298 lines
13 KiB
C++
298 lines
13 KiB
C++
#include "register_types.h"
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#include "constants/voxel_string_names.h"
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#include "edition/voxel_mesh_sdf_gd.h"
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#include "edition/voxel_tool.h"
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#include "edition/voxel_tool_buffer.h"
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#include "edition/voxel_tool_lod_terrain.h"
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#include "edition/voxel_tool_terrain.h"
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#include "generators/graph/voxel_generator_graph.h"
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#include "generators/graph/voxel_graph_node_db.h"
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#include "generators/simple/voxel_generator_flat.h"
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#include "generators/simple/voxel_generator_heightmap.h"
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#include "generators/simple/voxel_generator_image.h"
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#include "generators/simple/voxel_generator_noise.h"
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#include "generators/simple/voxel_generator_noise_2d.h"
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#include "generators/simple/voxel_generator_waves.h"
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#include "generators/voxel_generator_script.h"
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#include "meshers/blocky/voxel_blocky_library.h"
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#include "meshers/blocky/voxel_mesher_blocky.h"
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#include "meshers/cubes/voxel_mesher_cubes.h"
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#include "meshers/dmc/voxel_mesher_dmc.h"
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#include "meshers/transvoxel/voxel_mesher_transvoxel.h"
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#include "server/voxel_server_gd.h"
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#include "storage/modifiers_gd.h"
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#include "storage/voxel_buffer_gd.h"
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#include "storage/voxel_memory_pool.h"
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#include "storage/voxel_metadata_variant.h"
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#include "streams/region/voxel_stream_region_files.h"
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#include "streams/sqlite/voxel_stream_sqlite.h"
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#include "streams/vox_loader.h"
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#include "streams/voxel_block_serializer_gd.h"
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#include "streams/voxel_stream_block_files.h"
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#include "streams/voxel_stream_script.h"
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#include "terrain/fixed_lod/voxel_box_mover.h"
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#include "terrain/fixed_lod/voxel_terrain.h"
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#include "terrain/instancing/voxel_instance_component.h"
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#include "terrain/instancing/voxel_instance_library_scene_item.h"
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#include "terrain/instancing/voxel_instancer.h"
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#include "terrain/variable_lod/voxel_lod_terrain.h"
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#include "terrain/voxel_mesh_block.h"
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#include "terrain/voxel_viewer.h"
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#include "util/macros.h"
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#include "util/noise/fast_noise_lite/fast_noise_lite.h"
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#include "util/noise/fast_noise_lite/fast_noise_lite_gradient.h"
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#include "util/string_funcs.h"
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#include "util/tasks/godot/threaded_task_gd.h"
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#ifdef VOXEL_ENABLE_FAST_NOISE_2
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#include "util/noise/fast_noise_2.h"
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#endif
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#include <core/config/engine.h>
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#include <core/config/project_settings.h>
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#ifdef TOOLS_ENABLED
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#include "editor/editor_plugin.h"
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#include "editor/fast_noise_lite/fast_noise_lite_editor_plugin.h"
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#include "editor/graph/voxel_graph_editor_plugin.h"
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#include "editor/instance_library/voxel_instance_library_editor_plugin.h"
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#include "editor/instancer/voxel_instancer_editor_plugin.h"
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#include "editor/mesh_sdf/voxel_mesh_sdf_editor_plugin.h"
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#include "editor/terrain/voxel_terrain_editor_plugin.h"
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#include "editor/vox/vox_editor_plugin.h"
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#include "editor/voxel_debug.h"
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#ifdef VOXEL_ENABLE_FAST_NOISE_2
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#include "editor/fast_noise_2/fast_noise_2_editor_plugin.h"
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#endif
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#endif // TOOLS_ENABLED
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#ifdef VOXEL_RUN_TESTS
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#include "tests/tests.h"
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#endif
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namespace zylann::voxel {
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static VoxelServer::ThreadsConfig get_config_from_godot(unsigned int &out_main_thread_time_budget_usec) {
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CRASH_COND(ProjectSettings::get_singleton() == nullptr);
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VoxelServer::ThreadsConfig config;
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// Compute thread count for general pool.
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// Note that the I/O thread counts as one used thread and will always be present.
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// "RST" means changing the property requires an editor restart (or game restart)
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GLOBAL_DEF_RST("voxel/threads/count/minimum", 1);
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ProjectSettings::get_singleton()->set_custom_property_info("voxel/threads/count/minimum",
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PropertyInfo(Variant::INT, "voxel/threads/count/minimum", PROPERTY_HINT_RANGE, "1,64"));
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GLOBAL_DEF_RST("voxel/threads/count/margin_below_max", 1);
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ProjectSettings::get_singleton()->set_custom_property_info("voxel/threads/count/margin_below_max",
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PropertyInfo(Variant::INT, "voxel/threads/count/margin_below_max", PROPERTY_HINT_RANGE, "1,64"));
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GLOBAL_DEF_RST("voxel/threads/count/ratio_over_max", 0.5f);
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ProjectSettings::get_singleton()->set_custom_property_info("voxel/threads/count/ratio_over_max",
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PropertyInfo(Variant::FLOAT, "voxel/threads/count/ratio_over_max", PROPERTY_HINT_RANGE, "0,1,0.1"));
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GLOBAL_DEF_RST("voxel/threads/main/time_budget_ms", 8);
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ProjectSettings::get_singleton()->set_custom_property_info("voxel/threads/main/time_budget_ms",
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PropertyInfo(Variant::INT, "voxel/threads/main/time_budget_ms", PROPERTY_HINT_RANGE, "0,1000"));
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out_main_thread_time_budget_usec =
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1000 * int(ProjectSettings::get_singleton()->get("voxel/threads/main/time_budget_ms"));
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config.thread_count_minimum =
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math::max(1, int(ProjectSettings::get_singleton()->get("voxel/threads/count/minimum")));
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// How many threads below available count on the CPU should we set as limit
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config.thread_count_margin_below_max =
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math::max(1, int(ProjectSettings::get_singleton()->get("voxel/threads/count/margin_below_max")));
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// Portion of available CPU threads to attempt using
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config.thread_count_ratio_over_max = zylann::math::clamp(
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float(ProjectSettings::get_singleton()->get("voxel/threads/count/ratio_over_max")), 0.f, 1.f);
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return config;
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}
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} // namespace zylann::voxel
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void initialize_voxel_module(ModuleInitializationLevel p_level) {
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using namespace zylann;
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using namespace voxel;
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if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
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VoxelMemoryPool::create_singleton();
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VoxelStringNames::create_singleton();
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VoxelGraphNodeDB::create_singleton();
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unsigned int main_thread_budget_usec;
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const VoxelServer::ThreadsConfig threads_config = get_config_from_godot(main_thread_budget_usec);
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VoxelServer::create_singleton(threads_config);
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VoxelServer::get_singleton().set_main_thread_time_budget_usec(main_thread_budget_usec);
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// TODO Pick this from the current renderer + user option (at time of writing, Godot 4 has only one renderer and
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// has not figured out how such option would be exposed).
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// Could use `can_create_resources_async` but this is internal.
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// AFAIK `is_low_end` will be `true` only for OpenGL backends, which are the only ones not supporting async
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// resource creation.
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VoxelServer::get_singleton().set_threaded_mesh_resource_building_enabled(
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RenderingServer::get_singleton()->is_low_end() == false);
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gd::VoxelServer::create_singleton();
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Engine::get_singleton()->add_singleton(Engine::Singleton("VoxelServer", gd::VoxelServer::get_singleton()));
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VoxelMetadataFactory::get_singleton().add_constructor_by_type<gd::VoxelMetadataVariant>(
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gd::METADATA_TYPE_VARIANT);
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VoxelMesherTransvoxel::load_static_resources();
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// TODO Can I prevent users from instancing it? is "register_virtual_class" correct for a class that's not
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// abstract?
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ClassDB::register_class<gd::VoxelServer>();
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// Misc
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ClassDB::register_class<VoxelBlockyModel>();
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ClassDB::register_class<VoxelBlockyLibrary>();
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ClassDB::register_class<VoxelColorPalette>();
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ClassDB::register_class<VoxelInstanceLibrary>();
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ClassDB::register_abstract_class<VoxelInstanceLibraryItem>();
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ClassDB::register_class<VoxelInstanceLibraryMultiMeshItem>();
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ClassDB::register_class<VoxelInstanceLibrarySceneItem>();
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ClassDB::register_class<VoxelDataBlockEnterInfo>();
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// Storage
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ClassDB::register_class<gd::VoxelBuffer>();
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// Nodes
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ClassDB::register_abstract_class<VoxelNode>();
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ClassDB::register_class<VoxelTerrain>();
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ClassDB::register_class<VoxelLodTerrain>();
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ClassDB::register_class<VoxelViewer>();
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ClassDB::register_class<VoxelInstanceGenerator>();
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ClassDB::register_class<VoxelInstancer>();
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ClassDB::register_class<VoxelInstanceComponent>();
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ClassDB::register_abstract_class<gd::VoxelModifier>();
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ClassDB::register_class<gd::VoxelModifierSphere>();
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ClassDB::register_class<gd::VoxelModifierMesh>();
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// Streams
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ClassDB::register_abstract_class<VoxelStream>();
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ClassDB::register_class<VoxelStreamBlockFiles>();
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ClassDB::register_class<VoxelStreamRegionFiles>();
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ClassDB::register_class<VoxelStreamScript>();
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ClassDB::register_class<VoxelStreamSQLite>();
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// Generators
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ClassDB::register_abstract_class<VoxelGenerator>();
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ClassDB::register_class<VoxelGeneratorFlat>();
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ClassDB::register_class<VoxelGeneratorWaves>();
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ClassDB::register_abstract_class<VoxelGeneratorHeightmap>();
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ClassDB::register_class<VoxelGeneratorImage>();
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ClassDB::register_class<VoxelGeneratorNoise2D>();
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ClassDB::register_class<VoxelGeneratorNoise>();
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ClassDB::register_class<VoxelGeneratorGraph>();
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ClassDB::register_class<VoxelGeneratorScript>();
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// Utilities
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ClassDB::register_class<VoxelBoxMover>();
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ClassDB::register_class<VoxelRaycastResult>();
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ClassDB::register_abstract_class<VoxelTool>();
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ClassDB::register_abstract_class<VoxelToolTerrain>();
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ClassDB::register_abstract_class<VoxelToolLodTerrain>();
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// I had to bind this one despite it being useless as-is because otherwise Godot lazily initializes its class.
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// And this can happen in a thread, causing crashes due to the concurrent access
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ClassDB::register_abstract_class<VoxelToolBuffer>();
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ClassDB::register_class<gd::VoxelBlockSerializer>();
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ClassDB::register_class<VoxelVoxLoader>();
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ClassDB::register_class<ZN_FastNoiseLite>();
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ClassDB::register_class<ZN_FastNoiseLiteGradient>();
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ClassDB::register_class<ZN_ThreadedTask>();
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// See SCsub
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#ifdef VOXEL_ENABLE_FAST_NOISE_2
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ClassDB::register_class<FastNoise2>();
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#endif
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ClassDB::register_class<VoxelMeshSDF>();
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// Meshers
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ClassDB::register_abstract_class<VoxelMesher>();
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ClassDB::register_class<VoxelMesherBlocky>();
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ClassDB::register_class<VoxelMesherTransvoxel>();
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ClassDB::register_class<VoxelMesherDMC>();
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ClassDB::register_class<VoxelMesherCubes>();
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// Reminder: how to create a singleton accessible from scripts:
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// Engine::get_singleton()->add_singleton(Engine::Singleton("SingletonName",singleton_instance));
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// Reminders
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ZN_PRINT_VERBOSE(format("Size of Variant: {}", sizeof(Variant)));
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ZN_PRINT_VERBOSE(format("Size of Object: {}", sizeof(Object)));
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ZN_PRINT_VERBOSE(format("Size of RefCounted: {}", sizeof(RefCounted)));
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ZN_PRINT_VERBOSE(format("Size of Node: {}", sizeof(Node)));
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ZN_PRINT_VERBOSE(format("Size of Node3D: {}", sizeof(Node3D)));
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ZN_PRINT_VERBOSE(format("Size of gd::VoxelBuffer: {}", sizeof(gd::VoxelBuffer)));
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ZN_PRINT_VERBOSE(format("Size of VoxelBufferInternal: {}", sizeof(VoxelBufferInternal)));
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ZN_PRINT_VERBOSE(format("Size of VoxelMeshBlock: {}", sizeof(VoxelMeshBlock)));
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ZN_PRINT_VERBOSE(format("Size of VoxelTerrain: {}", sizeof(VoxelTerrain)));
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ZN_PRINT_VERBOSE(format("Size of VoxelLodTerrain: {}", sizeof(VoxelLodTerrain)));
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ZN_PRINT_VERBOSE(format("Size of VoxelInstancer: {}", sizeof(VoxelInstancer)));
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ZN_PRINT_VERBOSE(format("Size of VoxelDataMap: {}", sizeof(VoxelDataMap)));
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#ifdef VOXEL_RUN_TESTS
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zylann::voxel::tests::run_voxel_tests();
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#endif
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// Compatibility with older version
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ClassDB::add_compatibility_class("VoxelLibrary", "VoxelBlockyLibrary");
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ClassDB::add_compatibility_class("Voxel", "VoxelBlockyModel");
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ClassDB::add_compatibility_class("VoxelInstanceLibraryItem", "VoxelInstanceLibraryMultiMeshItem");
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// Not possible to add a compat class for this one because the new name is indistinguishable from an old one.
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// However this is an abstract class so it should not be found in resources hopefully
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//ClassDB::add_compatibility_class("VoxelInstanceLibraryItemBase", "VoxelInstanceLibraryItem");
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}
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#ifdef TOOLS_ENABLED
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if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) {
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EditorPlugins::add_by_type<VoxelGraphEditorPlugin>();
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EditorPlugins::add_by_type<VoxelTerrainEditorPlugin>();
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EditorPlugins::add_by_type<VoxelInstanceLibraryEditorPlugin>();
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EditorPlugins::add_by_type<ZN_FastNoiseLiteEditorPlugin>();
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EditorPlugins::add_by_type<magica::VoxEditorPlugin>();
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EditorPlugins::add_by_type<VoxelInstancerEditorPlugin>();
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EditorPlugins::add_by_type<VoxelMeshSDFEditorPlugin>();
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#ifdef VOXEL_ENABLE_FAST_NOISE_2
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EditorPlugins::add_by_type<FastNoise2EditorPlugin>();
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#endif
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}
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#endif // TOOLS_ENABLED
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}
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void uninitialize_voxel_module(ModuleInitializationLevel p_level) {
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using namespace zylann;
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using namespace voxel;
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if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
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// At this point, the GDScript module has nullified GDScriptLanguage::singleton!!
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// That means it's impossible to free scripts still referenced by VoxelServer. And that can happen, because
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// users can write custom generators, which run inside threads, and these threads are hosted in the server...
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// See https://github.com/Zylann/godot_voxel/issues/189
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VoxelMesherTransvoxel::free_static_resources();
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VoxelStringNames::destroy_singleton();
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VoxelGraphNodeDB::destroy_singleton();
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gd::VoxelServer::destroy_singleton();
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VoxelServer::destroy_singleton();
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// Do this last as VoxelServer might still be holding some refs to voxel blocks
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VoxelMemoryPool::destroy_singleton();
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// TODO No remove?
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}
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#ifdef TOOLS_ENABLED
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if (p_level == MODULE_INITIALIZATION_LEVEL_EDITOR) {
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zylann::free_debug_resources();
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// TODO Seriously, no remove?
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//EditorPlugins::remove_by_type<VoxelGraphEditorPlugin>();
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}
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#endif // TOOLS_ENABLED
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}
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