mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-14 10:17:23 +01:00
229 lines
6.4 KiB
C++
229 lines
6.4 KiB
C++
/*
|
|
Copyright (c) 2019-2022 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 "terrain_2d_world_default.h"
|
|
|
|
#include "terrain_2d_chunk_default.h"
|
|
|
|
#include "../../defines.h"
|
|
|
|
#include "../../meshers/default/terrain_2d_mesher_default.h"
|
|
#include "../jobs/terrain_2d_light_job.h"
|
|
#include "../jobs/terrain_2d_prop_job.h"
|
|
#include "../jobs/terrain_2d_terrain_job.h"
|
|
|
|
_FORCE_INLINE_ int Terrain2DWorldDefault::get_build_flags() const {
|
|
return _build_flags;
|
|
}
|
|
_FORCE_INLINE_ void Terrain2DWorldDefault::set_build_flags(const int flags) {
|
|
_build_flags = flags;
|
|
|
|
for (int i = 0; i < chunk_get_count(); ++i) {
|
|
Ref<Terrain2DChunkDefault> c = chunk_get_index(i);
|
|
|
|
if (!c.is_valid())
|
|
continue;
|
|
|
|
c->set_build_flags(_build_flags);
|
|
}
|
|
}
|
|
|
|
PoolColorArray Terrain2DWorldDefault::get_vertex_colors(const Transform2D &transform, const PoolVector2Array &vertices, const float base_light_value, const float ao_strength) {
|
|
PoolColorArray arr;
|
|
arr.resize(vertices.size());
|
|
|
|
for (int i = 0; i < vertices.size(); ++i) {
|
|
Vector2 v = transform.xform(vertices[i]);
|
|
|
|
Vector2 pos = v;
|
|
v.x /= get_cell_size_x();
|
|
v.y /= get_cell_size_y();
|
|
|
|
//Note: floor is needed to handle negative numbers proiberly
|
|
int x = static_cast<int>(Math::floor(pos.x / get_chunk_size_x()));
|
|
int y = static_cast<int>(Math::floor(pos.y / get_chunk_size_y()));
|
|
|
|
int bx = static_cast<int>(Math::floor(pos.x)) % get_chunk_size_x();
|
|
int by = static_cast<int>(Math::floor(pos.y)) % get_chunk_size_y();
|
|
|
|
if (bx < 0) {
|
|
bx += get_chunk_size_x();
|
|
}
|
|
|
|
if (by < 0) {
|
|
by += get_chunk_size_y();
|
|
}
|
|
|
|
Ref<Terrain2DChunk> chunk = chunk_get(x, y);
|
|
|
|
if (chunk.is_valid()) {
|
|
Color light = Color(
|
|
chunk->get_voxel(bx, by, Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
|
|
chunk->get_voxel(bx, by, Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
|
|
chunk->get_voxel(bx, by, Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
|
|
|
|
float ao = (chunk->get_voxel(bx, by, Terrain2DChunkDefault::DEFAULT_CHANNEL_AO) / 255.0) * ao_strength;
|
|
float rao = chunk->get_voxel(bx, by, Terrain2DChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
|
|
|
|
ao += rao;
|
|
|
|
light.r += base_light_value;
|
|
light.g += base_light_value;
|
|
light.b += base_light_value;
|
|
|
|
light.r -= ao;
|
|
light.g -= ao;
|
|
light.b -= ao;
|
|
|
|
light.r = CLAMP(light.r, 0, 1.0);
|
|
light.g = CLAMP(light.g, 0, 1.0);
|
|
light.b = CLAMP(light.b, 0, 1.0);
|
|
|
|
arr.set(i, light);
|
|
} else {
|
|
arr.set(i, Color(base_light_value, base_light_value, base_light_value));
|
|
}
|
|
}
|
|
|
|
return arr;
|
|
}
|
|
|
|
Ref<Terrain2DChunk> Terrain2DWorldDefault::_create_chunk(int x, int y, Ref<Terrain2DChunk> chunk) {
|
|
if (!chunk.is_valid()) {
|
|
chunk = Ref<Terrain2DChunk>(memnew(Terrain2DChunkDefault));
|
|
}
|
|
|
|
if (chunk->job_get_count() == 0) {
|
|
Ref<Terrain2DTerrain2DJob> tj;
|
|
tj.instance();
|
|
|
|
Ref<Terrain2DLightJob> lj;
|
|
lj.instance();
|
|
|
|
Ref<Terrain2DProp2DJob> pj;
|
|
pj.instance();
|
|
pj->set_prop_mesher(Ref<Terrain2DMesher>(memnew(Terrain2DMesherDefault)));
|
|
|
|
chunk->job_add(lj);
|
|
chunk->job_add(tj);
|
|
chunk->job_add(pj);
|
|
}
|
|
|
|
Ref<Terrain2DChunkDefault> vcd = chunk;
|
|
|
|
if (vcd.is_valid()) {
|
|
vcd->set_build_flags(_build_flags);
|
|
}
|
|
|
|
return Terrain2DWorld::_create_chunk(x, y, chunk);
|
|
}
|
|
|
|
void Terrain2DWorldDefault::_chunk_added(Ref<Terrain2DChunk> chunk) {
|
|
Ref<Terrain2DChunkDefault> c = chunk;
|
|
|
|
if (c.is_valid()) {
|
|
c->set_build_flags(_build_flags);
|
|
}
|
|
}
|
|
|
|
int Terrain2DWorldDefault::_get_channel_index_info(const Terrain2DWorld::ChannelTypeInfo channel_type) {
|
|
switch (channel_type) {
|
|
case CHANNEL_TYPE_INFO_TYPE:
|
|
return Terrain2DChunkDefault::DEFAULT_CHANNEL_TYPE;
|
|
case CHANNEL_TYPE_INFO_ISOLEVEL:
|
|
return -1;
|
|
case CHANNEL_TYPE_INFO_LIQUID_FLOW:
|
|
return -1;
|
|
default:
|
|
return -1;
|
|
}
|
|
}
|
|
|
|
Terrain2DWorldDefault::Terrain2DWorldDefault() {
|
|
_build_flags = Terrain2DChunkDefault::BUILD_FLAG_CREATE_COLLIDER;
|
|
|
|
set_data_margin_start(1);
|
|
set_data_margin_end(1);
|
|
}
|
|
|
|
Terrain2DWorldDefault ::~Terrain2DWorldDefault() {
|
|
}
|
|
|
|
void Terrain2DWorldDefault::_notification(int p_what) {
|
|
Terrain2DWorld::_notification(p_what);
|
|
|
|
switch (p_what) {
|
|
case NOTIFICATION_ACTIVE_STATE_CHANGED: {
|
|
if (!is_inside_tree()) {
|
|
return;
|
|
}
|
|
|
|
bool active = get_active();
|
|
|
|
for (int i = 0; i < chunk_get_count(); ++i) {
|
|
Ref<Terrain2DChunk> chunk = chunk_get_index(i);
|
|
|
|
if (chunk.is_valid()) {
|
|
chunk->set_visible(active);
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
void Terrain2DWorldDefault::_notification(int p_what) {
|
|
Terrain2DWorld::_notification(p_what);
|
|
|
|
switch (p_what) {
|
|
case NOTIFICATION_INTERNAL_PROCESS: {
|
|
if (!get_player()) {
|
|
return;
|
|
}
|
|
|
|
if (!INSTANCE_VALIDATE(get_player())) {
|
|
set_player(NULL);
|
|
return;
|
|
}
|
|
|
|
_lod_update_timer += get_process_delta_time();
|
|
|
|
if (_lod_update_timer >= _lod_update_interval) {
|
|
_lod_update_timer = 0;
|
|
|
|
update_lods();
|
|
}
|
|
} break;
|
|
}
|
|
}*/
|
|
|
|
void Terrain2DWorldDefault::_bind_methods() {
|
|
ClassDB::bind_method(D_METHOD("_chunk_added", "chunk"), &Terrain2DWorldDefault::_chunk_added);
|
|
|
|
ClassDB::bind_method(D_METHOD("get_build_flags"), &Terrain2DWorldDefault::get_build_flags);
|
|
ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &Terrain2DWorldDefault::set_build_flags);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, Terrain2DChunkDefault::BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags");
|
|
|
|
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));
|
|
} |