pandemonium_engine/modules/props_2d/prop_2d_mesher.cpp

1237 lines
34 KiB
C++
Raw Normal View History

2023-12-18 00:18:53 +01:00
/*************************************************************************/
/* prop_2d_mesher.cpp */
/*************************************************************************/
/* This file is part of: */
/* PANDEMONIUM ENGINE */
/* https://github.com/Relintai/pandemonium_engine */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* */
/* 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. */
/*************************************************************************/
#include "prop_2d_mesher.h"
#include "lights/prop_2d_light.h"
#include "modules/opensimplex/open_simplex_noise.h"
#include "./singleton/prop_2d_cache.h"
#include "material_cache/prop_2d_material_cache.h"
#include "tiled_wall/tiled_wall_2d_data.h"
#include "modules/modules_enabled.gen.h"
const String Prop2DMesher::BINDING_STRING_BUILD_FLAGS = "Use Lighting,Use AO,Use RAO,Bake Lights";
bool Prop2DMesher::Vertex::operator==(const Vertex &p_vertex) const {
if (vertex != p_vertex.vertex)
return false;
if (uv != p_vertex.uv)
return false;
if (color != p_vertex.color)
return false;
if (bones.size() != p_vertex.bones.size())
return false;
for (int i = 0; i < bones.size(); i++) {
if (bones[i] != p_vertex.bones[i])
return false;
}
for (int i = 0; i < weights.size(); i++) {
if (weights[i] != p_vertex.weights[i])
return false;
}
return true;
}
uint32_t Prop2DMesher::VertexHasher::hash(const Vertex &p_vtx) {
uint32_t h = hash_djb2_buffer((const uint8_t *)&p_vtx.vertex, sizeof(real_t) * 3);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.uv, sizeof(real_t) * 2, h);
h = hash_djb2_buffer((const uint8_t *)&p_vtx.color, sizeof(real_t) * 4, h);
h = hash_djb2_buffer((const uint8_t *)p_vtx.bones.ptr(), p_vtx.bones.size() * sizeof(int), h);
h = hash_djb2_buffer((const uint8_t *)p_vtx.weights.ptr(), p_vtx.weights.size() * sizeof(float), h);
return h;
}
int Prop2DMesher::get_format() const {
return _format;
}
void Prop2DMesher::set_format(const int value) {
_format = value;
}
int Prop2DMesher::get_texture_scale() const {
return _texture_scale;
}
void Prop2DMesher::set_texture_scale(const int value) {
_texture_scale = value;
}
Ref<Material> Prop2DMesher::get_material() {
return _material;
}
void Prop2DMesher::set_material(const Ref<Material> &material) {
_material = material;
}
float Prop2DMesher::get_pixels_per_unit() const {
return _pixels_per_unit;
}
void Prop2DMesher::set_pixels_per_unit(const float value) {
_pixels_per_unit = value;
}
float Prop2DMesher::get_ao_strength() const {
return _ao_strength;
}
void Prop2DMesher::set_ao_strength(float value) {
_ao_strength = value;
}
float Prop2DMesher::get_base_light_value() const {
return _base_light_value;
}
void Prop2DMesher::set_base_light_value(float value) {
_base_light_value = value;
}
float Prop2DMesher::get_voxel_scale() const {
return _voxel_scale;
}
void Prop2DMesher::set_voxel_scale(const float voxel_scale) {
_voxel_scale = voxel_scale;
}
Rect2 Prop2DMesher::get_uv_margin() const {
return _uv_margin;
}
void Prop2DMesher::set_uv_margin(const Rect2 margin) {
_uv_margin = margin;
}
_FORCE_INLINE_ int Prop2DMesher::get_build_flags() const {
return _build_flags;
}
_FORCE_INLINE_ void Prop2DMesher::set_build_flags(const int flags) {
_build_flags = flags;
if ((_build_flags & Prop2DMesher::BUILD_FLAG_USE_LIGHTING) != 0) {
_format |= RenderingServer::ARRAY_FORMAT_COLOR;
} else {
_format ^= RenderingServer::ARRAY_FORMAT_COLOR;
}
}
Array Prop2DMesher::build_mesh() {
Array a;
a.resize(RenderingServer::ARRAY_MAX);
if (_vertices.size() == 0) {
//Nothing to do
return a;
}
{
PoolVector<Vector2> array;
array.resize(_vertices.size());
PoolVector<Vector2>::Write w = array.write();
for (int i = 0; i < _vertices.size(); ++i) {
w[i] = _vertices[i].vertex;
}
w.release();
a[RenderingServer::ARRAY_VERTEX] = array;
}
if ((_format & RenderingServer::ARRAY_FORMAT_COLOR) != 0) {
PoolVector<Color> array;
array.resize(_vertices.size());
PoolVector<Color>::Write w = array.write();
for (int i = 0; i < _vertices.size(); ++i) {
w[i] = _vertices[i].color;
}
w.release();
a[RenderingServer::ARRAY_COLOR] = array;
}
if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) {
PoolVector<Vector2> array;
array.resize(_vertices.size());
PoolVector<Vector2>::Write w = array.write();
for (int i = 0; i < _vertices.size(); ++i) {
w[i] = _vertices[i].uv;
}
w.release();
a[RenderingServer::ARRAY_TEX_UV] = array;
}
if (_indices.size() > 0) {
PoolVector<int> array;
array.resize(_indices.size());
PoolVector<int>::Write w = array.write();
for (int i = 0; i < _indices.size(); ++i) {
w[i] = _indices[i];
}
w.release();
a[RenderingServer::ARRAY_INDEX] = array;
}
return a;
}
void Prop2DMesher::build_mesh_into(RID mesh) {
ERR_FAIL_COND(mesh == RID());
RS::get_singleton()->mesh_clear(mesh);
if (_vertices.size() == 0) {
//Nothing to do
return;
}
Array arr = build_mesh();
RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RenderingServer::PRIMITIVE_TRIANGLES, arr);
if (_material.is_valid())
RS::get_singleton()->mesh_surface_set_material(mesh, 0, _material->get_rid());
}
void Prop2DMesher::remove_doubles() {
if (_vertices.size() == 0)
return;
for (int i = 0; i < _vertices.size(); ++i) {
Vertex vert = _vertices[i];
PoolVector<int> indices;
for (int j = i + 1; j < _vertices.size(); ++j) {
if (_vertices[j] == vert) {
indices.push_back(j);
}
}
for (int j = 0; j < indices.size(); ++j) {
int index = indices[j];
_vertices.remove(index);
//make all indices that were bigger than the one we replaced one lower
for (int k = 0; k < _indices.size(); ++k) {
int indx = _indices[k];
if (indx == index) {
_indices.set(k, i);
} else if (indx > index) {
_indices.set(k, --indx);
}
}
for (int k = j + 1; k < indices.size(); ++k) {
int val = indices[k];
if (val > index) {
indices.set(k, --val);
}
}
}
}
}
//lot faster that normal remove_doubles, but false positives can happen curtesy of hash collisions
void Prop2DMesher::remove_doubles_hashed() {
if (_vertices.size() == 0)
return;
PoolVector<uint32_t> hashes;
hashes.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
hashes.set(i, VertexHasher::hash(_vertices[i]));
}
for (int i = 0; i < hashes.size(); ++i) {
uint32_t hash = hashes[i];
PoolVector<int> indices;
for (int j = i + 1; j < hashes.size(); ++j) {
if (hashes[j] == hash) {
indices.push_back(j);
}
}
for (int j = 0; j < indices.size(); ++j) {
int index = indices[j];
hashes.remove(index);
_vertices.remove(index);
//make all indices that were bigger than the one we replaced one lower
for (int k = 0; k < _indices.size(); ++k) {
int indx = _indices[k];
if (indx == index) {
_indices.set(k, i);
} else if (indx > index) {
_indices.set(k, --indx);
}
}
for (int k = j + 1; k < indices.size(); ++k) {
int val = indices[k];
if (val > index) {
indices.set(k, --val);
}
}
}
}
}
void Prop2DMesher::reset() {
_vertices.resize(0);
_indices.resize(0);
_last_color = Color();
_last_uv = Vector2();
_last_bones.clear();
_last_weights.clear();
}
void Prop2DMesher::add_tiled_wall_simple(const int width, const int height, const Transform2D &transform, const Ref<TiledWall2DData> &tiled_wall_data, Ref<Prop2DMaterialCache> cache) {
ERR_FAIL_COND(!tiled_wall_data.is_valid());
ERR_FAIL_COND(!cache.is_valid());
ERR_FAIL_COND(width < 0);
ERR_FAIL_COND(height < 0);
if (tiled_wall_data->get_texture_count() == 0) {
return;
}
float flavour_chance = tiled_wall_data->get_flavour_chance();
//collect rects
Vector<Rect2> normal_rects;
Vector<Rect2> flavour_rects;
Vector<Vector2> normal_sizes;
Vector<Vector2> flavour_sizes;
for (int i = 0; i < tiled_wall_data->get_texture_count(); ++i) {
const Ref<Texture> &t = tiled_wall_data->get_texture(i);
if (t.is_valid()) {
normal_rects.push_back(cache->texture_get_uv_rect(t));
normal_sizes.push_back(cache->texture_get_rect(t).size);
}
}
for (int i = 0; i < tiled_wall_data->get_flavour_texture_count(); ++i) {
const Ref<Texture> &t = tiled_wall_data->get_flavour_texture(i);
if (t.is_valid()) {
flavour_rects.push_back(cache->texture_get_uv_rect(t));
flavour_sizes.push_back(cache->texture_get_rect(t).size);
}
}
//fallback
if (normal_rects.size() == 0) {
normal_rects.push_back(Rect2(0, 0, 1, 1));
normal_sizes.push_back(Vector2(1, 1));
}
TiledWall2DData::TiledWall2DTilingType tiling_type = tiled_wall_data->get_tiling_type();
if (tiling_type == TiledWall2DData::TILED_WALL_TILING_TYPE_NONE) {
Rect2 r = normal_rects[0];
Vector2 rs = normal_sizes[0];
if (flavour_rects.size() == 0) {
//no flavours
for (int x = 0; x < width; ++x) {
for (int y = 0; y < height; ++y) {
add_tiled_wall_mesh_rect_simple(x, y, transform, r, rs);
}
}
} else {
//has flavours
for (int x = 0; x < width; ++x) {
for (int y = 0; y < height; ++y) {
if (Math::randf() > flavour_chance) {
add_tiled_wall_mesh_rect_simple(x, y, transform, r, rs);
} else {
int ind = Math::rand() % flavour_rects.size();
add_tiled_wall_mesh_rect_simple(x, y, transform, flavour_rects[ind], flavour_sizes[ind]);
}
}
}
}
} else if (tiling_type == TiledWall2DData::TILED_WALL_TILING_TYPE_HORIZONTAL) {
Rect2 r;
Vector2 rs;
if (flavour_rects.size() == 0) {
//no flavours
for (int x = 0; x < width; ++x) {
int ind = x % normal_rects.size();
r = normal_rects[ind];
rs = normal_sizes[ind];
for (int y = 0; y < height; ++y) {
add_tiled_wall_mesh_rect_simple(x, y, transform, r, rs);
}
}
} else {
//has flavours
for (int x = 0; x < width; ++x) {
int ind = x % normal_rects.size();
r = normal_rects[ind];
rs = normal_sizes[ind];
for (int y = 0; y < height; ++y) {
if (Math::randf() > flavour_chance) {
add_tiled_wall_mesh_rect_simple(x, y, transform, r, rs);
} else {
int find = Math::rand() % flavour_rects.size();
add_tiled_wall_mesh_rect_simple(x, y, transform, flavour_rects[find], flavour_sizes[find]);
}
}
}
}
} else if (tiling_type == TiledWall2DData::TILED_WALL_TILING_TYPE_VERTICAL) {
Rect2 r;
Vector2 rs;
if (flavour_rects.size() == 0) {
//no flavours
for (int x = 0; x < width; ++x) {
for (int y = 0; y < height; ++y) {
int ind = y % normal_rects.size();
r = normal_rects[ind];
rs = normal_sizes[ind];
add_tiled_wall_mesh_rect_simple(x, y, transform, r, rs);
}
}
} else {
//has flavours
for (int x = 0; x < width; ++x) {
for (int y = 0; y < height; ++y) {
int ind = y % normal_rects.size();
r = normal_rects[ind];
rs = normal_sizes[ind];
if (Math::randf() > flavour_chance) {
add_tiled_wall_mesh_rect_simple(x, y, transform, r, rs);
} else {
int find = Math::rand() % flavour_rects.size();
add_tiled_wall_mesh_rect_simple(x, y, transform, flavour_rects[find], flavour_sizes[find]);
}
}
}
}
} else if (tiling_type == TiledWall2DData::TILED_WALL_TILING_TYPE_BOTH) {
Rect2 r;
Vector2 rs;
if (flavour_rects.size() == 0) {
//no flavours
for (int x = 0; x < width; ++x) {
for (int y = 0; y < height; ++y) {
int ind = (x + y) % normal_rects.size();
r = normal_rects[ind];
rs = normal_sizes[ind];
add_tiled_wall_mesh_rect_simple(x, y, transform, r, rs);
}
}
} else {
//has flavours
for (int x = 0; x < width; ++x) {
for (int y = 0; y < height; ++y) {
int ind = (x + y) % normal_rects.size();
r = normal_rects[ind];
rs = normal_sizes[ind];
if (Math::randf() > flavour_chance) {
add_tiled_wall_mesh_rect_simple(x, y, transform, r, rs);
} else {
int find = Math::rand() % flavour_rects.size();
add_tiled_wall_mesh_rect_simple(x, y, transform, flavour_rects[find], flavour_sizes[find]);
}
}
}
}
}
}
void Prop2DMesher::add_tiled_wall_mesh_rect_simple(const int x, const int y, const Transform2D &transform, const Rect2 &texture_uv_rect, const Vector2 &size) {
int vc = get_vertex_count();
int sx = x * size.x;
int sy = y * size.y;
//x + 1, y
add_uv(transform_uv(Vector2(1, 0), texture_uv_rect));
add_vertex(transform.xform(Vector2(sx + size.x, sy)));
//x, y
add_uv(transform_uv(Vector2(0, 0), texture_uv_rect));
add_vertex(transform.xform(Vector2(sx, sy)));
//x, y + 1
add_uv(transform_uv(Vector2(0, 1), texture_uv_rect));
add_vertex(transform.xform(Vector2(sx, sy + size.y)));
//x + 1, y + 1
add_uv(transform_uv(Vector2(1, 1), texture_uv_rect));
add_vertex(transform.xform(Vector2(sx + size.x, sy + size.y)));
add_indices(vc + 2);
add_indices(vc + 1);
add_indices(vc + 0);
add_indices(vc + 3);
add_indices(vc + 2);
add_indices(vc + 0);
}
_FORCE_INLINE_ Vector2 Prop2DMesher::transform_uv(const Vector2 &uv, const Rect2 &rect) const {
Vector2 ruv = uv;
ruv.x *= rect.size.x;
ruv.y *= rect.size.y;
ruv.x += rect.position.x;
ruv.y += rect.position.y;
return ruv;
}
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
void Prop2DMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale, const Rect2 uv_rect) {
Transform transform = Transform(Basis(rotation).scaled(scale), position);
add_mesh_data_resource_transform(mesh, transform, uv_rect);
}
void Prop2DMesher::add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform, const Rect2 uv_rect) {
if (mesh->get_array().size() == 0)
return;
const Array &arr = mesh->get_array();
PoolVector2Array vertices = arr[Mesh::ARRAY_VERTEX];
PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
PoolColorArray colors = arr[Mesh::ARRAY_COLOR];
PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
if (vertices.size() == 0)
return;
int orig_vert_size = _vertices.size();
for (int i = 0; i < vertices.size(); ++i) {
if (uvs.size() > 0) {
Vector2 uv = uvs[i];
uv.x = uv_rect.size.width * uv.x + uv_rect.position.x;
uv.y = uv_rect.size.height * uv.y + uv_rect.position.y;
add_uv(uv);
}
if (colors.size() > 0)
add_color(colors[i]);
//add_vertex(transform.xform(vertices[i]));
}
int orig_indices_count = _indices.size();
_indices.resize(_indices.size() + indices.size());
for (int i = 0; i < indices.size(); ++i) {
_indices.set(orig_indices_count + i, orig_vert_size + indices[i]);
}
}
void Prop2DMesher::add_mesh_data_resource_transform_colored(Ref<MeshDataResource> mesh, const Transform transform, const PoolColorArray &colors, const Rect2 uv_rect) {
if (mesh->get_array().size() == 0)
return;
const Array &arr = mesh->get_array();
PoolVector2Array vertices = arr[Mesh::ARRAY_VERTEX];
PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
if (vertices.size() == 0)
return;
int orig_vert_size = _vertices.size();
for (int i = 0; i < vertices.size(); ++i) {
if (uvs.size() > 0) {
Vector2 uv = uvs[i];
uv.x = uv_rect.size.width * uv.x + uv_rect.position.x;
uv.y = uv_rect.size.height * uv.y + uv_rect.position.y;
add_uv(uv);
}
if (colors.size() > 0)
add_color(colors[i]);
//add_vertex(transform.xform(vertices[i]));
}
int orig_indices_count = _indices.size();
_indices.resize(_indices.size() + indices.size());
for (int i = 0; i < indices.size(); ++i) {
_indices.set(orig_indices_count + i, orig_vert_size + indices[i]);
}
}
#endif
//Data Management functions
void Prop2DMesher::generate_ao() {
/*
ERR_FAIL_COND(!_chunk.is_valid());
int data_size_x = _chunk->get_data_size_x();
int data_size_z = _chunk->get_data_size_z();
ERR_FAIL_COND(data_size_x == 0 || data_size_z == 0);
int margin_start = _chunk->get_margin_start();
int margin_end = _chunk->get_margin_end();
int ssize_x = _chunk->get_size_x();
int ssize_z = _chunk->get_size_z();
int size_x = ssize_x + margin_end;
int size_z = ssize_z + margin_end;
for (int z = margin_start - 1; z < size_z - 1; ++z) {
for (int x = margin_start - 1; x < size_x - 1; ++x) {
int current = _chunk->get_voxel(x, z, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
int sum = _chunk->get_voxel(x + 1, z, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x - 1, z, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x, z + 1, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x, z - 1, TerraChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum /= 6;
sum -= current;
if (sum < 0)
sum = 0;
_chunk->set_voxel(sum, x, z, TerraChunkDefault::DEFAULT_CHANNEL_AO);
}
}*/
}
float Prop2DMesher::get_random_ao(const Vector2 &position) {
float val = _noise->get_noise_2d(position.x, position.y);
val *= _rao_scale_factor;
if (val > 1)
val = 1;
if (val < 0)
val = -val;
return val;
}
Color Prop2DMesher::get_light_color_at(const Vector2 &position) {
Vector3 v_lightDiffuse;
//calculate the lights value
for (int i = 0; i < _lights.size(); ++i) {
Ref<Prop2DLight> light = _lights.get(i);
Vector2 lightDir = light->get_position() - position;
float dist2 = lightDir.dot(lightDir);
//inverse sqrt
lightDir *= (1.0 / sqrt(dist2));
Color cc = light->get_color();
Vector3 cv(cc.r, cc.g, cc.b);
Vector3 value = cv * (_pixels_per_unit / (_pixels_per_unit + dist2));
value *= light->get_size();
v_lightDiffuse += value;
}
return Color(v_lightDiffuse.x, v_lightDiffuse.y, v_lightDiffuse.z);
}
void Prop2DMesher::add_mesher(const Ref<Prop2DMesher> &mesher) {
call("_add_mesher", mesher);
}
void Prop2DMesher::_add_mesher(const Ref<Prop2DMesher> &mesher) {
int orig_size = _vertices.size();
_vertices.append_array(mesher->_vertices);
int s = mesher->_indices.size();
if (s == 0)
return;
int orig_indices_size = _indices.size();
_indices.resize(_indices.size() + s);
for (int i = 0; i < s; ++i) {
_indices.set(i + orig_indices_size, mesher->_indices[i] + orig_size);
}
}
void Prop2DMesher::add_light(const Ref<Prop2DLight> &light) {
_lights.push_back(light);
}
void Prop2DMesher::clear_lights() {
_lights.clear();
}
PoolVector<Vector2> Prop2DMesher::build_collider() const {
PoolVector<Vector2> face_points;
if (_vertices.size() == 0)
return face_points;
if (_indices.size() == 0) {
int len = (_vertices.size() / 4);
for (int i = 0; i < len; ++i) {
face_points.push_back(_vertices.get(i * 4).vertex);
face_points.push_back(_vertices.get((i * 4) + 2).vertex);
face_points.push_back(_vertices.get((i * 4) + 1).vertex);
face_points.push_back(_vertices.get(i * 4).vertex);
face_points.push_back(_vertices.get((i * 4) + 3).vertex);
face_points.push_back(_vertices.get((i * 4) + 2).vertex);
}
return face_points;
}
face_points.resize(_indices.size());
for (int i = 0; i < face_points.size(); i++) {
face_points.set(i, _vertices.get(_indices.get(i)).vertex);
}
return face_points;
}
Rect2 Prop2DMesher::calculate_rect() {
int size = _vertices.size();
if (size == 0) {
return Rect2();
2022-03-16 09:02:48 +01:00
}
Rect2 rect;
rect.position = _vertices[0].vertex;
for (int i = 1; i < size; ++i) {
rect.expand_to(_vertices[i].vertex);
}
return rect;
}
void Prop2DMesher::bake_colors() {
if ((get_build_flags() & Prop2DMesher::BUILD_FLAG_USE_LIGHTING) == 0) {
return;
}
bool rao = (get_build_flags() & Prop2DMesher::BUILD_FLAG_USE_RAO) != 0;
bool lights = (get_build_flags() & Prop2DMesher::BUILD_FLAG_BAKE_LIGHTS) != 0;
if (rao && lights) {
bake_colors_lights_rao();
return;
}
if (rao) {
bake_colors_rao();
return;
}
if (lights) {
bake_colors_lights();
return;
}
}
void Prop2DMesher::bake_colors_rao() {
for (int i = 0; i < _vertices.size(); ++i) {
Vertex vertex = _vertices[i];
Vector2 vert = vertex.vertex;
Color light = Color(_base_light_value, _base_light_value, _base_light_value);
float rao = get_random_ao(vert) * _ao_strength;
light.r -= rao;
light.g -= rao;
light.b -= rao;
light.r = CLAMP(light.r, 0, 1.0);
light.g = CLAMP(light.g, 0, 1.0);
light.b = CLAMP(light.b, 0, 1.0);
Color c = vertex.color;
light.a = c.a;
vertex.color = light;
_vertices.set(i, vertex);
}
}
void Prop2DMesher::bake_colors_lights_rao() {
for (int i = 0; i < _vertices.size(); ++i) {
Vertex vertex = _vertices[i];
Vector2 vert = vertex.vertex;
Color light = get_light_color_at(vert);
float rao = get_random_ao(vert) * _ao_strength;
light.r += _base_light_value;
light.g += _base_light_value;
light.b += _base_light_value;
light.r -= rao;
light.g -= rao;
light.b -= rao;
light.r = CLAMP(light.r, 0, 1.0);
light.g = CLAMP(light.g, 0, 1.0);
light.b = CLAMP(light.b, 0, 1.0);
Color c = vertex.color;
light.a = c.a;
vertex.color = light;
_vertices.set(i, vertex);
}
}
void Prop2DMesher::bake_colors_lights() {
for (int i = 0; i < _vertices.size(); ++i) {
Vertex vertex = _vertices[i];
Vector2 vert = vertex.vertex;
Color light = get_light_color_at(vert);
light.r += _base_light_value;
light.g += _base_light_value;
light.b += _base_light_value;
light.r = CLAMP(light.r, 0, 1.0);
light.g = CLAMP(light.g, 0, 1.0);
light.b = CLAMP(light.b, 0, 1.0);
Color c = vertex.color;
light.a = c.a;
vertex.color = light;
_vertices.set(i, vertex);
}
}
#ifdef MODULE_TERRAMAN_2D_ENABLED
void Prop2DMesher::bake_lights(MeshInstance *node, Vector<Ref<Terrain2DLight>> &lights) {
/*
ERR_FAIL_COND(node == NULL);
Color darkColor(0, 0, 0, 1);
for (int v = 0; v < _vertices.size(); ++v) {
Vertex vertexv = _vertices.get(v);
Vector3 vet = Vector3()//vertexv.vertex;
Vector3 vertex = node->to_global(vet);
//grab normal
Vector3 normal = vertexv.normal;
Vector3 v_lightDiffuse;
//calculate the lights value
for (int i = 0; i < lights.size(); ++i) {
Ref<TerrainLight> light = lights.get(i);
Vector3 lightDir = light->get_world_position() - vertex;
float dist2 = lightDir.dot(lightDir);
//inverse sqrt
lightDir *= (1.0 / sqrt(dist2));
float NdotL = normal.dot(lightDir);
if (NdotL > 1.0) {
NdotL = 1.0;
} else if (NdotL < 0.0) {
NdotL = 0.0;
}
Color cc = light->get_color();
Vector3 cv(cc.r, cc.g, cc.b);
Vector3 value = cv * (NdotL / (1.0 + dist2));
value *= light->get_size();
v_lightDiffuse += value;
}
Color f = vertexv.color;
//Color f = darkColor;
Vector3 cv2(f.r, f.g, f.b);
cv2 += v_lightDiffuse;
if (cv2.x > 1)
cv2.x = 1;
if (cv2.y > 1)
cv2.y = 1;
if (cv2.y > 1)
cv2.y = 1;
// cv2.x = Mathf.Clamp(cv2.x, 0f, 1f);
//cv2.y = Mathf.Clamp(cv2.y, 0f, 1f);
// cv2.z = Mathf.Clamp(cv2.z, 0f, 1f);
f.r = cv2.x;
f.g = cv2.y;
f.b = cv2.z;
//f.r = v_lightDiffuse.x;
//f.g = v_lightDiffuse.y;
//f.b = v_lightDiffuse.z;
vertexv.color = f;
_vertices.set(v, vertexv);
}
// for (int i = 0; i < _colors->size(); ++i) {
// print_error(_colors->get(i));
// }
*/
}
#endif
PoolVector<Vector2> Prop2DMesher::get_vertices() const {
PoolVector<Vector2> arr;
arr.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
arr.set(i, _vertices.get(i).vertex);
}
return arr;
}
void Prop2DMesher::set_vertices(const PoolVector<Vector2> &values) {
ERR_FAIL_COND(values.size() != _vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
Vertex v = _vertices[i];
v.vertex = values[i];
_vertices.set(i, v);
}
}
int Prop2DMesher::get_vertex_count() const {
return _vertices.size();
}
void Prop2DMesher::add_vertex(const Vector2 &vertex) {
Vertex vtx;
vtx.vertex = vertex;
vtx.color = _last_color;
vtx.uv = _last_uv;
// Todo?
// vtx.weights = _last_weights;
// vtx.bones = _last_bones;
_vertices.push_back(vtx);
}
Vector2 Prop2DMesher::get_vertex(const int idx) const {
ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2());
return _vertices.get(idx).vertex;
}
void Prop2DMesher::remove_vertex(const int idx) {
ERR_FAIL_INDEX(idx, _vertices.size());
_vertices.remove(idx);
}
PoolVector<Color> Prop2DMesher::get_colors() const {
PoolVector<Color> arr;
arr.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
arr.set(i, _vertices.get(i).color);
}
return arr;
}
void Prop2DMesher::set_colors(const PoolVector<Color> &values) {
ERR_FAIL_COND(values.size() != _vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
Vertex v = _vertices[i];
v.color = values[i];
_vertices.set(i, v);
}
}
void Prop2DMesher::add_color(const Color &color) {
_last_color = color;
}
Color Prop2DMesher::get_color(const int idx) const {
ERR_FAIL_INDEX_V(idx, _vertices.size(), Color());
return _vertices.get(idx).color;
}
PoolVector<Vector2> Prop2DMesher::get_uvs() const {
PoolVector<Vector2> arr;
arr.resize(_vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
arr.set(i, _vertices.get(i).uv);
}
return arr;
}
void Prop2DMesher::set_uvs(const PoolVector<Vector2> &values) {
ERR_FAIL_COND(values.size() != _vertices.size());
for (int i = 0; i < _vertices.size(); ++i) {
Vertex v = _vertices[i];
v.uv = values[i];
_vertices.set(i, v);
}
}
void Prop2DMesher::add_uv(const Vector2 &uv) {
_last_uv = uv;
}
Vector2 Prop2DMesher::get_uv(const int idx) const {
ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2());
return _vertices.get(idx).uv;
}
PoolVector<int> Prop2DMesher::get_indices() const {
return _indices;
}
void Prop2DMesher::set_indices(const PoolVector<int> &values) {
_indices = values;
}
int Prop2DMesher::get_indices_count() const {
return _indices.size();
}
void Prop2DMesher::add_indices(const int index) {
_indices.push_back(index);
}
int Prop2DMesher::get_index(const int idx) const {
ERR_FAIL_INDEX_V(idx, _indices.size(), 0);
return _indices.get(idx);
}
void Prop2DMesher::remove_index(const int idx) {
ERR_FAIL_INDEX(idx, _indices.size());
_indices.remove(idx);
}
Prop2DMesher::Prop2DMesher() {
_voxel_scale = 1;
_ao_strength = 0.25;
_base_light_value = 0.5;
_uv_margin = Rect2(0, 0, 1, 1);
_format = 0;
_texture_scale = 1;
if (Prop2DCache::get_singleton()) {
_pixels_per_unit = Prop2DCache::get_singleton()->get_default_pixels_per_unit();
} else {
//Just fall back to the default.
//Note that this will be removed when I get to it, as it can be calculated.
_pixels_per_unit = 64;
}
_build_flags = 0;
_format = RenderingServer::ARRAY_FORMAT_TEX_UV;
_noise.instance();
//todo add properties for these if needed
_noise->set_octaves(4);
_noise->set_period(30);
_noise->set_persistence(0.3);
_rao_scale_factor = 0.6;
_rao_seed = 2134;
}
Prop2DMesher::~Prop2DMesher() {
}
void Prop2DMesher::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_format"), &Prop2DMesher::get_format);
ClassDB::bind_method(D_METHOD("set_format", "value"), &Prop2DMesher::set_format);
ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format");
ClassDB::bind_method(D_METHOD("get_texture_scale"), &Prop2DMesher::get_texture_scale);
ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &Prop2DMesher::set_texture_scale);
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale");
ClassDB::bind_method(D_METHOD("get_material"), &Prop2DMesher::get_material);
ClassDB::bind_method(D_METHOD("set_material", "value"), &Prop2DMesher::set_material);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
ClassDB::bind_method(D_METHOD("get_pixels_per_unit"), &Prop2DMesher::get_pixels_per_unit);
ClassDB::bind_method(D_METHOD("set_pixels_per_unit", "value"), &Prop2DMesher::set_pixels_per_unit);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "pixels_per_unit"), "set_pixels_per_unit", "get_pixels_per_unit");
ClassDB::bind_method(D_METHOD("get_voxel_scale"), &Prop2DMesher::get_voxel_scale);
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &Prop2DMesher::set_voxel_scale);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
ClassDB::bind_method(D_METHOD("get_ao_strength"), &Prop2DMesher::get_ao_strength);
ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &Prop2DMesher::set_ao_strength);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_strength"), "set_ao_strength", "get_ao_strength");
ClassDB::bind_method(D_METHOD("get_base_light_value"), &Prop2DMesher::get_base_light_value);
ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &Prop2DMesher::set_base_light_value);
ADD_PROPERTY(PropertyInfo(Variant::REAL, "base_light_value"), "set_base_light_value", "get_base_light_value");
ClassDB::bind_method(D_METHOD("get_uv_margin"), &Prop2DMesher::get_uv_margin);
ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &Prop2DMesher::set_uv_margin);
ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin");
ClassDB::bind_method(D_METHOD("get_build_flags"), &Prop2DMesher::get_build_flags);
ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &Prop2DMesher::set_build_flags);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, Prop2DMesher::BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags");
ClassDB::bind_method(D_METHOD("add_tiled_wall_simple", "width", "height", "transform", "tiled_wall_data", "cache"), &Prop2DMesher::add_tiled_wall_simple);
ClassDB::bind_method(D_METHOD("add_tiled_wall_mesh_rect_simple", "x", "y", "transform", "texture_rect"), &Prop2DMesher::add_tiled_wall_mesh_rect_simple);
ClassDB::bind_method(D_METHOD("transform_uv", "uv", "rect"), &Prop2DMesher::transform_uv);
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &Prop2DMesher::add_mesh_data_resource, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)), DEFVAL(Rect2(0, 0, 1, 1)));
ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform", "mesh", "transform", "uv_rect"), &Prop2DMesher::add_mesh_data_resource_transform, DEFVAL(Rect2(0, 0, 1, 1)));
ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform_colored", "mesh", "transform", "colors", "uv_rect"), &Prop2DMesher::add_mesh_data_resource_transform_colored, DEFVAL(Rect2(0, 0, 1, 1)));
#endif
ClassDB::bind_method(D_METHOD("generate_ao"), &Prop2DMesher::generate_ao);
ClassDB::bind_method(D_METHOD("get_random_ao", "position"), &Prop2DMesher::get_random_ao);
BIND_VMETHOD(MethodInfo("_add_mesher", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DMesher")));
ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &Prop2DMesher::add_mesher);
ClassDB::bind_method(D_METHOD("_add_mesher", "mesher"), &Prop2DMesher::_add_mesher);
ClassDB::bind_method(D_METHOD("add_light", "light"), &Prop2DMesher::add_light);
ClassDB::bind_method(D_METHOD("clear_lights"), &Prop2DMesher::clear_lights);
ClassDB::bind_method(D_METHOD("get_vertices"), &Prop2DMesher::get_vertices);
ClassDB::bind_method(D_METHOD("set_vertices", "values"), &Prop2DMesher::set_vertices);
ClassDB::bind_method(D_METHOD("get_vertex_count"), &Prop2DMesher::get_vertex_count);
ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &Prop2DMesher::get_vertex);
ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &Prop2DMesher::remove_vertex);
ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &Prop2DMesher::add_vertex);
ClassDB::bind_method(D_METHOD("get_colors"), &Prop2DMesher::get_colors);
ClassDB::bind_method(D_METHOD("set_colors", "values"), &Prop2DMesher::set_colors);
ClassDB::bind_method(D_METHOD("get_color", "idx"), &Prop2DMesher::get_color);
ClassDB::bind_method(D_METHOD("add_color", "color"), &Prop2DMesher::add_color);
ClassDB::bind_method(D_METHOD("get_uvs"), &Prop2DMesher::get_uvs);
ClassDB::bind_method(D_METHOD("set_uvs", "values"), &Prop2DMesher::set_uvs);
ClassDB::bind_method(D_METHOD("get_uv", "idx"), &Prop2DMesher::get_uv);
ClassDB::bind_method(D_METHOD("add_uv", "uv"), &Prop2DMesher::add_uv);
ClassDB::bind_method(D_METHOD("get_indices"), &Prop2DMesher::get_indices);
ClassDB::bind_method(D_METHOD("set_indices", "values"), &Prop2DMesher::set_indices);
ClassDB::bind_method(D_METHOD("get_indices_count"), &Prop2DMesher::get_indices_count);
ClassDB::bind_method(D_METHOD("get_index", "idx"), &Prop2DMesher::get_index);
ClassDB::bind_method(D_METHOD("remove_index", "idx"), &Prop2DMesher::remove_index);
ClassDB::bind_method(D_METHOD("add_indices", "indice"), &Prop2DMesher::add_indices);
ClassDB::bind_method(D_METHOD("reset"), &Prop2DMesher::reset);
//ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &Prop2DMesher::calculate_vertex_ambient_occlusion_path);
ClassDB::bind_method(D_METHOD("build_mesh"), &Prop2DMesher::build_mesh);
ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &Prop2DMesher::build_mesh_into);
ClassDB::bind_method(D_METHOD("build_collider"), &Prop2DMesher::build_collider);
ClassDB::bind_method(D_METHOD("bake_colors"), &Prop2DMesher::bake_colors);
ClassDB::bind_method(D_METHOD("remove_doubles"), &Prop2DMesher::remove_doubles);
ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &Prop2DMesher::remove_doubles_hashed);
}