An another stab at getting y sort to work with walls.

This commit is contained in:
Relintai 2022-03-03 00:17:40 +01:00
parent 03329ebb99
commit f9fff0162f
7 changed files with 56 additions and 274 deletions

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@ -33,10 +33,7 @@ void Terrain2DMesherIsometric::_add_chunk(Ref<Terrain2DChunk> p_chunk) {
ERR_FAIL_COND(chunk->get_margin_end() < 1);
ERR_FAIL_COND(chunk->get_margin_start() < 1);
mesh_wall_back(chunk);
store_mesh();
mesh_wall_front2(chunk);
store_mesh();
mesh_walls(chunk);
mesh_base(chunk);
}
@ -349,6 +346,8 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
// if (!chunk->get_channel(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO))
// chunk->generate_ao();
_mesh_transform = Transform2D();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
@ -631,7 +630,7 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
}
}
void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk) {
void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
//if ((get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
// if (!chunk->get_channel(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO))
// chunk->generate_ao();
@ -786,8 +785,10 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
continue;
}
_mesh_transform = Transform2D(0, 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(x * cell_size_x, y * cell_size_y));
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) {
@ -811,7 +812,7 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
}
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0) {
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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) {
@ -834,9 +835,9 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
vc += 4;
}
/*
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_SOUTH) != 0) {
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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) {
@ -860,7 +861,7 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
}
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_EAST) != 0) {
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y + 1) * cell_size_y));
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x + cell_size_x, cell_size_y + cell_size_y));
for (int i = 0; i < 4; ++i) {
if (use_lighting) {
@ -882,272 +883,15 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
vc += 4;
}
*/
}
}
if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
bake_colors(chunk);
}
}
void Terrain2DMesherIsometric::mesh_wall_front(Ref<Terrain2DChunkDefault> chunk) {
//if ((get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
// if (!chunk->get_channel(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO))
// chunk->generate_ao();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
return;
uint8_t *channel_flags = chunk->channel_get(Terrain2DChunkDefault::DEFAULT_CHANNEL_FLAGS);
if (!channel_flags)
return;
int x_size = chunk->get_size_x();
int y_size = chunk->get_size_y();
int cell_size_x = get_cell_size_x();
int cell_size_y = get_cell_size_y();
Transform2D mesh_transform_terrain = chunk->mesh_transform_terrain_get();
Transform2D mesh_transform_wall_north = chunk->mesh_transform_wall_north_get();
Transform2D mesh_transform_wall_south = chunk->mesh_transform_wall_south_get();
Transform2D mesh_transform_wall_east = chunk->mesh_transform_wall_east_get();
Transform2D mesh_transform_wall_west = chunk->mesh_transform_wall_west_get();
uint8_t *channel_color_r = NULL;
uint8_t *channel_color_g = NULL;
uint8_t *channel_color_b = NULL;
uint8_t *channel_ao = NULL;
uint8_t *channel_rao = NULL;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
bool use_lighting = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
bool use_ao = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_AO) != 0;
bool use_rao = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_RAO) != 0;
if (use_lighting) {
channel_color_r = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
channel_color_g = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
channel_color_b = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
if (use_ao)
channel_ao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO);
if (use_rao)
channel_rao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
Ref<Terrain2DMaterialCache> mcache;
if (chunk->material_cache_key_has()) {
mcache = _library->material_cache_get(chunk->material_cache_key_get());
}
int texture_scale = get_texture_scale();
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) {
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)
};
uint8_t type = channel_type[indexes[0]];
if (type == 0)
continue;
Ref<Terrain2DSurface> surface;
if (!mcache.is_valid()) {
surface = _library->terra_surface_get(type - 1);
} else {
surface = mcache->surface_id_get(type - 1);
}
if (!surface.is_valid())
continue;
int flags = channel_flags[indexes[0]];
if (use_lighting) {
for (int i = 0; i < 4; ++i) {
int indx = indexes[i];
light[i] = Color(channel_color_r[indx] / 255.0,
channel_color_g[indx] / 255.0,
channel_color_b[indx] / 255.0);
float ao = 0;
if (use_ao)
ao = channel_ao[indx] / 255.0;
if (use_rao) {
float rao = channel_rao[indx] / 255.0;
ao += rao;
}
light[i] += base_light;
if (ao > 0)
light[i] -= Color(ao, ao, ao) * _ao_strength;
light[i].r = CLAMP(light[i].r, 0, 1.0);
light[i].g = CLAMP(light[i].g, 0, 1.0);
light[i].b = CLAMP(light[i].b, 0, 1.0);
}
}
Vector2 uvs[] = {
Vector2(0, 0),
Vector2(1, 0),
Vector2(0, 1),
Vector2(1, 1)
};
if (texture_scale > 1) {
for (int i = 0; i < 4; ++i) {
uvs[i] = surface->transform_uv_scaled(uvs[i], x % texture_scale, y % texture_scale, texture_scale);
}
} else {
for (int i = 0; i < 4; ++i) {
uvs[i] = surface->transform_uv(uvs[i]);
}
}
Vector2 verts_normal[] = {
Vector2(0, 0),
Vector2(cell_size_x, 0),
Vector2(0, cell_size_y),
Vector2(cell_size_x, cell_size_y)
};
// Note that +y is down!
Vector2 verts_wall[] = {
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;
}
/*
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, y * 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(x * cell_size_x, (y + 1) * 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_west.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_SOUTH) != 0) {
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * 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_south.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_EAST) != 0) {
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y + 1) * 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_east.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 ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
bake_colors(chunk);
}
store_mesh();
}
Terrain2DMesherIsometric::Terrain2DMesherIsometric() {

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@ -45,8 +45,7 @@ public:
void add_chunk_normal(Ref<Terrain2DChunkDefault> chunk);
void mesh_base(Ref<Terrain2DChunkDefault> chunk);
void mesh_wall_back(Ref<Terrain2DChunkDefault> chunk);
void mesh_wall_front(Ref<Terrain2DChunkDefault> chunk);
void mesh_walls(Ref<Terrain2DChunkDefault> chunk);
Terrain2DMesherIsometric();
~Terrain2DMesherIsometric();

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@ -85,6 +85,13 @@ void Terrain2DMesher::set_texture_scale(const int value) {
_texture_scale = value;
}
Transform2D Terrain2DMesher::get_mesh_transform() {
return _mesh_transform;
}
void Terrain2DMesher::set_mesh_transform(const Transform2D &value) {
_mesh_transform = value;
}
Ref<Terrain2DLibrary> Terrain2DMesher::get_library() {
return _library;
}
@ -345,12 +352,12 @@ void Terrain2DMesher::remove_doubles_hashed() {
//print_error("after " + String::num(_vertices.size()) + " " + String::num(duration.count()));
}
void Terrain2DMesher::store_mesh() {
Terrain2DMesherStoredMesh m;
m.vertices = _vertices;
m.indices = _indices;
m.transform = _mesh_transform;
_vertices.resize(0);
_indices.resize(0);
@ -463,6 +470,13 @@ Array Terrain2DMesher::build_stored_mesh(const int index) {
return a;
}
Transform2D Terrain2DMesher::get_stored_mesh_transform(const int index) {
ERR_FAIL_INDEX_V(index, _stored_meshes.size(), Transform2D());
return _stored_meshes[index].transform;
}
void Terrain2DMesher::build_stored_mesh_into(const int index, RID mesh) {
ERR_FAIL_COND(mesh == RID());
@ -478,7 +492,6 @@ void Terrain2DMesher::build_stored_mesh_into(const int index, RID mesh) {
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
}
void Terrain2DMesher::reset() {
_vertices.resize(0);
_indices.resize(0);
@ -908,6 +921,10 @@ void Terrain2DMesher::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &Terrain2DMesher::set_texture_scale);
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale");
ClassDB::bind_method(D_METHOD("get_mesh_transform"), &Terrain2DMesher::get_mesh_transform);
ClassDB::bind_method(D_METHOD("set_mesh_transform", "value"), &Terrain2DMesher::set_mesh_transform);
ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform"), "set_mesh_transform", "get_mesh_transform");
ClassDB::bind_method(D_METHOD("get_library"), &Terrain2DMesher::get_library);
ClassDB::bind_method(D_METHOD("set_library", "value"), &Terrain2DMesher::set_library);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DLibrary"), "set_library", "get_library");
@ -993,5 +1010,6 @@ void Terrain2DMesher::_bind_methods() {
ClassDB::bind_method(D_METHOD("store_mesh"), &Terrain2DMesher::store_mesh);
ClassDB::bind_method(D_METHOD("get_stored_mesh_count"), &Terrain2DMesher::get_stored_mesh_count);
ClassDB::bind_method(D_METHOD("build_stored_mesh", "index"), &Terrain2DMesher::build_stored_mesh);
ClassDB::bind_method(D_METHOD("get_stored_mesh_transform", "index"), &Terrain2DMesher::get_stored_mesh_transform);
ClassDB::bind_method(D_METHOD("build_stored_mesh_into", "index", "mesh"), &Terrain2DMesher::build_stored_mesh_into);
}

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@ -102,6 +102,9 @@ public:
int get_texture_scale() const;
void set_texture_scale(const int value);
Transform2D get_mesh_transform();
void set_mesh_transform(const Transform2D &value);
Ref<Terrain2DLibrary> get_library();
void set_library(const Ref<Terrain2DLibrary> &library);
@ -152,6 +155,7 @@ public:
void store_mesh();
int get_stored_mesh_count() const;
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);
PoolVector<Vector2> get_vertices() const;
@ -197,6 +201,8 @@ protected:
int _texture_scale;
Transform2D _mesh_transform;
PoolVector<Vertex> _vertices;
PoolVector<int> _indices;
@ -218,6 +224,7 @@ protected:
struct Terrain2DMesherStoredMesh {
PoolVector<Vertex> vertices;
PoolVector<int> indices;
Transform2D transform;
};
Vector<Terrain2DMesherStoredMesh> _stored_meshes;

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@ -694,8 +694,12 @@ 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_add_set_transform(get_canvas_item(), _mesh_transforms[i]);
//Note: the transform parameter is not implemented in gles2
VisualServer::get_singleton()->canvas_item_add_mesh(get_canvas_item(), terrain_mesh_rid, Transform2D(), Color(1, 1, 1, 1), terrain_texture_rid, RID());
VisualServer::get_singleton()->canvas_item_add_mesh(get_canvas_item(), terrain_mesh_rid, _mesh_transforms[i], Color(1, 1, 1, 1), terrain_texture_rid, RID());
//VisualServer::get_singleton()->canvas_item_set_transform(get_canvas_item(), Transform2D());
}
}

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@ -199,6 +199,9 @@ public:
Terrain2DChunkDefault();
~Terrain2DChunkDefault();
//Todo make this a generic thing
Vector<Transform2D> _mesh_transforms;
protected:
virtual void _channel_setup();

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@ -265,9 +265,12 @@ void Terrain2DTerrain2DJob::phase_terrain_mesh() {
//allocate
chunk->meshes_create(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, 1 + _mesher->get_stored_mesh_count());
chunk->_mesh_transforms.resize(1 + _mesher->get_stored_mesh_count());
} else {
//we have the meshes, just clear
int count = chunk->mesh_rid_get_count(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH);
chunk->_mesh_transforms.resize(count);
for (int i = 0; i < count; ++i) {
mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, i);
@ -278,6 +281,8 @@ void Terrain2DTerrain2DJob::phase_terrain_mesh() {
#else
VS::get_singleton()->mesh_clear(mesh_rid);
#endif
chunk->_mesh_transforms.write[i] = Transform2D();
}
}
}
@ -404,6 +409,8 @@ void Terrain2DTerrain2DJob::step_type_normal() {
Array arr = _mesher->build_stored_mesh(i);
mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, i + 1);
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);
}
}