/* 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 "prop_instance_prop_job.h" #include "jobs/prop_mesher_job_step.h" #include "lights/prop_light.h" #include "material_cache/prop_material_cache.h" #include "prop_instance.h" #include "prop_instance_merger.h" #include "prop_mesher.h" #include "scene/resources/shape.h" #include "scene/resources/world.h" #include "servers/physics_server.h" #include "singleton/prop_cache.h" #ifdef MESH_DATA_RESOURCE_PRESENT #include "../mesh_data_resource/mesh_data_resource.h" #endif #ifdef MESH_UTILS_PRESENT #include "../mesh_utils/fast_quadratic_mesh_simplifier.h" #endif #if TEXTURE_PACKER_PRESENT #include "../texture_packer/texture_packer.h" #endif #if MESH_DATA_RESOURCE_PRESENT //define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling, //but not when included from here. #define PROPS_PRESENT 1 #include "../mesh_data_resource/props/prop_data_mesh_data.h" #undef PROPS_PRESENT #endif #include "props/prop_data_tiled_wall.h" #include "tiled_wall/tiled_wall_data.h" Ref<PropMaterialCache> PropInstancePropJob::get_material_cache() { return _material_cache; } void PropInstancePropJob::set_material_cache(const Ref<PropMaterialCache> &cache) { _material_cache = cache; } Ref<PropMesherJobStep> PropInstancePropJob::get_jobs_step(int index) const { ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<PropMesherJobStep>()); return _job_steps.get(index); } void PropInstancePropJob::set_jobs_step(int index, const Ref<PropMesherJobStep> &step) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.set(index, step); } void PropInstancePropJob::remove_jobs_step(const int index) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.remove(index); } void PropInstancePropJob::add_jobs_step(const Ref<PropMesherJobStep> &step) { _job_steps.push_back(step); } int PropInstancePropJob::get_jobs_step_count() const { return _job_steps.size(); } void PropInstancePropJob::add_collision_shape(const Ref<Shape> &shape, const Transform &transform, const bool owns_shape) { CollisionShapeEntry e; e.shape = shape; e.transform = transform; e.owns_shape = owns_shape; _collision_shapes.push_back(e); } void PropInstancePropJob::clear_collision_shapes() { _collision_shapes.clear(); } PropInstanceMerger *PropInstancePropJob::get_prop_instace() { return _prop_instace; } void PropInstancePropJob::set_prop_instace(PropInstanceMerger *prop) { _prop_instace = prop; _instance = prop; } void PropInstancePropJob::set_prop_instace_bind(Node *prop) { set_prop_instace(Object::cast_to<PropInstanceMerger>(prop)); } Ref<PropMesher> PropInstancePropJob::get_prop_mesher() const { return _prop_mesher; } void PropInstancePropJob::set_prop_mesher(const Ref<PropMesher> &mesher) { _prop_mesher = mesher; } #if MESH_DATA_RESOURCE_PRESENT void PropInstancePropJob::add_mesh(const Ref<PropDataMeshData> &mesh_data, const Transform &base_transform) { PMDREntry e; e.mesh_data = mesh_data; e.base_transform = base_transform; _prop_mesh_datas.push_back(e); } void PropInstancePropJob::clear_meshes() { _prop_mesh_datas.clear(); } #endif void PropInstancePropJob::add_tiled_wall(const Ref<PropDataTiledWall> &data, const Transform &base_transform) { PTWEntry e; e.data = data; e.base_transform = base_transform; _prop_tiled_wall_datas.push_back(e); } void PropInstancePropJob::clear_tiled_walls() { _prop_tiled_wall_datas.clear(); } void PropInstancePropJob::add_light(const Ref<PropLight> &light) { _prop_mesher->add_light(light); } void PropInstancePropJob::clear_lights() { _prop_mesher->clear_lights(); } void PropInstancePropJob::_physics_process(float delta) { if (_phase == 0) { phase_physics_process(); } } void PropInstancePropJob::_execute_phase() { if (!_material_cache.is_valid()) { ERR_PRINT("!PropInstancePropJob::_execute_phase(): !_material_cache.is_valid()"); //reset_meshes(); set_complete(true); //So threadpool knows it's done finished(); } #ifdef MESH_DATA_RESOURCE_PRESENT if (_prop_mesh_datas.size() == 0 && _prop_tiled_wall_datas.size() == 0) { //reset_meshes(); set_complete(true); finished(); return; } #endif if (_phase == 1) { phase_setup_cache(); } else if (_phase == 2) { phase_prop(); } else if (_phase == 3) { phase_steps(); } else if (_phase > 3) { set_complete(true); //So threadpool knows it's done finished(); ERR_FAIL_MSG("PropInstancePropJob: _phase is too high!"); } } void PropInstancePropJob::_reset() { PropInstanceJob::_reset(); _build_done = false; _phase = 0; _current_mesh = 0; _current_job_step = 0; reset_stages(); if (_prop_mesher.is_valid()) { _prop_mesher->reset(); } _prop_tiled_wall_datas.clear(); _prop_mesh_datas.clear(); clear_collision_shapes(); set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); } void PropInstancePropJob::phase_physics_process() { ERR_FAIL_COND(!_prop_instace); //TODO this should only update the differences //for (int i = 0; i < _prop_instace->collider_get_num(); ++i) { // PhysicsServer::get_singleton()->free(_prop_instace->collider_body_get(i)); //} _prop_instace->free_colliders(); _prop_instace->colliders_clear(); for (int i = 0; i < _collision_shapes.size(); ++i) { CollisionShapeEntry &e = _collision_shapes.write[i]; if (!e.shape.is_valid()) { continue; } RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); PhysicsServer::get_singleton()->body_add_shape(body, e.shape->get_rid()); //TODO store the layer mask somewhere PhysicsServer::get_singleton()->body_set_collision_layer(body, _prop_instace->get_collision_layer()); PhysicsServer::get_singleton()->body_set_collision_mask(body, _prop_instace->get_collision_mask()); if (_prop_instace->is_inside_tree() && _prop_instace->is_inside_world()) { Ref<World> world = _prop_instace->get_world(); if (world.is_valid() && world->get_space() != RID()) { PhysicsServer::get_singleton()->body_set_space(body, world->get_space()); } } //PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, e.transform); _prop_instace->collider_add(e.transform, e.shape, e.shape->get_rid(), body, e.owns_shape); } #if TOOLS_ENABLED if (SceneTree::get_singleton()->is_debugging_collisions_hint() && _prop_instace->collider_get_num() > 0) { _prop_instace->draw_debug_mdr_colliders(); } #endif set_build_phase_type(BUILD_PHASE_TYPE_NORMAL); next_phase(); } void PropInstancePropJob::phase_setup_cache() { if (should_do()) { if (!_material_cache->get_initialized()) { _material_cache->mutex_lock(); //check again, this thread might have gotten here after an another one already did the initialization! if (!_material_cache->get_initialized()) { //this will set up materials, and settings //Can only be called from the main thread! //Merger calls this //_material_cache->initial_setup_default(); _material_cache->prop_add_textures(_prop_instace->get_prop_data()); _material_cache->refresh_rects(); } _material_cache->mutex_unlock(); } if (should_return()) { return; } } reset_stages(); next_phase(); } void PropInstancePropJob::phase_prop() { if (!_prop_mesher.is_valid()) { set_complete(true); //So threadpool knows it's done return; } if (should_do()) { if (_prop_mesh_datas.size() == 0 && _prop_tiled_wall_datas.size() == 0) { //reset_meshes(); reset_stages(); set_complete(true); //So threadpool knows it's done return; } #ifdef MESH_DATA_RESOURCE_PRESENT for (int i = 0; i < _prop_mesh_datas.size(); ++i) { PMDREntry &e = _prop_mesh_datas.write[i]; Ref<PropDataMeshData> pmd = e.mesh_data; Ref<MeshDataResource> mesh = pmd->get_mesh(); Ref<Texture> tex = pmd->get_texture(); Transform t = pmd->get_transform(); Rect2 uvr = _material_cache->texture_get_uv_rect(tex); _prop_mesher->add_mesh_data_resource_transform(mesh, t, uvr); } #endif for (int i = 0; i < _prop_tiled_wall_datas.size(); ++i) { PTWEntry &e = _prop_tiled_wall_datas.write[i]; Ref<PropDataTiledWall> pdtw = e.data; //Transform t = pdtw->get_transform(); Transform t = e.base_transform; _prop_mesher->add_tiled_wall_simple(pdtw->get_width(), pdtw->get_heigth(), t, pdtw->get_data(), _material_cache); } if (_prop_mesher->get_vertex_count() == 0) { //reset_meshes(); reset_stages(); set_complete(true); //So threadpool knows it's done return; } if (should_return()) { return; } } if (should_do()) { if ((_prop_mesher->get_build_flags() & PropMesher::BUILD_FLAG_USE_LIGHTING) != 0) { _prop_mesher->bake_colors(); } if (should_return()) { return; } } reset_stages(); next_phase(); } void PropInstancePropJob::phase_steps() { 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 finished(); return; } //set up the meshes if (should_do()) { if (_prop_instace->mesh_get_num() == 0) { //need to allocate the meshes //first count how many we need int count = 0; for (int i = 0; i < _job_steps.size(); ++i) { Ref<PropMesherJobStep> step = _job_steps[i]; ERR_FAIL_COND(!step.is_valid()); switch (step->get_job_type()) { case PropMesherJobStep::TYPE_NORMAL: ++count; break; case PropMesherJobStep::TYPE_NORMAL_LOD: ++count; break; case PropMesherJobStep::TYPE_DROP_UV2: ++count; break; case PropMesherJobStep::TYPE_MERGE_VERTS: ++count; break; case PropMesherJobStep::TYPE_BAKE_TEXTURE: ++count; break; case PropMesherJobStep::TYPE_SIMPLIFY_MESH: #ifdef MESH_UTILS_PRESENT count += step->get_simplification_steps(); #endif break; default: break; } } //allocate if (count > 0) { _prop_instace->meshes_create(count); } } else { //we have the meshes, just clear int count = _prop_instace->mesh_get_num(); for (int i = 0; i < count; ++i) { RID mesh_rid = _prop_instace->mesh_get(i); if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) { RS::get_singleton()->mesh_remove_surface(mesh_rid, 0); } } } } for (; _current_job_step < _job_steps.size();) { Ref<PropMesherJobStep> step = _job_steps[_current_job_step]; ERR_FAIL_COND(!step.is_valid()); switch (step->get_job_type()) { case PropMesherJobStep::TYPE_NORMAL: step_type_normal(); break; case PropMesherJobStep::TYPE_NORMAL_LOD: step_type_normal_lod(); break; case PropMesherJobStep::TYPE_DROP_UV2: step_type_drop_uv2(); break; case PropMesherJobStep::TYPE_MERGE_VERTS: step_type_merge_verts(); break; case PropMesherJobStep::TYPE_BAKE_TEXTURE: step_type_bake_texture(); break; case PropMesherJobStep::TYPE_SIMPLIFY_MESH: step_type_simplify_mesh(); break; case PropMesherJobStep::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 finished(); } void PropInstancePropJob::step_type_normal() { //TODO add a lighting generation step temp_mesh_arr = _prop_mesher->build_mesh(); RID mesh_rid = _prop_instace->mesh_get(_current_mesh); RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref<Material> lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void PropInstancePropJob::step_type_normal_lod() { print_error("Error: step_type_normal_lod doesn't work for TerraPropJobs!"); ++_current_mesh; } void PropInstancePropJob::step_type_drop_uv2() { RID mesh_rid = _prop_instace->mesh_get(_current_mesh); temp_mesh_arr[RenderingServer::ARRAY_TEX_UV2] = Variant(); RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref<Material> lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void PropInstancePropJob::step_type_merge_verts() { Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr); temp_mesh_arr = temp_mesh_arr2; RID mesh_rid = _prop_instace->mesh_get(_current_mesh); RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref<Material> lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void PropInstancePropJob::step_type_bake_texture() { Ref<ShaderMaterial> mat = _material_cache->material_lod_get(0); Ref<SpatialMaterial> spmat = _material_cache->material_lod_get(0); 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); temp_mesh_arr[RenderingServer::ARRAY_TEX_UV] = Variant(); RID mesh_rid = _prop_instace->mesh_get(_current_mesh); RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref<Material> lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } } ++_current_mesh; } void PropInstancePropJob::step_type_simplify_mesh() { #ifdef MESH_UTILS_PRESENT Ref<PropMesherJobStep> 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 = _prop_instace->mesh_get(_current_mesh); RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref<Material> lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } #endif } Array PropInstancePropJob::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 PropInstancePropJob::bake_mesh_array_uv(Array arr, Ref<Texture> 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<Image> 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<int>(CLAMP(uv.x, 0, imgsize.x - 1)); int uy = static_cast<int>(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 PropInstancePropJob::reset_meshes() { if (!_prop_instace) { return; } //we have meshes, clear if (_prop_instace->mesh_get_num() != 0) { int count = _prop_instace->mesh_get_num(); for (int i = 0; i < count; ++i) { RID mesh_rid = _prop_instace->mesh_get(i); if (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) { RS::get_singleton()->mesh_remove_surface(mesh_rid, 0); } } } } PropInstancePropJob::PropInstancePropJob() { set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); _prop_instace = NULL; _current_job_step = 0; //todo allocate this in a virtual method _prop_mesher.instance(); _prop_mesher->set_build_flags(PropMesher::BUILD_FLAG_USE_LIGHTING | PropMesher::BUILD_FLAG_USE_AO | PropMesher::BUILD_FLAG_USE_RAO | PropMesher::BUILD_FLAG_BAKE_LIGHTS); } PropInstancePropJob::~PropInstancePropJob() { } void PropInstancePropJob::_bind_methods() { ClassDB::bind_method(D_METHOD("get_material_cache"), &PropInstancePropJob::get_material_cache); ClassDB::bind_method(D_METHOD("set_material_cache", "packer"), &PropInstancePropJob::set_material_cache); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_cache", PROPERTY_HINT_RESOURCE_TYPE, "PropMaterialCache", 0), "set_material_cache", "get_material_cache"); ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &PropInstancePropJob::get_jobs_step); ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &PropInstancePropJob::set_jobs_step); ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &PropInstancePropJob::remove_jobs_step); ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &PropInstancePropJob::add_jobs_step); ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &PropInstancePropJob::get_jobs_step_count); ClassDB::bind_method(D_METHOD("get_prop_mesher"), &PropInstancePropJob::get_prop_mesher); ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &PropInstancePropJob::set_prop_mesher); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "PropMesher", 0), "set_prop_mesher", "get_prop_mesher"); ClassDB::bind_method(D_METHOD("add_light", "light"), &PropInstancePropJob::add_light); ClassDB::bind_method(D_METHOD("clear_lights"), &PropInstancePropJob::clear_lights); ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &PropInstancePropJob::_physics_process); }