Ported the phase_terrain_mesh from Terraman to the terrain job. I added it as a new method for now. I haven't yet switched to it.

This commit is contained in:
Relintai 2022-02-09 00:15:43 +01:00
parent 53f3ff60c1
commit f1e10c89b0
2 changed files with 202 additions and 1 deletions

View File

@ -28,8 +28,8 @@ SOFTWARE.
#include "../../meshers/default/voxel_mesher_default.h"
#include "../../meshers/voxel_mesher.h"
#include "../default/voxel_chunk_default.h"
#include "../../library/voxel_material_cache.h"
#include "../default/voxel_chunk_default.h"
#ifdef MESH_UTILS_PRESENT
#include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h"
@ -269,12 +269,14 @@ void VoxelTerrainJob::phase_collider() {
}
if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0) {
reset_stages();
next_phase();
next_phase();
return;
}
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
reset_stages();
next_phase();
}
@ -310,6 +312,7 @@ void VoxelTerrainJob::phase_physics_process() {
}
set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
reset_stages();
next_phase();
}
@ -632,6 +635,203 @@ void VoxelTerrainJob::phase_terrain_mesh() {
next_phase();
}
void VoxelTerrainJob::new_phase_terrain_mesh() {
Ref<VoxelChunkDefault> chunk = _chunk;
ERR_FAIL_COND(_meshers.size() == 0);
if (should_return()) {
return;
}
Ref<VoxelMesher> mesher;
for (int i = 0; i < _meshers.size(); ++i) {
mesher = _meshers.get(i);
if (mesher.is_valid()) {
break;
}
}
Ref<VoxelMesher> liquid_mesher;
for (int i = 0; i < _liquid_meshers.size(); ++i) {
liquid_mesher = _liquid_meshers.get(i);
if (liquid_mesher.is_valid()) {
break;
}
}
if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
//if (should_do()) {
// _mesher->bake_colors(_chunk);
// if (should_return()) {
// return;
// }
//}
if (should_do()) {
if (liquid_mesher.is_valid()) {
liquid_mesher->bake_colors(_chunk);
if (should_return()) {
return;
}
}
}
}
if (mesher->get_vertex_count() == 0 && (!liquid_mesher.is_valid() || liquid_mesher->get_vertex_count() == 0)) {
reset_stages();
next_phase();
return;
}
//set up the meshes
if (should_do()) {
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
if (mesh_rid == RID()) {
//need to allocate the meshes
//first count how many we need
int count = 0;
for (int i = 0; i < _job_steps.size(); ++i) {
Ref<VoxelMesherJobStep> step = _job_steps[i];
ERR_FAIL_COND(!step.is_valid());
switch (step->get_job_type()) {
case VoxelMesherJobStep::TYPE_NORMAL:
++count;
break;
case VoxelMesherJobStep::TYPE_NORMAL_LOD:
++count;
break;
case VoxelMesherJobStep::TYPE_DROP_UV2:
++count;
break;
case VoxelMesherJobStep::TYPE_MERGE_VERTS:
++count;
break;
case VoxelMesherJobStep::TYPE_BAKE_TEXTURE:
++count;
break;
case VoxelMesherJobStep::TYPE_SIMPLIFY_MESH:
#ifdef MESH_UTILS_PRESENT
count += step->get_simplification_steps();
#endif
break;
default:
break;
}
}
//allocate
if (count > 0)
chunk->meshes_create(VoxelChunkDefault::MESH_INDEX_TERRAIN, count);
} else {
//we have the meshes, just clear
int count = chunk->mesh_rid_get_count(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH);
for (int i = 0; i < count; ++i) {
mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, i);
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
}
}
}
for (; _current_job_step < _job_steps.size();) {
Ref<VoxelMesherJobStep> step = _job_steps[_current_job_step];
ERR_FAIL_COND(!step.is_valid());
switch (step->get_job_type()) {
case VoxelMesherJobStep::TYPE_NORMAL:
step_type_normal();
break;
case VoxelMesherJobStep::TYPE_NORMAL_LOD:
step_type_normal_lod();
break;
case VoxelMesherJobStep::TYPE_DROP_UV2:
step_type_drop_uv2();
break;
case VoxelMesherJobStep::TYPE_MERGE_VERTS:
step_type_merge_verts();
break;
case VoxelMesherJobStep::TYPE_BAKE_TEXTURE:
step_type_bake_texture();
break;
case VoxelMesherJobStep::TYPE_SIMPLIFY_MESH:
step_type_simplify_mesh();
break;
case VoxelMesherJobStep::TYPE_OTHER:
//do nothing
break;
}
++_current_job_step;
if (should_return()) {
return;
}
}
if (liquid_mesher.is_valid() && liquid_mesher->get_vertex_count() != 0) {
if (should_do()) {
temp_mesh_arr = liquid_mesher->build_mesh();
if (should_return()) {
return;
}
}
RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_LIQUID, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 0);
if (should_do()) {
if (mesh_rid == RID()) {
chunk->meshes_create(VoxelChunkDefault::MESH_INDEX_LIQUID, 1);
mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_LIQUID, 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()->liquid_material_lod_get(0).is_valid())
VS::get_singleton()->mesh_surface_set_material(mesh_rid, 0, chunk->get_library()->liquid_material_lod_get(0)->get_rid());
// if (should_return()) {
// return;
// }
//}
}
reset_stages();
next_phase();
}
void VoxelTerrainJob::phase_finalize() {
set_complete(true); //So threadpool knows it's done

View File

@ -65,6 +65,7 @@ public:
void phase_collider();
void phase_physics_proces();
void phase_terrain_mesh();
void new_phase_terrain_mesh();
void phase_finalize();
void phase_physics_process();