mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-14 10:17:23 +01:00
686 lines
19 KiB
C++
686 lines
19 KiB
C++
/*
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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_terrain_job.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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#include "../default/terrain_2d_chunk_default.h"
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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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Ref<Terrain2DMesher> Terrain2DTerrain2DJob::get_mesher() const {
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return _mesher;
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}
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void Terrain2DTerrain2DJob::set_mesher(const Ref<Terrain2DMesher> &mesher) {
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_mesher = mesher;
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}
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Ref<Terrain2DMesher> Terrain2DTerrain2DJob::get_liquid_mesher() const {
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return _liquid_mesher;
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}
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void Terrain2DTerrain2DJob::set_liquid_mesher(const Ref<Terrain2DMesher> &mesher) {
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_liquid_mesher = mesher;
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}
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Ref<Terrain2DMesherJobStep> Terrain2DTerrain2DJob::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 Terrain2DTerrain2DJob::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 Terrain2DTerrain2DJob::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 Terrain2DTerrain2DJob::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 Terrain2DTerrain2DJob::get_jobs_step_count() const {
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return _job_steps.size();
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}
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void Terrain2DTerrain2DJob::phase_setup() {
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if (_mesher.is_valid()) {
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_mesher->set_library(_chunk->get_library());
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_mesher->reset();
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}
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if (_liquid_mesher.is_valid()) {
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_liquid_mesher->set_library(_chunk->get_library());
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_liquid_mesher->reset();
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}
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next_phase();
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}
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void Terrain2DTerrain2DJob::phase_library_setup() {
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if (should_return()) {
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return;
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}
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Ref<Terrain2DLibrary> lib = _chunk->get_library();
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if (!lib.is_valid()) {
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next_phase();
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return;
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}
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if (lib->supports_caching()) {
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if (!_chunk->material_cache_key_has()) {
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lib->material_cache_get_key(_chunk);
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} else {
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Ref<Terrain2DMaterialCache> cache = lib->material_cache_get(_chunk->material_cache_key_get());
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if (!cache.is_valid()) {
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next_phase();
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return;
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}
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//Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it!
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while (!cache->get_initialized()) {
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//Means it's currently merging the atlases on a different thread.
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//Let's just wait
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OS::get_singleton()->delay_usec(100);
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}
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}
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}
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next_phase();
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if (should_return()) {
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return;
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}
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}
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void Terrain2DTerrain2DJob::phase_terrain_mesh_setup() {
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if (should_return()) {
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return;
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}
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if (_mesher.is_valid()) {
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if (should_do()) {
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_mesher->add_chunk(_chunk);
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if (should_return()) {
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return;
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}
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}
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}
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if (_liquid_mesher.is_valid()) {
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_liquid_mesher->add_chunk(_chunk);
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}
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reset_stages();
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next_phase();
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}
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void Terrain2DTerrain2DJob::phase_collider() {
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_CREATE_COLLIDER) == 0) {
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next_phase();
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return;
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}
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ERR_FAIL_COND(!_mesher.is_valid());
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if (should_return()) {
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return;
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}
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if (should_do()) {
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temp_arr_collider.append_array(_mesher->build_collider());
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if (should_return()) {
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return;
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}
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}
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if (Engine::get_singleton()->is_editor_hint()) {
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if (_liquid_mesher.is_valid()) {
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temp_arr_collider_liquid.append_array(_liquid_mesher->build_collider());
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}
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}
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if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0) {
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reset_stages();
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next_phase();
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next_phase();
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return;
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}
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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reset_stages();
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next_phase();
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}
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void Terrain2DTerrain2DJob::phase_physics_process() {
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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if (temp_arr_collider.size() != 0) {
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if (!chunk->meshes_has(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_BODY)) {
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chunk->colliders_create(Terrain2DChunkDefault::MESH_INDEX_TERRAIN);
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}
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PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider);
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temp_arr_collider.resize(0);
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}
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if (temp_arr_collider_liquid.size() != 0) {
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if (Engine::get_singleton()->is_editor_hint()) {
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if (!chunk->meshes_has(Terrain2DChunkDefault::MESH_INDEX_LIQUID, Terrain2DChunkDefault::MESH_TYPE_INDEX_BODY)) {
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chunk->colliders_create(Terrain2DChunkDefault::MESH_INDEX_LIQUID);
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}
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}
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/*
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else {
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if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_AREA)) {
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create_colliders_area(MESH_INDEX_LIQUID);
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}
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}*/
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PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_LIQUID, Terrain2DChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid);
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temp_arr_collider_liquid.resize(0);
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}
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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reset_stages();
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next_phase();
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}
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void Terrain2DTerrain2DJob::phase_terrain_mesh() {
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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ERR_FAIL_COND(!_mesher.is_valid());
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if (should_return()) {
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return;
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}
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if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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//if (should_do()) {
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// _mesher->bake_colors(_chunk);
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// if (should_return()) {
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// return;
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// }
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//}
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if (should_do()) {
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if (_liquid_mesher.is_valid()) {
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_liquid_mesher->bake_colors(_chunk);
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if (should_return()) {
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return;
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}
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}
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}
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}
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if (_mesher->get_vertex_count() == 0 && (!_liquid_mesher.is_valid() || _liquid_mesher->get_vertex_count() == 0)) {
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reset_stages();
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next_phase();
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return;
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}
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//set up the meshes
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if (should_do()) {
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RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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if (mesh_rid == RID()) {
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//need to allocate the meshes
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//first count how many we need
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int count = 0;
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for (int i = 0; i < _job_steps.size(); ++i) {
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Ref<Terrain2DMesherJobStep> step = _job_steps[i];
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ERR_FAIL_COND(!step.is_valid());
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switch (step->get_job_type()) {
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case Terrain2DMesherJobStep::TYPE_NORMAL:
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++count;
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break;
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case Terrain2DMesherJobStep::TYPE_NORMAL_LOD:
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++count;
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break;
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case Terrain2DMesherJobStep::TYPE_DROP_UV2:
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++count;
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break;
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case Terrain2DMesherJobStep::TYPE_MERGE_VERTS:
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++count;
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break;
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case Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE:
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++count;
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break;
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case Terrain2DMesherJobStep::TYPE_SIMPLIFY_MESH:
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#ifdef MESH_UTILS_PRESENT
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count += step->get_simplification_steps();
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#endif
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break;
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default:
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break;
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}
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}
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//allocate
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if (count > 0)
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chunk->meshes_create(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, count);
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} else {
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//we have the meshes, just clear
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int count = chunk->mesh_rid_get_count(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH);
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for (int i = 0; i < count; ++i) {
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mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, i);
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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#if !GODOT4
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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#else
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VS::get_singleton()->mesh_clear(mesh_rid);
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#endif
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}
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}
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}
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for (; _current_job_step < _job_steps.size();) {
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Ref<Terrain2DMesherJobStep> step = _job_steps[_current_job_step];
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ERR_FAIL_COND(!step.is_valid());
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switch (step->get_job_type()) {
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case Terrain2DMesherJobStep::TYPE_NORMAL:
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step_type_normal();
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break;
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case Terrain2DMesherJobStep::TYPE_NORMAL_LOD:
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step_type_normal_lod();
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break;
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case Terrain2DMesherJobStep::TYPE_DROP_UV2:
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step_type_drop_uv2();
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break;
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case Terrain2DMesherJobStep::TYPE_MERGE_VERTS:
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step_type_merge_verts();
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break;
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case Terrain2DMesherJobStep::TYPE_BAKE_TEXTURE:
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step_type_bake_texture();
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break;
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case Terrain2DMesherJobStep::TYPE_SIMPLIFY_MESH:
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step_type_simplify_mesh();
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break;
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case Terrain2DMesherJobStep::TYPE_OTHER:
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//do nothing
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break;
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}
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++_current_job_step;
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if (should_return()) {
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return;
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}
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}
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if (_liquid_mesher.is_valid() && _liquid_mesher->get_vertex_count() != 0) {
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if (should_do()) {
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temp_mesh_arr = _liquid_mesher->build_mesh();
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if (should_return()) {
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return;
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}
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}
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RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_LIQUID, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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if (should_do()) {
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if (mesh_rid == RID()) {
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chunk->meshes_create(Terrain2DChunkDefault::MESH_INDEX_LIQUID, 1);
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mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_LIQUID, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, 0);
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}
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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#if !GODOT4
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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#else
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VS::get_singleton()->mesh_clear(mesh_rid);
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#endif
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if (should_return()) {
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return;
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}
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}
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// if (should_do()) {
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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if (chunk->get_library()->liquid_material_lod_get(0).is_valid())
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VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, chunk->get_library()->liquid_material_lod_get(0)->get_rid());
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// if (should_return()) {
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// return;
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// }
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//}
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}
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reset_stages();
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next_phase();
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}
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void Terrain2DTerrain2DJob::phase_finalize() {
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set_complete(true); //So threadpool knows it's done
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next_job();
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}
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void Terrain2DTerrain2DJob::_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<Terrain2DLibrary> library = _chunk->get_library();
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ERR_FAIL_COND(!library.is_valid());
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if (_phase == 0) {
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phase_setup();
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} else if (_phase == 1) {
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phase_library_setup();
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} else if (_phase == 2) {
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phase_terrain_mesh_setup();
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} else if (_phase == 3) {
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phase_collider();
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} else if (_phase == 5) {
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phase_terrain_mesh();
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} else if (_phase == 6) {
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phase_finalize();
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} else if (_phase > 6) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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ERR_FAIL_MSG("Terrain2DTerrain2DJob: _phase is too high!");
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}
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}
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void Terrain2DTerrain2DJob::_reset() {
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Terrain2DJob::_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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ERR_FAIL_COND(!_mesher.is_valid());
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_mesher->set_voxel_scale(_chunk->get_voxel_scale());
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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Ref<Terrain2DMesherDefault> md = _mesher;
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if (chunk.is_valid() && md.is_valid()) {
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md->set_build_flags(chunk->get_build_flags());
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}
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if (_liquid_mesher.is_valid()) {
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_liquid_mesher->set_voxel_scale(_chunk->get_voxel_scale());
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md = _liquid_mesher;
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if (chunk.is_valid() && md.is_valid()) {
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md->set_build_flags(chunk->get_build_flags());
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}
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}
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}
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void Terrain2DTerrain2DJob::_physics_process(float delta) {
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if (_phase == 4)
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phase_physics_process();
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}
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void Terrain2DTerrain2DJob::step_type_normal() {
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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//TODO make this automatic in build_mesh
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if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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_mesher->bake_colors(_chunk);
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}
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temp_mesh_arr = _mesher->build_mesh();
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RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat;
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if (chunk->material_cache_key_has()) {
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lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
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} else {
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lmat = chunk->get_library()->material_lod_get(_current_mesh);
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}
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if (lmat.is_valid()) {
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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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++_current_mesh;
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}
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void Terrain2DTerrain2DJob::step_type_normal_lod() {
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Ref<Terrain2DMesherJobStep> step = _job_steps[_current_job_step];
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ERR_FAIL_COND(!step.is_valid());
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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_mesher->set_lod_index(step->get_lod_index());
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_mesher->reset();
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_mesher->add_chunk(_chunk);
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|
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//TODO make this automatic in build_mesh
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if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
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_mesher->bake_colors(_chunk);
|
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}
|
|
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temp_mesh_arr = _mesher->build_mesh();
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|
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RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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|
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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|
|
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Ref<Material> lmat;
|
|
|
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if (chunk->material_cache_key_has()) {
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lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
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} else {
|
|
lmat = chunk->get_library()->material_lod_get(_current_mesh);
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}
|
|
|
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if (lmat.is_valid()) {
|
|
VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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|
}
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|
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|
++_current_mesh;
|
|
}
|
|
|
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void Terrain2DTerrain2DJob::step_type_drop_uv2() {
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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|
|
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RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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|
|
|
temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
|
|
|
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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() {
|
|
_mesher.unref();
|
|
_liquid_mesher.unref();
|
|
}
|
|
|
|
void Terrain2DTerrain2DJob::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("get_mesher"), &Terrain2DTerrain2DJob::get_mesher);
|
|
ClassDB::bind_method(D_METHOD("set_mesher", "mesher"), &Terrain2DTerrain2DJob::set_mesher);
|
|
|
|
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);
|
|
}
|