mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-22 10:57:30 +01:00
Now Chunk has a vector of meshers, this simplifies for example liquid meshing, and this allows combining multiple meshers. Also the number of build phases is settable.
This commit is contained in:
parent
a67d0393ca
commit
104a307d55
@ -103,8 +103,12 @@ int VoxelChunk::get_lod_size() const {
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void VoxelChunk::set_lod_size(const int lod_size) {
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_lod_size = lod_size;
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if (_mesher.is_valid()) {
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_mesher->set_lod_size(_lod_size);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->set_lod_size(_lod_size);
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}
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}
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@ -114,8 +118,12 @@ float VoxelChunk::get_voxel_scale() const {
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void VoxelChunk::set_voxel_scale(float value) {
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_voxel_scale = value;
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if (_mesher.is_valid()) {
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_mesher->set_voxel_scale(_voxel_scale);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->set_voxel_scale(_voxel_scale);
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}
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}
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@ -126,11 +134,33 @@ void VoxelChunk::set_current_build_phase(int value) {
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_current_build_phase = value;
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}
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Ref<VoxelMesher> VoxelChunk::get_mesher() const {
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return _mesher;
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int VoxelChunk::get_max_build_phase() {
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return _max_build_phases;
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}
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void VoxelChunk::set_mesher(Ref<VoxelMesher> mesher) {
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_mesher = mesher;
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void VoxelChunk::set_max_build_phase(int value) {
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_max_build_phases = value;
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}
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Ref<VoxelMesher> VoxelChunk::get_mesher(int index) const {
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ERR_FAIL_INDEX_V(index, _meshers.size(), Ref<VoxelMesher>());
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return _meshers.get(index);
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}
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void VoxelChunk::set_mesher(int index, Ref<VoxelMesher> mesher) {
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ERR_FAIL_INDEX(index, _meshers.size());
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_meshers.set(index, mesher);
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}
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void VoxelChunk::remove_mesher(int index) {
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ERR_FAIL_INDEX(index, _meshers.size());
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_meshers.remove(index);
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}
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void VoxelChunk::add_mesher(Ref<VoxelMesher> mesher) {
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_meshers.push_back(mesher);
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}
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int VoxelChunk::get_mesher_count() {
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return _meshers.size();
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}
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VoxelWorld *VoxelChunk::get_voxel_world() const {
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@ -446,28 +476,44 @@ void VoxelChunk::clear_baked_lights() {
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fill_channel(0, DEFAULT_CHANNEL_LIGHT_COLOR_B);
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}
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void VoxelChunk::create_mesher() {
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call("_create_mesher");
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void VoxelChunk::create_meshers() {
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call("_create_meshers");
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ERR_FAIL_COND(!_mesher.is_valid());
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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_mesher->set_lod_size(get_lod_size());
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_mesher->set_voxel_scale(get_voxel_scale());
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ERR_CONTINUE(!mesher.is_valid());
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mesher->set_lod_size(get_lod_size());
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mesher->set_voxel_scale(get_voxel_scale());
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}
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}
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void VoxelChunk::_create_mesher() {
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_mesher = Ref<VoxelMesher>(memnew(VoxelMesherCubic()));
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void VoxelChunk::_create_meshers() {
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add_mesher(Ref<VoxelMesher>(memnew(VoxelMesherCubic())));
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}
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void VoxelChunk::finalize_mesh() {
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_mesher->set_library(_library);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->set_library(_library);
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}
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if (_mesh_rid == RID()) {
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allocate_main_mesh();
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}
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_mesher->set_material(get_library()->get_material());
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get_mesher()->build_mesh(_mesh_rid);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->set_material(get_library()->get_material());
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mesher->build_mesh(_mesh_rid);
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}
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}
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void VoxelChunk::build() {
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@ -494,13 +540,18 @@ void VoxelChunk::_build_phase(int phase) {
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case BUILD_PHASE_DONE:
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return;
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case BUILD_PHASE_SETUP: {
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if (!_mesher.is_valid()) {
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create_mesher();
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if (_meshers.size() == 0) {
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create_meshers();
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}
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_mesher->set_library(_library);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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_mesher->reset();
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ERR_CONTINUE(!mesher.is_valid());
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mesher->set_library(_library);
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mesher->reset();
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}
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next_phase();
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@ -510,7 +561,13 @@ void VoxelChunk::_build_phase(int phase) {
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if (has_method("_create_mesh")) {
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call("_create_mesh");
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} else {
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_mesher->add_chunk(this);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->add_chunk(this);
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}
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}
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//finalize_mesh();
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@ -529,7 +586,13 @@ void VoxelChunk::_build_phase(int phase) {
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return;
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}
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case BUILD_PHASE_TERRARIN_MESH: {
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_mesher->bake_colors(this);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->bake_colors(this);
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}
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finalize_mesh();
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@ -538,8 +601,13 @@ void VoxelChunk::_build_phase(int phase) {
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return;
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}
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case BUILD_PHASE_PROP_MESH: {
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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_mesher->reset();
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ERR_CONTINUE(!mesher.is_valid());
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mesher->reset();
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}
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if (_props.size() > 0) {
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process_props();
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@ -558,7 +626,13 @@ void VoxelChunk::_build_phase(int phase) {
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}
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}
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_mesher->reset();
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->reset();
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}
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next_phase();
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@ -601,7 +675,7 @@ void VoxelChunk::next_phase() {
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++_current_build_phase;
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if (_current_build_phase >= BUILD_PHASE_MAX) {
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if (_current_build_phase >= _max_build_phases) {
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_current_build_phase = BUILD_PHASE_DONE;
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_is_generating = false;
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@ -644,7 +718,13 @@ void VoxelChunk::build_collider() {
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create_colliders();
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}
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_mesher->build_collider(_shape_rid);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->build_collider(_shape_rid);
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}
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}
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void VoxelChunk::remove_colliders() {
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@ -784,9 +864,15 @@ void VoxelChunk::process_props() {
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call("_process_props");
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_mesher->bake_colors(this);
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_mesher->set_material(get_library()->get_material());
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_mesher->build_mesh(_prop_mesh_rid);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->bake_colors(this);
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mesher->set_material(get_library()->get_material());
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mesher->build_mesh(_prop_mesh_rid);
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}
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}
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void VoxelChunk::build_prop_meshes() {
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@ -794,9 +880,15 @@ void VoxelChunk::build_prop_meshes() {
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allocate_prop_mesh();
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}
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_mesher->bake_colors(this);
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_mesher->set_material(get_library()->get_material());
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_mesher->build_mesh(_prop_mesh_rid);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->bake_colors(this);
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mesher->set_material(get_library()->get_material());
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mesher->build_mesh(_prop_mesh_rid);
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}
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}
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void VoxelChunk::allocate_main_mesh() {
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@ -871,7 +963,13 @@ void VoxelChunk::build_prop_collider() {
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allocate_prop_colliders();
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}
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_mesher->build_collider(_prop_shape_rid);
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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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ERR_CONTINUE(!mesher.is_valid());
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mesher->build_collider(_prop_shape_rid);
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}
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}
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void VoxelChunk::free_prop_colliders() {
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if (_prop_body_rid != RID()) {
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@ -1081,6 +1179,7 @@ VoxelChunk::VoxelChunk() {
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_create_collider = true;
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_bake_lights = true;
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_current_build_phase = BUILD_PHASE_DONE;
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_max_build_phases = BUILD_PHASE_MAX;
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_voxel_scale = 1;
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_lod_size = 1;
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@ -1105,9 +1204,7 @@ VoxelChunk::~VoxelChunk() {
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_voxel_lights.clear();
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if (_mesher.is_valid()) {
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_mesher.unref();
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}
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_meshers.clear();
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if (_library.is_valid()) {
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_library.unref();
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@ -1142,11 +1239,11 @@ void VoxelChunk::_bind_methods() {
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ADD_SIGNAL(MethodInfo("mesh_generation_finished", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
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BIND_VMETHOD(MethodInfo("_create_mesh"));
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BIND_VMETHOD(MethodInfo("_create_mesher"));
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BIND_VMETHOD(MethodInfo("_create_meshers"));
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BIND_VMETHOD(MethodInfo("_prop_added", PropertyInfo(Variant::OBJECT, "prop", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunkPropData")));
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ClassDB::bind_method(D_METHOD("_create_mesher"), &VoxelChunk::_create_mesher);
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ClassDB::bind_method(D_METHOD("_create_meshers"), &VoxelChunk::_create_meshers);
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ClassDB::bind_method(D_METHOD("get_is_generating"), &VoxelChunk::get_is_generating);
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ClassDB::bind_method(D_METHOD("set_is_generating", "value"), &VoxelChunk::set_is_generating);
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@ -1217,6 +1314,10 @@ void VoxelChunk::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_current_build_phase", "value"), &VoxelChunk::set_current_build_phase);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "current_build_phase"), "set_current_build_phase", "get_current_build_phase");
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ClassDB::bind_method(D_METHOD("get_max_build_phase"), &VoxelChunk::get_max_build_phase);
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ClassDB::bind_method(D_METHOD("set_max_build_phase", "value"), &VoxelChunk::set_max_build_phase);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "max_build_phase"), "set_max_build_phase", "get_max_build_phase");
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ADD_GROUP("Meshing", "meshing");
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ClassDB::bind_method(D_METHOD("meshing_get_create_collider"), &VoxelChunk::get_create_collider);
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@ -1229,9 +1330,11 @@ void VoxelChunk::_bind_methods() {
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ADD_GROUP("Settings", "setting");
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ClassDB::bind_method(D_METHOD("get_mesher"), &VoxelChunk::get_mesher);
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ClassDB::bind_method(D_METHOD("set_mesher", "Mesher"), &VoxelChunk::set_mesher);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher"), "set_mesher", "get_mesher");
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ClassDB::bind_method(D_METHOD("get_mesher", "index"), &VoxelChunk::get_mesher);
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ClassDB::bind_method(D_METHOD("set_mesher", "index", "mesher"), &VoxelChunk::set_mesher);
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ClassDB::bind_method(D_METHOD("remove_mesher", "index"), &VoxelChunk::remove_mesher);
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ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &VoxelChunk::add_mesher);
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ClassDB::bind_method(D_METHOD("get_mesher_count"), &VoxelChunk::get_mesher_count);
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ClassDB::bind_method(D_METHOD("get_voxel_world"), &VoxelChunk::get_voxel_world);
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ClassDB::bind_method(D_METHOD("set_voxel_world", "world"), &VoxelChunk::set_voxel_world_bind);
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@ -1337,7 +1440,7 @@ void VoxelChunk::_bind_methods() {
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ClassDB::bind_method(D_METHOD("allocate_clutter_mesh"), &VoxelChunk::allocate_clutter_mesh);
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ClassDB::bind_method(D_METHOD("free_clutter_mesh"), &VoxelChunk::free_clutter_mesh);
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ClassDB::bind_method(D_METHOD("create_mesher"), &VoxelChunk::create_mesher);
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ClassDB::bind_method(D_METHOD("create_meshers"), &VoxelChunk::create_meshers);
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ClassDB::bind_method(D_METHOD("create_debug_immediate_geometry"), &VoxelChunk::create_debug_immediate_geometry);
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ClassDB::bind_method(D_METHOD("free_debug_immediate_geometry"), &VoxelChunk::free_debug_immediate_geometry);
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@ -127,8 +127,14 @@ public:
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int get_current_build_phase();
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void set_current_build_phase(int value);
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Ref<VoxelMesher> get_mesher() const;
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void set_mesher(Ref<VoxelMesher> mesher);
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int get_max_build_phase();
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void set_max_build_phase(int value);
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Ref<VoxelMesher> get_mesher(int index) const;
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void set_mesher(int index, Ref<VoxelMesher> mesher);
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void remove_mesher(int index);
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void add_mesher(Ref<VoxelMesher> mesher);
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int get_mesher_count();
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VoxelWorld *get_voxel_world() const;
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void set_voxel_world(VoxelWorld *world);
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@ -185,8 +191,8 @@ public:
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void clear_baked_lights();
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//Meshing
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void create_mesher();
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void _create_mesher();
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void create_meshers();
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void _create_meshers();
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void finalize_mesh();
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@ -274,6 +280,7 @@ protected:
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int _state;
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int _current_build_phase;
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int _max_build_phases;
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bool _enabled;
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VoxelWorld *_voxel_world;
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@ -302,7 +309,7 @@ protected:
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NodePath _library_path;
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Ref<VoxelmanLibrary> _library;
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Ref<VoxelMesher> _mesher;
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Vector<Ref<VoxelMesher> > _meshers;
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//voxel mesh
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RID _mesh_rid;
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