tool extends ThreadPoolJob # Copyright Péter Magyar relintai@gmail.com # MIT License, functionality from this class needs to be protable to the entity spell system # 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[VisualServer.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()