/* Copyright (c) 2019-2020 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "voxel_terrain_job.h" #include "../../library/voxel_library.h" #include "../../library/voxel_surface.h" #include "../../meshers/default/voxel_mesher_default.h" #include "../../meshers/voxel_mesher.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" #endif Ref VoxelTerrainJob::get_mesher(int index) const { ERR_FAIL_INDEX_V(index, _meshers.size(), Ref()); return _meshers.get(index); } void VoxelTerrainJob::set_mesher(int index, const Ref &mesher) { ERR_FAIL_INDEX(index, _meshers.size()); _meshers.set(index, mesher); } void VoxelTerrainJob::remove_mesher(const int index) { ERR_FAIL_INDEX(index, _meshers.size()); _meshers.VREMOVE(index); } void VoxelTerrainJob::add_mesher(const Ref &mesher) { _meshers.push_back(mesher); } int VoxelTerrainJob::get_mesher_count() const { return _meshers.size(); } Ref VoxelTerrainJob::get_liquid_mesher(int index) const { ERR_FAIL_INDEX_V(index, _liquid_meshers.size(), Ref()); return _liquid_meshers.get(index); } void VoxelTerrainJob::set_liquid_mesher(int index, const Ref &mesher) { ERR_FAIL_INDEX(index, _liquid_meshers.size()); _liquid_meshers.set(index, mesher); } void VoxelTerrainJob::remove_liquid_mesher(const int index) { ERR_FAIL_INDEX(index, _liquid_meshers.size()); _liquid_meshers.VREMOVE(index); } void VoxelTerrainJob::add_liquid_mesher(const Ref &mesher) { _liquid_meshers.push_back(mesher); } int VoxelTerrainJob::get_liquid_mesher_count() const { return _liquid_meshers.size(); } Ref VoxelTerrainJob::get_jobs_step(int index) const { ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref()); return _job_steps.get(index); } void VoxelTerrainJob::set_jobs_step(int index, const Ref &step) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.set(index, step); } void VoxelTerrainJob::remove_jobs_step(const int index) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.remove(index); } void VoxelTerrainJob::add_jobs_step(const Ref &step) { _job_steps.push_back(step); } int VoxelTerrainJob::get_jobs_step_count() const { return _job_steps.size(); } void VoxelTerrainJob::phase_setup() { for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_library(_chunk->get_library()); mesher->reset(); } for (int i = 0; i < _liquid_meshers.size(); ++i) { Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_library(_chunk->get_library()); mesher->reset(); } next_phase(); } void VoxelTerrainJob::phase_library_setup() { if (should_return()) { return; } Ref lib = _chunk->get_library(); if (!lib.is_valid()) { next_phase(); return; } if (lib->supports_caching()) { if (!_chunk->material_cache_key_has()) { lib->material_cache_get_key(_chunk); } else { Ref cache = lib->material_cache_get(_chunk->material_cache_key_get()); if (!cache.is_valid()) { next_phase(); return; } //Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it! while (!cache->get_initialized()) { //Means it's currently merging the atlases on a different thread. //Let's just wait OS::get_singleton()->delay_usec(100); } } } next_phase(); if (should_return()) { return; } } void VoxelTerrainJob::phase_terrain_mesh_setup() { int starti = 0; if (has_meta("tms_m")) { starti = get_meta("tms_m"); } for (int i = starti; i < _meshers.size(); ++i) { if (should_return()) { set_meta("tms_m", i); return; } Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->add_chunk(_chunk); } starti = 0; if (has_meta("tms_lm")) { starti = get_meta("tms_lm"); } for (int i = starti; i < _liquid_meshers.size(); ++i) { if (should_return()) { set_meta("tms_lm", i); return; } Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->add_chunk(_chunk); } if (has_meta("tms_m")) { remove_meta("tms_m"); } if (has_meta("tms_lm")) { remove_meta("tms_lm"); } next_phase(); } void VoxelTerrainJob::phase_collider() { Ref chunk = _chunk; if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_CREATE_COLLIDER) == 0) { next_phase(); return; } int starti = 0; if (has_meta("bpc_aa")) { starti = get_meta("bpc_aa"); } for (int i = starti; i < _meshers.size(); ++i) { if (should_return()) { set_meta("bpc_aa", i); return; } Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); temp_arr_collider.append_array(mesher->build_collider()); } if (Engine::get_singleton()->is_editor_hint()) { starti = 0; if (has_meta("bpc_laa")) { starti = get_meta("bpc_laa"); } for (int i = 0; i < _liquid_meshers.size(); ++i) { if (should_return()) { set_meta("bpc_laa", i); return; } Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); temp_arr_collider_liquid.append_array(mesher->build_collider()); } } if (has_meta("bpc_aa")) { remove_meta("bpc_aa"); } if (has_meta("bpc_laa")) { remove_meta("bpc_laa"); } 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(); } void VoxelTerrainJob::phase_physics_process() { Ref chunk = _chunk; if (temp_arr_collider.size() != 0) { if (!chunk->meshes_has(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_BODY)) { chunk->colliders_create(VoxelChunkDefault::MESH_INDEX_TERRAIN); } PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider); temp_arr_collider.resize(0); } if (temp_arr_collider_liquid.size() != 0) { if (Engine::get_singleton()->is_editor_hint()) { if (!chunk->meshes_has(VoxelChunkDefault::MESH_INDEX_LIQUID, VoxelChunkDefault::MESH_TYPE_INDEX_BODY)) { chunk->colliders_create(VoxelChunkDefault::MESH_INDEX_LIQUID); } } /* else { if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_AREA)) { create_colliders_area(MESH_INDEX_LIQUID); } }*/ PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(VoxelChunkDefault::MESH_INDEX_LIQUID, VoxelChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid); temp_arr_collider_liquid.resize(0); } set_build_phase_type(BUILD_PHASE_TYPE_NORMAL); reset_stages(); next_phase(); } void VoxelTerrainJob::phase_terrain_mesh() { Ref chunk = _chunk; ERR_FAIL_COND(_meshers.size() == 0); if (should_return()) { return; } if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { int starti = 0; if (has_meta("bptm_ulm")) { starti = get_meta("bptm_ulm"); } for (int i = starti; i < _meshers.size(); ++i) { if (should_return()) { set_meta("bptm_ulm", i); } Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->bake_colors(_chunk); } starti = 0; if (has_meta("bptm_ullm")) { starti = get_meta("bptm_ullm"); } for (int i = starti; i < _liquid_meshers.size(); ++i) { if (should_return()) { set_meta("bptm_ullm", i); } Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->bake_colors(_chunk); } } int starti = 0; if (has_meta("bptm_mm")) { starti = get_meta("bptm_mm"); } Ref mesher; for (int i = starti; i < _meshers.size(); ++i) { if (should_return()) { set_meta("bptm_mm", i); } Ref m = _meshers.get(i); ERR_CONTINUE(!m.is_valid()); if (!mesher.is_valid()) { mesher = m; mesher->set_material(_chunk->get_library()->material_get(0)); continue; } mesher->set_material(_chunk->get_library()->material_get(0)); mesher->add_mesher(m); } ERR_FAIL_COND(!mesher.is_valid()); starti = 0; if (has_meta("bptm_lmm")) { starti = get_meta("bptm_lmm"); } Ref liquid_mesher; for (int i = starti; i < _liquid_meshers.size(); ++i) { if (should_return()) { set_meta("bptm_lmm", i); } Ref m = _liquid_meshers.get(i); ERR_CONTINUE(!m.is_valid()); if (!liquid_mesher.is_valid()) { liquid_mesher = m; liquid_mesher->set_material(_chunk->get_library()->material_get(0)); continue; } liquid_mesher->set_material(_chunk->get_library()->material_get(0)); liquid_mesher->add_mesher(m); } if (mesher->get_vertex_count() == 0 && (!liquid_mesher.is_valid() || liquid_mesher->get_vertex_count() == 0)) { if (has_meta("bptm_ulm")) { remove_meta("bptm_ulm"); } if (has_meta("bptm_ullm")) { remove_meta("bptm_ullm"); } if (has_meta("bptm_mm")) { remove_meta("bptm_mm"); } if (has_meta("bptm_lmm")) { remove_meta("bptm_lmm"); } 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 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 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; // } //} } if (has_meta("bptm_ulm")) { remove_meta("bptm_ulm"); } if (has_meta("bptm_ullm")) { remove_meta("bptm_ullm"); } if (has_meta("bptm_mm")) { remove_meta("bptm_mm"); } if (has_meta("bptm_lmm")) { remove_meta("bptm_lmm"); } reset_stages(); next_phase(); } void VoxelTerrainJob::phase_finalize() { set_complete(true); //So threadpool knows it's done next_job(); } void VoxelTerrainJob::_execute_phase() { ERR_FAIL_COND(!_chunk.is_valid()); Ref library = _chunk->get_library(); ERR_FAIL_COND(!library.is_valid()); if (_phase == 0) { phase_setup(); } else if (_phase == 1) { phase_library_setup(); } else if (_phase == 2) { phase_terrain_mesh_setup(); } else if (_phase == 3) { phase_collider(); } else if (_phase == 5) { phase_terrain_mesh(); } else if (_phase == 6) { phase_finalize(); } else if (_phase > 6) { set_complete(true); //So threadpool knows it's done next_job(); ERR_FAIL_MSG("VoxelTerrainJob: _phase is too high!"); } } void VoxelTerrainJob::_reset() { VoxelJob::_reset(); _build_done = false; _phase = 0; _current_job_step = 0; _current_mesh = 0; for (int i = 0; i < _meshers.size(); ++i) { Ref mesher = _meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_voxel_scale(_chunk->get_voxel_scale()); Ref chunk = _chunk; Ref md = mesher; if (chunk.is_valid() && md.is_valid()) { md->set_build_flags(chunk->get_build_flags()); } } for (int i = 0; i < _liquid_meshers.size(); ++i) { Ref mesher = _liquid_meshers.get(i); ERR_CONTINUE(!mesher.is_valid()); mesher->set_voxel_scale(_chunk->get_voxel_scale()); Ref chunk = _chunk; Ref md = mesher; if (chunk.is_valid() && md.is_valid()) { md->set_build_flags(chunk->get_build_flags()); } } } void VoxelTerrainJob::_physics_process(float delta) { if (_phase == 4) phase_physics_process(); } void VoxelTerrainJob::step_type_normal() { Ref chunk = _chunk; Ref mesher; for (int i = 0; i < _meshers.size(); ++i) { mesher = _meshers.get(i); if (mesher.is_valid()) { break; } } //TODO make this automatic in build_mesh if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { mesher->bake_colors(_chunk); } temp_mesh_arr = mesher->build_mesh(); RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat; if (chunk->material_cache_key_has()) { lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh); } else { lmat = chunk->get_library()->material_lod_get(_current_mesh); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void VoxelTerrainJob::step_type_normal_lod() { Ref step = _job_steps[_current_job_step]; ERR_FAIL_COND(!step.is_valid()); Ref chunk = _chunk; Ref mesher; for (int i = 0; i < _meshers.size(); ++i) { mesher = _meshers.get(i); if (mesher.is_valid()) { break; } } mesher->set_lod_index(step->get_lod_index()); mesher->reset(); mesher->add_chunk(_chunk); //TODO make this automatic in build_mesh if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { mesher->bake_colors(_chunk); } temp_mesh_arr = mesher->build_mesh(); RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat; if (chunk->material_cache_key_has()) { lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh); } else { lmat = chunk->get_library()->material_lod_get(_current_mesh); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void VoxelTerrainJob::step_type_drop_uv2() { Ref chunk = _chunk; RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant(); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat; if (chunk->material_cache_key_has()) { lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh); } else { lmat = chunk->get_library()->material_lod_get(_current_mesh); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void VoxelTerrainJob::step_type_merge_verts() { Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr); temp_mesh_arr = temp_mesh_arr2; Ref chunk = _chunk; RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat; if (chunk->material_cache_key_has()) { lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh); } else { lmat = chunk->get_library()->material_lod_get(_current_mesh); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void VoxelTerrainJob::step_type_bake_texture() { Ref chunk = _chunk; Ref mat = chunk->get_library()->material_lod_get(0); Ref spmat = chunk->get_library()->material_lod_get(0); Ref 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(); RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat; if (chunk->material_cache_key_has()) { lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh); } else { lmat = chunk->get_library()->material_lod_get(_current_mesh); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } } ++_current_mesh; } void VoxelTerrainJob::step_type_simplify_mesh() { #ifdef MESH_UTILS_PRESENT Ref chunk = _chunk; Ref step = _job_steps[_current_job_step]; ERR_FAIL_COND(!step.is_valid()); Ref fqms = step->get_fqms(); ERR_FAIL_COND(!fqms.is_valid()); fqms->initialize(temp_mesh_arr); for (int i = 0; i < step->get_simplification_steps(); ++i) { fqms->simplify_mesh(temp_mesh_arr.size() * step->get_simplification_step_ratio(), step->get_simplification_agressiveness()); temp_mesh_arr = fqms->get_arrays(); RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_TERRAIN, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat; if (chunk->material_cache_key_has()) { lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh); } else { lmat = chunk->get_library()->material_lod_get(_current_mesh); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } #endif } VoxelTerrainJob::VoxelTerrainJob() { _current_job_step = 0; _current_mesh = 0; } VoxelTerrainJob::~VoxelTerrainJob() { _meshers.clear(); _liquid_meshers.clear(); } void VoxelTerrainJob::_bind_methods() { ClassDB::bind_method(D_METHOD("get_mesher", "index"), &VoxelTerrainJob::get_mesher); ClassDB::bind_method(D_METHOD("set_mesher", "index", "mesher"), &VoxelTerrainJob::set_mesher); ClassDB::bind_method(D_METHOD("remove_mesher", "index"), &VoxelTerrainJob::remove_mesher); ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &VoxelTerrainJob::add_mesher); ClassDB::bind_method(D_METHOD("get_mesher_count"), &VoxelTerrainJob::get_mesher_count); ClassDB::bind_method(D_METHOD("get_liquid_mesher", "index"), &VoxelTerrainJob::get_liquid_mesher); ClassDB::bind_method(D_METHOD("set_liquid_mesher", "index", "mesher"), &VoxelTerrainJob::set_liquid_mesher); ClassDB::bind_method(D_METHOD("remove_liquid_mesher", "index"), &VoxelTerrainJob::remove_liquid_mesher); ClassDB::bind_method(D_METHOD("add_liquid_mesher", "mesher"), &VoxelTerrainJob::add_liquid_mesher); ClassDB::bind_method(D_METHOD("get_liquid_mesher_count"), &VoxelTerrainJob::get_liquid_mesher_count); ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &VoxelTerrainJob::get_jobs_step); ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &VoxelTerrainJob::set_jobs_step); ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &VoxelTerrainJob::remove_jobs_step); ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &VoxelTerrainJob::add_jobs_step); ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &VoxelTerrainJob::get_jobs_step_count); ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelTerrainJob::_physics_process); }