props/prop_instance_prop_job.cpp
2021-08-11 19:12:03 +02:00

697 lines
19 KiB
C++

/*
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 "lights/prop_light.h"
#include "material_cache/prop_material_cache.h"
#include "prop_instance.h"
#include "prop_instance_merger.h"
#include "prop_mesher.h"
#include "scene/resources/shape.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<PropMaterialCache> PropInstancePropJob::get_material_cache() {
return _material_cache;
}
void PropInstancePropJob::set_material_cache(const Ref<PropMaterialCache> &cache) {
_material_cache = cache;
}
Ref<PropMesherJobStep> PropInstancePropJob::get_jobs_step(int index) const {
ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<PropMesherJobStep>());
return _job_steps.get(index);
}
void PropInstancePropJob::set_jobs_step(int index, const Ref<PropMesherJobStep> &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<PropMesherJobStep> &step) {
_job_steps.push_back(step);
}
int PropInstancePropJob::get_jobs_step_count() const {
return _job_steps.size();
}
void PropInstancePropJob::add_collision_shape(const Ref<Shape> &shape, const Transform &transform) {
CollisionShapeEntry e;
e.shape = shape;
e.transform = transform;
_collision_shapes.push_back(e);
}
void PropInstancePropJob::clear_collision_shapes() {
_collision_shapes.clear();
}
PropInstanceMerger *PropInstancePropJob::get_prop_instace() {
return _prop_instace;
}
void PropInstancePropJob::set_prop_instace(PropInstanceMerger *prop) {
_prop_instace = prop;
_instance = prop;
}
void PropInstancePropJob::set_prop_instace_bind(Node *prop) {
set_prop_instace(Object::cast_to<PropInstanceMerger>(prop));
}
Ref<PropMesher> PropInstancePropJob::get_prop_mesher() const {
return _prop_mesher;
}
void PropInstancePropJob::set_prop_mesher(const Ref<PropMesher> &mesher) {
_prop_mesher = mesher;
}
#if MESH_DATA_RESOURCE_PRESENT
void PropInstancePropJob::add_mesh(const Ref<PropDataMeshData> &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::add_light(const Ref<PropLight> &light) {
_prop_mesher->add_light(light);
}
void PropInstancePropJob::clear_lights() {
_prop_mesher->clear_lights();
}
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();
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, 1);
PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
if (_prop_instace->is_inside_tree() && _prop_instace->is_inside_world()) {
Ref<World> 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, e.transform);
_prop_instace->collider_add(e.transform, e.shape, e.shape->get_rid(), body);
}
#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() {
if (!_prop_mesher.is_valid()) {
set_complete(true); //So threadpool knows it's done
return;
}
if (should_do()) {
if (_prop_mesh_datas.size() == 0) {
//reset_meshes();
reset_stages();
set_complete(true); //So threadpool knows it's done
return;
}
#ifdef MESH_DATA_RESOURCE_PRESENT
for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
PMDREntry &e = _prop_mesh_datas.write[i];
Ref<PropDataMeshData> pmd = e.mesh_data;
Ref<MeshDataResource> mesh = pmd->get_mesh();
Ref<Texture> tex = pmd->get_texture();
Transform t = pmd->get_transform();
t *= e.base_transform;
Rect2 uvr = _material_cache->texture_get_uv_rect(tex);
_prop_mesher->add_mesh_data_resource_transform(mesh, t, uvr);
}
#endif
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() & PropMesher::BUILD_FLAG_USE_LIGHTING) != 0) {
_prop_mesher->bake_colors();
}
if (should_return()) {
return;
}
}
reset_stages();
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()");
//reset_meshes();
set_complete(true); //So threadpool knows it's done
finished();
}
#ifdef MESH_DATA_RESOURCE_PRESENT
if (_prop_mesh_datas.size() == 0) {
//reset_meshes();
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!");
}
}
void PropInstancePropJob::_reset() {
PropInstanceJob::_reset();
_build_done = false;
_phase = 0;
_current_mesh = 0;
_current_job_step = 0;
reset_stages();
if (_prop_mesher.is_valid()) {
_prop_mesher->reset();
}
_prop_mesh_datas.clear();
clear_collision_shapes();
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
finished();
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<PropMesherJobStep> 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<PropMesherJobStep> 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();
set_complete(true); //So threadpool knows it's done
finished();
}
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<Material> 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<Material> 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<Material> 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<ShaderMaterial> mat = _material_cache->material_lod_get(0);
Ref<SpatialMaterial> spmat = _material_cache->material_lod_get(0);
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[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<Material> 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<PropMesherJobStep> 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 = _prop_instace->mesh_get(_current_mesh);
VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
Ref<Material> 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<Texture> 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<Image> 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<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);
}
#if !GODOT4
img->unlock();
#endif
arr[VisualServer::ARRAY_COLOR] = colors;
return arr;
}
void PropInstancePropJob::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 (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
}
}
}
PropInstancePropJob::PropInstancePropJob() {
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
_prop_instace = NULL;
_current_job_step = 0;
//todo allocate this in a virtual method
_prop_mesher.instance();
_prop_mesher->set_build_flags(PropMesher::BUILD_FLAG_USE_LIGHTING | PropMesher::BUILD_FLAG_USE_AO | PropMesher::BUILD_FLAG_USE_RAO | PropMesher::BUILD_FLAG_BAKE_LIGHTS);
}
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("add_light", "light"), &PropInstancePropJob::add_light);
ClassDB::bind_method(D_METHOD("clear_lights"), &PropInstancePropJob::clear_lights);
ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &PropInstancePropJob::_physics_process);
}