/* Copyright (c) 2019-2021 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 "prop_instance_prop_job.h" #include "core/version.h" #if VERSION_MAYOR > 3 #define GET_WORLD get_world_3d #else #define GET_WORLD get_world #endif #include "jobs/prop_mesher_job_step.h" #include "material_cache/prop_material_cache.h" #include "prop_instance.h" #include "prop_instance_merger.h" #include "prop_mesher.h" #include "singleton/prop_cache.h" #ifdef MESH_DATA_RESOURCE_PRESENT #include "../mesh_data_resource/mesh_data_resource.h" #endif #ifdef MESH_UTILS_PRESENT #include "../mesh_utils/fast_quadratic_mesh_simplifier.h" #endif #if TEXTURE_PACKER_PRESENT #include "../texture_packer/texture_packer.h" #endif #if MESH_DATA_RESOURCE_PRESENT //define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling, //but not when included from here. #define PROPS_PRESENT 1 #include "../mesh_data_resource/props/prop_data_mesh_data.h" #undef PROPS_PRESENT #endif Ref PropInstancePropJob::get_material_cache() { return _material_cache; } void PropInstancePropJob::set_material_cache(const Ref &cache) { _material_cache = cache; } Ref PropInstancePropJob::get_jobs_step(int index) const { ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref()); return _job_steps.get(index); } void PropInstancePropJob::set_jobs_step(int index, const Ref &step) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.set(index, step); } void PropInstancePropJob::remove_jobs_step(const int index) { ERR_FAIL_INDEX(index, _job_steps.size()); _job_steps.remove(index); } void PropInstancePropJob::add_jobs_step(const Ref &step) { _job_steps.push_back(step); } int PropInstancePropJob::get_jobs_step_count() const { return _job_steps.size(); } PropInstanceMerger *PropInstancePropJob::get_prop_instace() { return _prop_instace; } void PropInstancePropJob::set_prop_instace(PropInstanceMerger *prop) { _prop_instace = prop; } void PropInstancePropJob::set_prop_instace_bind(Node *prop) { set_prop_instace(Object::cast_to(prop)); } Ref PropInstancePropJob::get_prop_mesher() const { return _prop_mesher; } void PropInstancePropJob::set_prop_mesher(const Ref &mesher) { _prop_mesher = mesher; } #if MESH_DATA_RESOURCE_PRESENT void PropInstancePropJob::add_mesh(const Ref &mesh_data, const Transform &base_transform) { PMDREntry e; e.mesh_data = mesh_data; e.base_transform = base_transform; _prop_mesh_datas.push_back(e); } void PropInstancePropJob::clear_meshes() { _prop_mesh_datas.clear(); } #endif void PropInstancePropJob::phase_physics_process() { //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->colliders_clear(); #ifdef MESH_DATA_RESOURCE_PRESENT for (int i = 0; i < _prop_mesh_datas.size(); ++i) { PMDREntry &e = _prop_mesh_datas.write[i]; Ref pe = e.mesh_data; ERR_CONTINUE(!pe.is_valid()); Ref mdr = pe->get_mesh(); ERR_CONTINUE(!mdr.is_valid()); Transform t = pe->get_transform(); t *= e.base_transform; for (int j = 0; j < mdr->get_collision_shape_count(); ++j) { Ref 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 = t; 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 (_prop_instace->is_inside_tree() && _prop_instace->is_inside_world()) { Ref world = _prop_instace->GET_WORLD(); 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, _prop_instace->get_transform() * transform); _prop_instace->collider_add(transform, shape, shape->get_rid(), body); } } #endif #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 PropInstancePropJob::phase_prop() { #ifdef MESH_DATA_RESOURCE_PRESENT if (!_prop_mesher.is_valid()) { set_complete(true); //So threadpool knows it's done return; } if (should_do()) { if (_prop_mesh_datas.size() == 0) { set_complete(true); //So threadpool knows it's done return; } for (int i = 0; i < _prop_mesh_datas.size(); ++i) { PMDREntry &e = _prop_mesh_datas.write[i]; Ref pmd = e.mesh_data; Ref mesh = pmd->get_mesh(); Ref tex = pmd->get_texture(); Transform t = pmd->get_transform(); t *= e.base_transform; Rect2 uvr = _material_cache->texture_get_uv_rect(tex); get_prop_mesher()->add_mesh_data_resource_transform(mesh, t, uvr); } if (get_prop_mesher()->get_vertex_count() == 0) { //reset_stages(); set_complete(true); //So threadpool knows it's done return; } if (should_return()) { return; } } /* if (should_do()) { if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { _prop_mesher->bake_colors(_chunk); } if (should_return()) { return; } } */ /* //lights should be added here by the prop instance preemtively //Also this system should use it's own lights if (should_do()) { if ((chunk->get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { TerraWorldDefault *world = Object::cast_to(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 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 (should_return()) { return; } } */ if (get_prop_mesher()->get_vertex_count() != 0) { if (should_do()) { temp_mesh_arr = get_prop_mesher()->build_mesh(); if (should_return()) { return; } } } #endif next_phase(); } void PropInstancePropJob::_physics_process(float delta) { if (_phase == 0) phase_physics_process(); } void PropInstancePropJob::_execute_phase() { if (!_material_cache.is_valid()) { ERR_PRINT("!PropInstancePropJob::_execute_phase(): _material_cache.is_valid()"); set_complete(true); //So threadpool knows it's done finished(); } #ifdef MESH_DATA_RESOURCE_PRESENT if (_prop_mesh_datas.size() == 0) { set_complete(true); finished(); return; } #endif if (_phase == 1) { phase_prop(); } else if (_phase == 2) { phase_steps(); } else if (_phase > 2) { set_complete(true); //So threadpool knows it's done finished(); ERR_FAIL_MSG("PropInstancePropJob: _phase is too high!"); } //set_complete(true); //So threadpool knows it's done //finished(); } void PropInstancePropJob::_reset() { PropInstanceJob::_reset(); _build_done = false; _phase = 0; if (get_prop_mesher().is_valid()) { get_prop_mesher()->reset(); } set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); } void PropInstancePropJob::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 return; } //set up the meshes if (should_do()) { if (_prop_instace->mesh_get_num() == 0) { //need to allocate the meshes //first count how many we need int count = 0; for (int i = 0; i < _job_steps.size(); ++i) { Ref step = _job_steps[i]; ERR_FAIL_COND(!step.is_valid()); switch (step->get_job_type()) { case PropMesherJobStep::TYPE_NORMAL: ++count; break; case PropMesherJobStep::TYPE_NORMAL_LOD: ++count; break; case PropMesherJobStep::TYPE_DROP_UV2: ++count; break; case PropMesherJobStep::TYPE_MERGE_VERTS: ++count; break; case PropMesherJobStep::TYPE_BAKE_TEXTURE: ++count; break; case PropMesherJobStep::TYPE_SIMPLIFY_MESH: #ifdef MESH_UTILS_PRESENT count += step->get_simplification_steps(); #endif break; default: break; } } //allocate if (count > 0) { _prop_instace->meshes_create(count); } } 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 (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0) #if !GODOT4 VS::get_singleton()->mesh_remove_surface(mesh_rid, 0); #else VS::get_singleton()->mesh_clear(mesh_rid); #endif } } } for (; _current_job_step < _job_steps.size();) { Ref step = _job_steps[_current_job_step]; ERR_FAIL_COND(!step.is_valid()); switch (step->get_job_type()) { case PropMesherJobStep::TYPE_NORMAL: step_type_normal(); break; case PropMesherJobStep::TYPE_NORMAL_LOD: step_type_normal_lod(); break; case PropMesherJobStep::TYPE_DROP_UV2: step_type_drop_uv2(); break; case PropMesherJobStep::TYPE_MERGE_VERTS: step_type_merge_verts(); break; case PropMesherJobStep::TYPE_BAKE_TEXTURE: step_type_bake_texture(); break; case PropMesherJobStep::TYPE_SIMPLIFY_MESH: step_type_simplify_mesh(); break; case PropMesherJobStep::TYPE_OTHER: //do nothing break; } ++_current_job_step; if (should_return()) { return; } } reset_stages(); next_phase(); } void PropInstancePropJob::step_type_normal() { //TODO add a lighting generation step temp_mesh_arr = _prop_mesher->build_mesh(); RID mesh_rid = _prop_instace->mesh_get(_current_mesh); VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void PropInstancePropJob::step_type_normal_lod() { print_error("Error: step_type_normal_lod doesn't work for TerraPropJobs!"); ++_current_mesh; } void PropInstancePropJob::step_type_drop_uv2() { RID mesh_rid = _prop_instace->mesh_get(_current_mesh); temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant(); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void PropInstancePropJob::step_type_merge_verts() { Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr); temp_mesh_arr = temp_mesh_arr2; RID mesh_rid = _prop_instace->mesh_get(_current_mesh); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } void PropInstancePropJob::step_type_bake_texture() { Ref mat; // = chunk->get_library()->material_lod_get(0); Ref spmat; // = chunk->get_library()->material_lod_get(0); Ref 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[VisualServer::ARRAY_TEX_UV] = Variant(); RID mesh_rid = _prop_instace->mesh_get(_current_mesh); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } } ++_current_mesh; } void PropInstancePropJob::step_type_simplify_mesh() { #ifdef MESH_UTILS_PRESENT Ref step = _job_steps[_current_job_step]; ERR_FAIL_COND(!step.is_valid()); Ref 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 = _prop_instace->mesh_get(_current_mesh); VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr); Ref lmat = _material_cache->material_lod_get(_current_mesh); if (lmat.is_valid()) { VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid()); } ++_current_mesh; } #endif } Array PropInstancePropJob::merge_mesh_array(Array arr) const { ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr); PoolVector3Array verts = arr[VisualServer::ARRAY_VERTEX]; PoolVector3Array normals = arr[VisualServer::ARRAY_NORMAL]; PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV]; PoolColorArray colors = arr[VisualServer::ARRAY_COLOR]; PoolIntArray indices = arr[VisualServer::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[VisualServer::ARRAY_VERTEX] = verts; if (has_normals) arr[VisualServer::ARRAY_NORMAL] = normals; if (has_uvs) arr[VisualServer::ARRAY_TEX_UV] = uvs; if (has_colors) arr[VisualServer::ARRAY_COLOR] = colors; arr[VisualServer::ARRAY_INDEX] = indices; return arr; } Array PropInstancePropJob::bake_mesh_array_uv(Array arr, Ref tex, const float mul_color) const { ERR_FAIL_COND_V(arr.size() != VisualServer::ARRAY_MAX, arr); ERR_FAIL_COND_V(!tex.is_valid(), arr); Ref img = tex->get_data(); ERR_FAIL_COND_V(!img.is_valid(), arr); Vector2 imgsize = img->get_size(); PoolVector2Array uvs = arr[VisualServer::ARRAY_TEX_UV]; PoolColorArray colors = arr[VisualServer::ARRAY_COLOR]; if (colors.size() < uvs.size()) colors.resize(uvs.size()); #if !GODOT4 img->lock(); #endif for (int i = 0; i < uvs.size(); ++i) { Vector2 uv = uvs[i]; uv *= imgsize; int ux = static_cast(CLAMP(uv.x, 0, imgsize.x - 1)); int uy = static_cast(CLAMP(uv.y, 0, imgsize.y - 1)); Color c = img->get_pixel(ux, uy); colors.set(i, colors[i] * c * mul_color); } #if !GODOT4 img->unlock(); #endif arr[VisualServer::ARRAY_COLOR] = colors; return arr; } PropInstancePropJob::PropInstancePropJob() { set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS); _prop_instace = NULL; } PropInstancePropJob::~PropInstancePropJob() { } void PropInstancePropJob::_bind_methods() { ClassDB::bind_method(D_METHOD("get_material_cache"), &PropInstancePropJob::get_material_cache); ClassDB::bind_method(D_METHOD("set_material_cache", "packer"), &PropInstancePropJob::set_material_cache); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material_cache", PROPERTY_HINT_RESOURCE_TYPE, "PropMaterialCache", 0), "set_material_cache", "get_material_cache"); ClassDB::bind_method(D_METHOD("get_jobs_step", "index"), &PropInstancePropJob::get_jobs_step); ClassDB::bind_method(D_METHOD("set_jobs_step", "index", "mesher"), &PropInstancePropJob::set_jobs_step); ClassDB::bind_method(D_METHOD("remove_jobs_step", "index"), &PropInstancePropJob::remove_jobs_step); ClassDB::bind_method(D_METHOD("add_jobs_step", "mesher"), &PropInstancePropJob::add_jobs_step); ClassDB::bind_method(D_METHOD("get_jobs_step_count"), &PropInstancePropJob::get_jobs_step_count); ClassDB::bind_method(D_METHOD("get_prop_mesher"), &PropInstancePropJob::get_prop_mesher); ClassDB::bind_method(D_METHOD("set_prop_mesher", "mesher"), &PropInstancePropJob::set_prop_mesher); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "prop_mesher", PROPERTY_HINT_RESOURCE_TYPE, "PropMesher", 0), "set_prop_mesher", "get_prop_mesher"); ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &PropInstancePropJob::_physics_process); }