mirror of
https://github.com/Relintai/props.git
synced 2024-11-12 10:15:25 +01:00
697 lines
19 KiB
C++
697 lines
19 KiB
C++
/*
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Copyright (c) 2019-2021 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "prop_instance_prop_job.h"
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#include "core/version.h"
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#if VERSION_MAYOR > 3
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#define GET_WORLD get_world_3d
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#else
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#define GET_WORLD get_world
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#endif
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#include "jobs/prop_mesher_job_step.h"
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#include "lights/prop_light.h"
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#include "material_cache/prop_material_cache.h"
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#include "prop_instance.h"
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#include "prop_instance_merger.h"
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#include "prop_mesher.h"
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#include "scene/resources/shape.h"
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#include "singleton/prop_cache.h"
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#ifdef MESH_DATA_RESOURCE_PRESENT
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#include "../mesh_data_resource/mesh_data_resource.h"
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#endif
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#ifdef MESH_UTILS_PRESENT
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#include "../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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#if TEXTURE_PACKER_PRESENT
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#include "../texture_packer/texture_packer.h"
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#endif
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#if MESH_DATA_RESOURCE_PRESENT
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//define PROPS_PRESENT, so things compile. That module's scsub will define this too while compiling,
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//but not when included from here.
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#define PROPS_PRESENT 1
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#include "../mesh_data_resource/props/prop_data_mesh_data.h"
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#undef PROPS_PRESENT
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#endif
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Ref<PropMaterialCache> PropInstancePropJob::get_material_cache() {
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return _material_cache;
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}
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void PropInstancePropJob::set_material_cache(const Ref<PropMaterialCache> &cache) {
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_material_cache = cache;
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}
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Ref<PropMesherJobStep> PropInstancePropJob::get_jobs_step(int index) const {
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ERR_FAIL_INDEX_V(index, _job_steps.size(), Ref<PropMesherJobStep>());
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return _job_steps.get(index);
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}
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void PropInstancePropJob::set_jobs_step(int index, const Ref<PropMesherJobStep> &step) {
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ERR_FAIL_INDEX(index, _job_steps.size());
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_job_steps.set(index, step);
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}
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void PropInstancePropJob::remove_jobs_step(const int index) {
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ERR_FAIL_INDEX(index, _job_steps.size());
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_job_steps.remove(index);
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}
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void PropInstancePropJob::add_jobs_step(const Ref<PropMesherJobStep> &step) {
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_job_steps.push_back(step);
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}
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int PropInstancePropJob::get_jobs_step_count() const {
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return _job_steps.size();
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}
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void PropInstancePropJob::add_collision_shape(const Ref<Shape> &shape, const Transform &transform) {
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CollisionShapeEntry e;
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e.shape = shape;
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e.transform = transform;
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_collision_shapes.push_back(e);
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}
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void PropInstancePropJob::clear_collision_shapes() {
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_collision_shapes.clear();
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}
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PropInstanceMerger *PropInstancePropJob::get_prop_instace() {
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return _prop_instace;
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}
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void PropInstancePropJob::set_prop_instace(PropInstanceMerger *prop) {
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_prop_instace = prop;
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_instance = prop;
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}
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void PropInstancePropJob::set_prop_instace_bind(Node *prop) {
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set_prop_instace(Object::cast_to<PropInstanceMerger>(prop));
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}
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Ref<PropMesher> PropInstancePropJob::get_prop_mesher() const {
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return _prop_mesher;
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}
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void PropInstancePropJob::set_prop_mesher(const Ref<PropMesher> &mesher) {
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_prop_mesher = mesher;
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}
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#if MESH_DATA_RESOURCE_PRESENT
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void PropInstancePropJob::add_mesh(const Ref<PropDataMeshData> &mesh_data, const Transform &base_transform) {
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PMDREntry e;
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e.mesh_data = mesh_data;
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e.base_transform = base_transform;
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_prop_mesh_datas.push_back(e);
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}
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void PropInstancePropJob::clear_meshes() {
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_prop_mesh_datas.clear();
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}
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#endif
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void PropInstancePropJob::add_light(const Ref<PropLight> &light) {
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_prop_mesher->add_light(light);
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}
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void PropInstancePropJob::clear_lights() {
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_prop_mesher->clear_lights();
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}
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void PropInstancePropJob::phase_physics_process() {
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//TODO this should only update the differences
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for (int i = 0; i < _prop_instace->collider_get_num(); ++i) {
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PhysicsServer::get_singleton()->free(_prop_instace->collider_body_get(i));
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}
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_prop_instace->colliders_clear();
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for (int i = 0; i < _collision_shapes.size(); ++i) {
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CollisionShapeEntry &e = _collision_shapes.write[i];
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if (!e.shape.is_valid()) {
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continue;
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}
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RID body = PhysicsServer::get_singleton()->body_create(PhysicsServer::BODY_MODE_STATIC);
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PhysicsServer::get_singleton()->body_add_shape(body, e.shape->get_rid());
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//TODO store the layer mask somewhere
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PhysicsServer::get_singleton()->body_set_collision_layer(body, 1);
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PhysicsServer::get_singleton()->body_set_collision_mask(body, 1);
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if (_prop_instace->is_inside_tree() && _prop_instace->is_inside_world()) {
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Ref<World> world = _prop_instace->GET_WORLD();
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if (world.is_valid() && world->get_space() != RID()) {
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PhysicsServer::get_singleton()->body_set_space(body, world->get_space());
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}
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}
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PhysicsServer::get_singleton()->body_set_state(body, PhysicsServer::BODY_STATE_TRANSFORM, e.transform);
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_prop_instace->collider_add(e.transform, e.shape, e.shape->get_rid(), body);
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}
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#if TOOLS_ENABLED
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if (SceneTree::get_singleton()->is_debugging_collisions_hint() && _prop_instace->collider_get_num() > 0) {
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_prop_instace->draw_debug_mdr_colliders();
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}
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#endif
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set_build_phase_type(BUILD_PHASE_TYPE_NORMAL);
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next_phase();
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}
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void PropInstancePropJob::phase_prop() {
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if (!_prop_mesher.is_valid()) {
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set_complete(true); //So threadpool knows it's done
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return;
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}
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if (should_do()) {
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if (_prop_mesh_datas.size() == 0) {
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//reset_meshes();
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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return;
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}
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#ifdef MESH_DATA_RESOURCE_PRESENT
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for (int i = 0; i < _prop_mesh_datas.size(); ++i) {
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PMDREntry &e = _prop_mesh_datas.write[i];
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Ref<PropDataMeshData> pmd = e.mesh_data;
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Ref<MeshDataResource> mesh = pmd->get_mesh();
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Ref<Texture> tex = pmd->get_texture();
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Transform t = pmd->get_transform();
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t *= e.base_transform;
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Rect2 uvr = _material_cache->texture_get_uv_rect(tex);
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_prop_mesher->add_mesh_data_resource_transform(mesh, t, uvr);
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}
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#endif
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if (_prop_mesher->get_vertex_count() == 0) {
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//reset_meshes();
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reset_stages();
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set_complete(true); //So threadpool knows it's done
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return;
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}
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if (should_return()) {
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return;
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}
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}
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if (should_do()) {
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if ((_prop_mesher->get_build_flags() & PropMesher::BUILD_FLAG_USE_LIGHTING) != 0) {
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_prop_mesher->bake_colors();
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}
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if (should_return()) {
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return;
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}
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}
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reset_stages();
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next_phase();
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}
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void PropInstancePropJob::_physics_process(float delta) {
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if (_phase == 0)
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phase_physics_process();
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}
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void PropInstancePropJob::_execute_phase() {
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if (!_material_cache.is_valid()) {
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ERR_PRINT("!PropInstancePropJob::_execute_phase(): !_material_cache.is_valid()");
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//reset_meshes();
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set_complete(true); //So threadpool knows it's done
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finished();
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}
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#ifdef MESH_DATA_RESOURCE_PRESENT
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if (_prop_mesh_datas.size() == 0) {
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//reset_meshes();
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set_complete(true);
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finished();
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return;
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}
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#endif
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if (_phase == 1) {
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phase_prop();
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} else if (_phase == 2) {
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phase_steps();
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} else if (_phase > 2) {
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set_complete(true); //So threadpool knows it's done
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finished();
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ERR_FAIL_MSG("PropInstancePropJob: _phase is too high!");
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}
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}
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void PropInstancePropJob::_reset() {
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PropInstanceJob::_reset();
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_build_done = false;
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_phase = 0;
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_current_mesh = 0;
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_current_job_step = 0;
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reset_stages();
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if (_prop_mesher.is_valid()) {
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_prop_mesher->reset();
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}
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_prop_mesh_datas.clear();
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clear_collision_shapes();
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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}
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void PropInstancePropJob::phase_steps() {
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ERR_FAIL_COND(!_prop_mesher.is_valid());
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if (should_return()) {
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return;
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}
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if (_prop_mesher->get_vertex_count() == 0) {
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reset_stages();
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//next_phase();
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set_complete(true); //So threadpool knows it's done
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finished();
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return;
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}
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//set up the meshes
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if (should_do()) {
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if (_prop_instace->mesh_get_num() == 0) {
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//need to allocate the meshes
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//first count how many we need
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int count = 0;
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for (int i = 0; i < _job_steps.size(); ++i) {
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Ref<PropMesherJobStep> step = _job_steps[i];
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ERR_FAIL_COND(!step.is_valid());
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switch (step->get_job_type()) {
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case PropMesherJobStep::TYPE_NORMAL:
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++count;
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break;
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case PropMesherJobStep::TYPE_NORMAL_LOD:
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++count;
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break;
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case PropMesherJobStep::TYPE_DROP_UV2:
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++count;
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break;
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case PropMesherJobStep::TYPE_MERGE_VERTS:
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++count;
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break;
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case PropMesherJobStep::TYPE_BAKE_TEXTURE:
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++count;
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break;
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case PropMesherJobStep::TYPE_SIMPLIFY_MESH:
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#ifdef MESH_UTILS_PRESENT
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count += step->get_simplification_steps();
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#endif
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break;
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default:
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break;
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}
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}
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//allocate
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if (count > 0) {
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_prop_instace->meshes_create(count);
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}
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} else {
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//we have the meshes, just clear
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int count = _prop_instace->mesh_get_num();
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for (int i = 0; i < count; ++i) {
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RID mesh_rid = _prop_instace->mesh_get(i);
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if (VS::get_singleton()->mesh_get_surface_count(mesh_rid) > 0)
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#if !GODOT4
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VS::get_singleton()->mesh_remove_surface(mesh_rid, 0);
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#else
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VS::get_singleton()->mesh_clear(mesh_rid);
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#endif
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}
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}
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}
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for (; _current_job_step < _job_steps.size();) {
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Ref<PropMesherJobStep> step = _job_steps[_current_job_step];
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ERR_FAIL_COND(!step.is_valid());
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switch (step->get_job_type()) {
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case PropMesherJobStep::TYPE_NORMAL:
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step_type_normal();
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break;
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case PropMesherJobStep::TYPE_NORMAL_LOD:
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step_type_normal_lod();
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break;
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case PropMesherJobStep::TYPE_DROP_UV2:
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step_type_drop_uv2();
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break;
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case PropMesherJobStep::TYPE_MERGE_VERTS:
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step_type_merge_verts();
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break;
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case PropMesherJobStep::TYPE_BAKE_TEXTURE:
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step_type_bake_texture();
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break;
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case PropMesherJobStep::TYPE_SIMPLIFY_MESH:
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step_type_simplify_mesh();
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break;
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case PropMesherJobStep::TYPE_OTHER:
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//do nothing
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break;
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}
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++_current_job_step;
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if (should_return()) {
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return;
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}
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}
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reset_stages();
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//next_phase();
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set_complete(true); //So threadpool knows it's done
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finished();
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}
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void PropInstancePropJob::step_type_normal() {
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//TODO add a lighting generation step
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temp_mesh_arr = _prop_mesher->build_mesh();
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RID mesh_rid = _prop_instace->mesh_get(_current_mesh);
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VS::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat = _material_cache->material_lod_get(_current_mesh);
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if (lmat.is_valid()) {
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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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++_current_mesh;
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}
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void PropInstancePropJob::step_type_normal_lod() {
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print_error("Error: step_type_normal_lod doesn't work for TerraPropJobs!");
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++_current_mesh;
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}
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void PropInstancePropJob::step_type_drop_uv2() {
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RID mesh_rid = _prop_instace->mesh_get(_current_mesh);
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV2] = Variant();
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat = _material_cache->material_lod_get(_current_mesh);
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if (lmat.is_valid()) {
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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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++_current_mesh;
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}
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void PropInstancePropJob::step_type_merge_verts() {
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Array temp_mesh_arr2 = merge_mesh_array(temp_mesh_arr);
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temp_mesh_arr = temp_mesh_arr2;
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RID mesh_rid = _prop_instace->mesh_get(_current_mesh);
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat = _material_cache->material_lod_get(_current_mesh);
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if (lmat.is_valid()) {
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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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++_current_mesh;
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}
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void PropInstancePropJob::step_type_bake_texture() {
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Ref<ShaderMaterial> mat = _material_cache->material_lod_get(0);
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Ref<SpatialMaterial> spmat = _material_cache->material_lod_get(0);
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Ref<Texture> tex;
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if (mat.is_valid()) {
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tex = mat->get_shader_param("texture_albedo");
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} else if (spmat.is_valid()) {
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tex = spmat->get_texture(SpatialMaterial::TEXTURE_ALBEDO);
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}
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if (tex.is_valid()) {
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temp_mesh_arr = bake_mesh_array_uv(temp_mesh_arr, tex);
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temp_mesh_arr[VisualServer::ARRAY_TEX_UV] = Variant();
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RID mesh_rid = _prop_instace->mesh_get(_current_mesh);
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VisualServer::get_singleton()->mesh_add_surface_from_arrays(mesh_rid, VisualServer::PRIMITIVE_TRIANGLES, temp_mesh_arr);
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Ref<Material> lmat = _material_cache->material_lod_get(_current_mesh);
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if (lmat.is_valid()) {
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VisualServer::get_singleton()->mesh_surface_set_material(mesh_rid, 0, lmat->get_rid());
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}
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}
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++_current_mesh;
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}
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void PropInstancePropJob::step_type_simplify_mesh() {
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#ifdef MESH_UTILS_PRESENT
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Ref<PropMesherJobStep> step = _job_steps[_current_job_step];
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ERR_FAIL_COND(!step.is_valid());
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Ref<FastQuadraticMeshSimplifier> fqms = step->get_fqms();
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ERR_FAIL_COND(!fqms.is_valid());
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fqms->initialize(temp_mesh_arr);
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for (int i = 0; i < step->get_simplification_steps(); ++i) {
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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);
|
|
}
|