My mesh utils module is now an optional dependency. The terrarin job will use it to simplify meshes over lod level 4.

This commit is contained in:
Relintai 2020-10-20 16:29:39 +02:00
parent a714e81db3
commit 6e68267bd0
5 changed files with 62 additions and 28 deletions

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@ -14,7 +14,8 @@ check whether it works from time to time.
`https://github.com/Relintai/thread_pool`: Threaded chunk generation. Without this Voxelman is single threaded! \
`https://github.com/Relintai/texture_packer`: You get access to [VoxelmanLibraryMerger](#voxelmanlibrarymerger). \
`https://github.com/Relintai/mesh_data_resource`: You get access to a bunch of properties, and methods that can manipulate meshes.\
`https://github.com/Relintai/props`: You get access to a bunch of properties, and methods that can manipulate, and use props.
`https://github.com/Relintai/props`: You get access to a bunch of properties, and methods that can manipulate, and use props.\
`https://github.com/Relintai/mesh_utils`: Lets you use lod levels higher than 4 by default.
## Pre-built binaries

3
SCsub
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@ -18,6 +18,9 @@ if os.path.isdir('../mesh_data_resource'):
if os.path.isdir('../props'):
module_env.Append(CPPDEFINES=['PROPS_PRESENT'])
if os.path.isdir('../mesh_utils'):
module_env.Append(CPPDEFINES=['MESH_UTILS_PRESENT'])
sources = [
"register_types.cpp",

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@ -54,6 +54,13 @@ void VoxelWorldDefault::set_lod_update_interval(const float value) {
_lod_update_interval = value;
}
int VoxelWorldDefault::get_num_lods() const {
return _num_lods;
}
void VoxelWorldDefault::set_num_lods(const int value) {
_num_lods = value;
}
void VoxelWorldDefault::update_lods() {
call("_update_lods");
}
@ -134,6 +141,9 @@ void VoxelWorldDefault::_update_lods() {
return;
}
if (_num_lods <= 1)
return;
Vector3 ppos = get_player()->get_transform().origin;
int ppx = int(ppos.x / get_chunk_size_x() / get_voxel_scale());
@ -155,7 +165,7 @@ void VoxelWorldDefault::_update_lods() {
mr -= _chunk_lod_falloff;
//Todo 3 should be _num_lod, but it's NYI, because chunk can only handle 3 lod levels for now -> FQMS needs to be fixed
mr = CLAMP(mr, 0, 3);
mr = CLAMP(mr, 0, _num_lods - 1);
if (c->get_current_lod_level() != mr)
c->set_current_lod_level(mr);
@ -185,6 +195,7 @@ Ref<VoxelChunk> VoxelWorldDefault::_create_chunk(int x, int y, int z, Ref<VoxelC
if (vcd.is_valid()) {
vcd->set_build_flags(_build_flags);
vcd->set_lod_num(_num_lods);
}
return VoxelWorld::_create_chunk(x, y, z, chunk);
@ -216,6 +227,7 @@ VoxelWorldDefault::VoxelWorldDefault() {
_lod_update_timer = 0;
_lod_update_interval = 0.5;
_build_flags = VoxelChunkDefault::BUILD_FLAG_CREATE_COLLIDER | VoxelChunkDefault::BUILD_FLAG_CREATE_LODS;
_num_lods = 4;
set_data_margin_start(1);
set_data_margin_end(1);
@ -268,6 +280,10 @@ void VoxelWorldDefault::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_chunk_lod_falloff", "value"), &VoxelWorldDefault::set_chunk_lod_falloff);
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_lod_falloff"), "set_chunk_lod_falloff", "get_chunk_lod_falloff");
ClassDB::bind_method(D_METHOD("get_num_lods"), &VoxelWorldDefault::get_num_lods);
ClassDB::bind_method(D_METHOD("set_num_lods", "value"), &VoxelWorldDefault::set_num_lods);
ADD_PROPERTY(PropertyInfo(Variant::INT, "num_lods"), "set_num_lods", "get_num_lods");
BIND_VMETHOD(MethodInfo("_update_lods"));
ClassDB::bind_method(D_METHOD("update_lods"), &VoxelWorldDefault::update_lods);
ClassDB::bind_method(D_METHOD("_update_lods"), &VoxelWorldDefault::_update_lods);

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@ -38,6 +38,9 @@ public:
int get_chunk_lod_falloff() const;
void set_chunk_lod_falloff(const int value);
int get_num_lods() const;
void set_num_lods(const int value);
void update_lods();
PoolColorArray get_vertex_colors(const Transform &transform, const PoolVector3Array &vertices, const float base_light_value = 0.45, const float ao_strength = 0.2);
@ -60,6 +63,7 @@ private:
float _lod_update_timer;
float _lod_update_interval;
int _chunk_lod_falloff;
int _num_lods;
};
#endif

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@ -30,6 +30,12 @@ SOFTWARE.
#include "../default/voxel_chunk_default.h"
//#define MESH_UTILS_PRESENT 1
#ifdef MESH_UTILS_PRESENT
#include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h"
#endif
Ref<VoxelMesher> VoxelTerrarinJob::get_mesher(int index) const {
ERR_FAIL_INDEX_V(index, _meshers.size(), Ref<VoxelMesher>());
@ -457,10 +463,14 @@ void VoxelTerrarinJob::phase_terrarin_mesh() {
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->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_TERRARIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 3), VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
VisualServer::get_singleton()->mesh_add_surface_from_arrays(
chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_TERRARIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 3),
VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (chunk->get_library()->get_material(3).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_TERRARIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 3), 0, chunk->get_library()->get_material(3)->get_rid());
VisualServer::get_singleton()->mesh_surface_set_material(
chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_TERRARIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 3), 0,
chunk->get_library()->get_material(3)->get_rid());
}
}
@ -469,34 +479,34 @@ void VoxelTerrarinJob::phase_terrarin_mesh() {
}
}
/*
if (should_do()) {
if (chunk->get_lod_num() > 4) {
Ref<FastQuadraticMeshSimplifier> fqms;
fqms.instance();
fqms->initialize(temp_mesh_arr);
#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);
Array arr_merged_simplified;
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();
for (int i = 4; i < _lod_num; ++i) {
fqms->simplify_mesh(arr_merged_simplified[0].size() * 0.8, 7);
arr_merged_simplified = fqms->get_arrays();
VisualServer::get_singleton()->mesh_add_surface_from_arrays(
chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_TERRARIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i),
VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
if (arr_merged_simplified[0].size() == 0)
break;
VisualServer::get_singleton()->mesh_add_surface_from_arrays(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, i), VisualServer::PRIMITIVE_TRIANGLES, arr_merged_simplified);
if (get_library()->get_material(i).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(get_mesh_rid_index(MESH_INDEX_TERRARIN, MESH_TYPE_INDEX_MESH, i), 0, get_library()->get_material(i)->get_rid());
}
}
if (should_return()) {
return;
}
if (chunk->get_library()->get_material(i).is_valid())
VisualServer::get_singleton()->mesh_surface_set_material(
chunk->get_mesh_rid_index(VoxelChunkDefault::MESH_INDEX_TERRARIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i), 0,
chunk->get_library()->get_material(i)->get_rid());
}
*/
}
if (should_return()) {
return;
}
}
#endif
}
}