mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-20 10:47:19 +01:00
Ported the helper methods for the terrain job from Terraman. Did not touch the ectual meshing code yet,
This commit is contained in:
parent
9940dedb88
commit
53f3ff60c1
@ -22,13 +22,14 @@ SOFTWARE.
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#include "voxel_terrain_job.h"
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#include "../../library/voxel_surface.h"
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#include "../../library/voxel_library.h"
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#include "../../library/voxel_surface.h"
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#include "../../meshers/default/voxel_mesher_default.h"
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#include "../../meshers/voxel_mesher.h"
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#include "../default/voxel_chunk_default.h"
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#include "../../library/voxel_material_cache.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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@ -78,6 +79,28 @@ int VoxelTerrainJob::get_liquid_mesher_count() const {
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return _liquid_meshers.size();
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}
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Ref<VoxelMesherJobStep> VoxelTerrainJob::get_jobs_step(int index) const {
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ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<VoxelMesherJobStep>());
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return _job_steps.get(index);
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}
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void VoxelTerrainJob::set_jobs_step(int index, const Ref<VoxelMesherJobStep> &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 VoxelTerrainJob::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 VoxelTerrainJob::add_jobs_step(const Ref<VoxelMesherJobStep> &step) {
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_job_steps.push_back(step);
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}
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int VoxelTerrainJob::get_jobs_step_count() const {
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return _job_steps.size();
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}
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void VoxelTerrainJob::phase_setup() {
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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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@ -100,6 +123,45 @@ void VoxelTerrainJob::phase_setup() {
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next_phase();
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}
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void VoxelTerrainJob::phase_library_setup() {
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if (should_return()) {
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return;
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}
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Ref<VoxelLibrary> 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<VoxelMaterialCache> 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 VoxelTerrainJob::phase_terrain_mesh_setup() {
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int starti = 0;
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@ -586,14 +648,16 @@ void VoxelTerrainJob::_execute_phase() {
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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_terrain_mesh_setup();
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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 == 4) {
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phase_terrain_mesh();
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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 > 5) {
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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("VoxelTerrainJob: _phase is too high!");
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@ -606,6 +670,9 @@ void VoxelTerrainJob::_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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for (int i = 0; i < _meshers.size(); ++i) {
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Ref<VoxelMesher> mesher = _meshers.get(i);
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@ -638,11 +705,219 @@ void VoxelTerrainJob::_reset() {
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}
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void VoxelTerrainJob::_physics_process(float delta) {
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if (_phase == 3)
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if (_phase == 4)
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phase_physics_process();
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}
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void VoxelTerrainJob::step_type_normal() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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Ref<VoxelMesher> mesher;
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for (int i = 0; i < _meshers.size(); ++i) {
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mesher = _meshers.get(i);
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if (mesher.is_valid()) {
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break;
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}
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}
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//TODO make this automatic in build_mesh
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if ((chunk->get_build_flags() & VoxelChunkDefault::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(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::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 VoxelTerrainJob::step_type_normal_lod() {
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Ref<VoxelMesherJobStep> step = _job_steps[_current_job_step];
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ERR_FAIL_COND(!step.is_valid());
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Ref<VoxelChunkDefault> chunk = _chunk;
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Ref<VoxelMesher> mesher;
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for (int i = 0; i < _meshers.size(); ++i) {
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mesher = _meshers.get(i);
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if (mesher.is_valid()) {
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break;
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}
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}
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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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//TODO make this automatic in build_mesh
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if ((chunk->get_build_flags() & VoxelChunkDefault::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(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::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 VoxelTerrainJob::step_type_drop_uv2() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::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);
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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 VoxelTerrainJob::step_type_merge_verts() {
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Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
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temp_mesh_arr = temp_mesh_arr2;
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Ref<VoxelChunkDefault> chunk = _chunk;
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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VisualServer::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 VoxelTerrainJob::step_type_bake_texture() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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Ref<ShaderMaterial> mat = chunk->get_library()->material_lod_get(0);
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Ref<SpatialMaterial> spmat = chunk->get_library()->material_lod_get(0);
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Ref<Texture> tex;
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if (mat.is_valid()) {
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tex = mat->get_shader_param("texture_albedo");
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} else if (spmat.is_valid()) {
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tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
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}
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if (tex.is_valid()) {
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temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant();
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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VisualServer::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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}
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++_current_mesh;
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}
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void VoxelTerrainJob::step_type_simplify_mesh() {
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#ifdef MESH_UTILS_PRESENT
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Ref<VoxelChunkDefault> chunk = _chunk;
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Ref<VoxelMesherJobStep> step = _job_steps[_current_job_step];
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ERR_FAIL_COND(!step.is_valid());
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Ref<FastQuadraticMeshSimplifier> fqms = step->get_fqms();
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ERR_FAIL_COND(!fqms.is_valid());
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fqms->initialize(temp_mesh_arr);
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for (int i = 0; i < step->get_simplification_steps(); ++i) {
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fqms->simplify_mesh(temp_mesh_arr.size() * step->get_simplification_step_ratio(), step->get_simplification_agressiveness());
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temp_mesh_arr = fqms->get_arrays();
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RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
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VisualServer::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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#endif
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}
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VoxelTerrainJob::VoxelTerrainJob() {
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_current_job_step = 0;
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_current_mesh = 0;
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}
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VoxelTerrainJob::~VoxelTerrainJob() {
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@ -663,5 +938,11 @@ void VoxelTerrainJob::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_liquid_mesher", "mesher"), &VoxelTerrainJob::add_liquid_mesher);
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ClassDB::bind_method(D_METHOD("get_liquid_mesher_count"), &VoxelTerrainJob::get_liquid_mesher_count);
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ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &VoxelTerrainJob::get_jobs_step);
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ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &VoxelTerrainJob::set_jobs_step);
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ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &VoxelTerrainJob::remove_jobs_step);
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ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &VoxelTerrainJob::add_jobs_step);
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ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &VoxelTerrainJob::get_jobs_step_count);
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ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelTerrainJob::_physics_process);
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}
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@ -27,6 +27,8 @@ SOFTWARE.
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#include "../../defines.h"
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#include "voxel_mesher_job_step.h"
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#include pool_vector_h
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include_pool_vector
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@ -51,7 +53,14 @@ public:
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void add_liquid_mesher(const Ref<VoxelMesher> &mesher);
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int get_liquid_mesher_count() const;
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Ref<VoxelMesherJobStep> get_jobs_step(const int index) const;
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void set_jobs_step(const int index, const Ref<VoxelMesherJobStep> &step);
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void remove_jobs_step(const int index);
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void add_jobs_step(const Ref<VoxelMesherJobStep> &step);
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int get_jobs_step_count() const;
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void phase_setup();
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void phase_library_setup();
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void phase_terrain_mesh_setup();
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void phase_collider();
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void phase_physics_proces();
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@ -63,6 +72,13 @@ public:
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void _reset();
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void _physics_process(float delta);
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void step_type_normal();
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void step_type_normal_lod();
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void step_type_drop_uv2();
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void step_type_merge_verts();
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void step_type_bake_texture();
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void step_type_simplify_mesh();
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VoxelTerrainJob();
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~VoxelTerrainJob();
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@ -72,6 +88,10 @@ protected:
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Vector<Ref<VoxelMesher>> _meshers;
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Vector<Ref<VoxelMesher>> _liquid_meshers;
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Vector<Ref<VoxelMesherJobStep>> _job_steps;
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int _current_job_step;
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int _current_mesh;
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PoolVector<Vector3> temp_arr_collider;
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PoolVector<Vector3> temp_arr_collider_liquid;
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Array temp_mesh_arr;
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