mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-21 13:16:49 +01:00
191 lines
6.1 KiB
GDScript
191 lines
6.1 KiB
GDScript
tool
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extends ThreadPoolJob
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019-2021 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(bool) var use_lod : bool = true
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var meshes : Array
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#var debug_arrays : Array
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var _generating : bool = false
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var _textures : Array
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var material_cache : ESSMaterialCache = null
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var materials : Array = Array()
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var data : Array
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signal finished
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func _execute():
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prepare_textures()
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meshes.clear()
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var mm : MeshMerger = MeshMerger.new()
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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
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var bones : PoolIntArray = PoolIntArray()
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bones.resize(4)
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bones[0] = 1
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bones[1] = 0
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bones[2] = 0
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bones[3] = 0
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var bonew : PoolRealArray = PoolRealArray()
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bonew.resize(4)
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bonew[0] = 1
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bonew[1] = 0
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bonew[2] = 0
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bonew[3] = 0
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for ddict in data:
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var bone_name : String = ddict["bone_name"]
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var bone_idx : int = ddict["bone_idx"]
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var texture : Texture = ddict["texture"]
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#var atlas_texture : AtlasTexture = ddict["atlas_texture"]
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var transform : Transform = ddict["transform"]
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var mesh : MeshDataResource = ddict["mesh"]
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var rect : Rect2 = material_cache.texture_get_uv_rect(texture)
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bones[0] = bone_idx
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mm.add_mesh_data_resource_bone(mesh, bones, bonew, transform, rect)
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var arr : Array = mm.build_mesh()
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var mesh : ArrayMesh = ArrayMesh.new()
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# No octahedral compression for skinned meshes for now. Can cause bugs on some gpus
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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)
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#debug_arrays = arr.duplicate(true)
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mesh.surface_set_material(0, material_cache.material_lod_get(0))
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meshes.append(mesh)
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if use_lod:
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arr = MeshUtils.merge_mesh_array(arr)
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var meshl2 : ArrayMesh = ArrayMesh.new()
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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)
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meshl2.surface_set_material(0, material_cache.material_lod_get(1))
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meshes.append(meshl2)
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var texture : Texture = null
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var ml : Material = material_cache.material_lod_get(0)
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if ml is SpatialMaterial:
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var spml : SpatialMaterial = ml
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texture = spml.get_texture(SpatialMaterial.TEXTURE_ALBEDO)
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elif ml is ShaderMaterial:
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var sm : ShaderMaterial = ml
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texture = sm.get_shader_param("texture_albedo")
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arr = MeshUtils.bake_mesh_array_uv(arr, texture)
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arr[VisualServer.ARRAY_TEX_UV] = null
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var meshl3 : ArrayMesh = ArrayMesh.new()
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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)
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meshl3.surface_set_material(0, material_cache.material_lod_get(2))
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meshes.append(meshl3)
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emit_signal("finished")
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# call_deferred("emit_signal", "finished")
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complete = true
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func prepare_textures() -> void:
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if !material_cache.initialized:
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initialize_material_cache()
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var curr_tex_index : int = 0
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for i in range(data.size()):
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var ddict : Dictionary = data[i]
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var textures : Array = ddict["textures"]
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var texture : Texture = null
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var tcount : int = 0
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for j in range(textures.size()):
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if textures[j]:
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tcount += 1
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if tcount > 1:
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# merged texture. We need to get the texture itself
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texture = material_cache.texture_get(curr_tex_index)
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else:
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for j in range(textures.size() - 1, -1, -1):
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if textures[j]:
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texture = textures[j]
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break
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ddict["texture"] = texture
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data[i] = ddict
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if texture != null:
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curr_tex_index += 1
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func initialize_material_cache() -> void:
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if !material_cache.initialized:
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material_cache.mutex_lock()
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#got initialized before we got the lock
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#No need to have the lock anymore
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if material_cache.initialized:
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material_cache.mutex_unlock()
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return
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var lmerger : TextureLayerMerger = TextureLayerMerger.new()
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for i in range(data.size()):
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var ddict : Dictionary = data[i]
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var textures : Array = ddict["textures"]
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var texture : Texture = null
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var tcount : int = 0
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for j in range(textures.size()):
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if textures[j]:
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tcount += 1
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if tcount > 1:
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for j in range(textures.size() - 1, -1, -1):
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if textures[j]:
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lmerger.add_texture(textures[j])
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break
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lmerger.merge()
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texture = lmerger.get_result_as_texture()
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lmerger.clear()
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else:
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for j in range(textures.size() - 1, -1, -1):
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if textures[j]:
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texture = textures[j]
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break
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if texture != null:
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material_cache.texture_add(texture)
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material_cache.refresh_rects()
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material_cache.mutex_unlock()
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