mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-14 10:17:23 +01:00
330 lines
9.8 KiB
C++
330 lines
9.8 KiB
C++
/*
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Copyright (c) 2019-2022 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 "terrain_2d_world_default.h"
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#include "terrain_2d_chunk_default.h"
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#include "../../defines.h"
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#include "../../meshers/default/terrain_2d_mesher_default.h"
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#include "../jobs/terrain_2d_light_job.h"
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#include "../jobs/terrain_2d_prop_job.h"
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#include "../jobs/terrain_2d_terrain_job.h"
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_FORCE_INLINE_ int Terrain2DWorldDefault::get_build_flags() const {
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return _build_flags;
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}
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_FORCE_INLINE_ void Terrain2DWorldDefault::set_build_flags(const int flags) {
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_build_flags = flags;
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for (int i = 0; i < chunk_get_count(); ++i) {
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Ref<Terrain2DChunkDefault> c = chunk_get_index(i);
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if (!c.is_valid())
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continue;
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c->set_build_flags(_build_flags);
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}
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}
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float Terrain2DWorldDefault::get_lod_update_interval() const {
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return _lod_update_interval;
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}
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void Terrain2DWorldDefault::set_lod_update_interval(const float value) {
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_lod_update_interval = value;
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}
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int Terrain2DWorldDefault::get_num_lods() const {
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return _num_lods;
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}
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void Terrain2DWorldDefault::set_num_lods(const int value) {
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_num_lods = value;
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}
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void Terrain2DWorldDefault::update_lods() {
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if (!get_active()) {
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return;
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}
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call("_update_lods");
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}
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int Terrain2DWorldDefault::get_chunk_lod_first_falloff() const {
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return _chunk_lod_first_falloff;
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}
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void Terrain2DWorldDefault::set_chunk_lod_first_falloff(const int value) {
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_chunk_lod_first_falloff = value;
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}
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int Terrain2DWorldDefault::get_chunk_lod_falloff() const {
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return _chunk_lod_falloff;
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}
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void Terrain2DWorldDefault::set_chunk_lod_falloff(const int value) {
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_chunk_lod_falloff = value;
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}
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PoolColorArray Terrain2DWorldDefault::get_vertex_colors(const Transform &transform, const PoolVector3Array &vertices, const float base_light_value, const float ao_strength) {
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PoolColorArray arr;
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arr.resize(vertices.size());
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for (int i = 0; i < vertices.size(); ++i) {
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Vector3 v = transform.xform(vertices[i]);
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Vector3 pos = v / get_voxel_scale();
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//Note: floor is needed to handle negative numbers proiberly
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int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
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int z = static_cast<int>(Math::floor(pos.z / get_chunk_size_z()));
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int bx = static_cast<int>(Math::floor(pos.x)) % get_chunk_size_x();
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int bz = static_cast<int>(Math::floor(pos.z)) % get_chunk_size_z();
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if (bx < 0) {
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bx += get_chunk_size_x();
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}
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if (bz < 0) {
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bz += get_chunk_size_z();
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}
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Ref<Terrain2DChunk> chunk = chunk_get(x, z);
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if (chunk.is_valid()) {
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Color light = Color(
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chunk->get_voxel(bx, bz, Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
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chunk->get_voxel(bx, bz, Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
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chunk->get_voxel(bx, bz, Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
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float ao = (chunk->get_voxel(bx, bz, Terrain2DChunkDefault::DEFAULT_CHANNEL_AO) / 255.0) * ao_strength;
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float rao = chunk->get_voxel(bx, bz, Terrain2DChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
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ao += rao;
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light.r += base_light_value;
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light.g += base_light_value;
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light.b += base_light_value;
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light.r -= ao;
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light.g -= ao;
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light.b -= ao;
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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arr.set(i, light);
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} else {
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arr.set(i, Color(base_light_value, base_light_value, base_light_value));
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}
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}
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return arr;
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}
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void Terrain2DWorldDefault::_update_lods() {
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if (!get_player() || !INSTANCE_VALIDATE(get_player())) {
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return;
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}
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if (_num_lods <= 1)
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return;
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Vector3 ppos = get_player()->get_transform().origin;
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int ppx = int(ppos.x / get_chunk_size_x() / get_voxel_scale());
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int ppz = int(ppos.z / get_chunk_size_z() / get_voxel_scale());
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for (int i = 0; i < chunk_get_count(); ++i) {
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Ref<Terrain2DChunkDefault> c = chunk_get_index(i);
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if (!c.is_valid())
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continue;
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int dx = Math::abs(ppx - c->get_position_x());
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int dz = Math::abs(ppz - c->get_position_z());
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int mr = MAX(dx, dz);
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mr -= _chunk_lod_first_falloff;
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mr /= _chunk_lod_falloff;
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mr = CLAMP(mr, 0, _num_lods - 1);
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if (c->get_current_lod_level() != mr)
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c->set_current_lod_level(mr);
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}
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}
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Ref<Terrain2DChunk> Terrain2DWorldDefault::_create_chunk(int x, int z, Ref<Terrain2DChunk> chunk) {
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if (!chunk.is_valid()) {
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chunk = Ref<Terrain2DChunk>(memnew(Terrain2DChunkDefault));
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}
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if (chunk->job_get_count() == 0) {
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Ref<Terrain2DTerrain2DJob> tj;
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tj.instance();
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Ref<Terrain2DLightJob> lj;
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lj.instance();
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Ref<Terrain2DProp2DJob> pj;
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pj.instance();
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pj->set_prop_mesher(Ref<Terrain2DMesher>(memnew(Terrain2DMesherDefault)));
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chunk->job_add(lj);
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chunk->job_add(tj);
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chunk->job_add(pj);
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}
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Ref<Terrain2DChunkDefault> vcd = chunk;
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if (vcd.is_valid()) {
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vcd->set_build_flags(_build_flags);
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vcd->set_lod_num(_num_lods);
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}
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return Terrain2DWorld::_create_chunk(x, z, chunk);
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}
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void Terrain2DWorldDefault::_chunk_added(Ref<Terrain2DChunk> chunk) {
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Ref<Terrain2DChunkDefault> c = chunk;
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if (c.is_valid()) {
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c->set_build_flags(_build_flags);
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}
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}
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int Terrain2DWorldDefault::_get_channel_index_info(const Terrain2DWorld::ChannelTypeInfo channel_type) {
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switch (channel_type) {
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case CHANNEL_TYPE_INFO_TYPE:
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return Terrain2DChunkDefault::DEFAULT_CHANNEL_TYPE;
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case CHANNEL_TYPE_INFO_ISOLEVEL:
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return -1;
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case CHANNEL_TYPE_INFO_LIQUID_FLOW:
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return -1;
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default:
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return -1;
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}
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}
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Terrain2DWorldDefault::Terrain2DWorldDefault() {
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_chunk_lod_first_falloff = 2;
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_chunk_lod_falloff = 2;
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_lod_update_timer = 0;
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_lod_update_interval = 0.5;
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_build_flags = Terrain2DChunkDefault::BUILD_FLAG_CREATE_COLLIDER | Terrain2DChunkDefault::BUILD_FLAG_CREATE_LODS;
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_num_lods = 4;
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set_data_margin_start(1);
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set_data_margin_end(1);
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}
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Terrain2DWorldDefault ::~Terrain2DWorldDefault() {
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}
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void Terrain2DWorldDefault::_notification(int p_what) {
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Terrain2DWorld::_notification(p_what);
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switch (p_what) {
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case NOTIFICATION_ACTIVE_STATE_CHANGED: {
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if (!is_inside_tree()) {
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return;
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}
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bool active = get_active();
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for (int i = 0; i < chunk_get_count(); ++i) {
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Ref<Terrain2DChunk> chunk = chunk_get_index(i);
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if (chunk.is_valid()) {
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chunk->set_visible(active);
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}
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}
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if (active) {
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update_lods();
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}
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break;
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}
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}
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}
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/*
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void Terrain2DWorldDefault::_notification(int p_what) {
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Terrain2DWorld::_notification(p_what);
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switch (p_what) {
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case NOTIFICATION_INTERNAL_PROCESS: {
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if ((get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_CREATE_LODS) == 0)
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return;
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if (!get_player()) {
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return;
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}
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if (!INSTANCE_VALIDATE(get_player())) {
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set_player(NULL);
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return;
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}
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_lod_update_timer += get_process_delta_time();
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if (_lod_update_timer >= _lod_update_interval) {
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_lod_update_timer = 0;
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update_lods();
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}
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} break;
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}
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}*/
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void Terrain2DWorldDefault::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_chunk_added", "chunk"), &Terrain2DWorldDefault::_chunk_added);
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ClassDB::bind_method(D_METHOD("get_build_flags"), &Terrain2DWorldDefault::get_build_flags);
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ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &Terrain2DWorldDefault::set_build_flags);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, Terrain2DChunkDefault::BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags");
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ClassDB::bind_method(D_METHOD("get_lod_update_interval"), &Terrain2DWorldDefault::get_lod_update_interval);
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ClassDB::bind_method(D_METHOD("set_lod_update_interval", "value"), &Terrain2DWorldDefault::set_lod_update_interval);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "lod_update_interval"), "set_lod_update_interval", "get_lod_update_interval");
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ClassDB::bind_method(D_METHOD("get_chunk_lod_first_falloff"), &Terrain2DWorldDefault::get_chunk_lod_first_falloff);
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ClassDB::bind_method(D_METHOD("set_chunk_lod_first_falloff", "value"), &Terrain2DWorldDefault::set_chunk_lod_first_falloff);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_lod_first_falloff"), "set_chunk_lod_first_falloff", "get_chunk_lod_first_falloff");
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ClassDB::bind_method(D_METHOD("get_chunk_lod_falloff"), &Terrain2DWorldDefault::get_chunk_lod_falloff);
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ClassDB::bind_method(D_METHOD("set_chunk_lod_falloff", "value"), &Terrain2DWorldDefault::set_chunk_lod_falloff);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_lod_falloff"), "set_chunk_lod_falloff", "get_chunk_lod_falloff");
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ClassDB::bind_method(D_METHOD("get_num_lods"), &Terrain2DWorldDefault::get_num_lods);
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ClassDB::bind_method(D_METHOD("set_num_lods", "value"), &Terrain2DWorldDefault::set_num_lods);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "num_lods"), "set_num_lods", "get_num_lods");
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BIND_VMETHOD(MethodInfo("_update_lods"));
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ClassDB::bind_method(D_METHOD("update_lods"), &Terrain2DWorldDefault::update_lods);
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ClassDB::bind_method(D_METHOD("_update_lods"), &Terrain2DWorldDefault::_update_lods);
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ClassDB::bind_method(D_METHOD("get_vertex_colors", "transform", "vertices", "base_light_value", "ao_strength"), &Terrain2DWorldDefault::get_vertex_colors, DEFVAL(0.45), DEFVAL(0.2));
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} |