mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-18 09:56:50 +01:00
534 lines
14 KiB
C++
534 lines
14 KiB
C++
/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "prop_2d_instance_prop_job.h"
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#include "lights/prop_2d_light.h"
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#include "material_cache/prop_2d_material_cache.h"
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#include "prop_2d_instance.h"
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#include "prop_2d_instance_merger.h"
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#include "prop_2d_mesher.h"
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#include "scene/resources/shape.h"
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#include "singleton/prop_2d_cache.h"
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#ifdef MESH_DATA_RESOURCE_PRESENT
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#include "../mesh_data_resource/mesh_data_resource.h"
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#endif
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#ifdef MESH_UTILS_PRESENT
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#include "../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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#if TEXTURE_PACKER_PRESENT
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#include "../texture_packer/texture_packer.h"
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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//define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling,
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//but not when included from here.
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#define PROPS_2D_PRESENT 1
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#include "../mesh_data_resource/props_2d/prop_2d_data_mesh_data.h"
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#endif
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#include "props/prop_2d_data_tiled_wall_2d.h"
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#include "tiled_wall/tiled_wall_2d_data.h"
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Ref<Prop2DMaterialCache> Prop2DInstanceProp2DJob::get_material_cache() {
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return _material_cache;
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}
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void Prop2DInstanceProp2DJob::set_material_cache(const Ref<Prop2DMaterialCache> &cache) {
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_material_cache = cache;
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}
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void Prop2DInstanceProp2DJob::add_collision_shape(const Ref<Shape2D> &shape, const Transform2D &transform, const bool owns_shape) {
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CollisionShapeEntry e;
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e.shape = shape;
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e.transform = transform;
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e.owns_shape = owns_shape;
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_collision_shapes.push_back(e);
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}
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void Prop2DInstanceProp2DJob::clear_collision_shapes() {
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_collision_shapes.clear();
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}
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Prop2DInstanceMerger *Prop2DInstanceProp2DJob::get_prop_instace() {
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return _prop_instace;
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}
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void Prop2DInstanceProp2DJob::set_prop_instace(Prop2DInstanceMerger *prop) {
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_prop_instace = prop;
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_instance = prop;
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}
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void Prop2DInstanceProp2DJob::set_prop_instace_bind(Node *prop) {
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set_prop_instace(Object::cast_to<Prop2DInstanceMerger>(prop));
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}
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Ref<Prop2DMesher> Prop2DInstanceProp2DJob::get_prop_mesher() const {
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return _prop_mesher;
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}
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void Prop2DInstanceProp2DJob::set_prop_mesher(const Ref<Prop2DMesher> &mesher) {
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_prop_mesher = mesher;
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}
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#if MESH_DATA_RESOURCE_PRESENT
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void Prop2DInstanceProp2DJob::add_mesh(const Ref<Prop2DDataMeshData> &mesh_data, const Transform2D &base_transform) {
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PMDREntry e;
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e.mesh_data = mesh_data;
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e.base_transform = base_transform;
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_prop_mesh_datas.push_back(e);
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}
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void Prop2DInstanceProp2DJob::clear_meshes() {
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_prop_mesh_datas.clear();
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}
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#endif
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void Prop2DInstanceProp2DJob::add_tiled_wall(const Ref<Prop2DDataTiledWall2D> &data, const Transform2D &base_transform) {
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PTWEntry e;
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e.data = data;
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e.base_transform = base_transform;
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_prop_tiled_wall_datas.push_back(e);
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}
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void Prop2DInstanceProp2DJob::clear_tiled_walls() {
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_prop_tiled_wall_datas.clear();
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}
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void Prop2DInstanceProp2DJob::add_light(const Ref<Prop2DLight> &light) {
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_prop_mesher->add_light(light);
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}
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void Prop2DInstanceProp2DJob::clear_lights() {
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_prop_mesher->clear_lights();
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}
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void Prop2DInstanceProp2DJob::_physics_process(float delta) {
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if (_phase == 0) {
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phase_physics_process();
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}
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}
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void Prop2DInstanceProp2DJob::_execute_phase() {
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if (!_material_cache.is_valid()) {
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ERR_PRINT("!Prop2DInstanceProp2DJob::_execute_phase(): !_material_cache.is_valid()");
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//reset_meshes();
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set_complete(true); //So threadpool knows it's done
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finished();
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}
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#ifdef MESH_DATA_RESOURCE_PRESENT
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if (_prop_mesh_datas.size() == 0 && _prop_tiled_wall_datas.size() == 0) {
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//reset_meshes();
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set_complete(true);
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finished();
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return;
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}
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#endif
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if (_phase == 1) {
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phase_setup_cache();
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} else if (_phase == 2) {
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phase_prop();
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} else if (_phase == 3) {
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phase_steps();
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} else if (_phase > 3) {
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set_complete(true); //So threadpool knows it's done
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finished();
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ERR_FAIL_MSG("Prop2DInstanceProp2DJob: _phase is too high!");
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}
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}
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void Prop2DInstanceProp2DJob::_reset() {
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Prop2DInstanceJob::_reset();
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_build_done = false;
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_phase = 0;
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reset_stages();
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if (_prop_mesher.is_valid()) {
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_prop_mesher->reset();
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}
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_prop_tiled_wall_datas.clear();
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_prop_mesh_datas.clear();
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clear_collision_shapes();
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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void Prop2DInstanceProp2DJob::phase_physics_process() {
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ERR_FAIL_COND(!_prop_instace);
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//TODO this should only update the differences
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//for (int i = 0; i < _prop_instace->collider_get_num(); ++i) {
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// PhysicsServer::get_singleton()->free(_prop_instace->collider_body_get(i));
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//}
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_prop_instace->free_colliders();
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_prop_instace->colliders_clear();
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/*
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for (int i = 0; i < _collision_shapes.size(); ++i) {
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CollisionShapeEntry &e = _collision_shapes.write[i];
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if (!e.shape.is_valid()) {
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continue;
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}
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RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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PhysicsServer::get_singleton()->body_add_shape(body, e.shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, _prop_instace->get_collision_layer());
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PhysicsServer::get_singleton()->body_set_collision_mask(body, _prop_instace->get_collision_mask());
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if (_prop_instace->is_inside_tree() && _prop_instace->is_inside_world()) {
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Ref<World2D> world = _prop_instace->get_world_2d();
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if (world.is_valid() && world->get_space() != RID()) {
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PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
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}
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}
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//PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, e.transform);
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_prop_instace->collider_add(e.transform, e.shape, e.shape->get_rid(), body, e.owns_shape);
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}
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*/
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#if TOOLS_ENABLED
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/*
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if (SceneTree::get_singleton()->is_debugging_collisions_hint() && _prop_instace->collider_get_num() > 0) {
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_prop_instace->draw_debug_mdr_colliders();
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}
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*/
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#endif
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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next_phase();
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}
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void Prop2DInstanceProp2DJob::phase_setup_cache() {
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if (should_do()) {
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if (!_material_cache->get_initialized()) {
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_material_cache->mutex_lock();
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//check again, this thread might have gotten here after an another one already did the initialization!
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if (!_material_cache->get_initialized()) {
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//this will set up materials, and settings
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//Can only be called from the main thread!
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//Merger calls this
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//_material_cache->initial_setup_default();
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_material_cache->prop_add_textures(_prop_instace->get_prop_data());
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_material_cache->refresh_rects();
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}
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_material_cache->mutex_unlock();
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}
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if (should_return()) {
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return;
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}
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}
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reset_stages();
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next_phase();
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}
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void Prop2DInstanceProp2DJob::phase_prop() {
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if (!_prop_mesher.is_valid()) {
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set_complete(true); //So threadpool knows it's done
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return;
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}
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if (should_do()) {
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if (_prop_mesh_datas.size() == 0 && _prop_tiled_wall_datas.size() == 0) {
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//reset_meshes();
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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return;
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}
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#ifdef MESH_DATA_RESOURCE_PRESENT
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for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
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PMDREntry &e = _prop_mesh_datas.write[i];
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Ref<Prop2DDataMeshData> pmd = e.mesh_data;
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Ref<MeshDataResource> mesh = pmd->get_mesh();
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Ref<Texture> tex = pmd->get_texture();
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Transform t = pmd->get_transform();
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Rect2 uvr = _material_cache->texture_get_uv_rect(tex);
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_prop_mesher->add_mesh_data_resource_transform(mesh, t, uvr);
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}
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#endif
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for (int i = 0; i < _prop_tiled_wall_datas.size(); ++i) {
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PTWEntry &e = _prop_tiled_wall_datas.write[i];
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Ref<Prop2DDataTiledWall2D> pdtw = e.data;
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//Transform t = pdtw->get_transform();
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//Transform2D t = e.base_transform;
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//_prop_mesher->add_tiled_wall_simple(pdtw->get_width(), pdtw->get_heigth(), t, pdtw->get_data(), _material_cache);
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}
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if (_prop_mesher->get_vertex_count() == 0) {
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//reset_meshes();
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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return;
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((_prop_mesher->get_build_flags() & Prop2DMesher::BUILD_FLAG_USE_LIGHTING) != 0) {
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_prop_mesher->bake_colors();
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}
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if (should_return()) {
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return;
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}
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}
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reset_stages();
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next_phase();
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}
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void Prop2DInstanceProp2DJob::phase_steps() {
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ERR_FAIL_COND(!_prop_mesher.is_valid());
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if (should_return()) {
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return;
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}
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if (_prop_mesher->get_vertex_count() == 0) {
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reset_stages();
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//next_phase();
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set_complete(true); //So threadpool knows it's done
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finished();
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return;
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}
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//set up the meshes
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if (should_do()) {
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if (_prop_instace->mesh_get_num() == 0) {
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//need to allocate the meshes
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_prop_instace->meshes_create(1);
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} else {
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//we have the meshes, just clear
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int count = _prop_instace->mesh_get_num();
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for (int i = 0; i < count; ++i) {
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RID mesh_rid = _prop_instace->mesh_get(i);
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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}
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}
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}
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step_type_normal();
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reset_stages();
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//next_phase();
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set_complete(true); //So threadpool knows it's done
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finished();
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}
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void Prop2DInstanceProp2DJob::step_type_normal() {
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//TODO add a lighting generation step
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temp_mesh_arr = _prop_mesher->build_mesh();
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RID mesh_rid = _prop_instace->mesh_get(0);
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat = _material_cache->material_get();
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if (lmat.is_valid()) {
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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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}
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Array Prop2DInstanceProp2DJob::merge_mesh_array(Array arr) const {
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ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr);
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PoolVector3Array verts = arr[VisualServer::ARRAY_VERTEX];
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PoolVector3Array normals = arr[VisualServer::ARRAY_NORMAL];
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PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV];
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PoolColorArray colors = arr[VisualServer::ARRAY_COLOR];
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PoolIntArray indices = arr[VisualServer::ARRAY_INDEX];
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bool has_normals = normals.size() > 0;
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bool has_uvs = uvs.size() > 0;
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bool has_colors = colors.size() > 0;
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int i = 0;
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while (i < verts.size()) {
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Vector3 v = verts[i];
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Array equals;
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for (int j = i + 1; j < verts.size(); ++j) {
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Vector3 vc = verts[j];
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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))
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equals.push_back(j);
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}
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for (int k = 0; k < equals.size(); ++k) {
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int rem = equals[k];
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int remk = rem - k;
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verts.remove(remk);
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if (has_normals)
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normals.remove(remk);
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if (has_uvs)
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uvs.remove(remk);
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if (has_colors)
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colors.remove(remk);
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for (int j = 0; j < indices.size(); ++j) {
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int indx = indices[j];
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if (indx == remk)
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indices.set(j, i);
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else if (indx > remk)
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indices.set(j, indx - 1);
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}
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}
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++i;
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}
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arr[VisualServer::ARRAY_VERTEX] = verts;
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if (has_normals)
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arr[VisualServer::ARRAY_NORMAL] = normals;
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if (has_uvs)
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arr[VisualServer::ARRAY_TEX_UV] = uvs;
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if (has_colors)
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arr[VisualServer::ARRAY_COLOR] = colors;
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arr[VisualServer::ARRAY_INDEX] = indices;
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return arr;
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}
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Array Prop2DInstanceProp2DJob::bake_mesh_array_uv(Array arr, Ref<Texture> tex, const float mul_color) const {
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ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr);
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ERR_FAIL_COND_V(!tex.is_valid(), arr);
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Ref<Image> img = tex->get_data();
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ERR_FAIL_COND_V(!img.is_valid(), arr);
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Vector2 imgsize = img->get_size();
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PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV];
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PoolColorArray colors = arr[VisualServer::ARRAY_COLOR];
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if (colors.size() < uvs.size())
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colors.resize(uvs.size());
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img->lock();
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for (int i = 0; i < uvs.size(); ++i) {
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Vector2 uv = uvs[i];
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uv *= imgsize;
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int ux = static_cast<int>(CLAMP(uv.x, 0, imgsize.x - 1));
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int uy = static_cast<int>(CLAMP(uv.y, 0, imgsize.y - 1));
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Color c = img->get_pixel(ux, uy);
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colors.set(i, colors[i] * c * mul_color);
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}
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img->unlock();
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arr[VisualServer::ARRAY_COLOR] = colors;
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return arr;
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}
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void Prop2DInstanceProp2DJob::reset_meshes() {
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if (!_prop_instace) {
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return;
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}
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//we have meshes, clear
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if (_prop_instace->mesh_get_num() != 0) {
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int count = _prop_instace->mesh_get_num();
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for (int i = 0; i < count; ++i) {
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RID mesh_rid = _prop_instace->mesh_get(i);
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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}
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}
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}
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Prop2DInstanceProp2DJob::Prop2DInstanceProp2DJob() {
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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_prop_instace = NULL;
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//todo allocate this in a virtual method
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_prop_mesher.instance();
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_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);
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}
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Prop2DInstanceProp2DJob::~Prop2DInstanceProp2DJob() {
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}
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void Prop2DInstanceProp2DJob::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_material_cache"), &Prop2DInstanceProp2DJob::get_material_cache);
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ClassDB::bind_method(D_METHOD("set_material_cache", "packer"), &Prop2DInstanceProp2DJob::set_material_cache);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_cache", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DMaterialCache", 0), "set_material_cache", "get_material_cache");
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ClassDB::bind_method(D_METHOD("get_prop_mesher"), &Prop2DInstanceProp2DJob::get_prop_mesher);
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ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &Prop2DInstanceProp2DJob::set_prop_mesher);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "Prop2DMesher", 0), "set_prop_mesher", "get_prop_mesher");
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ClassDB::bind_method(D_METHOD("add_light", "light"), &Prop2DInstanceProp2DJob::add_light);
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ClassDB::bind_method(D_METHOD("clear_lights"), &Prop2DInstanceProp2DJob::clear_lights);
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ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &Prop2DInstanceProp2DJob::_physics_process);
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}
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