Merge pull request #105563 from smix8/gridmap_get_quadrupled

Optimize GridMap rendering scenario quadruple-getters
This commit is contained in:
Thaddeus Crews 2025-04-22 10:44:27 -05:00
commit 1c51640a1c
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GPG key ID: 8C6E5FEB5FC03CCC
2 changed files with 43 additions and 17 deletions

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@ -562,6 +562,8 @@ void GridMapEditor::_set_clipboard_data() {
Ref<MeshLibrary> meshLibrary = node->get_mesh_library();
const RID scenario = get_tree()->get_root()->get_world_3d()->get_scenario();
for (int i = selection.begin.x; i <= selection.end.x; i++) {
for (int j = selection.begin.y; j <= selection.end.y; j++) {
for (int k = selection.begin.z; k <= selection.end.z; k++) {
@ -577,7 +579,7 @@ void GridMapEditor::_set_clipboard_data() {
item.cell_item = itm;
item.grid_offset = Vector3(selected) - selection.begin;
item.orientation = node->get_cell_item_orientation(selected);
item.instance = RenderingServer::get_singleton()->instance_create2(mesh->get_rid(), get_tree()->get_root()->get_world_3d()->get_scenario());
item.instance = RenderingServer::get_singleton()->instance_create2(mesh->get_rid(), scenario);
clipboard_items.push_back(item);
}
@ -1181,20 +1183,23 @@ void GridMapEditor::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_ENTER_TREE: {
mesh_library_palette->connect(SceneStringName(item_selected), callable_mp(this, &GridMapEditor::_item_selected_cbk));
const RID scenario = get_tree()->get_root()->get_world_3d()->get_scenario();
for (int i = 0; i < 3; i++) {
grid[i] = RS::get_singleton()->mesh_create();
grid_instance[i] = RS::get_singleton()->instance_create2(grid[i], get_tree()->get_root()->get_world_3d()->get_scenario());
grid_instance[i] = RS::get_singleton()->instance_create2(grid[i], scenario);
RenderingServer::get_singleton()->instance_set_layer_mask(grid_instance[i], 1 << Node3DEditorViewport::MISC_TOOL_LAYER);
selection_level_instance[i] = RenderingServer::get_singleton()->instance_create2(selection_level_mesh[i], get_tree()->get_root()->get_world_3d()->get_scenario());
selection_level_instance[i] = RenderingServer::get_singleton()->instance_create2(selection_level_mesh[i], scenario);
RenderingServer::get_singleton()->instance_set_layer_mask(selection_level_instance[i], 1 << Node3DEditorViewport::MISC_TOOL_LAYER);
}
cursor_instance = RenderingServer::get_singleton()->instance_create2(cursor_mesh, get_tree()->get_root()->get_world_3d()->get_scenario());
cursor_instance = RenderingServer::get_singleton()->instance_create2(cursor_mesh, scenario);
RenderingServer::get_singleton()->instance_set_layer_mask(cursor_instance, 1 << Node3DEditorViewport::MISC_TOOL_LAYER);
RenderingServer::get_singleton()->instance_set_visible(cursor_instance, false);
selection_instance = RenderingServer::get_singleton()->instance_create2(selection_mesh, get_tree()->get_root()->get_world_3d()->get_scenario());
selection_instance = RenderingServer::get_singleton()->instance_create2(selection_mesh, scenario);
RenderingServer::get_singleton()->instance_set_layer_mask(selection_instance, 1 << Node3DEditorViewport::MISC_TOOL_LAYER);
paste_instance = RenderingServer::get_singleton()->instance_create2(paste_mesh, get_tree()->get_root()->get_world_3d()->get_scenario());
paste_instance = RenderingServer::get_singleton()->instance_create2(paste_mesh, scenario);
RenderingServer::get_singleton()->instance_set_layer_mask(paste_instance, 1 << Node3DEditorViewport::MISC_TOOL_LAYER);
_update_selection_transform();
@ -1271,11 +1276,13 @@ void GridMapEditor::_update_cursor_instance() {
}
cursor_instance = RID();
const RID scenario = get_tree()->get_root()->get_world_3d()->get_scenario();
if (mode_buttons_group->get_pressed_button() == paint_mode_button) {
if (selected_palette >= 0 && node && node->get_mesh_library().is_valid()) {
Ref<Mesh> mesh = node->get_mesh_library()->get_item_mesh(selected_palette);
if (mesh.is_valid() && mesh->get_rid().is_valid()) {
cursor_instance = RenderingServer::get_singleton()->instance_create2(mesh->get_rid(), get_tree()->get_root()->get_world_3d()->get_scenario());
cursor_instance = RenderingServer::get_singleton()->instance_create2(mesh->get_rid(), scenario);
RS::ShadowCastingSetting cast_shadows = (RS::ShadowCastingSetting)node->get_mesh_library()->get_item_mesh_cast_shadow(selected_palette);
RS::get_singleton()->instance_geometry_set_cast_shadows_setting(cursor_instance, cast_shadows);
}
@ -1283,15 +1290,15 @@ void GridMapEditor::_update_cursor_instance() {
} else if (mode_buttons_group->get_pressed_button() == select_mode_button) {
cursor_inner_mat->set_albedo(Color(default_color, 0.2));
cursor_outer_mat->set_albedo(Color(default_color, 0.8));
cursor_instance = RenderingServer::get_singleton()->instance_create2(cursor_mesh, get_tree()->get_root()->get_world_3d()->get_scenario());
cursor_instance = RenderingServer::get_singleton()->instance_create2(cursor_mesh, scenario);
} else if (mode_buttons_group->get_pressed_button() == erase_mode_button) {
cursor_inner_mat->set_albedo(Color(erase_color, 0.2));
cursor_outer_mat->set_albedo(Color(erase_color, 0.8));
cursor_instance = RenderingServer::get_singleton()->instance_create2(cursor_mesh, get_tree()->get_root()->get_world_3d()->get_scenario());
cursor_instance = RenderingServer::get_singleton()->instance_create2(cursor_mesh, scenario);
} else if (mode_buttons_group->get_pressed_button() == pick_mode_button) {
cursor_inner_mat->set_albedo(Color(pick_color, 0.2));
cursor_outer_mat->set_albedo(Color(pick_color, 0.8));
cursor_instance = RenderingServer::get_singleton()->instance_create2(cursor_mesh, get_tree()->get_root()->get_world_3d()->get_scenario());
cursor_instance = RenderingServer::get_singleton()->instance_create2(cursor_mesh, scenario);
}
// Make the cursor translucent so that it can be distinguished from already-placed tiles.