pandemonium_engine/modules/terraman/world/jobs/terrain_job.cpp

351 lines
11 KiB
C++

/*************************************************************************/
/* terrain_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 "terrain_job.h"
#include "../default/terrain_chunk_default.h"
#include "../../../opensimplex/open_simplex_noise.h"
const String TerrainJob::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process";
TerrainJob::ActiveBuildPhaseType TerrainJob::get_build_phase_type() {
return _build_phase_type;
}
void TerrainJob::set_build_phase_type(TerrainJob::ActiveBuildPhaseType build_phase_type) {
_build_phase_type = build_phase_type;
}
void TerrainJob::set_chunk(const Ref<TerrainChunk> &chunk) {
_chunk = chunk;
_in_tree = true;
}
int TerrainJob::get_phase() {
return _phase;
}
void TerrainJob::set_phase(const int phase) {
_phase = phase;
}
void TerrainJob::next_phase() {
++_phase;
}
bool TerrainJob::get_build_done() {
return _build_done;
}
void TerrainJob::set_build_done(const bool val) {
_build_done = val;
}
void TerrainJob::next_job() {
ERR_FAIL_COND(!_chunk.is_valid());
_chunk->job_next();
set_build_done(true);
}
void TerrainJob::reset() {
call("_reset");
}
void TerrainJob::_reset() {
_build_done = false;
_phase = 0;
}
void TerrainJob::_execute() {
ActiveBuildPhaseType origpt = _build_phase_type;
while (!get_cancelled() && _in_tree && !_build_done && origpt == _build_phase_type && !should_return()) {
execute_phase();
}
if (!_in_tree) {
_chunk.unref();
}
}
void TerrainJob::execute_phase() {
call("_execute_phase");
}
void TerrainJob::_execute_phase() {
next_job();
}
void TerrainJob::process(const float delta) {
if (has_method("_process"))
call("_process", delta);
}
void TerrainJob::physics_process(const float delta) {
if (has_method("_physics_process"))
call("_physics_process", delta);
}
//Data Management functions
void TerrainJob::generate_ao() {
ERR_FAIL_COND(!_chunk.is_valid());
int data_size_x = _chunk->get_data_size_x();
int data_size_z = _chunk->get_data_size_z();
ERR_FAIL_COND(data_size_x == 0 || data_size_z == 0);
int margin_start = _chunk->get_margin_start();
int margin_end = _chunk->get_margin_end();
int ssize_x = _chunk->get_size_x();
int ssize_z = _chunk->get_size_z();
int size_x = ssize_x + margin_end;
int size_z = ssize_z + margin_end;
for (int z = margin_start - 1; z < size_z - 1; ++z) {
for (int x = margin_start - 1; x < size_x - 1; ++x) {
int current = _chunk->get_voxel(x, z, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
int sum = _chunk->get_voxel(x + 1, z, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x - 1, z, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x, z + 1, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x, z - 1, TerrainChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum /= 6;
sum -= current;
if (sum < 0)
sum = 0;
_chunk->set_voxel(sum, x, z, TerrainChunkDefault::DEFAULT_CHANNEL_AO);
}
}
}
void TerrainJob::generate_random_ao(int seed, int octaves, int period, float persistence, float scale_factor) {
ERR_FAIL_COND(!_chunk.is_valid());
int margin_start = _chunk->get_margin_start();
int margin_end = _chunk->get_margin_end();
int size_x = _chunk->get_size_x();
int size_z = _chunk->get_size_z();
int position_x = _chunk->get_position_x();
int position_z = _chunk->get_position_z();
Ref<OpenSimplexNoise> noise;
noise.instance();
noise->set_seed(seed);
noise->set_octaves(octaves);
noise->set_period(period);
noise->set_persistence(persistence);
for (int x = -margin_start; x < size_x + margin_end; ++x) {
for (int z = -margin_start; z < size_z + margin_end; ++z) {
float val = noise->get_noise_3d(x + (position_x * size_x), 0, z + (position_z * size_z));
val *= scale_factor;
if (val > 1)
val = 1;
if (val < 0)
val = -val;
_chunk->set_voxel(int(val * 255.0), x, z, TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
}
}
Array TerrainJob::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 TerrainJob::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 TerrainJob::chunk_exit_tree() {
_in_tree = false;
if (get_complete()) {
_chunk.unref();
} else {
set_cancelled(true);
}
}
TerrainJob::TerrainJob() {
_in_tree = false;
_build_phase_type = BUILD_PHASE_TYPE_NORMAL;
_build_done = true;
_phase = 0;
}
TerrainJob::~TerrainJob() {
_chunk.unref();
}
void TerrainJob::_bind_methods() {
BIND_VMETHOD(MethodInfo("_process", PropertyInfo(Variant::REAL, "delta")));
BIND_VMETHOD(MethodInfo("_physics_process", PropertyInfo(Variant::REAL, "delta")));
ClassDB::bind_method(D_METHOD("get_build_phase_type"), &TerrainJob::get_build_phase_type);
ClassDB::bind_method(D_METHOD("set_build_phase_type", "value"), &TerrainJob::set_build_phase_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_phase_type", PROPERTY_HINT_ENUM, BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE), "set_build_phase_type", "get_build_phase_type");
ClassDB::bind_method(D_METHOD("set_chunk", "chunk"), &TerrainJob::set_chunk);
ClassDB::bind_method(D_METHOD("get_phase"), &TerrainJob::get_phase);
ClassDB::bind_method(D_METHOD("set_phase", "phase"), &TerrainJob::set_phase);
ClassDB::bind_method(D_METHOD("next_phase"), &TerrainJob::next_phase);
ClassDB::bind_method(D_METHOD("get_build_done"), &TerrainJob::get_build_done);
ClassDB::bind_method(D_METHOD("set_build_done", "val"), &TerrainJob::set_build_done);
ClassDB::bind_method(D_METHOD("next_job"), &TerrainJob::next_job);
BIND_VMETHOD(MethodInfo("_reset"));
ClassDB::bind_method(D_METHOD("reset"), &TerrainJob::reset);
ClassDB::bind_method(D_METHOD("_reset"), &TerrainJob::_reset);
BIND_VMETHOD(MethodInfo("_execute_phase"));
ClassDB::bind_method(D_METHOD("execute_phase"), &TerrainJob::execute_phase);
ClassDB::bind_method(D_METHOD("_execute_phase"), &TerrainJob::_execute_phase);
ClassDB::bind_method(D_METHOD("generate_ao"), &TerrainJob::generate_ao);
ClassDB::bind_method(D_METHOD("generate_random_ao", "seed", "octaves", "period", "persistence", "scale_factor"), &TerrainJob::generate_random_ao, DEFVAL(4), DEFVAL(30), DEFVAL(0.3), DEFVAL(0.6));
ClassDB::bind_method(D_METHOD("chunk_exit_tree"), &TerrainJob::chunk_exit_tree);
BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_NORMAL);
BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PROCESS);
BIND_ENUM_CONSTANT(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
}