pandemonium_engine/modules/voxelman/world/jobs/voxel_job.cpp
2023-05-31 22:51:03 +02:00

357 lines
10 KiB
C++

/*
Copyright (c) 2019-2020 Péter Magyar
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_job.h"
#include "../default/voxel_chunk_default.h"
#include "../../../opensimplex/open_simplex_noise.h"
const String VoxelJob::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process";
VoxelJob::ActiveBuildPhaseType VoxelJob::get_build_phase_type() {
return _build_phase_type;
}
void VoxelJob::set_build_phase_type(VoxelJob::ActiveBuildPhaseType build_phase_type) {
_build_phase_type = build_phase_type;
}
void VoxelJob::set_chunk(const Ref<VoxelChunk> &chunk) {
_chunk = chunk;
_in_tree = true;
}
int VoxelJob::get_phase() {
return _phase;
}
void VoxelJob::set_phase(const int phase) {
_phase = phase;
}
void VoxelJob::next_phase() {
++_phase;
}
bool VoxelJob::get_build_done() {
return _build_done;
}
void VoxelJob::set_build_done(const bool val) {
_build_done = val;
}
void VoxelJob::next_job() {
ERR_FAIL_COND(!_chunk.is_valid());
_chunk->job_next();
set_build_done(true);
}
void VoxelJob::reset() {
call("_reset");
}
void VoxelJob::_reset() {
_build_done = false;
_phase = 0;
}
void VoxelJob::_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 VoxelJob::execute_phase() {
call("_execute_phase");
}
void VoxelJob::_execute_phase() {
next_job();
}
void VoxelJob::process(const float delta) {
if (has_method("_process")) {
call("_process", delta);
}
}
void VoxelJob::physics_process(const float delta) {
if (has_method("_physics_process")) {
call("_physics_process", delta);
}
}
//Data Management functions
void VoxelJob::generate_ao() {
ERR_FAIL_COND(!_chunk.is_valid());
int data_size_x = _chunk->get_data_size_x();
int data_size_y = _chunk->get_data_size_y();
int data_size_z = _chunk->get_data_size_z();
ERR_FAIL_COND(data_size_x == 0 || data_size_y == 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_y = _chunk->get_size_y();
int ssize_z = _chunk->get_size_z();
int size_x = ssize_x + margin_end;
int size_y = ssize_y + margin_end;
int size_z = ssize_z + margin_end;
for (int y = margin_start - 1; y < size_y - 1; ++y) {
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, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
int sum = _chunk->get_voxel(x + 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x - 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x, y + 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x, y - 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum += _chunk->get_voxel(x, y, z - 1, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
sum /= 6;
sum -= current;
if (sum < 0)
sum = 0;
_chunk->set_voxel(sum, x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO);
}
}
}
}
void VoxelJob::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_y = _chunk->get_size_y();
int size_z = _chunk->get_size_z();
int position_x = _chunk->get_position_x();
int position_y = _chunk->get_position_y();
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) {
for (int y = -margin_start; y < size_y + margin_end; ++y) {
float val = noise->get_noise_3d(x + (position_x * size_x), y + (position_y * size_y), 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, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
}
}
}
Array VoxelJob::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 VoxelJob::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 VoxelJob::chunk_exit_tree() {
_in_tree = false;
if (get_complete()) {
_chunk.unref();
} else {
set_cancelled(true);
}
}
VoxelJob::VoxelJob() {
_in_tree = false;
_build_phase_type = BUILD_PHASE_TYPE_NORMAL;
_build_done = true;
_phase = 0;
}
VoxelJob::~VoxelJob() {
_chunk.unref();
}
void VoxelJob::_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"), &VoxelJob::get_build_phase_type);
ClassDB::bind_method(D_METHOD("set_build_phase_type", "value"), &VoxelJob::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"), &VoxelJob::set_chunk);
ClassDB::bind_method(D_METHOD("get_phase"), &VoxelJob::get_phase);
ClassDB::bind_method(D_METHOD("set_phase", "phase"), &VoxelJob::set_phase);
ClassDB::bind_method(D_METHOD("next_phase"), &VoxelJob::next_phase);
ClassDB::bind_method(D_METHOD("get_build_done"), &VoxelJob::get_build_done);
ClassDB::bind_method(D_METHOD("set_build_done", "val"), &VoxelJob::set_build_done);
ClassDB::bind_method(D_METHOD("next_job"), &VoxelJob::next_job);
BIND_VMETHOD(MethodInfo("_reset"));
ClassDB::bind_method(D_METHOD("reset"), &VoxelJob::reset);
ClassDB::bind_method(D_METHOD("_reset"), &VoxelJob::_reset);
ClassDB::bind_method(D_METHOD("_execute"), &VoxelJob::_execute);
BIND_VMETHOD(MethodInfo("_execute_phase"));
ClassDB::bind_method(D_METHOD("execute_phase"), &VoxelJob::execute_phase);
ClassDB::bind_method(D_METHOD("_execute_phase"), &VoxelJob::_execute_phase);
ClassDB::bind_method(D_METHOD("generate_ao"), &VoxelJob::generate_ao);
ClassDB::bind_method(D_METHOD("generate_random_ao", "seed", "octaves", "period", "persistence", "scale_factor"), &VoxelJob::generate_random_ao, DEFVAL(4), DEFVAL(30), DEFVAL(0.3), DEFVAL(0.6));
ClassDB::bind_method(D_METHOD("chunk_exit_tree"), &VoxelJob::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);
}