2023-12-18 00:18:53 +01:00
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/*************************************************************************/
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/* terrain_prop_job.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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2022-03-15 13:29:32 +01:00
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#include "terrain_prop_job.h"
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#include "../../defines.h"
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2022-03-18 02:41:08 +01:00
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#include "../../library/terrain_library.h"
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2022-03-15 13:29:32 +01:00
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#include "../../library/terrain_material_cache.h"
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#include "../../library/terrain_surface.h"
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#include "../../meshers/default/terrain_mesher_default.h"
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#include "../../meshers/terrain_mesher.h"
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#include "../default/terrain_chunk_default.h"
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2023-12-18 00:18:53 +01:00
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#include "scene/resources/material/shader_material.h"
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#include "scene/resources/material/spatial_material.h"
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2022-08-29 17:33:10 +02:00
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#include "scene/resources/world_3d.h"
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2023-12-10 23:11:07 +01:00
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#include "servers/physics_server.h"
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2022-03-15 13:29:32 +01:00
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2022-10-05 12:54:17 +02:00
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#include "modules/modules_enabled.gen.h"
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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2022-03-15 13:29:32 +01:00
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#include "../../../mesh_data_resource/mesh_data_resource.h"
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#endif
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#include "../../world/default/terrain_world_default.h"
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2022-10-05 14:35:44 +02:00
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#ifdef MODULE_MESH_UTILS_ENABLED
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2022-03-15 13:29:32 +01:00
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#include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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2023-10-13 21:00:25 +02:00
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#ifdef MODULE_PROPS_ENABLED
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#include "../../../props/props/prop_data_static_body.h"
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#endif
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2022-03-15 13:29:32 +01:00
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Ref<TerrainMesher> TerrainPropJob::get_prop_mesher() const {
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return _prop_mesher;
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}
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void TerrainPropJob::set_prop_mesher(const Ref<TerrainMesher> &mesher) {
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_prop_mesher = mesher;
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}
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Ref<TerrainMesherJobStep> TerrainPropJob::get_jobs_step(int index) const {
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ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<TerrainMesherJobStep>());
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return _job_steps.get(index);
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}
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void TerrainPropJob::set_jobs_step(int index, const Ref<TerrainMesherJobStep> &step) {
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ERR_FAIL_INDEX(index, _job_steps.size());
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_job_steps.set(index, step);
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}
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void TerrainPropJob::remove_jobs_step(const int index) {
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ERR_FAIL_INDEX(index, _job_steps.size());
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_job_steps.remove(index);
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}
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void TerrainPropJob::add_jobs_step(const Ref<TerrainMesherJobStep> &step) {
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_job_steps.push_back(step);
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}
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int TerrainPropJob::get_jobs_step_count() const {
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return _job_steps.size();
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}
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void TerrainPropJob::phase_physics_process() {
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2022-03-20 02:29:14 +01:00
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ERR_FAIL_COND(!_chunk.is_valid());
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2022-03-15 13:29:32 +01:00
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Ref<TerrainChunkDefault> chunk = _chunk;
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//TODO this should only update the differences
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for (int i = 0; i < chunk->collider_get_count(); ++i) {
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PhysicsServer::get_singleton()->free(chunk->collider_get_body(i));
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}
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chunk->colliders_clear();
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2022-10-05 12:54:17 +02:00
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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2022-03-15 13:29:32 +01:00
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
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Ref<Shape> shape = mdr->get_collision_shape(j);
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Transform offset = mdr->get_collision_shape_offset(j);
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if (!shape.is_valid()) {
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continue;
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}
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RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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Transform transform = chunk->mesh_data_resource_get_transform(i);
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transform *= offset;
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PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
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if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) {
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2022-08-29 17:54:41 +02:00
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Ref<World3D> world = chunk->get_voxel_world()->get_world_3d();
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2022-03-15 13:29:32 +01:00
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if (world.is_valid() && world->get_space() != RID()) {
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PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
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}
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}
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PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, chunk->get_transform() * transform);
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chunk->collider_add(transform, shape, shape->get_rid(), body);
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}
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}
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#endif
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2023-10-13 21:00:25 +02:00
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#ifdef MODULE_PROPS_ENABLED
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for (int i = 0; i < chunk->prop_get_count(); ++i) {
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Ref<PropData> prop = chunk->prop_get(i);
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2023-10-14 08:10:06 +02:00
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Transform prop_transform = chunk->prop_get_tarnsform(i);
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Transform chunk_prop_local_tform = prop_transform;
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chunk_prop_local_tform.origin = chunk->to_local(chunk_prop_local_tform.origin);
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2023-10-13 21:00:25 +02:00
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for (int j = 0; j < prop->get_prop_count(); ++j) {
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Ref<PropDataStaticBody> psb = prop->get_prop(j);
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if (!psb.is_valid()) {
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continue;
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}
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if (psb->get_collision_shape_count() == 0) {
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continue;
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}
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for (int k = 0; k < psb->get_collision_shape_count(); ++k) {
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Ref<Shape> shape = psb->get_collision_shape(k);
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Transform offset = psb->get_collision_shape_transform(k);
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if (!shape.is_valid()) {
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continue;
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}
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RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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2023-10-14 08:10:06 +02:00
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Transform transform = chunk_prop_local_tform;
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2023-10-13 21:00:25 +02:00
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transform *= offset;
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PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
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if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) {
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Ref<World3D> world = chunk->get_voxel_world()->get_world_3d();
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if (world.is_valid() && world->get_space() != RID()) {
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PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
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}
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}
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PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, chunk->get_transform() * transform);
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chunk->collider_add(transform, shape, shape->get_rid(), body);
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}
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}
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}
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#endif
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2022-03-15 13:29:32 +01:00
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#if TOOLS_ENABLED
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if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) {
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chunk->draw_debug_mdr_colliders();
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}
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#endif
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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next_phase();
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}
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void TerrainPropJob::phase_prop() {
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2022-10-05 12:54:17 +02:00
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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2022-03-15 13:29:32 +01:00
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Ref<TerrainChunkDefault> chunk = _chunk;
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if (!get_prop_mesher().is_valid()) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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if (should_do()) {
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if (chunk->mesh_data_resource_get_count() == 0) {
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (chunk->mesh_data_resource_get_is_inside(i)) {
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get_prop_mesher()->add_mesh_data_resource_transform(chunk->mesh_data_resource_get(i), chunk->mesh_data_resource_get_transform(i), chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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get_prop_mesher()->bake_colors(_chunk);
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
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TerrainWorldDefault *world = Object::cast_to<TerrainWorldDefault>(chunk->get_voxel_world());
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if (world) {
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for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) {
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if (!chunk->mesh_data_resource_get_is_inside(i)) {
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Ref<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
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ERR_CONTINUE(!mdr.is_valid());
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Transform trf = chunk->mesh_data_resource_get_transform(i);
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Array arr = mdr->get_array();
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if (arr.size() <= Mesh::ARRAY_VERTEX) {
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continue;
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}
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PoolVector3Array varr = arr[Mesh::ARRAY_VERTEX];
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if (varr.size() == 0) {
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continue;
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}
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PoolColorArray carr = world->get_vertex_colors(trf, varr);
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get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i));
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}
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}
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}
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}
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}
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if (get_prop_mesher()->get_vertex_count() == 0) {
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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next_job();
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return;
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}
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#endif
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reset_stages();
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next_phase();
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}
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void TerrainPropJob::_physics_process(float delta) {
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2023-10-13 20:41:22 +02:00
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if (_phase == 0) {
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2022-03-15 13:29:32 +01:00
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phase_physics_process();
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2023-10-13 20:41:22 +02:00
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}
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2022-03-15 13:29:32 +01:00
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}
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void TerrainPropJob::_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<TerrainLibrary> library = _chunk->get_library();
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ERR_FAIL_COND(!library.is_valid());
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Ref<TerrainChunkDefault> chunk = _chunk;
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if (!chunk.is_valid()
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2022-10-05 12:54:17 +02:00
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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2022-03-15 13:29:32 +01:00
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|| chunk->mesh_data_resource_get_count() == 0
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#endif
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) {
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set_complete(true);
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next_job();
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return;
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}
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if (_phase == 1) {
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phase_setup();
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} else if (_phase == 2) {
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phase_prop();
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} else if (_phase == 3) {
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phase_steps();
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} else if (_phase > 3) {
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set_complete(true); //So threadpool knows it's done
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next_job();
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ERR_FAIL_MSG("TerrainPropJob: _phase is too high!");
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}
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}
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void TerrainPropJob::_reset() {
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TerrainJob::_reset();
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_build_done = false;
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_phase = 0;
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_current_job_step = 0;
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_current_mesh = 0;
|
|
|
|
|
|
|
|
if (get_prop_mesher().is_valid()) {
|
|
|
|
get_prop_mesher()->reset();
|
|
|
|
get_prop_mesher()->set_library(_chunk->get_library());
|
|
|
|
}
|
|
|
|
|
|
|
|
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainPropJob::phase_setup() {
|
|
|
|
Ref<TerrainLibrary> library = _chunk->get_library();
|
|
|
|
|
|
|
|
if (!library->supports_caching()) {
|
|
|
|
next_phase();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (library->supports_caching()) {
|
|
|
|
if (!_chunk->prop_material_cache_key_has()) {
|
|
|
|
library->prop_material_cache_get_key(_chunk);
|
|
|
|
|
|
|
|
if (!_chunk->prop_material_cache_key_has()) {
|
|
|
|
//chunk does not need a key
|
|
|
|
next_phase();
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Ref<TerrainMaterialCache> cache = library->prop_material_cache_get(_chunk->prop_material_cache_key_get());
|
|
|
|
|
|
|
|
//Note: without threadpool and threading none of this can happen, as cache will get initialized the first time a thread requests it!
|
|
|
|
while (!cache->get_initialized()) {
|
|
|
|
//Means it's currently merging the atlases on a different thread.
|
|
|
|
//Let's just wait
|
|
|
|
OS::get_singleton()->delay_usec(100);
|
|
|
|
}
|
|
|
|
|
2022-10-05 12:54:17 +02:00
|
|
|
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
|
2022-03-15 13:29:32 +01:00
|
|
|
for (int i = 0; i < _chunk->mesh_data_resource_get_count(); ++i) {
|
2022-03-18 02:41:08 +01:00
|
|
|
Ref<Texture> tex = _chunk->mesh_data_resource_get_texture(i);
|
2022-03-15 13:29:32 +01:00
|
|
|
|
2023-10-13 20:41:22 +02:00
|
|
|
if (!tex.is_valid()) {
|
2022-03-15 13:29:32 +01:00
|
|
|
continue;
|
2023-10-13 20:41:22 +02:00
|
|
|
}
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
Rect2 r = cache->additional_texture_get_uv_rect(tex);
|
|
|
|
|
|
|
|
_chunk->mesh_data_resource_set_uv_rect(i, r);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
next_phase();
|
|
|
|
|
|
|
|
if (should_return()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainPropJob::phase_steps() {
|
|
|
|
Ref<TerrainChunkDefault> chunk = _chunk;
|
|
|
|
|
|
|
|
ERR_FAIL_COND(!_prop_mesher.is_valid());
|
|
|
|
|
|
|
|
if (should_return()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (_prop_mesher->get_vertex_count() == 0) {
|
|
|
|
reset_stages();
|
|
|
|
//next_phase();
|
|
|
|
set_complete(true); //So threadpool knows it's done
|
|
|
|
next_job();
|
|
|
|
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
//set up the meshes
|
|
|
|
if (should_do()) {
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, 0);
|
|
|
|
|
|
|
|
if (mesh_rid == RID()) {
|
|
|
|
//need to allocate the meshes
|
|
|
|
|
|
|
|
//first count how many we need
|
|
|
|
int count = 0;
|
|
|
|
for (int i = 0; i < _job_steps.size(); ++i) {
|
|
|
|
Ref<TerrainMesherJobStep> step = _job_steps[i];
|
|
|
|
|
|
|
|
ERR_FAIL_COND(!step.is_valid());
|
|
|
|
|
|
|
|
switch (step->get_job_type()) {
|
|
|
|
case TerrainMesherJobStep::TYPE_NORMAL:
|
|
|
|
++count;
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_NORMAL_LOD:
|
|
|
|
++count;
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_DROP_UV2:
|
|
|
|
++count;
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_MERGE_VERTS:
|
|
|
|
++count;
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_BAKE_TEXTURE:
|
|
|
|
++count;
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_SIMPLIFY_MESH:
|
2022-10-05 14:35:44 +02:00
|
|
|
#ifdef MODULE_MESH_UTILS_ENABLED
|
2022-03-15 13:29:32 +01:00
|
|
|
count += step->get_simplification_steps();
|
|
|
|
#endif
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//allocate
|
2023-10-13 20:41:22 +02:00
|
|
|
if (count > 0) {
|
2022-03-15 13:29:32 +01:00
|
|
|
chunk->meshes_create(TerrainChunkDefault::MESH_INDEX_PROP, count);
|
2023-10-13 20:41:22 +02:00
|
|
|
}
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
} else {
|
|
|
|
//we have the meshes, just clear
|
|
|
|
int count = chunk->mesh_rid_get_count(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH);
|
|
|
|
|
|
|
|
for (int i = 0; i < count; ++i) {
|
|
|
|
mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, i);
|
|
|
|
|
2023-10-13 20:41:22 +02:00
|
|
|
if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) {
|
2022-08-19 20:50:20 +02:00
|
|
|
RS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
|
2023-10-13 20:41:22 +02:00
|
|
|
}
|
2022-03-15 13:29:32 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
for (; _current_job_step < _job_steps.size();) {
|
|
|
|
Ref<TerrainMesherJobStep> step = _job_steps[_current_job_step];
|
|
|
|
|
|
|
|
ERR_FAIL_COND(!step.is_valid());
|
|
|
|
|
|
|
|
switch (step->get_job_type()) {
|
|
|
|
case TerrainMesherJobStep::TYPE_NORMAL:
|
|
|
|
step_type_normal();
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_NORMAL_LOD:
|
|
|
|
step_type_normal_lod();
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_DROP_UV2:
|
|
|
|
step_type_drop_uv2();
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_MERGE_VERTS:
|
|
|
|
step_type_merge_verts();
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_BAKE_TEXTURE:
|
|
|
|
step_type_bake_texture();
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_SIMPLIFY_MESH:
|
|
|
|
step_type_simplify_mesh();
|
|
|
|
break;
|
|
|
|
case TerrainMesherJobStep::TYPE_OTHER:
|
|
|
|
//do nothing
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
++_current_job_step;
|
|
|
|
|
|
|
|
if (should_return()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
reset_stages();
|
|
|
|
//next_phase();
|
|
|
|
|
|
|
|
set_complete(true); //So threadpool knows it's done
|
|
|
|
next_job();
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainPropJob::step_type_normal() {
|
|
|
|
//TODO add a lighting generation step
|
|
|
|
|
|
|
|
Ref<TerrainChunkDefault> chunk = _chunk;
|
|
|
|
|
|
|
|
temp_mesh_arr = _prop_mesher->build_mesh();
|
|
|
|
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
|
2022-08-19 20:50:20 +02:00
|
|
|
RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
Ref<Material> lmat;
|
|
|
|
|
|
|
|
if (chunk->prop_material_cache_key_has()) {
|
|
|
|
lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
|
|
|
|
} else {
|
|
|
|
lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lmat.is_valid()) {
|
2022-08-19 20:50:20 +02:00
|
|
|
RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
2022-03-15 13:29:32 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
++_current_mesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainPropJob::step_type_normal_lod() {
|
|
|
|
print_error("Error: step_type_normal_lod doesn't work for TerrainPropJobs!");
|
|
|
|
|
|
|
|
++_current_mesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainPropJob::step_type_drop_uv2() {
|
|
|
|
Ref<TerrainChunkDefault> chunk = _chunk;
|
|
|
|
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
|
2022-08-19 20:50:20 +02:00
|
|
|
temp_mesh_arr[RenderingServer::ARRAY_TEX_UV2] = Variant();
|
2022-03-15 13:29:32 +01:00
|
|
|
|
2022-08-19 20:50:20 +02:00
|
|
|
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
Ref<Material> lmat;
|
|
|
|
|
|
|
|
if (chunk->prop_material_cache_key_has()) {
|
|
|
|
lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
|
|
|
|
} else {
|
|
|
|
lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lmat.is_valid()) {
|
2022-08-19 20:50:20 +02:00
|
|
|
RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
2022-03-15 13:29:32 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
++_current_mesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainPropJob::step_type_merge_verts() {
|
|
|
|
Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
|
|
|
|
temp_mesh_arr = temp_mesh_arr2;
|
|
|
|
|
|
|
|
Ref<TerrainChunkDefault> chunk = _chunk;
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
|
2022-08-19 20:50:20 +02:00
|
|
|
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
Ref<Material> lmat;
|
|
|
|
|
|
|
|
if (chunk->prop_material_cache_key_has()) {
|
|
|
|
lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
|
|
|
|
} else {
|
|
|
|
lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lmat.is_valid()) {
|
2022-08-19 20:50:20 +02:00
|
|
|
RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
2022-03-15 13:29:32 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
++_current_mesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainPropJob::step_type_bake_texture() {
|
|
|
|
Ref<TerrainChunkDefault> chunk = _chunk;
|
|
|
|
|
2022-03-24 21:50:16 +01:00
|
|
|
Ref<Material> lmat;
|
|
|
|
|
|
|
|
if (chunk->material_cache_key_has()) {
|
|
|
|
lmat = chunk->get_library()->material_cache_get(_chunk->material_cache_key_get())->material_lod_get(_current_mesh);
|
|
|
|
} else {
|
|
|
|
lmat = chunk->get_library()->material_lod_get(_current_mesh);
|
|
|
|
}
|
|
|
|
|
|
|
|
Ref<ShaderMaterial> mat = lmat;
|
|
|
|
Ref<SpatialMaterial> spmat = lmat;
|
2022-03-15 13:29:32 +01:00
|
|
|
Ref<Texture> tex;
|
|
|
|
|
|
|
|
if (mat.is_valid()) {
|
|
|
|
tex = mat->get_shader_param("texture_albedo");
|
|
|
|
} else if (spmat.is_valid()) {
|
|
|
|
tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (tex.is_valid()) {
|
|
|
|
temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
|
2022-08-19 20:50:20 +02:00
|
|
|
temp_mesh_arr[RenderingServer::ARRAY_TEX_UV] = Variant();
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
|
2022-08-19 20:50:20 +02:00
|
|
|
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
if (lmat.is_valid()) {
|
2022-08-19 20:50:20 +02:00
|
|
|
RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
2022-03-15 13:29:32 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
++_current_mesh;
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainPropJob::step_type_simplify_mesh() {
|
2022-10-05 14:35:44 +02:00
|
|
|
#ifdef MODULE_MESH_UTILS_ENABLED
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
Ref<TerrainChunkDefault> chunk = _chunk;
|
|
|
|
Ref<TerrainMesherJobStep> step = _job_steps[_current_job_step];
|
|
|
|
ERR_FAIL_COND(!step.is_valid());
|
|
|
|
Ref<FastQuadraticMeshSimplifier> fqms = step->get_fqms();
|
|
|
|
ERR_FAIL_COND(!fqms.is_valid());
|
|
|
|
|
|
|
|
fqms->initialize(temp_mesh_arr);
|
|
|
|
|
|
|
|
for (int i = 0; i < step->get_simplification_steps(); ++i) {
|
|
|
|
fqms->simplify_mesh(temp_mesh_arr.size() * step->get_simplification_step_ratio(), step->get_simplification_agressiveness());
|
|
|
|
temp_mesh_arr = fqms->get_arrays();
|
|
|
|
|
|
|
|
RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_PROP, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh);
|
|
|
|
|
2022-08-19 20:50:20 +02:00
|
|
|
RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
Ref<Material> lmat;
|
|
|
|
|
|
|
|
if (chunk->prop_material_cache_key_has()) {
|
|
|
|
lmat = chunk->get_library()->prop_material_cache_get(_chunk->prop_material_cache_key_get())->material_lod_get(_current_mesh);
|
|
|
|
} else {
|
|
|
|
lmat = chunk->get_library()->prop_material_lod_get(_current_mesh);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (lmat.is_valid()) {
|
2022-08-19 20:50:20 +02:00
|
|
|
RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
|
2022-03-15 13:29:32 +01:00
|
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}
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++_current_mesh;
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}
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#endif
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}
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TerrainPropJob::TerrainPropJob() {
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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_current_job_step = 0;
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_current_mesh = 0;
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}
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TerrainPropJob::~TerrainPropJob() {
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}
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void TerrainPropJob::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_prop_mesher"), &TerrainPropJob::get_prop_mesher);
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ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &TerrainPropJob::set_prop_mesher);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "TerrainMesher", 0), "set_prop_mesher", "get_prop_mesher");
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ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &TerrainPropJob::get_jobs_step);
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ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &TerrainPropJob::set_jobs_step);
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ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &TerrainPropJob::remove_jobs_step);
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ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &TerrainPropJob::add_jobs_step);
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ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &TerrainPropJob::get_jobs_step_count);
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ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &TerrainPropJob::_physics_process);
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}
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