/* 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_2d_instance_prop_job.h" #include "lights/prop_2d_light.h" #include "material_cache/prop_2d_material_cache.h" #include "prop_2d_instance.h" #include "prop_2d_instance_merger.h" #include "prop_2d_mesher.h" #include "scene/resources/shape.h" #include "singleton/prop_2d_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_2D_PRESENT 1 #include "../mesh_data_resource/props_2d/prop_2d_data_mesh_data.h" #endif #include "props/prop_2d_data_tiled_wall_2d.h" #include "tiled_wall/tiled_wall_2d_data.h" Ref Prop2DInstanceProp2DJob::get_material_cache() { return _material_cache; } void Prop2DInstanceProp2DJob::set_material_cache(const Ref &cache) { _material_cache = cache; } void Prop2DInstanceProp2DJob::add_collision_shape(const Ref &shape, const Transform2D &transform, const bool owns_shape) { CollisionShapeEntry e; e.shape = shape; e.transform = transform; e.owns_shape = owns_shape; _collision_shapes.push_back(e); } void Prop2DInstanceProp2DJob::clear_collision_shapes() { _collision_shapes.clear(); } Prop2DInstanceMerger *Prop2DInstanceProp2DJob::get_prop_instace() { return _prop_instace; } void Prop2DInstanceProp2DJob::set_prop_instace(Prop2DInstanceMerger *prop) { _prop_instace = prop; _instance = prop; } void Prop2DInstanceProp2DJob::set_prop_instace_bind(Node *prop) { set_prop_instace(Object::cast_to(prop)); } Ref Prop2DInstanceProp2DJob::get_prop_mesher() const { return _prop_mesher; } void Prop2DInstanceProp2DJob::set_prop_mesher(const Ref &mesher) { _prop_mesher = mesher; } #if MESH_DATA_RESOURCE_PRESENT void Prop2DInstanceProp2DJob::add_mesh(const Ref &mesh_data, const Transform2D &base_transform) { PMDREntry e; e.mesh_data = mesh_data; e.base_transform = base_transform; _prop_mesh_datas.push_back(e); } void Prop2DInstanceProp2DJob::clear_meshes() { _prop_mesh_datas.clear(); } #endif void Prop2DInstanceProp2DJob::add_tiled_wall(const Ref &data, const Transform2D &base_transform) { PTWEntry e; e.data = data; e.base_transform = base_transform; _prop_tiled_wall_datas.push_back(e); } void Prop2DInstanceProp2DJob::clear_tiled_walls() { _prop_tiled_wall_datas.clear(); } void Prop2DInstanceProp2DJob::add_light(const Ref &light) { _prop_mesher->add_light(light); } void Prop2DInstanceProp2DJob::clear_lights() { _prop_mesher->clear_lights(); } void Prop2DInstanceProp2DJob::_physics_process(float delta) { if (_phase == 0) phase_physics_process(); } void Prop2DInstanceProp2DJob::_execute_phase() { if (!_material_cache.is_valid()) { ERR_PRINT("!Prop2DInstanceProp2DJob::_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("Prop2DInstanceProp2DJob: _phase is too high!"); } } void Prop2DInstanceProp2DJob::_reset() { Prop2DInstanceJob::_reset(); _build_done = false; _phase = 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 Prop2DInstanceProp2DJob::phase_physics_process() { //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 = _prop_instace->get_world_2d(); 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 Prop2DInstanceProp2DJob::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 Prop2DInstanceProp2DJob::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 pmd = e.mesh_data; Ref mesh = pmd->get_mesh(); Ref 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 pdtw = e.data; //Transform t = pdtw->get_transform(); //Transform2D 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() & Prop2DMesher::BUILD_FLAG_USE_LIGHTING) != 0) { _prop_mesher->bake_colors(); } if (should_return()) { return; } } reset_stages(); next_phase(); } void Prop2DInstanceProp2DJob::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 _prop_instace->meshes_create(1); } 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 (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); } } } step_type_normal(); reset_stages(); //next_phase(); set_complete(true); //So threadpool knows it's done finished(); } void Prop2DInstanceProp2DJob::step_type_normal() { //TODO add a lighting generation step temp_mesh_arr = _prop_mesher->build_mesh(); RID mesh_rid = _prop_instace->mesh_get(0); VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat = _material_cache->material_get(); if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } } Array Prop2DInstanceProp2DJob::merge_mesh_array(Array arr) const { ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr); PoolVector3Array verts = arr[VisualServer::ARRAY_VERTEX]; PoolVector3Array normals = arr[VisualServer::ARRAY_NORMAL]; PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV]; PoolColorArray colors = arr[VisualServer::ARRAY_COLOR]; PoolIntArray indices = arr[VisualServer::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[VisualServer::ARRAY_VERTEX] = verts; if (has_normals) arr[VisualServer::ARRAY_NORMAL] = normals; if (has_uvs) arr[VisualServer::ARRAY_TEX_UV] = uvs; if (has_colors) arr[VisualServer::ARRAY_COLOR] = colors; arr[VisualServer::ARRAY_INDEX] = indices; return arr; } Array Prop2DInstanceProp2DJob::bake_mesh_array_uv(Array arr, Ref tex, const float mul_color) const { ERR_FAIL_COND_V(arr.size() != VisualServer::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[VisualServer::ARRAY_TEX_UV]; PoolColorArray colors = arr[VisualServer::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[VisualServer::ARRAY_COLOR] = colors; return arr; } void Prop2DInstanceProp2DJob::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 (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); } } } Prop2DInstanceProp2DJob::Prop2DInstanceProp2DJob() { set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); _prop_instace = NULL; //todo allocate this in a virtual method _prop_mesher.instance(); _prop_mesher->set_build_flags(Prop2DMesher::BUILD_FLAG_USE_LIGHTING | Prop2DMesher::BUILD_FLAG_USE_AO | Prop2DMesher::BUILD_FLAG_USE_RAO | Prop2DMesher::BUILD_FLAG_BAKE_LIGHTS); } Prop2DInstanceProp2DJob::~Prop2DInstanceProp2DJob() { } void Prop2DInstanceProp2DJob::_bind_methods() { ClassDB::bind_method(D_METHOD("get_material_cache"), &Prop2DInstanceProp2DJob::get_material_cache); ClassDB::bind_method(D_METHOD("set_material_cache", "packer"), &Prop2DInstanceProp2DJob::set_material_cache); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_cache", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DMaterialCache", 0), "set_material_cache", "get_material_cache"); ClassDB::bind_method(D_METHOD("get_prop_mesher"), &Prop2DInstanceProp2DJob::get_prop_mesher); ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &Prop2DInstanceProp2DJob::set_prop_mesher); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DMesher", 0), "set_prop_mesher", "get_prop_mesher"); ClassDB::bind_method(D_METHOD("add_light", "light"), &Prop2DInstanceProp2DJob::add_light); ClassDB::bind_method(D_METHOD("clear_lights"), &Prop2DInstanceProp2DJob::clear_lights); ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &Prop2DInstanceProp2DJob::_physics_process); }