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Fix performance regression when rendering collision shapes
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@@ -805,12 +805,20 @@ bool GridMap::_octant_update(const OctantKey &p_key) {
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#ifndef PHYSICS_3D_DISABLED
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if (col_debug.size()) {
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SceneTree *st = SceneTree::get_singleton();
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Vector<Color> colors;
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colors.resize(col_debug.size());
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if (st) {
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colors.fill(st->get_debug_collisions_color());
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}
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Array arr;
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arr.resize(RS::ARRAY_MAX);
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arr[RS::ARRAY_VERTEX] = col_debug;
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arr[RS::ARRAY_COLOR] = colors;
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RS::get_singleton()->mesh_add_surface_from_arrays(g.collision_debug, RS::PRIMITIVE_LINES, arr);
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SceneTree *st = SceneTree::get_singleton();
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if (st) {
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RS::get_singleton()->mesh_surface_set_material(g.collision_debug, 0, st->get_debug_collision_material()->get_rid());
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}
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@@ -1008,15 +1008,16 @@ Ref<Material> SceneTree::get_debug_collision_material() {
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return collision_material;
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}
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Ref<StandardMaterial3D> line_material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
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line_material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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line_material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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line_material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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line_material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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line_material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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line_material->set_albedo(get_debug_collisions_color());
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Ref<StandardMaterial3D> material = Ref<StandardMaterial3D>(memnew(StandardMaterial3D));
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material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
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material->set_cull_mode(StandardMaterial3D::CULL_BACK);
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material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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collision_material = line_material;
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collision_material = material;
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return collision_material;
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}
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@@ -107,36 +107,30 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
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debug_mesh_cache.instantiate();
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if (!lines.is_empty()) {
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//make mesh
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Vector<Vector3> array;
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array.resize(lines.size());
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Vector3 *v = array.ptrw();
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Vector<Color> arraycol;
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arraycol.resize(lines.size());
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Color *c = arraycol.ptrw();
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for (int i = 0; i < lines.size(); i++) {
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v[i] = lines[i];
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c[i] = debug_color;
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}
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Vector<Color> colors;
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colors.resize(lines.size());
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colors.fill(debug_color);
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Array lines_array;
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lines_array.resize(Mesh::ARRAY_MAX);
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lines_array[Mesh::ARRAY_VERTEX] = array;
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lines_array[Mesh::ARRAY_COLOR] = arraycol;
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Ref<StandardMaterial3D> material = get_debug_collision_material();
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lines_array[Mesh::ARRAY_VERTEX] = lines;
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lines_array[Mesh::ARRAY_COLOR] = colors;
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debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_LINES, lines_array);
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debug_mesh_cache->surface_set_material(0, material);
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SceneTree *scene_tree = SceneTree::get_singleton();
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if (scene_tree) {
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debug_mesh_cache->surface_set_material(0, scene_tree->get_debug_collision_material());
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}
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if (debug_fill) {
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Ref<ArrayMesh> array_mesh = get_debug_arraymesh_faces(debug_color * Color(1.0, 1.0, 1.0, 0.0625));
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if (array_mesh.is_valid() && array_mesh->get_surface_count() > 0) {
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Array solid_array = array_mesh->surface_get_arrays(0);
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debug_mesh_cache->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, solid_array);
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debug_mesh_cache->surface_set_material(1, material);
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if (scene_tree) {
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debug_mesh_cache->surface_set_material(1, scene_tree->get_debug_collision_material());
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}
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}
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}
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}
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@@ -144,26 +138,6 @@ Ref<ArrayMesh> Shape3D::get_debug_mesh() {
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return debug_mesh_cache;
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}
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Ref<Material> Shape3D::get_debug_collision_material() {
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if (collision_material.is_valid()) {
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return collision_material;
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}
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Ref<StandardMaterial3D> material = memnew(StandardMaterial3D);
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material->set_albedo(Color(1.0, 1.0, 1.0));
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material->set_shading_mode(StandardMaterial3D::SHADING_MODE_UNSHADED);
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material->set_transparency(StandardMaterial3D::TRANSPARENCY_ALPHA);
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material->set_render_priority(StandardMaterial3D::RENDER_PRIORITY_MIN + 1);
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material->set_cull_mode(StandardMaterial3D::CULL_BACK);
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material->set_flag(StandardMaterial3D::FLAG_DISABLE_FOG, true);
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material->set_flag(StandardMaterial3D::FLAG_ALBEDO_FROM_VERTEX_COLOR, true);
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material->set_flag(StandardMaterial3D::FLAG_SRGB_VERTEX_COLOR, true);
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collision_material = material;
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return collision_material;
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}
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void Shape3D::_update_shape() {
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emit_changed();
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debug_mesh_cache.unref();
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@@ -44,7 +44,6 @@ class Shape3D : public Resource {
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real_t margin = 0.04;
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Ref<ArrayMesh> debug_mesh_cache;
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Ref<Material> collision_material;
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// Not wrapped in `#ifdef DEBUG_ENABLED` as it is used for rendering.
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Color debug_color = Color(0.0, 0.0, 0.0, 0.0);
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@@ -59,8 +58,6 @@ protected:
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_FORCE_INLINE_ RID get_shape() const { return shape; }
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Shape3D(RID p_shape);
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Ref<Material> get_debug_collision_material();
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virtual void _update_shape();
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public:
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