Removed now obsolete old code. By the way with the previous commit #6 should be fixed now. Thanks.

This commit is contained in:
Relintai 2022-02-09 13:50:19 +01:00
parent cf36f5369a
commit 32b98c0b45
2 changed files with 0 additions and 255 deletions

View File

@ -135,231 +135,6 @@ void VoxelPropJob::phase_physics_process() {
next_phase();
}
void VoxelPropJob::old_phase_prop() {
#ifdef MESH_DATA_RESOURCE_PRESENT
Ref<VoxelChunkDefault> chunk = _chunk;
if (!get_prop_mesher().is_valid()) {
set_complete(true); //So threadpool knows it's done
next_job();
return;
}
if (should_do()) {
if (chunk->mesh_data_resource_get_count() == 0) {
set_complete(true); //So threadpool knows it's done
next_job();
return;
}
for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
if (chunk->mesh_data_resource_get_is_inside(i)) {
get_prop_mesher()->add_mesh_data_resource_transform(chunk->mesh_data_resource_get(i), chunk->mesh_data_resource_get_transform(i), chunk->mesh_data_resource_get_uv_rect(i));
}
}
if (get_prop_mesher()->get_vertex_count() == 0) {
//reset_stages();
set_complete(true); //So threadpool knows it's done
next_job();
return;
}
if (should_return()) {
return;
}
}
if (should_do()) {
if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
get_prop_mesher()->bake_colors(_chunk);
}
if (should_return()) {
return;
}
}
if (should_do()) {
if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
VoxelWorldDefault *world = Object::cast_to<VoxelWorldDefault>(chunk->get_voxel_world());
if (world) {
for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
if (!chunk->mesh_data_resource_get_is_inside(i)) {
Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
ERR_CONTINUE(!mdr.is_valid());
Transform trf = chunk->mesh_data_resource_get_transform(i);
Array arr = mdr->get_array();
if (arr.size() <= Mesh::ARRAY_VERTEX) {
continue;
}
PoolVector3Array varr = arr[Mesh::ARRAY_VERTEX];
if (varr.size() == 0) {
continue;
}
PoolColorArray carr = world->get_vertex_colors(trf, varr);
get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i));
}
}
}
}
if (should_return()) {
return;
}
}
// OK UP
if (get_prop_mesher()->get_vertex_count() != 0) {
if (should_do()) {
temp_mesh_arr = get_prop_mesher()->build_mesh();
if (should_return()) {
return;
}
}
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
if (should_do()) {
if (mesh_rid == RID()) {
if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_CREATE_LODS) != 0)
chunk->meshes_create(VoxelChunkDefault::MESH_INDEX_PROP, chunk->get_lod_num() + 1);
else
chunk->meshes_create(VoxelChunkDefault::MESH_INDEX_PROP, 1);
mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
}
if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
#if !GODOT4
VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
#else
VS::get_singleton()->mesh_clear(mesh_rid);
#endif
if (should_return()) {
return;
}
}
if (should_do()) {
VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_get(0).is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, chunk->get_library()->prop_material_get(0)->get_rid());
if (should_return()) {
return;
}
}
// OK UP
if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_CREATE_LODS) != 0) {
if (should_do()) {
if (chunk->get_lod_num() >= 1) {
//for lod 1 just remove uv2
temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 1), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_get(1).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 1), 0, chunk->get_library()->prop_material_get(1)->get_rid());
}
if (should_return()) {
return;
}
}
// OK UP
if (should_do()) {
if (chunk->get_lod_num() >= 2) {
Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
temp_mesh_arr = temp_mesh_arr2;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 2), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr2);
if (chunk->get_library()->prop_material_get(2).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 2), 0, chunk->get_library()->prop_material_get(2)->get_rid());
}
if (should_return()) {
return;
}
}
// OK UP
// if (should_do()) {
if (chunk->get_lod_num() >= 3) {
Ref<ShaderMaterial> mat = chunk->get_library()->prop_material_get(0);
Ref<SpatialMaterial> spmat = chunk->get_library()->prop_material_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();
VisualServer::get_singleton()->mesh_add_surface_from_arrays(chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 3), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_get(3).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 3), 0, chunk->get_library()->prop_material_get(3)->get_rid());
}
}
// OK UP
#ifdef MESH_UTILS_PRESENT
if (should_do()) {
if (chunk->get_lod_num() > 4) {
Ref<FastQuadraticMeshSimplifier> fqms;
fqms.INSTANCE();
fqms->set_preserve_border_edges(true);
fqms->initialize(temp_mesh_arr);
for (int i = 4; i < chunk->get_lod_num(); ++i) {
fqms->simplify_mesh(temp_mesh_arr.size() * 0.8, 7);
temp_mesh_arr = fqms->get_arrays();
VisualServer::get_singleton()->mesh_add_surface_from_arrays(
chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i),
VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->prop_material_get(i).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(
chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i), 0,
chunk->get_library()->prop_material_get(i)->get_rid());
}
}
if (should_return()) {
return;
}
}
#endif
}
}
#endif
set_complete(true); //So threadpool knows it's done
next_job();
}
void VoxelPropJob::phase_prop() {
#ifdef MESH_DATA_RESOURCE_PRESENT
Ref<VoxelChunkDefault> chunk = _chunk;
@ -452,34 +227,6 @@ void VoxelPropJob::_physics_process(float delta) {
phase_physics_process();
}
void VoxelPropJob::old_execute_phase() {
ERR_FAIL_COND(!_chunk.is_valid());
Ref<VoxelLibrary> library = _chunk->get_library();
ERR_FAIL_COND(!library.is_valid());
Ref<VoxelChunkDefault> chunk = _chunk;
if (!chunk.is_valid()
#ifdef MESH_DATA_RESOURCE_PRESENT
|| chunk->mesh_data_resource_get_count() == 0
#endif
) {
set_complete(true);
next_job();
return;
}
if (_phase == 1) {
old_phase_prop();
} else if (_phase > 1) {
set_complete(true); //So threadpool knows it's done
next_job();
ERR_FAIL_MSG("VoxelPropJob: _phase is too high!");
}
}
void VoxelPropJob::_execute_phase() {
ERR_FAIL_COND(!_chunk.is_valid());

View File

@ -43,11 +43,9 @@ public:
int get_jobs_step_count() const;
void phase_physics_process();
void old_phase_prop();
void phase_prop();
void _physics_process(float delta);
void old_execute_phase();
void _execute_phase();
void _reset();