/*************************************************************************/ /* voxel_prop_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 "voxel_prop_job.h" #include "../../defines.h" #include "../../library/voxel_library.h" #include "../../library/voxel_surface.h" #include "../../meshers/voxel_mesher.h" #include "../default/voxel_chunk_default.h" #include "../../library/voxel_material_cache.h" #include "../default/voxel_chunk_default.h" #include "scene/resources/material/shader_material.h" #include "scene/resources/material/spatial_material.h" #include "scene/resources/world_3d.h" #include "servers/physics_server.h" #include "modules/modules_enabled.gen.h" #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED #include "../../../mesh_data_resource/mesh_data_resource.h" #endif #include "../../world/default/voxel_world_default.h" #ifdef MODULE_MESH_UTILS_ENABLED #include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h" #endif #ifdef MODULE_PROPS_ENABLED #include "../../../props/props/prop_data_static_body.h" #endif Ref VoxelPropJob::get_prop_mesher() const { return _prop_mesher; } void VoxelPropJob::set_prop_mesher(const Ref &mesher) { _prop_mesher = mesher; } Ref VoxelPropJob::get_jobs_step(int index) const { ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref()); return _job_steps.get(index); } void VoxelPropJob::set_jobs_step(int index, const Ref &step) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.set(index, step); } void VoxelPropJob::remove_jobs_step(const int index) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.remove(index); } void VoxelPropJob::add_jobs_step(const Ref &step) { _job_steps.push_back(step); } int VoxelPropJob::get_jobs_step_count() const { return _job_steps.size(); } void VoxelPropJob::phase_physics_process() { ERR_FAIL_COND(!_chunk.is_valid()); Ref chunk = _chunk; //TODO this should only update the differences for (int i = 0; i < chunk->collider_get_count(); ++i) { PhysicsServer::get_singleton()->free(chunk->collider_get_body(i)); } chunk->colliders_clear(); #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) { Ref mdr = chunk->mesh_data_resource_get(i); for (int j = 0; j < mdr->get_collision_shape_count(); ++j) { Ref shape = mdr->get_collision_shape(j); Transform offset = mdr->get_collision_shape_offset(j); if (!shape.is_valid()) { continue; } RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); Transform transform = chunk->mesh_data_resource_get_transform(i); transform *= offset; PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid()); //TODO store the layer mask somewhere PhysicsServer::get_singleton()->body_set_collision_layer(body, 1); PhysicsServer::get_singleton()->body_set_collision_mask(body, 1); if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) { Ref world = chunk->get_voxel_world()->get_world_3d(); 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, chunk->get_transform() * transform); chunk->collider_add(transform, shape, shape->get_rid(), body); } } #endif #ifdef MODULE_PROPS_ENABLED for (int i = 0; i < chunk->prop_get_count(); ++i) { Ref prop = chunk->prop_get(i); Transform prop_transform = chunk->prop_get_tarnsform(i); Transform chunk_prop_local_tform = prop_transform; chunk_prop_local_tform.origin = chunk->to_local(chunk_prop_local_tform.origin); for (int j = 0; j < prop->get_prop_count(); ++j) { Ref psb = prop->get_prop(j); if (!psb.is_valid()) { continue; } if (psb->get_collision_shape_count() == 0) { continue; } for (int k = 0; k < psb->get_collision_shape_count(); ++k) { Ref shape = psb->get_collision_shape(k); Transform offset = psb->get_collision_shape_transform(k); if (!shape.is_valid()) { continue; } RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC); Transform transform = chunk_prop_local_tform; transform *= offset; PhysicsServer::get_singleton()->body_add_shape(body, shape->get_rid()); //TODO store the layer mask somewhere PhysicsServer::get_singleton()->body_set_collision_layer(body, 1); PhysicsServer::get_singleton()->body_set_collision_mask(body, 1); if (chunk->get_voxel_world()->is_inside_tree() && chunk->get_voxel_world()->is_inside_world()) { Ref world = chunk->get_voxel_world()->get_world_3d(); 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, chunk->get_transform() * transform); chunk->collider_add(transform, shape, shape->get_rid(), body); } } } #endif #if TOOLS_ENABLED if (SceneTree::get_singleton()->is_debugging_collisions_hint() && chunk->collider_get_count() > 0) { chunk->draw_debug_mdr_colliders(); } #endif set_build_phase_type(BUILD_PHASE_TYPE_NORMAL); next_phase(); } void VoxelPropJob::phase_prop() { #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED Ref chunk = _chunk; if (!get_prop_mesher().is_valid()) { set_complete(true); //So threadpool knows it's done next_job(); return; } if (should_do()) { if (chunk->mesh_data_resource_get_count() == 0) { reset_stages(); set_complete(true); //So threadpool knows it's done next_job(); return; } for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) { if (chunk->mesh_data_resource_get_is_inside(i)) { 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)); } } if (should_return()) { return; } } if (should_do()) { if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { get_prop_mesher()->bake_colors(_chunk); } if (should_return()) { return; } } if (should_do()) { if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { VoxelWorldDefault *world = Object::cast_to(chunk->get_voxel_world()); if (world) { for (int i = 0; i < chunk->mesh_data_resource_get_count(); ++i) { if (!chunk->mesh_data_resource_get_is_inside(i)) { Ref mdr = chunk->mesh_data_resource_get(i); ERR_CONTINUE(!mdr.is_valid()); Transform trf = chunk->mesh_data_resource_get_transform(i); Array arr = mdr->get_array(); if (arr.size() <= Mesh::ARRAY_VERTEX) { continue; } PoolVector3Array varr = arr[Mesh::ARRAY_VERTEX]; if (varr.size() == 0) { continue; } PoolColorArray carr = world->get_vertex_colors(trf, varr); get_prop_mesher()->add_mesh_data_resource_transform_colored(mdr, trf, carr, chunk->mesh_data_resource_get_uv_rect(i)); } } } } } if (get_prop_mesher()->get_vertex_count() == 0) { reset_stages(); set_complete(true); //So threadpool knows it's done next_job(); return; } #endif reset_stages(); next_phase(); } void VoxelPropJob::_physics_process(float delta) { if (_phase == 0) { phase_physics_process(); } } void VoxelPropJob::_execute_phase() { ERR_FAIL_COND(!_chunk.is_valid()); Ref library = _chunk->get_library(); ERR_FAIL_COND(!library.is_valid()); Ref chunk = _chunk; if (!chunk.is_valid() #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED || chunk->mesh_data_resource_get_count() == 0 #endif ) { set_complete(true); next_job(); return; } if (_phase == 1) { phase_setup(); } 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 next_job(); ERR_FAIL_MSG("VoxelPropJob: _phase is too high!"); } } void VoxelPropJob::_reset() { VoxelJob::_reset(); _build_done = false; _phase = 0; _current_job_step = 0; _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 VoxelPropJob::phase_setup() { Ref 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 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); } #ifdef MODULE_MESH_DATA_RESOURCE_ENABLED for (int i = 0; i < _chunk->mesh_data_resource_get_count(); ++i) { Ref tex = _chunk->mesh_data_resource_get_texture(i); if (!tex.is_valid()) { continue; } 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 VoxelPropJob::phase_steps() { Ref 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(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::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 VoxelMesherJobStep::TYPE_NORMAL: ++count; break; case VoxelMesherJobStep::TYPE_NORMAL_LOD: ++count; break; case VoxelMesherJobStep::TYPE_DROP_UV2: ++count; break; case VoxelMesherJobStep::TYPE_MERGE_VERTS: ++count; break; case VoxelMesherJobStep::TYPE_BAKE_TEXTURE: ++count; break; case VoxelMesherJobStep::TYPE_SIMPLIFY_MESH: #ifdef MODULE_MESH_UTILS_ENABLED count += step->get_simplification_steps(); #endif break; default: break; } } //allocate if (count > 0) { chunk->meshes_create(VoxelChunkDefault::MESH_INDEX_PROP, count); } } else { //we have the meshes, just clear int count = chunk->mesh_rid_get_count(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH); for (int i = 0; i < count; ++i) { mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, 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 step = _job_steps[_current_job_step]; ERR_FAIL_COND(!step.is_valid()); switch (step->get_job_type()) { case VoxelMesherJobStep::TYPE_NORMAL: step_type_normal(); break; case VoxelMesherJobStep::TYPE_NORMAL_LOD: step_type_normal_lod(); break; case VoxelMesherJobStep::TYPE_DROP_UV2: step_type_drop_uv2(); break; case VoxelMesherJobStep::TYPE_MERGE_VERTS: step_type_merge_verts(); break; case VoxelMesherJobStep::TYPE_BAKE_TEXTURE: step_type_bake_texture(); break; case VoxelMesherJobStep::TYPE_SIMPLIFY_MESH: step_type_simplify_mesh(); break; case VoxelMesherJobStep::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 VoxelPropJob::step_type_normal() { //TODO add a lighting generation step Ref chunk = _chunk; temp_mesh_arr = _prop_mesher->build_mesh(); RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref 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()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void VoxelPropJob::step_type_normal_lod() { print_error("Error: step_type_normal_lod doesn't work for VoxelPropJobs!"); ++_current_mesh; } void VoxelPropJob::step_type_drop_uv2() { Ref chunk = _chunk; RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _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 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()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void VoxelPropJob::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(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref 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()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void VoxelPropJob::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[RenderingServer::ARRAY_TEX_UV] = Variant(); RID mesh_rid = chunk->mesh_rid_get_index(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); if (lmat.is_valid()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } } ++_current_mesh; } void VoxelPropJob::step_type_simplify_mesh() { #ifdef MODULE_MESH_UTILS_ENABLED 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(VoxelChunkDefault::MESH_INDEX_PROP, VoxelChunkDefault::MESH_TYPE_INDEX_MESH, _current_mesh); RenderingServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref 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()) { RenderingServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } #endif } VoxelPropJob::VoxelPropJob() { set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); _current_job_step = 0; _current_mesh = 0; } VoxelPropJob::~VoxelPropJob() { } void VoxelPropJob::_bind_methods() { ClassDB::bind_method(D_METHOD("get_prop_mesher"), &VoxelPropJob::get_prop_mesher); ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &VoxelPropJob::set_prop_mesher); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher", 0), "set_prop_mesher", "get_prop_mesher"); ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &VoxelPropJob::get_jobs_step); ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &VoxelPropJob::set_jobs_step); ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &VoxelPropJob::remove_jobs_step); ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &VoxelPropJob::add_jobs_step); ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &VoxelPropJob::get_jobs_step_count); ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelPropJob::_physics_process); }