/*************************************************************************/ /* terrain_job.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 "terrain_job.h" #include "../default/terrain_chunk_default.h" #include "../../../opensimplex/open_simplex_noise.h" const String TerrainJob::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process"; TerrainJob::ActiveBuildPhaseType TerrainJob::get_build_phase_type() { return _build_phase_type; } void TerrainJob::set_build_phase_type(TerrainJob::ActiveBuildPhaseType build_phase_type) { _build_phase_type = build_phase_type; } void TerrainJob::set_chunk(const Ref &chunk) { _chunk = chunk; _in_tree = true; } int TerrainJob::get_phase() { return _phase; } void TerrainJob::set_phase(const int phase) { _phase = phase; } void TerrainJob::next_phase() { ++_phase; } bool TerrainJob::get_build_done() { return _build_done; } void TerrainJob::set_build_done(const bool val) { _build_done = val; } void TerrainJob::next_job() { ERR_FAIL_COND(!_chunk.is_valid()); _chunk->job_next(); set_build_done(true); } void TerrainJob::reset() { call("_reset"); } void TerrainJob::_reset() { _build_done = false; _phase = 0; } void TerrainJob::_execute() { ActiveBuildPhaseType origpt = _build_phase_type; while (!get_cancelled() && _in_tree && !_build_done && origpt == _build_phase_type && !should_return()) { execute_phase(); } if (!_in_tree) { _chunk.unref(); } } void TerrainJob::execute_phase() { call("_execute_phase"); } void TerrainJob::_execute_phase() { next_job(); } void TerrainJob::process(const float delta) { if (has_method("_process")) call("_process", delta); } void TerrainJob::physics_process(const float delta) { if (has_method("_physics_process")) call("_physics_process", delta); } //Data Management functions void TerrainJob::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, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); int sum = _chunk->get_voxel(x + 1, z, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); sum += _chunk->get_voxel(x - 1, z, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); sum += _chunk->get_voxel(x, z + 1, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); sum += _chunk->get_voxel(x, z - 1, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL); sum /= 6; sum -= current; if (sum < 0) sum = 0; _chunk->set_voxel(sum, x, z, TerrainChunkDefault::DEFAULT_CHANNEL_AO); } } } void TerrainJob::generate_random_ao(int seed, int octaves, int period, float persistence, float scale_factor) { ERR_FAIL_COND(!_chunk.is_valid()); int margin_start = _chunk->get_margin_start(); int margin_end = _chunk->get_margin_end(); int size_x = _chunk->get_size_x(); int size_z = _chunk->get_size_z(); int position_x = _chunk->get_position_x(); int position_z = _chunk->get_position_z(); Ref noise; noise.instance(); noise->set_seed(seed); noise->set_octaves(octaves); noise->set_period(period); noise->set_persistence(persistence); for (int x = -margin_start; x < size_x + margin_end; ++x) { for (int z = -margin_start; z < size_z + margin_end; ++z) { float val = noise->get_noise_3d(x + (position_x * size_x), 0, z + (position_z * size_z)); val *= scale_factor; if (val > 1) val = 1; if (val < 0) val = -val; _chunk->set_voxel(int(val * 255.0), x, z, TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO); } } } Array TerrainJob::merge_mesh_array(Array arr) const { ERR_FAIL_COND_V(arr.size() != RenderingServer::ARRAY_MAX, arr); PoolVector3Array verts = arr[RenderingServer::ARRAY_VERTEX]; PoolVector3Array normals = arr[RenderingServer::ARRAY_NORMAL]; PoolVector2Array uvs = arr[RenderingServer::ARRAY_TEX_UV]; PoolColorArray colors = arr[RenderingServer::ARRAY_COLOR]; PoolIntArray indices = arr[RenderingServer::ARRAY_INDEX]; bool has_normals = normals.size() > 0; bool has_uvs = uvs.size() > 0; bool has_colors = colors.size() > 0; int i = 0; while (i < verts.size()) { Vector3 v = verts[i]; Array equals; for (int j = i + 1; j < verts.size(); ++j) { Vector3 vc = verts[j]; if (Math::is_equal_approx(v.x, vc.x) && Math::is_equal_approx(v.y, vc.y) && Math::is_equal_approx(v.z, vc.z)) equals.push_back(j); } for (int k = 0; k < equals.size(); ++k) { int rem = equals[k]; int remk = rem - k; verts.remove(remk); if (has_normals) normals.remove(remk); if (has_uvs) uvs.remove(remk); if (has_colors) colors.remove(remk); for (int j = 0; j < indices.size(); ++j) { int indx = indices[j]; if (indx == remk) indices.set(j, i); else if (indx > remk) indices.set(j, indx - 1); } } ++i; } arr[RenderingServer::ARRAY_VERTEX] = verts; if (has_normals) arr[RenderingServer::ARRAY_NORMAL] = normals; if (has_uvs) arr[RenderingServer::ARRAY_TEX_UV] = uvs; if (has_colors) arr[RenderingServer::ARRAY_COLOR] = colors; arr[RenderingServer::ARRAY_INDEX] = indices; return arr; } Array TerrainJob::bake_mesh_array_uv(Array arr, Ref tex, const float mul_color) const { ERR_FAIL_COND_V(arr.size() != RenderingServer::ARRAY_MAX, arr); ERR_FAIL_COND_V(!tex.is_valid(), arr); Ref img = tex->get_data(); ERR_FAIL_COND_V(!img.is_valid(), arr); Vector2 imgsize = img->get_size(); PoolVector2Array uvs = arr[RenderingServer::ARRAY_TEX_UV]; PoolColorArray colors = arr[RenderingServer::ARRAY_COLOR]; if (colors.size() < uvs.size()) colors.resize(uvs.size()); img->lock(); for (int i = 0; i < uvs.size(); ++i) { Vector2 uv = uvs[i]; uv *= imgsize; int ux = static_cast(CLAMP(uv.x, 0, imgsize.x - 1)); int uy = static_cast(CLAMP(uv.y, 0, imgsize.y - 1)); Color c = img->get_pixel(ux, uy); colors.set(i, colors[i] * c * mul_color); } img->unlock(); arr[RenderingServer::ARRAY_COLOR] = colors; return arr; } void TerrainJob::chunk_exit_tree() { _in_tree = false; if (get_complete()) { _chunk.unref(); } else { set_cancelled(true); } } TerrainJob::TerrainJob() { _in_tree = false; _build_phase_type = BUILD_PHASE_TYPE_NORMAL; _build_done = true; _phase = 0; } TerrainJob::~TerrainJob() { _chunk.unref(); } void TerrainJob::_bind_methods() { BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta"))); BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta"))); ClassDB::bind_method(D_METHOD("get_build_phase_type"), &TerrainJob::get_build_phase_type); ClassDB::bind_method(D_METHOD("set_build_phase_type", "value"), &TerrainJob::set_build_phase_type); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_phase_type", PROPERTY_HINT_ENUM, BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE), "set_build_phase_type", "get_build_phase_type"); ClassDB::bind_method(D_METHOD("set_chunk", "chunk"), &TerrainJob::set_chunk); ClassDB::bind_method(D_METHOD("get_phase"), &TerrainJob::get_phase); ClassDB::bind_method(D_METHOD("set_phase", "phase"), &TerrainJob::set_phase); ClassDB::bind_method(D_METHOD("next_phase"), &TerrainJob::next_phase); ClassDB::bind_method(D_METHOD("get_build_done"), &TerrainJob::get_build_done); ClassDB::bind_method(D_METHOD("set_build_done", "val"), &TerrainJob::set_build_done); ClassDB::bind_method(D_METHOD("next_job"), &TerrainJob::next_job); BIND_VMETHOD(MethodInfo("_reset")); ClassDB::bind_method(D_METHOD("reset"), &TerrainJob::reset); ClassDB::bind_method(D_METHOD("_reset"), &TerrainJob::_reset); BIND_VMETHOD(MethodInfo("_execute_phase")); ClassDB::bind_method(D_METHOD("execute_phase"), &TerrainJob::execute_phase); ClassDB::bind_method(D_METHOD("_execute_phase"), &TerrainJob::_execute_phase); ClassDB::bind_method(D_METHOD("generate_ao"), &TerrainJob::generate_ao); ClassDB::bind_method(D_METHOD("generate_random_ao", "seed", "octaves", "period", "persistence", "scale_factor"), &TerrainJob::generate_random_ao, DEFVAL(4), DEFVAL(30), DEFVAL(0.3), DEFVAL(0.6)); ClassDB::bind_method(D_METHOD("chunk_exit_tree"), &TerrainJob::chunk_exit_tree); BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_NORMAL); BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PROCESS); BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PHYSICS_PROCESS); }