pandemonium_engine/modules/props_2d/prop_2d_instance_prop_job.cpp

547 lines
16 KiB
C++

/*************************************************************************/
/* prop_2d_instance_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 "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/shapes/shape.h"
#include "singleton/prop_2d_cache.h"
#include "modules/modules_enabled.gen.h"
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#include "../mesh_data_resource/mesh_data_resource.h"
#endif
#ifdef MODULE_MESH_UTILS_ENABLED
#include "../mesh_utils/fast_quadratic_mesh_simplifier.h"
#endif
#ifdef MODULE_TEXTURE_PACKER_ENABLED
#include "../texture_packer/texture_packer.h"
#endif
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
#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<Prop2DMaterialCache> Prop2DInstanceProp2DJob::get_material_cache() {
return _material_cache;
}
void Prop2DInstanceProp2DJob::set_material_cache(const Ref<Prop2DMaterialCache> &cache) {
_material_cache = cache;
}
void Prop2DInstanceProp2DJob::add_collision_shape(const Ref<Shape2D> &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<Prop2DInstanceMerger>(prop));
}
Ref<Prop2DMesher> Prop2DInstanceProp2DJob::get_prop_mesher() const {
return _prop_mesher;
}
void Prop2DInstanceProp2DJob::set_prop_mesher(const Ref<Prop2DMesher> &mesher) {
_prop_mesher = mesher;
}
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
void Prop2DInstanceProp2DJob::add_mesh(const Ref<Prop2DDataMeshData> &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<Prop2DDataTiledWall2D> &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<Prop2DLight> &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 MODULE_MESH_DATA_RESOURCE_ENABLED
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();
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
_prop_mesh_datas.clear();
#endif
clear_collision_shapes();
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
}
void Prop2DInstanceProp2DJob::phase_physics_process() {
ERR_FAIL_COND(!_prop_instace);
//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<World2D> 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 (
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
_prop_mesh_datas.size() == 0 &&
#endif
_prop_tiled_wall_datas.size() == 0) {
//reset_meshes();
reset_stages();
set_complete(true); //So threadpool knows it's done
return;
}
#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
PMDREntry &e = _prop_mesh_datas.write[i];
Ref<Prop2DDataMeshData> pmd = e.mesh_data;
Ref<MeshDataResource> mesh = pmd->get_mesh();
Ref<Texture> 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<Prop2DDataTiledWall2D> 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 (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
RS::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);
RS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, RenderingServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> lmat = _material_cache->material_get();
if (lmat.is_valid()) {
RenderingServer::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() != 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 Prop2DInstanceProp2DJob::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 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 (RS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
RS::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);
}