mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-12 10:15:18 +01:00
Removed job steps, as 2d will not need lods.
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1
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@ -64,7 +64,6 @@ sources = [
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"world/jobs/terrain_2d_job.cpp",
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"world/jobs/terrain_2d_terrain_job.cpp",
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"world/jobs/terrain_2d_mesher_job_step.cpp",
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"world/jobs/terrain_2d_light_job.cpp",
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"world/jobs/terrain_2d_prop_job.cpp",
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]
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@ -64,7 +64,6 @@ SOFTWARE.
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#include "world/jobs/terrain_2d_job.h"
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#include "world/jobs/terrain_2d_light_job.h"
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#include "world/jobs/terrain_2d_mesher_job_step.h"
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#include "world/jobs/terrain_2d_prop_job.h"
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#include "world/jobs/terrain_2d_terrain_job.h"
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@ -110,7 +109,6 @@ void register_terraman_2d_types() {
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ClassDB::register_class<Terrain2DJob>();
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ClassDB::register_class<Terrain2DTerrain2DJob>();
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ClassDB::register_class<Terrain2DMesherJobStep>();
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ClassDB::register_class<Terrain2DLightJob>();
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ClassDB::register_class<Terrain2DProp2DJob>();
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@ -41,29 +41,6 @@ Ref<Terrain2DChunk> Terrain2DWorldBlocky::_create_chunk(int x, int z, Ref<Terrai
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Ref<Terrain2DLightJob> lj;
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lj.instance();
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Ref<Terrain2DMesherJobStep> s;
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::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(Terrain2DMesherJobStep::TYPE_NORMAL_LOD);
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s->set_lod_index(1);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_NORMAL_LOD);
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s->set_lod_index(2);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_MERGE_VERTS);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE);
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tj->add_jobs_step(s);
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tj->set_mesher(Ref<Terrain2DMesher>(memnew(Terrain2DMesherBlocky())));
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Ref<Terrain2DMesherBlocky> liquid_mesher;
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@ -76,28 +53,6 @@ Ref<Terrain2DChunk> Terrain2DWorldBlocky::_create_chunk(int x, int z, Ref<Terrai
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pj.instance();
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pj->set_prop_mesher(Ref<Terrain2DMesher>(memnew(Terrain2DMesherBlocky)));
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::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(Terrain2DMesherJobStep::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(Terrain2DMesherJobStep::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(Terrain2DMesherJobStep::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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@ -191,29 +191,6 @@ Ref<Terrain2DChunk> Terrain2DWorldDefault::_create_chunk(int x, int z, Ref<Terra
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pj.instance();
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pj->set_prop_mesher(Ref<Terrain2DMesher>(memnew(Terrain2DMesherDefault)));
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Ref<Terrain2DMesherJobStep> s;
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::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(Terrain2DMesherJobStep::TYPE_NORMAL_LOD);
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s->set_lod_index(1);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_NORMAL_LOD);
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s->set_lod_index(2);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_MERGE_VERTS);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE);
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tj->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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@ -1,123 +0,0 @@
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/*
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Copyright (c) 2019-2022 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 "terrain_2d_mesher_job_step.h"
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const String Terrain2DMesherJobStep::BINDING_STRING_TERRAIN_2D_TERRAIN_2D_JOB_STEP_TYPE = "Normal,Normal LOD,Drop UV2,Merge Verts,Bake Texture,Simplify Mesh";
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Terrain2DMesherJobStep::Terrain2DMesherJobStepType Terrain2DMesherJobStep::get_job_type() const {
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return _job_type;
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}
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void Terrain2DMesherJobStep::set_job_type(const Terrain2DMesherJobStep::Terrain2DMesherJobStepType value) {
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_job_type = value;
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}
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int Terrain2DMesherJobStep::get_lod_index() const {
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return _lod_index;
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}
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void Terrain2DMesherJobStep::set_lod_index(const int value) {
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_lod_index = value;
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}
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#ifdef MESH_UTILS_PRESENT
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Ref<FastQuadraticMeshSimplifier> Terrain2DMesherJobStep::get_fqms() {
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return _fqms;
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}
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void Terrain2DMesherJobStep::set_fqms(const Ref<FastQuadraticMeshSimplifier> &val) {
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_fqms = val;
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}
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float Terrain2DMesherJobStep::get_simplification_step_ratio() const {
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return _simplification_step_ratio;
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}
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void Terrain2DMesherJobStep::set_simplification_step_ratio(const float value) {
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_simplification_step_ratio = value;
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}
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int Terrain2DMesherJobStep::get_simplification_steps() const {
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return _simplification_steps;
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}
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void Terrain2DMesherJobStep::set_simplification_steps(const int value) {
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_simplification_steps = value;
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}
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float Terrain2DMesherJobStep::get_simplification_agressiveness() const {
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return _simplification_agressiveness;
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}
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void Terrain2DMesherJobStep::set_simplification_agressiveness(const float value) {
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_simplification_agressiveness = value;
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}
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#endif
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Terrain2DMesherJobStep::Terrain2DMesherJobStep() {
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_job_type = TYPE_NORMAL;
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_lod_index = 0;
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#ifdef MESH_UTILS_PRESENT
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_simplification_step_ratio = 0.8;
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_simplification_steps = 2;
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_simplification_agressiveness = 7;
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#endif
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}
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Terrain2DMesherJobStep::~Terrain2DMesherJobStep() {
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#ifdef MESH_UTILS_PRESENT
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_fqms.unref();
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#endif
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}
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void Terrain2DMesherJobStep::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_job_type"), &Terrain2DMesherJobStep::get_job_type);
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ClassDB::bind_method(D_METHOD("set_job_type", "value"), &Terrain2DMesherJobStep::set_job_type);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "job_type", PROPERTY_HINT_ENUM, Terrain2DMesherJobStep::BINDING_STRING_TERRAIN_2D_TERRAIN_2D_JOB_STEP_TYPE), "set_job_type", "get_job_type");
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ClassDB::bind_method(D_METHOD("get_lod_index"), &Terrain2DMesherJobStep::get_lod_index);
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ClassDB::bind_method(D_METHOD("set_lod_index", "value"), &Terrain2DMesherJobStep::set_lod_index);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_index"), "set_lod_index", "get_lod_index");
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#ifdef MESH_UTILS_PRESENT
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ClassDB::bind_method(D_METHOD("get_fqms"), &Terrain2DMesherJobStep::get_fqms);
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ClassDB::bind_method(D_METHOD("set_fqms", "value"), &Terrain2DMesherJobStep::set_fqms);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "fqms", PROPERTY_HINT_RESOURCE_TYPE, "FastQuadraticMeshSimplifier"), "set_fqms", "get_fqms");
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ClassDB::bind_method(D_METHOD("get_simplification_step_ratio"), &Terrain2DMesherJobStep::get_simplification_step_ratio);
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ClassDB::bind_method(D_METHOD("set_simplification_step_ratio", "value"), &Terrain2DMesherJobStep::set_simplification_step_ratio);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "simplification_step_ratio"), "set_simplification_step_ratio", "get_simplification_step_ratio");
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ClassDB::bind_method(D_METHOD("get_simplification_steps"), &Terrain2DMesherJobStep::get_simplification_steps);
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ClassDB::bind_method(D_METHOD("set_simplification_steps", "value"), &Terrain2DMesherJobStep::set_simplification_steps);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "simplification_steps"), "set_simplification_steps", "get_simplification_steps");
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ClassDB::bind_method(D_METHOD("get_simplification_agressiveness"), &Terrain2DMesherJobStep::get_simplification_agressiveness);
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ClassDB::bind_method(D_METHOD("set_simplification_agressiveness", "value"), &Terrain2DMesherJobStep::set_simplification_agressiveness);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "simplification_agressiveness"), "set_simplification_agressiveness", "get_simplification_agressiveness");
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#endif
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BIND_ENUM_CONSTANT(TYPE_NORMAL);
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BIND_ENUM_CONSTANT(TYPE_NORMAL_LOD);
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BIND_ENUM_CONSTANT(TYPE_DROP_UV2);
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BIND_ENUM_CONSTANT(TYPE_MERGE_VERTS);
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BIND_ENUM_CONSTANT(TYPE_BAKE_TEXTURE);
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BIND_ENUM_CONSTANT(TYPE_SIMPLIFY_MESH);
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BIND_ENUM_CONSTANT(TYPE_OTHER);
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}
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@ -1,100 +0,0 @@
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/*
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Copyright (c) 2019-2022 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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#ifndef TERRAIN_2D_TERRAIN_2D_JOB_STEP_H
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#define TERRAIN_2D_TERRAIN_2D_JOB_STEP_H
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/object/ref_counted.h"
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#ifndef Reference
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#define Reference RefCounted
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#endif
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#else
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#include "core/reference.h"
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#endif
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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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class Terrain2DMesherJobStep : public Reference {
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GDCLASS(Terrain2DMesherJobStep, Reference);
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public:
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//todo add:
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//type generate lighting,
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//type skip (this would leave the mesh empty)
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//type previous mesh (this would set the previous mesh's rid to the current lod level)
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enum Terrain2DMesherJobStepType {
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TYPE_NORMAL = 0,
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TYPE_NORMAL_LOD,
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TYPE_DROP_UV2,
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TYPE_MERGE_VERTS,
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TYPE_BAKE_TEXTURE,
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TYPE_SIMPLIFY_MESH,
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TYPE_OTHER,
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};
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static const String BINDING_STRING_TERRAIN_2D_TERRAIN_2D_JOB_STEP_TYPE;
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Terrain2DMesherJobStepType get_job_type() const;
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void set_job_type(const Terrain2DMesherJobStepType value);
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int get_lod_index() const;
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void set_lod_index(const int value);
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#ifdef MESH_UTILS_PRESENT
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Ref<FastQuadraticMeshSimplifier> get_fqms();
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void set_fqms(const Ref<FastQuadraticMeshSimplifier> &val);
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float get_simplification_step_ratio() const;
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void set_simplification_step_ratio(const float value);
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int get_simplification_steps() const;
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void set_simplification_steps(const int value);
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float get_simplification_agressiveness() const;
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void set_simplification_agressiveness(const float value);
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#endif
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Terrain2DMesherJobStep();
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~Terrain2DMesherJobStep();
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protected:
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static void _bind_methods();
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Terrain2DMesherJobStepType _job_type;
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int _lod_index;
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#ifdef MESH_UTILS_PRESENT
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Ref<FastQuadraticMeshSimplifier> _fqms;
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float _simplification_step_ratio;
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int _simplification_steps;
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float _simplification_agressiveness;
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#endif
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};
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VARIANT_ENUM_CAST(Terrain2DMesherJobStep::Terrain2DMesherJobStepType);
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#endif
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@ -24,9 +24,9 @@ SOFTWARE.
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#include "../../defines.h"
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#include "../../library/terrain_2d_library.h"
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#include "../../library/terrain_2d_material_cache.h"
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#include "../../library/terrain_2d_surface.h"
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#include "../../library/terrain_2d_library.h"
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#include "../../meshers/default/terrain_2d_mesher_default.h"
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#include "../../meshers/terrain_2d_mesher.h"
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@ -49,28 +49,6 @@ void Terrain2DProp2DJob::set_prop_mesher(const Ref<Terrain2DMesher> &mesher) {
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_prop_mesher = mesher;
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}
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Ref<Terrain2DMesherJobStep> Terrain2DProp2DJob::get_jobs_step(int index) const {
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ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<Terrain2DMesherJobStep>());
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return _job_steps.get(index);
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}
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void Terrain2DProp2DJob::set_jobs_step(int index, const Ref<Terrain2DMesherJobStep> &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 Terrain2DProp2DJob::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 Terrain2DProp2DJob::add_jobs_step(const Ref<Terrain2DMesherJobStep> &step) {
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_job_steps.push_back(step);
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}
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int Terrain2DProp2DJob::get_jobs_step_count() const {
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return _job_steps.size();
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}
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void Terrain2DProp2DJob::phase_physics_process() {
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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@ -259,9 +237,6 @@ void Terrain2DProp2DJob::_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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@ -300,7 +275,7 @@ void Terrain2DProp2DJob::phase_setup() {
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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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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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@ -344,42 +319,8 @@ void Terrain2DProp2DJob::phase_steps() {
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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) {
|
||||
Ref<Terrain2DMesherJobStep> step = _job_steps[i];
|
||||
|
||||
ERR_FAIL_COND(!step.is_valid());
|
||||
|
||||
switch (step->get_job_type()) {
|
||||
case Terrain2DMesherJobStep::TYPE_NORMAL:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_NORMAL_LOD:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_DROP_UV2:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_MERGE_VERTS:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_SIMPLIFY_MESH:
|
||||
#ifdef MESH_UTILS_PRESENT
|
||||
count += step->get_simplification_steps();
|
||||
#endif
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//allocate
|
||||
if (count > 0)
|
||||
chunk->meshes_create(Terrain2DChunkDefault::MESH_INDEX_PROP, count);
|
||||
chunk->meshes_create(Terrain2DChunkDefault::MESH_INDEX_PROP, 1);
|
||||
|
||||
} else {
|
||||
//we have the meshes, just clear
|
||||
@ -398,41 +339,7 @@ void Terrain2DProp2DJob::phase_steps() {
|
||||
}
|
||||
}
|
||||
|
||||
for (; _current_job_step < _job_steps.size();) {
|
||||
Ref<Terrain2DMesherJobStep> step = _job_steps[_current_job_step];
|
||||
|
||||
ERR_FAIL_COND(!step.is_valid());
|
||||
|
||||
switch (step->get_job_type()) {
|
||||
case Terrain2DMesherJobStep::TYPE_NORMAL:
|
||||
step_type_normal();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_NORMAL_LOD:
|
||||
step_type_normal_lod();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_DROP_UV2:
|
||||
step_type_drop_uv2();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_MERGE_VERTS:
|
||||
step_type_merge_verts();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE:
|
||||
step_type_bake_texture();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_SIMPLIFY_MESH:
|
||||
step_type_simplify_mesh();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_OTHER:
|
||||
//do nothing
|
||||
break;
|
||||
}
|
||||
|
||||
++_current_job_step;
|
||||
|
||||
if (should_return()) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
step_type_normal();
|
||||
|
||||
reset_stages();
|
||||
//next_phase();
|
||||
@ -448,158 +355,25 @@ void Terrain2DProp2DJob::step_type_normal() {
|
||||
|
||||
temp_mesh_arr = _prop_mesher->build_mesh();
|
||||
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, 0);
|
||||
|
||||
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);
|
||||
lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(0);
|
||||
} else {
|
||||
lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
|
||||
lmat = chunk->get_library()->prop_material_lod_get(0);
|
||||
}
|
||||
|
||||
if (lmat.is_valid()) {
|
||||
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
||||
}
|
||||
|
||||
++_current_mesh;
|
||||
}
|
||||
|
||||
void Terrain2DProp2DJob::step_type_normal_lod() {
|
||||
print_error("Error: step_type_normal_lod doesn't work for Terrain2DProp2DJobs!");
|
||||
|
||||
++_current_mesh;
|
||||
}
|
||||
|
||||
void Terrain2DProp2DJob::step_type_drop_uv2() {
|
||||
Ref<Terrain2DChunkDefault> chunk = _chunk;
|
||||
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::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->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());
|
||||
}
|
||||
|
||||
++_current_mesh;
|
||||
}
|
||||
|
||||
void Terrain2DProp2DJob::step_type_merge_verts() {
|
||||
Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
|
||||
temp_mesh_arr = temp_mesh_arr2;
|
||||
|
||||
Ref<Terrain2DChunkDefault> chunk = _chunk;
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::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->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());
|
||||
}
|
||||
|
||||
++_current_mesh;
|
||||
}
|
||||
|
||||
void Terrain2DProp2DJob::step_type_bake_texture() {
|
||||
Ref<Terrain2DChunkDefault> chunk = _chunk;
|
||||
|
||||
Ref<ShaderMaterial> mat = chunk->get_library()->material_lod_get(0);
|
||||
Ref<SpatialMaterial> spmat = chunk->get_library()->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();
|
||||
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::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->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());
|
||||
}
|
||||
}
|
||||
|
||||
++_current_mesh;
|
||||
}
|
||||
|
||||
void Terrain2DProp2DJob::step_type_simplify_mesh() {
|
||||
#ifdef MESH_UTILS_PRESENT
|
||||
|
||||
Ref<Terrain2DChunkDefault> chunk = _chunk;
|
||||
Ref<Terrain2DMesherJobStep> 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(Terrain2DChunkDefault::MESH_INDEX_PROP, Terrain2DChunkDefault::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->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());
|
||||
}
|
||||
|
||||
++_current_mesh;
|
||||
}
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
Terrain2DProp2DJob::Terrain2DProp2DJob() {
|
||||
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
|
||||
|
||||
_current_job_step = 0;
|
||||
_current_mesh = 0;
|
||||
}
|
||||
|
||||
Terrain2DProp2DJob::~Terrain2DProp2DJob() {
|
||||
@ -610,11 +384,5 @@ void Terrain2DProp2DJob::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &Terrain2DProp2DJob::set_prop_mesher);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DMesher", 0), "set_prop_mesher", "get_prop_mesher");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &Terrain2DProp2DJob::get_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &Terrain2DProp2DJob::set_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &Terrain2DProp2DJob::remove_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &Terrain2DProp2DJob::add_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &Terrain2DProp2DJob::get_jobs_step_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &Terrain2DProp2DJob::_physics_process);
|
||||
}
|
||||
|
@ -25,8 +25,6 @@ SOFTWARE.
|
||||
|
||||
#include "terrain_2d_job.h"
|
||||
|
||||
#include "terrain_2d_mesher_job_step.h"
|
||||
|
||||
class Terrain2DMesher;
|
||||
|
||||
class Terrain2DProp2DJob : public Terrain2DJob {
|
||||
@ -36,12 +34,6 @@ public:
|
||||
Ref<Terrain2DMesher> get_prop_mesher() const;
|
||||
void set_prop_mesher(const Ref<Terrain2DMesher> &mesher);
|
||||
|
||||
Ref<Terrain2DMesherJobStep> get_jobs_step(const int index) const;
|
||||
void set_jobs_step(const int index, const Ref<Terrain2DMesherJobStep> &step);
|
||||
void remove_jobs_step(const int index);
|
||||
void add_jobs_step(const Ref<Terrain2DMesherJobStep> &step);
|
||||
int get_jobs_step_count() const;
|
||||
|
||||
void phase_physics_process();
|
||||
void phase_prop();
|
||||
|
||||
@ -54,11 +46,6 @@ public:
|
||||
void phase_steps();
|
||||
|
||||
void step_type_normal();
|
||||
void step_type_normal_lod();
|
||||
void step_type_drop_uv2();
|
||||
void step_type_merge_verts();
|
||||
void step_type_bake_texture();
|
||||
void step_type_simplify_mesh();
|
||||
|
||||
Terrain2DProp2DJob();
|
||||
~Terrain2DProp2DJob();
|
||||
@ -68,10 +55,6 @@ protected:
|
||||
|
||||
Ref<Terrain2DMesher> _prop_mesher;
|
||||
|
||||
Vector<Ref<Terrain2DMesherJobStep>> _job_steps;
|
||||
int _current_job_step;
|
||||
int _current_mesh;
|
||||
|
||||
PoolVector<Vector3> temp_arr_collider;
|
||||
Array temp_mesh_arr;
|
||||
};
|
||||
|
@ -22,9 +22,9 @@ SOFTWARE.
|
||||
|
||||
#include "terrain_2d_terrain_job.h"
|
||||
|
||||
#include "../../library/terrain_2d_library.h"
|
||||
#include "../../library/terrain_2d_material_cache.h"
|
||||
#include "../../library/terrain_2d_surface.h"
|
||||
#include "../../library/terrain_2d_library.h"
|
||||
|
||||
#include "../../meshers/default/terrain_2d_mesher_default.h"
|
||||
#include "../../meshers/terrain_2d_mesher.h"
|
||||
@ -49,28 +49,6 @@ void Terrain2DTerrain2DJob::set_liquid_mesher(const Ref<Terrain2DMesher> &mesher
|
||||
_liquid_mesher = mesher;
|
||||
}
|
||||
|
||||
Ref<Terrain2DMesherJobStep> Terrain2DTerrain2DJob::get_jobs_step(int index) const {
|
||||
ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<Terrain2DMesherJobStep>());
|
||||
|
||||
return _job_steps.get(index);
|
||||
}
|
||||
void Terrain2DTerrain2DJob::set_jobs_step(int index, const Ref<Terrain2DMesherJobStep> &step) {
|
||||
ERR_FAIL_INDEX(index, _job_steps.size());
|
||||
|
||||
_job_steps.set(index, step);
|
||||
}
|
||||
void Terrain2DTerrain2DJob::remove_jobs_step(const int index) {
|
||||
ERR_FAIL_INDEX(index, _job_steps.size());
|
||||
|
||||
_job_steps.remove(index);
|
||||
}
|
||||
void Terrain2DTerrain2DJob::add_jobs_step(const Ref<Terrain2DMesherJobStep> &step) {
|
||||
_job_steps.push_back(step);
|
||||
}
|
||||
int Terrain2DTerrain2DJob::get_jobs_step_count() const {
|
||||
return _job_steps.size();
|
||||
}
|
||||
|
||||
void Terrain2DTerrain2DJob::phase_setup() {
|
||||
if (_mesher.is_valid()) {
|
||||
_mesher->set_library(_chunk->get_library());
|
||||
@ -265,43 +243,8 @@ void Terrain2DTerrain2DJob::phase_terrain_mesh() {
|
||||
|
||||
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<Terrain2DMesherJobStep> step = _job_steps[i];
|
||||
|
||||
ERR_FAIL_COND(!step.is_valid());
|
||||
|
||||
switch (step->get_job_type()) {
|
||||
case Terrain2DMesherJobStep::TYPE_NORMAL:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_NORMAL_LOD:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_DROP_UV2:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_MERGE_VERTS:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE:
|
||||
++count;
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_SIMPLIFY_MESH:
|
||||
#ifdef MESH_UTILS_PRESENT
|
||||
count += step->get_simplification_steps();
|
||||
#endif
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
//allocate
|
||||
if (count > 0)
|
||||
chunk->meshes_create(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, count);
|
||||
chunk->meshes_create(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, 1);
|
||||
|
||||
} else {
|
||||
//we have the meshes, just clear
|
||||
@ -320,41 +263,7 @@ void Terrain2DTerrain2DJob::phase_terrain_mesh() {
|
||||
}
|
||||
}
|
||||
|
||||
for (; _current_job_step < _job_steps.size();) {
|
||||
Ref<Terrain2DMesherJobStep> step = _job_steps[_current_job_step];
|
||||
|
||||
ERR_FAIL_COND(!step.is_valid());
|
||||
|
||||
switch (step->get_job_type()) {
|
||||
case Terrain2DMesherJobStep::TYPE_NORMAL:
|
||||
step_type_normal();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_NORMAL_LOD:
|
||||
step_type_normal_lod();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_DROP_UV2:
|
||||
step_type_drop_uv2();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_MERGE_VERTS:
|
||||
step_type_merge_verts();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE:
|
||||
step_type_bake_texture();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_SIMPLIFY_MESH:
|
||||
step_type_simplify_mesh();
|
||||
break;
|
||||
case Terrain2DMesherJobStep::TYPE_OTHER:
|
||||
//do nothing
|
||||
break;
|
||||
}
|
||||
|
||||
++_current_job_step;
|
||||
|
||||
if (should_return()) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
step_type_normal();
|
||||
|
||||
if (_liquid_mesher.is_valid() && _liquid_mesher->get_vertex_count() != 0) {
|
||||
if (should_do()) {
|
||||
@ -440,9 +349,6 @@ void Terrain2DTerrain2DJob::_reset() {
|
||||
_build_done = false;
|
||||
_phase = 0;
|
||||
|
||||
_current_job_step = 0;
|
||||
_current_mesh = 0;
|
||||
|
||||
ERR_FAIL_COND(!_mesher.is_valid());
|
||||
|
||||
_mesher->set_voxel_scale(_chunk->get_voxel_scale());
|
||||
@ -480,187 +386,24 @@ void Terrain2DTerrain2DJob::step_type_normal() {
|
||||
|
||||
temp_mesh_arr = _mesher->build_mesh();
|
||||
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, 0);
|
||||
|
||||
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);
|
||||
lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(0);
|
||||
} else {
|
||||
lmat = chunk->get_library()->material_lod_get(_current_mesh);
|
||||
lmat = chunk->get_library()->material_lod_get(0);
|
||||
}
|
||||
|
||||
if (lmat.is_valid()) {
|
||||
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
||||
}
|
||||
|
||||
++_current_mesh;
|
||||
}
|
||||
|
||||
void Terrain2DTerrain2DJob::step_type_normal_lod() {
|
||||
Ref<Terrain2DMesherJobStep> step = _job_steps[_current_job_step];
|
||||
|
||||
ERR_FAIL_COND(!step.is_valid());
|
||||
|
||||
Ref<Terrain2DChunkDefault> chunk = _chunk;
|
||||
|
||||
_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() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
||||
_mesher->bake_colors(_chunk);
|
||||
}
|
||||
|
||||
temp_mesh_arr = _mesher->build_mesh();
|
||||
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::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 Terrain2DTerrain2DJob::step_type_drop_uv2() {
|
||||
Ref<Terrain2DChunkDefault> chunk = _chunk;
|
||||
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::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 Terrain2DTerrain2DJob::step_type_merge_verts() {
|
||||
Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
|
||||
temp_mesh_arr = temp_mesh_arr2;
|
||||
|
||||
Ref<Terrain2DChunkDefault> chunk = _chunk;
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::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 Terrain2DTerrain2DJob::step_type_bake_texture() {
|
||||
Ref<Terrain2DChunkDefault> chunk = _chunk;
|
||||
|
||||
Ref<ShaderMaterial> mat = chunk->get_library()->material_lod_get(0);
|
||||
Ref<SpatialMaterial> spmat = chunk->get_library()->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();
|
||||
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::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 Terrain2DTerrain2DJob::step_type_simplify_mesh() {
|
||||
#ifdef MESH_UTILS_PRESENT
|
||||
|
||||
Ref<Terrain2DChunkDefault> chunk = _chunk;
|
||||
Ref<Terrain2DMesherJobStep> 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(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::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
|
||||
}
|
||||
|
||||
Terrain2DTerrain2DJob::Terrain2DTerrain2DJob() {
|
||||
_current_job_step = 0;
|
||||
_current_mesh = 0;
|
||||
}
|
||||
|
||||
Terrain2DTerrain2DJob::~Terrain2DTerrain2DJob() {
|
||||
@ -675,11 +418,5 @@ void Terrain2DTerrain2DJob::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("get_liquid_mesher"), &Terrain2DTerrain2DJob::get_liquid_mesher);
|
||||
ClassDB::bind_method(D_METHOD("set_liquid_mesher", "mesher"), &Terrain2DTerrain2DJob::set_liquid_mesher);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &Terrain2DTerrain2DJob::get_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &Terrain2DTerrain2DJob::set_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &Terrain2DTerrain2DJob::remove_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &Terrain2DTerrain2DJob::add_jobs_step);
|
||||
ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &Terrain2DTerrain2DJob::get_jobs_step_count);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &Terrain2DTerrain2DJob::_physics_process);
|
||||
}
|
||||
|
@ -25,8 +25,6 @@ SOFTWARE.
|
||||
|
||||
#include "terrain_2d_job.h"
|
||||
|
||||
#include "terrain_2d_mesher_job_step.h"
|
||||
|
||||
#include "../../defines.h"
|
||||
|
||||
#include pool_vector_h
|
||||
@ -45,12 +43,6 @@ public:
|
||||
Ref<Terrain2DMesher> get_liquid_mesher() const;
|
||||
void set_liquid_mesher(const Ref<Terrain2DMesher> &mesher);
|
||||
|
||||
Ref<Terrain2DMesherJobStep> get_jobs_step(const int index) const;
|
||||
void set_jobs_step(const int index, const Ref<Terrain2DMesherJobStep> &step);
|
||||
void remove_jobs_step(const int index);
|
||||
void add_jobs_step(const Ref<Terrain2DMesherJobStep> &step);
|
||||
int get_jobs_step_count() const;
|
||||
|
||||
void phase_setup();
|
||||
void phase_library_setup();
|
||||
void phase_terrain_mesh_setup();
|
||||
@ -65,11 +57,6 @@ public:
|
||||
void _physics_process(float delta);
|
||||
|
||||
void step_type_normal();
|
||||
void step_type_normal_lod();
|
||||
void step_type_drop_uv2();
|
||||
void step_type_merge_verts();
|
||||
void step_type_bake_texture();
|
||||
void step_type_simplify_mesh();
|
||||
|
||||
Terrain2DTerrain2DJob();
|
||||
~Terrain2DTerrain2DJob();
|
||||
@ -80,10 +67,6 @@ protected:
|
||||
Ref<Terrain2DMesher> _mesher;
|
||||
Ref<Terrain2DMesher> _liquid_mesher;
|
||||
|
||||
Vector<Ref<Terrain2DMesherJobStep> > _job_steps;
|
||||
int _current_job_step;
|
||||
int _current_mesh;
|
||||
|
||||
PoolVector<Vector3> temp_arr_collider;
|
||||
PoolVector<Vector3> temp_arr_collider_liquid;
|
||||
Array temp_mesh_arr;
|
||||
|
Loading…
Reference in New Issue
Block a user