type_normal_lod();
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void step_type_drop_uv2();
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