mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-14 10:17:23 +01:00
Now the isometric mesher's walls get properly y sorted.
This commit is contained in:
parent
324611fc46
commit
5567c7da33
@ -100,15 +100,18 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
|
||||
|
||||
int margin_start = chunk->get_margin_start();
|
||||
//z_size + margin_start is fine, x, and z are in data space.
|
||||
for (int y = margin_start; y < y_size + margin_start; ++y) {
|
||||
for (int x = margin_start; x < x_size + margin_start; ++x) {
|
||||
for (int dy = margin_start; dy < y_size + margin_start; ++dy) {
|
||||
for (int dx = margin_start; dx < x_size + margin_start; ++dx) {
|
||||
int indexes[4] = {
|
||||
chunk->get_data_index(x, y),
|
||||
chunk->get_data_index(x + 1, y),
|
||||
chunk->get_data_index(x, y + 1),
|
||||
chunk->get_data_index(x + 1, y + 1)
|
||||
chunk->get_data_index(dx, dy),
|
||||
chunk->get_data_index(dx + 1, dy),
|
||||
chunk->get_data_index(dx, dy + 1),
|
||||
chunk->get_data_index(dx + 1, dy + 1)
|
||||
};
|
||||
|
||||
int x = dx - margin_start;
|
||||
int y = dy - margin_start;
|
||||
|
||||
uint8_t type = channel_type[indexes[0]];
|
||||
|
||||
if (type == 0)
|
||||
@ -387,15 +390,18 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
|
||||
int margin_start = chunk->get_margin_start();
|
||||
//z_size + margin_start is fine, x, and z are in data space.
|
||||
for (int y = margin_start; y < y_size + margin_start; ++y) {
|
||||
for (int x = margin_start; x < x_size + margin_start; ++x) {
|
||||
for (int dy = margin_start; dy < y_size + margin_start; ++dy) {
|
||||
for (int dx = margin_start; dx < x_size + margin_start; ++dx) {
|
||||
int indexes[4] = {
|
||||
chunk->get_data_index(x, y),
|
||||
chunk->get_data_index(x + 1, y),
|
||||
chunk->get_data_index(x, y + 1),
|
||||
chunk->get_data_index(x + 1, y + 1)
|
||||
chunk->get_data_index(dx, dy),
|
||||
chunk->get_data_index(dx + 1, dy),
|
||||
chunk->get_data_index(dx, dy + 1),
|
||||
chunk->get_data_index(dx + 1, dy + 1)
|
||||
};
|
||||
|
||||
int x = dx - margin_start;
|
||||
int y = dy - margin_start;
|
||||
|
||||
uint8_t type = channel_type[indexes[0]];
|
||||
|
||||
if (type == 0)
|
||||
@ -460,56 +466,60 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 verts_normal[] = {
|
||||
Vector2(0, 0),
|
||||
Vector2(cell_size_x, 0),
|
||||
Vector2(0, cell_size_y),
|
||||
Vector2(cell_size_x, cell_size_y)
|
||||
};
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_HOLE) != 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
|
||||
int vc = get_vertex_count();
|
||||
|
||||
_mesh_transform = Transform2D(0, mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, y * cell_size_y)));
|
||||
|
||||
// Note that +y is down!
|
||||
Vector2 verts_wall[] = {
|
||||
Vector2 verts_wall_north[] = {
|
||||
Vector2(-cell_size_x, -cell_size_y),
|
||||
Vector2(0, -cell_size_y),
|
||||
Vector2(-cell_size_x, 0),
|
||||
Vector2(0, 0)
|
||||
};
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (use_lighting) {
|
||||
add_color(light[i]);
|
||||
} else {
|
||||
add_color(Color(1, 1, 1, 1));
|
||||
}
|
||||
|
||||
add_uv(uvs[i]);
|
||||
add_vertex(mesh_transform_wall_north.xform(verts_wall_north[i]));
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
||||
bake_colors(chunk);
|
||||
}
|
||||
|
||||
store_mesh();
|
||||
}
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0) {
|
||||
int vc = get_vertex_count();
|
||||
|
||||
_mesh_transform = Transform2D(0, mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y)));
|
||||
|
||||
Vector2 verts_wall_west[] = {
|
||||
Vector2(0, -cell_size_y),
|
||||
Vector2(cell_size_x, -cell_size_y),
|
||||
Vector2(0, 0),
|
||||
Vector2(cell_size_x, 0)
|
||||
};
|
||||
|
||||
int vc = get_vertex_count();
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_HOLE) != 0) {
|
||||
continue;
|
||||
}
|
||||
|
||||
_mesh_transform = Transform2D(0, mesh_transform_terrain.xform(Vector2(x * cell_size_x, y * cell_size_y)));
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
|
||||
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x, cell_size_y));
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (use_lighting) {
|
||||
add_color(light[i]);
|
||||
} else {
|
||||
add_color(Color(1, 1, 1, 1));
|
||||
}
|
||||
|
||||
add_uv(uvs[i]);
|
||||
add_vertex(mesh_transform_wall_north.xform(verts_wall[i]) + vert_start_offset);
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
vc += 4;
|
||||
}
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0) {
|
||||
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x, cell_size_y + cell_size_y));
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (use_lighting) {
|
||||
add_color(light[i]);
|
||||
@ -519,7 +529,8 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
|
||||
add_uv(uvs[i]);
|
||||
|
||||
add_vertex(mesh_transform_wall_west.xform(verts_wall[i]) + vert_start_offset);
|
||||
//add_vertex(mesh_transform_wall_west.xform(verts_wall[i]));
|
||||
add_vertex(mesh_transform_wall_west.xform(verts_wall_west[i]));
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
@ -529,11 +540,24 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
vc += 4;
|
||||
if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
||||
bake_colors(chunk);
|
||||
}
|
||||
|
||||
store_mesh();
|
||||
}
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_SOUTH) != 0) {
|
||||
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x, cell_size_y + cell_size_y));
|
||||
int vc = get_vertex_count();
|
||||
|
||||
_mesh_transform = Transform2D(0, mesh_transform_terrain.xform(Vector2((x)*cell_size_x, (y + 1) * cell_size_y)));
|
||||
|
||||
Vector2 verts_wall_south[] = {
|
||||
Vector2(0, -cell_size_y),
|
||||
Vector2(cell_size_x, -cell_size_y),
|
||||
Vector2(0, 0),
|
||||
Vector2(cell_size_x, 0)
|
||||
};
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (use_lighting) {
|
||||
@ -543,7 +567,8 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
}
|
||||
|
||||
add_uv(uvs[i]);
|
||||
add_vertex(mesh_transform_wall_south.xform(verts_wall[i]) + vert_start_offset);
|
||||
add_vertex(mesh_transform_wall_south.xform(verts_wall_south[i]));
|
||||
//add_vertex((verts_wall_south[i]));
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
@ -553,11 +578,24 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
vc += 4;
|
||||
if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
||||
bake_colors(chunk);
|
||||
}
|
||||
|
||||
store_mesh();
|
||||
}
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_EAST) != 0) {
|
||||
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x + cell_size_x, cell_size_y + cell_size_y));
|
||||
int vc = get_vertex_count();
|
||||
|
||||
_mesh_transform = Transform2D(0, mesh_transform_terrain.xform(Vector2((x + 1)*cell_size_x, (y ) * cell_size_y)));
|
||||
|
||||
Vector2 verts_wall_east[] = {
|
||||
Vector2(-cell_size_x, -cell_size_y),
|
||||
Vector2(0, -cell_size_y),
|
||||
Vector2(-cell_size_x, 0),
|
||||
Vector2(0, 0)
|
||||
};
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (use_lighting) {
|
||||
@ -567,7 +605,8 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
}
|
||||
|
||||
add_uv(uvs[i]);
|
||||
add_vertex(mesh_transform_wall_east.xform(verts_wall[i]) + vert_start_offset);
|
||||
add_vertex(mesh_transform_wall_east.xform(verts_wall_east[i]));
|
||||
//add_vertex((verts_wall_east[i]));
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
@ -577,10 +616,6 @@ void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
vc += 4;
|
||||
}
|
||||
|
||||
if (_vertices.size() > 0) {
|
||||
if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
||||
bake_colors(chunk);
|
||||
}
|
||||
|
@ -492,6 +492,28 @@ void Terrain2DMesher::build_stored_mesh_into(const int index, RID mesh) {
|
||||
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
|
||||
}
|
||||
|
||||
AABB Terrain2DMesher::calculate_stored_mesh_aabb(const int index) {
|
||||
ERR_FAIL_INDEX_V(index, _stored_meshes.size(), AABB());
|
||||
|
||||
const Terrain2DMesherStoredMesh &md = _stored_meshes[index];
|
||||
|
||||
if (md.vertices.size() == 0) {
|
||||
//Nothing to do
|
||||
return AABB();
|
||||
}
|
||||
|
||||
AABB aabb;
|
||||
|
||||
int len = md.vertices.size();
|
||||
aabb.position = Vector3(md.vertices[0].vertex.x, md.vertices[0].vertex.y, 0);
|
||||
|
||||
for (int i = 0; i < len; i++) {
|
||||
aabb.expand_to(Vector3(md.vertices[i].vertex.x, md.vertices[i].vertex.y, 0));
|
||||
}
|
||||
|
||||
return aabb;
|
||||
}
|
||||
|
||||
void Terrain2DMesher::reset() {
|
||||
_vertices.resize(0);
|
||||
_indices.resize(0);
|
||||
|
@ -157,6 +157,7 @@ public:
|
||||
Array build_stored_mesh(const int index);
|
||||
Transform2D get_stored_mesh_transform(const int index);
|
||||
void build_stored_mesh_into(const int index, RID mesh);
|
||||
AABB calculate_stored_mesh_aabb(const int index);
|
||||
|
||||
PoolVector<Vector2> get_vertices() const;
|
||||
void set_vertices(const PoolVector<Vector2> &values);
|
||||
|
@ -698,10 +698,16 @@ void Terrain2DChunkDefault::_draw() {
|
||||
if (terrain_mesh_rid != RID()) {
|
||||
RID terrain_texture_rid = mesh_rid_get(MESH_INDEX_TERRAIN, MESH_TYPE_INDEX_TEXTURE_RID);
|
||||
|
||||
VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(i), get_transform() * _mesh_transforms[i]);
|
||||
|
||||
VisualServer::get_singleton()->canvas_item_clear(get_canvas_item(i));
|
||||
|
||||
Transform2D t = get_transform() * _mesh_transforms[i];
|
||||
|
||||
VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(i), t);
|
||||
|
||||
//if (i != 0) {
|
||||
// VisualServer::get_singleton()->canvas_item_set_custom_rect(get_canvas_item(i), true, Rect2(t.xform(Vector2()), Vector2(128, 128)));
|
||||
//}
|
||||
|
||||
//Note: the transform parameter is not implemented in gles2
|
||||
VisualServer::get_singleton()->canvas_item_add_mesh(get_canvas_item(i), terrain_mesh_rid, Transform2D(), Color(1, 1, 1, 1), terrain_texture_rid, RID());
|
||||
}
|
||||
|
@ -411,6 +411,8 @@ void Terrain2DTerrain2DJob::step_type_normal() {
|
||||
VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, arr);
|
||||
|
||||
chunk->_mesh_transforms.write[i + 1] = _mesher->get_stored_mesh_transform(i);
|
||||
//AABB aabb = _mesher->calculate_stored_mesh_aabb(i);
|
||||
//VS::get_singleton()->mesh_set_custom_aabb(mesh_rid, aabb);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user