mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-12 10:15:18 +01:00
An another stab at getting y sort to work with walls.
This commit is contained in:
parent
03329ebb99
commit
f9fff0162f
@ -33,10 +33,7 @@ void Terrain2DMesherIsometric::_add_chunk(Ref<Terrain2DChunk> p_chunk) {
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ERR_FAIL_COND(chunk->get_margin_end() < 1);
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ERR_FAIL_COND(chunk->get_margin_start() < 1);
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mesh_wall_back(chunk);
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store_mesh();
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mesh_wall_front2(chunk);
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store_mesh();
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mesh_walls(chunk);
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mesh_base(chunk);
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}
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@ -349,6 +346,8 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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// if (!chunk->get_channel(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
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_mesh_transform = Transform2D();
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uint8_t *channel_type = chunk->channel_get(_channel_index_type);
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if (!channel_type)
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@ -631,7 +630,7 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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}
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}
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void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk) {
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void Terrain2DMesherIsometric::mesh_walls(Ref<Terrain2DChunkDefault> chunk) {
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//if ((get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
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// if (!chunk->get_channel(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
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@ -786,8 +785,10 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
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continue;
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}
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_mesh_transform = Transform2D(0, Vector2(x * cell_size_x, y * cell_size_y));
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, y * cell_size_y));
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x, cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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@ -811,7 +812,7 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
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}
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x, cell_size_y + cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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@ -834,9 +835,9 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
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vc += 4;
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}
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/*
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_SOUTH) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x, cell_size_y + cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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@ -860,7 +861,7 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
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}
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_EAST) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y + 1) * cell_size_y));
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(cell_size_x + cell_size_x, cell_size_y + cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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@ -882,272 +883,15 @@ void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk)
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vc += 4;
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}
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*/
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}
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}
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if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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bake_colors(chunk);
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}
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}
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void Terrain2DMesherIsometric::mesh_wall_front(Ref<Terrain2DChunkDefault> chunk) {
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//if ((get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
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// if (!chunk->get_channel(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
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uint8_t *channel_type = chunk->channel_get(_channel_index_type);
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if (!channel_type)
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return;
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uint8_t *channel_flags = chunk->channel_get(Terrain2DChunkDefault::DEFAULT_CHANNEL_FLAGS);
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if (!channel_flags)
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return;
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int x_size = chunk->get_size_x();
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int y_size = chunk->get_size_y();
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int cell_size_x = get_cell_size_x();
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int cell_size_y = get_cell_size_y();
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Transform2D mesh_transform_terrain = chunk->mesh_transform_terrain_get();
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Transform2D mesh_transform_wall_north = chunk->mesh_transform_wall_north_get();
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Transform2D mesh_transform_wall_south = chunk->mesh_transform_wall_south_get();
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Transform2D mesh_transform_wall_east = chunk->mesh_transform_wall_east_get();
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Transform2D mesh_transform_wall_west = chunk->mesh_transform_wall_west_get();
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uint8_t *channel_color_r = NULL;
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uint8_t *channel_color_g = NULL;
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uint8_t *channel_color_b = NULL;
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uint8_t *channel_ao = NULL;
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uint8_t *channel_rao = NULL;
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Color base_light(_base_light_value, _base_light_value, _base_light_value);
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Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
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bool use_ao = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_AO) != 0;
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bool use_rao = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
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channel_color_g = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
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channel_color_b = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<Terrain2DMaterialCache> mcache;
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if (chunk->material_cache_key_has()) {
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mcache = _library->material_cache_get(chunk->material_cache_key_get());
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}
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int texture_scale = get_texture_scale();
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int margin_start = chunk->get_margin_start();
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//z_size + margin_start is fine, x, and z are in data space.
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for (int y = margin_start; y < y_size + margin_start; ++y) {
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for (int x = margin_start; x < x_size + margin_start; ++x) {
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int indexes[4] = {
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chunk->get_data_index(x, y),
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chunk->get_data_index(x + 1, y),
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chunk->get_data_index(x, y + 1),
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chunk->get_data_index(x + 1, y + 1)
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};
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uint8_t type = channel_type[indexes[0]];
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if (type == 0)
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continue;
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Ref<Terrain2DSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
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surface = mcache->surface_id_get(type - 1);
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}
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if (!surface.is_valid())
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continue;
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int flags = channel_flags[indexes[0]];
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if (use_lighting) {
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for (int i = 0; i < 4; ++i) {
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int indx = indexes[i];
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light[i] = Color(channel_color_r[indx] / 255.0,
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channel_color_g[indx] / 255.0,
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channel_color_b[indx] / 255.0);
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float ao = 0;
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if (use_ao)
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ao = channel_ao[indx] / 255.0;
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if (use_rao) {
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float rao = channel_rao[indx] / 255.0;
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ao += rao;
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}
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light[i] += base_light;
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if (ao > 0)
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light[i] -= Color(ao, ao, ao) * _ao_strength;
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light[i].r = CLAMP(light[i].r, 0, 1.0);
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light[i].g = CLAMP(light[i].g, 0, 1.0);
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light[i].b = CLAMP(light[i].b, 0, 1.0);
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}
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}
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Vector2 uvs[] = {
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Vector2(0, 0),
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Vector2(1, 0),
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Vector2(0, 1),
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Vector2(1, 1)
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};
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if (texture_scale > 1) {
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for (int i = 0; i < 4; ++i) {
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uvs[i] = surface->transform_uv_scaled(uvs[i], x % texture_scale, y % texture_scale, texture_scale);
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}
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} else {
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for (int i = 0; i < 4; ++i) {
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uvs[i] = surface->transform_uv(uvs[i]);
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}
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}
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Vector2 verts_normal[] = {
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Vector2(0, 0),
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Vector2(cell_size_x, 0),
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Vector2(0, cell_size_y),
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Vector2(cell_size_x, cell_size_y)
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};
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// Note that +y is down!
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Vector2 verts_wall[] = {
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Vector2(0, -cell_size_y),
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Vector2(cell_size_x, -cell_size_y),
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Vector2(0, 0),
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Vector2(cell_size_x, 0)
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};
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int vc = get_vertex_count();
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_HOLE) != 0) {
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continue;
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}
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/*
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, y * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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add_color(light[i]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[i]);
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add_vertex(mesh_transform_wall_north.xform(verts_wall[i]) + vert_start_offset);
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}
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add_indices(vc + 0);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 3);
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vc += 4;
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}
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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add_color(light[i]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[i]);
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add_vertex(mesh_transform_wall_west.xform(verts_wall[i]) + vert_start_offset);
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}
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add_indices(vc + 0);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 3);
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vc += 4;
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}
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*/
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_SOUTH) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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add_color(light[i]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[i]);
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add_vertex(mesh_transform_wall_south.xform(verts_wall[i]) + vert_start_offset);
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}
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add_indices(vc + 0);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 3);
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vc += 4;
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}
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_EAST) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y + 1) * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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add_color(light[i]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[i]);
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add_vertex(mesh_transform_wall_east.xform(verts_wall[i]) + vert_start_offset);
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}
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add_indices(vc + 0);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 3);
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vc += 4;
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}
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}
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}
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if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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bake_colors(chunk);
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}
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store_mesh();
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}
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Terrain2DMesherIsometric::Terrain2DMesherIsometric() {
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@ -45,8 +45,7 @@ public:
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void add_chunk_normal(Ref<Terrain2DChunkDefault> chunk);
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void mesh_base(Ref<Terrain2DChunkDefault> chunk);
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void mesh_wall_back(Ref<Terrain2DChunkDefault> chunk);
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void mesh_wall_front(Ref<Terrain2DChunkDefault> chunk);
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void mesh_walls(Ref<Terrain2DChunkDefault> chunk);
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Terrain2DMesherIsometric();
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~Terrain2DMesherIsometric();
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@ -85,6 +85,13 @@ void Terrain2DMesher::set_texture_scale(const int value) {
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_texture_scale = value;
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}
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Transform2D Terrain2DMesher::get_mesh_transform() {
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return _mesh_transform;
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}
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void Terrain2DMesher::set_mesh_transform(const Transform2D &value) {
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_mesh_transform = value;
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}
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Ref<Terrain2DLibrary> Terrain2DMesher::get_library() {
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return _library;
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}
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@ -345,12 +352,12 @@ void Terrain2DMesher::remove_doubles_hashed() {
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//print_error("after " + String::num(_vertices.size()) + " " + String::num(duration.count()));
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}
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void Terrain2DMesher::store_mesh() {
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Terrain2DMesherStoredMesh m;
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m.vertices = _vertices;
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m.indices = _indices;
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m.transform = _mesh_transform;
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_vertices.resize(0);
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_indices.resize(0);
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@ -463,6 +470,13 @@ Array Terrain2DMesher::build_stored_mesh(const int index) {
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return a;
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}
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Transform2D Terrain2DMesher::get_stored_mesh_transform(const int index) {
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ERR_FAIL_INDEX_V(index, _stored_meshes.size(), Transform2D());
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return _stored_meshes[index].transform;
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}
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void Terrain2DMesher::build_stored_mesh_into(const int index, RID mesh) {
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ERR_FAIL_COND(mesh == RID());
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@ -478,7 +492,6 @@ void Terrain2DMesher::build_stored_mesh_into(const int index, RID mesh) {
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
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}
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void Terrain2DMesher::reset() {
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_vertices.resize(0);
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_indices.resize(0);
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@ -908,6 +921,10 @@ void Terrain2DMesher::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &Terrain2DMesher::set_texture_scale);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale");
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ClassDB::bind_method(D_METHOD("get_mesh_transform"), &Terrain2DMesher::get_mesh_transform);
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ClassDB::bind_method(D_METHOD("set_mesh_transform", "value"), &Terrain2DMesher::set_mesh_transform);
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ADD_PROPERTY(PropertyInfo(Variant::TRANSFORM2D, "mesh_transform"), "set_mesh_transform", "get_mesh_transform");
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ClassDB::bind_method(D_METHOD("get_library"), &Terrain2DMesher::get_library);
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ClassDB::bind_method(D_METHOD("set_library", "value"), &Terrain2DMesher::set_library);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "Terrain2DLibrary"), "set_library", "get_library");
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@ -993,5 +1010,6 @@ void Terrain2DMesher::_bind_methods() {
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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);
|
||||
}
|
||||
|
@ -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;
|
||||
|
@ -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());
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -199,6 +199,9 @@ public:
|
||||
Terrain2DChunkDefault();
|
||||
~Terrain2DChunkDefault();
|
||||
|
||||
//Todo make this a generic thing
|
||||
Vector<Transform2D> _mesh_transforms;
|
||||
|
||||
protected:
|
||||
virtual void _channel_setup();
|
||||
|
||||
|
@ -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);
|
||||
}
|
||||
}
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user