/* Copyright (c) 2019-2022 Péter Magyar Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include "terrain_terrain_job.h" #include "../../library/terrain_library.h" #include "../../library/terrain_material_cache.h" #include "../../library/terrain_surface.h" #include "../../meshers/default/terrain_mesher_default.h" #include "../../meshers/terrain_mesher.h" #include "../default/terrain_chunk_default.h" #include "servers/physics_server.h" #ifdef MESH_UTILS_PRESENT #include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h" #endif Ref TerrainTerrainJob::get_mesher() const { return _mesher; } void TerrainTerrainJob::set_mesher(const Ref &mesher) { _mesher = mesher; } Ref TerrainTerrainJob::get_liquid_mesher() const { return _liquid_mesher; } void TerrainTerrainJob::set_liquid_mesher(const Ref &mesher) { _liquid_mesher = mesher; } Ref TerrainTerrainJob::get_jobs_step(int index) const { ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref()); return _job_steps.get(index); } void TerrainTerrainJob::set_jobs_step(int index, const Ref &step) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.set(index, step); } void TerrainTerrainJob::remove_jobs_step(const int index) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.remove(index); } void TerrainTerrainJob::add_jobs_step(const Ref &step) { _job_steps.push_back(step); } int TerrainTerrainJob::get_jobs_step_count() const { return _job_steps.size(); } void TerrainTerrainJob::phase_setup() { if (_mesher.is_valid()) { _mesher->set_library(_chunk->get_library()); _mesher->reset(); } if (_liquid_mesher.is_valid()) { _liquid_mesher->set_library(_chunk->get_library()); _liquid_mesher->set_is_liquid_mesher(true); _liquid_mesher->reset(); } next_phase(); } void TerrainTerrainJob::phase_library_setup() { if (should_return()) { return; } Ref lib = _chunk->get_library(); if (!lib.is_valid()) { next_phase(); return; } if (lib->supports_caching()) { if (!_chunk->material_cache_key_has()) { lib->material_cache_get_key(_chunk); } else { Ref cache = lib->material_cache_get(_chunk->material_cache_key_get()); if (cache.is_valid()) { //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); } } } if (!_chunk->liquid_material_cache_key_has()) { lib->liquid_material_cache_get_key(_chunk); } else { Ref cache = lib->liquid_material_cache_get(_chunk->liquid_material_cache_key_get()); if (cache.is_valid()) { //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); } } } } next_phase(); if (should_return()) { return; } } void TerrainTerrainJob::phase_terrain_mesh_setup() { if (should_return()) { return; } if (_mesher.is_valid()) { if (should_do()) { _mesher->add_chunk(_chunk); if (should_return()) { return; } } } if (_liquid_mesher.is_valid()) { _liquid_mesher->add_chunk(_chunk); } reset_stages(); next_phase(); } void TerrainTerrainJob::phase_collider() { Ref chunk = _chunk; if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_CREATE_COLLIDER) == 0) { next_phase(); return; } ERR_FAIL_COND(!_mesher.is_valid()); if (should_return()) { return; } if (should_do()) { temp_arr_collider.append_array(_mesher->build_collider()); if (should_return()) { return; } } if (Engine::get_singleton()->is_editor_hint()) { if (_liquid_mesher.is_valid()) { temp_arr_collider_liquid.append_array(_liquid_mesher->build_collider()); } } if (temp_arr_collider.size() == 0 && temp_arr_collider_liquid.size() == 0) { reset_stages(); next_phase(); next_phase(); return; } set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); reset_stages(); next_phase(); } void TerrainTerrainJob::phase_physics_process() { ERR_FAIL_COND(!_chunk.is_valid()); Ref chunk = _chunk; if (temp_arr_collider.size() != 0) { if (!chunk->meshes_has(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_BODY)) { chunk->colliders_create(TerrainChunkDefault::MESH_INDEX_TERRAIN); } PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider); temp_arr_collider.resize(0); } if (temp_arr_collider_liquid.size() != 0) { if (Engine::get_singleton()->is_editor_hint()) { if (!chunk->meshes_has(TerrainChunkDefault::MESH_INDEX_LIQUID, TerrainChunkDefault::MESH_TYPE_INDEX_BODY)) { chunk->colliders_create(TerrainChunkDefault::MESH_INDEX_LIQUID); } } /* else { if (!has_meshes(MESH_INDEX_LIQUID, MESH_TYPE_INDEX_AREA)) { create_colliders_area(MESH_INDEX_LIQUID); } }*/ PhysicsServer::get_singleton()->shape_set_data(chunk->mesh_rid_get(TerrainChunkDefault::MESH_INDEX_LIQUID, TerrainChunkDefault::MESH_TYPE_INDEX_SHAPE), temp_arr_collider_liquid); temp_arr_collider_liquid.resize(0); } set_build_phase_type(BUILD_PHASE_TYPE_NORMAL); reset_stages(); next_phase(); } void TerrainTerrainJob::phase_terrain_mesh() { Ref chunk = _chunk; ERR_FAIL_COND(!_mesher.is_valid()); if (should_return()) { return; } if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { //if (should_do()) { // _mesher->bake_colors(_chunk); // if (should_return()) { // return; // } //} if (should_do()) { if (_liquid_mesher.is_valid()) { _liquid_mesher->bake_colors(_chunk); if (should_return()) { return; } } } } if (_mesher->get_vertex_count() == 0 && (!_liquid_mesher.is_valid() || _liquid_mesher->get_vertex_count() == 0)) { reset_stages(); next_phase(); return; } //set up the meshes if (should_do()) { RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, 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 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: #ifdef MESH_UTILS_PRESENT count += step->get_simplification_steps(); #endif break; default: break; } } //allocate if (count > 0) chunk->meshes_create(TerrainChunkDefault::MESH_INDEX_TERRAIN, count); } else { //we have the meshes, just clear int count = chunk->mesh_rid_get_count(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH); for (int i = 0; i < count; ++i) { mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, i); if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); } } } for (; _current_job_step < _job_steps.size();) { Ref 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; } } if (_liquid_mesher.is_valid() && _liquid_mesher->get_vertex_count() != 0) { if (should_do()) { temp_mesh_arr = _liquid_mesher->build_mesh(); if (should_return()) { return; } } RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_LIQUID, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, 0); if (should_do()) { if (mesh_rid == RID()) { chunk->meshes_create(TerrainChunkDefault::MESH_INDEX_LIQUID, 1); mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_LIQUID, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, 0); } if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); if (should_return()) { return; } } VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat; if (chunk->liquid_material_cache_key_has()) { lmat = chunk->get_library()->liquid_material_cache_get(_chunk->liquid_material_cache_key_get())->material_get(0); } else { lmat = chunk->get_library()->liquid_material_get(0); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } } reset_stages(); next_phase(); } void TerrainTerrainJob::phase_finalize() { set_complete(true); //So threadpool knows it's done next_job(); } void TerrainTerrainJob::_execute_phase() { ERR_FAIL_COND(!_chunk.is_valid()); Ref library = _chunk->get_library(); ERR_FAIL_COND(!library.is_valid()); if (_phase == 0) { phase_setup(); } else if (_phase == 1) { phase_library_setup(); } else if (_phase == 2) { phase_terrain_mesh_setup(); } else if (_phase == 3) { phase_collider(); } else if (_phase == 5) { phase_terrain_mesh(); } else if (_phase == 6) { phase_finalize(); } else if (_phase > 6) { set_complete(true); //So threadpool knows it's done next_job(); ERR_FAIL_MSG("TerrainTerrainJob: _phase is too high!"); } } void TerrainTerrainJob::_reset() { TerrainJob::_reset(); _build_done = false; _phase = 0; _current_job_step = 0; _current_mesh = 0; ERR_FAIL_COND(!_mesher.is_valid()); _mesher->set_voxel_scale(_chunk->get_voxel_scale()); Ref chunk = _chunk; Ref md = _mesher; if (chunk.is_valid() && md.is_valid()) { md->set_build_flags(chunk->get_build_flags()); } if (_liquid_mesher.is_valid()) { _liquid_mesher->set_voxel_scale(_chunk->get_voxel_scale()); md = _liquid_mesher; if (chunk.is_valid() && md.is_valid()) { md->set_build_flags(chunk->get_build_flags()); } } } void TerrainTerrainJob::_physics_process(float delta) { if (_phase == 4) phase_physics_process(); } void TerrainTerrainJob::step_type_normal() { Ref chunk = _chunk; //TODO make this automatic in build_mesh if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { _mesher->bake_colors(_chunk); } temp_mesh_arr = _mesher->build_mesh(); RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref 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); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void TerrainTerrainJob::step_type_normal_lod() { Ref step = _job_steps[_current_job_step]; ERR_FAIL_COND(!step.is_valid()); Ref chunk = _chunk; _mesher->set_lod_index(step->get_lod_index()); _mesher->reset(); _mesher->add_chunk(_chunk); //TODO make this automatic in build_mesh if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { _mesher->bake_colors(_chunk); } temp_mesh_arr = _mesher->build_mesh(); RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref 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); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void TerrainTerrainJob::step_type_drop_uv2() { Ref chunk = _chunk; RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant(); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref 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); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void TerrainTerrainJob::step_type_merge_verts() { Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr); temp_mesh_arr = temp_mesh_arr2; Ref chunk = _chunk; RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref 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); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void TerrainTerrainJob::step_type_bake_texture() { Ref chunk = _chunk; Ref 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 mat = lmat; Ref spmat = lmat; Ref 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); temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant(); RID mesh_rid = chunk->mesh_rid_get_index(TerrainChunkDefault::MESH_INDEX_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref 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); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } } ++_current_mesh; } void TerrainTerrainJob::step_type_simplify_mesh() { #ifdef MESH_UTILS_PRESENT Ref chunk = _chunk; Ref step = _job_steps[_current_job_step]; ERR_FAIL_COND(!step.is_valid()); Ref 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_TERRAIN, TerrainChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref 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); } if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } #endif } TerrainTerrainJob::TerrainTerrainJob() { _current_job_step = 0; _current_mesh = 0; } TerrainTerrainJob::~TerrainTerrainJob() { _mesher.unref(); _liquid_mesher.unref(); } void TerrainTerrainJob::_bind_methods() { ClassDB::bind_method(D_METHOD("get_mesher"), &TerrainTerrainJob::get_mesher); ClassDB::bind_method(D_METHOD("set_mesher", "mesher"), &TerrainTerrainJob::set_mesher); ClassDB::bind_method(D_METHOD("get_liquid_mesher"), &TerrainTerrainJob::get_liquid_mesher); ClassDB::bind_method(D_METHOD("set_liquid_mesher", "mesher"), &TerrainTerrainJob::set_liquid_mesher); ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &TerrainTerrainJob::get_jobs_step); ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &TerrainTerrainJob::set_jobs_step); ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &TerrainTerrainJob::remove_jobs_step); ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &TerrainTerrainJob::add_jobs_step); ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &TerrainTerrainJob::get_jobs_step_count); ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &TerrainTerrainJob::_physics_process); }