broken_seals/game/player/CharacterSkeletonMeshJob.gd

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GDScript3
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tool
extends ThreadPoolJob
# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
2021-04-15 11:52:32 +02:00
# Copyright (c) 2019-2021 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.
export(bool) var use_lod : bool = true
var meshes : Array
#var debug_arrays : Array
var _generating : bool = false
var _textures : Array
var material_cache : ESSMaterialCache = null
var materials : Array = Array()
var data : Array
signal finished
func _execute():
prepare_textures()
meshes.clear()
var mm : MeshMerger = MeshMerger.new()
mm.format = ArrayMesh.ARRAY_FORMAT_VERTEX | ArrayMesh.ARRAY_FORMAT_COLOR | ArrayMesh.ARRAY_FORMAT_BONES | ArrayMesh.ARRAY_FORMAT_INDEX | ArrayMesh.ARRAY_FORMAT_NORMAL | ArrayMesh.ARRAY_FORMAT_TEX_UV | ArrayMesh.ARRAY_FORMAT_WEIGHTS
var bones : PoolIntArray = PoolIntArray()
bones.resize(4)
bones[0] = 1
bones[1] = 0
bones[2] = 0
bones[3] = 0
var bonew : PoolRealArray = PoolRealArray()
bonew.resize(4)
bonew[0] = 1
bonew[1] = 0
bonew[2] = 0
bonew[3] = 0
for ddict in data:
var bone_name : String = ddict["bone_name"]
var bone_idx : int = ddict["bone_idx"]
var texture : Texture = ddict["texture"]
#var atlas_texture : AtlasTexture = ddict["atlas_texture"]
var transform : Transform = ddict["transform"]
var mesh : MeshDataResource = ddict["mesh"]
var rect : Rect2 = material_cache.texture_get_uv_rect(texture)
bones[0] = bone_idx
mm.add_mesh_data_resource_bone(mesh, bones, bonew, transform, rect)
var arr : Array = mm.build_mesh()
var mesh : ArrayMesh = ArrayMesh.new()
# No octahedral compression for skinned meshes for now. Can cause bugs on some gpus
mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr, [], ArrayMesh.ARRAY_COMPRESS_NORMAL | ArrayMesh.ARRAY_COMPRESS_TANGENT | ArrayMesh.ARRAY_COMPRESS_COLOR | ArrayMesh.ARRAY_COMPRESS_TEX_UV | ArrayMesh.ARRAY_COMPRESS_TEX_UV2 | ArrayMesh.ARRAY_COMPRESS_WEIGHTS)
#debug_arrays = arr.duplicate(true)
mesh.surface_set_material(0, material_cache.material_lod_get(0))
meshes.append(mesh)
if use_lod:
arr = MeshUtils.merge_mesh_array(arr)
var meshl2 : ArrayMesh = ArrayMesh.new()
meshl2.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr, [], ArrayMesh.ARRAY_COMPRESS_NORMAL | ArrayMesh.ARRAY_COMPRESS_TANGENT | ArrayMesh.ARRAY_COMPRESS_COLOR | ArrayMesh.ARRAY_COMPRESS_TEX_UV | ArrayMesh.ARRAY_COMPRESS_TEX_UV2 | ArrayMesh.ARRAY_COMPRESS_WEIGHTS)
meshl2.surface_set_material(0, material_cache.material_lod_get(1))
meshes.append(meshl2)
var texture : Texture = null
var ml : Material = material_cache.material_lod_get(0)
if ml is SpatialMaterial:
var spml : SpatialMaterial = ml
texture = spml.get_texture(SpatialMaterial.TEXTURE_ALBEDO)
elif ml is ShaderMaterial:
var sm : ShaderMaterial = ml
texture = sm.get_shader_param("texture_albedo")
arr = MeshUtils.bake_mesh_array_uv(arr, texture)
arr[RenderingServer.ARRAY_TEX_UV] = null
var meshl3 : ArrayMesh = ArrayMesh.new()
meshl3.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr, [], ArrayMesh.ARRAY_COMPRESS_NORMAL | ArrayMesh.ARRAY_COMPRESS_TANGENT | ArrayMesh.ARRAY_COMPRESS_COLOR | ArrayMesh.ARRAY_COMPRESS_TEX_UV | ArrayMesh.ARRAY_COMPRESS_TEX_UV2 | ArrayMesh.ARRAY_COMPRESS_WEIGHTS)
meshl3.surface_set_material(0, material_cache.material_lod_get(2))
meshes.append(meshl3)
emit_signal("finished")
# call_deferred("emit_signal", "finished")
complete = true
func prepare_textures() -> void:
if !material_cache.initialized:
initialize_material_cache()
var curr_tex_index : int = 0
for i in range(data.size()):
var ddict : Dictionary = data[i]
var textures : Array = ddict["textures"]
var texture : Texture = null
var tcount : int = 0
for j in range(textures.size()):
if textures[j]:
tcount += 1
if tcount > 1:
# merged texture. We need to get the texture itself
texture = material_cache.texture_get(curr_tex_index)
else:
for j in range(textures.size() - 1, -1, -1):
if textures[j]:
texture = textures[j]
break
ddict["texture"] = texture
data[i] = ddict
if texture != null:
curr_tex_index += 1
func initialize_material_cache() -> void:
if !material_cache.initialized:
material_cache.mutex_lock()
#got initialized before we got the lock
#No need to have the lock anymore
if material_cache.initialized:
material_cache.mutex_unlock()
return
var lmerger : TextureLayerMerger = TextureLayerMerger.new()
for i in range(data.size()):
var ddict : Dictionary = data[i]
var textures : Array = ddict["textures"]
var texture : Texture = null
var tcount : int = 0
for j in range(textures.size()):
if textures[j]:
tcount += 1
if tcount > 1:
for j in range(textures.size() - 1, -1, -1):
if textures[j]:
lmerger.add_texture(textures[j])
break
lmerger.merge()
texture = lmerger.get_result_as_texture()
lmerger.clear()
else:
for j in range(textures.size() - 1, -1, -1):
if textures[j]:
texture = textures[j]
break
if texture != null:
material_cache.texture_add(texture)
material_cache.refresh_rects()
material_cache.mutex_unlock()