pandemonium_engine/modules/voxelman/world/jobs/voxel_prop_job.cpp

696 lines
21 KiB
C++

/*************************************************************************/
/* 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<VoxelMesher> VoxelPropJob::get_prop_mesher() const {
return _prop_mesher;
}
void VoxelPropJob::set_prop_mesher(const Ref<VoxelMesher> &mesher) {
_prop_mesher = mesher;
}
Ref<VoxelMesherJobStep> VoxelPropJob::get_jobs_step(int index) const {
ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<VoxelMesherJobStep>());
return _job_steps.get(index);
}
void VoxelPropJob::set_jobs_step(int index, const Ref<VoxelMesherJobStep> &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<VoxelMesherJobStep> &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<VoxelChunkDefault> 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<MeshDataResource> mdr = chunk->mesh_data_resource_get(i);
for (int j = 0; j < mdr->get_collision_shape_count(); ++j) {
Ref<Shape> 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<World3D> 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<PropData> 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<PropDataStaticBody> 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> 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<World3D> 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<VoxelChunkDefault> 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<VoxelWorldDefault>(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<MeshDataResource> 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<VoxelLibrary> library = _chunk->get_library();
ERR_FAIL_COND(!library.is_valid());
Ref<VoxelChunkDefault> 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<VoxelLibrary> 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<VoxelMaterialCache> 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<Texture> 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<VoxelChunkDefault> 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<VoxelMesherJobStep> 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<VoxelMesherJobStep> 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<VoxelChunkDefault> 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<Material> 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<VoxelChunkDefault> 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<Material> 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<VoxelChunkDefault> 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<Material> 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<VoxelChunkDefault> chunk = _chunk;
Ref<Material> 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<ShaderMaterial> mat = lmat;
Ref<SpatialMaterial> spmat = lmat;
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 = 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<VoxelChunkDefault> chunk = _chunk;
Ref<VoxelMesherJobStep> 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 = 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<Material> 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);
}