godot_voxel/terrain/variable_lod/voxel_mesh_block_vlt.cpp

271 lines
7.7 KiB
C++

#include "voxel_mesh_block_vlt.h"
#include "../../constants/voxel_string_names.h"
#include "../../util/profiling.h"
#include "../free_mesh_task.h"
namespace zylann::voxel {
VoxelMeshBlockVLT::VoxelMeshBlockVLT(const Vector3i bpos, unsigned int size, unsigned int p_lod_index) :
VoxelMeshBlock(bpos) {
_position_in_voxels = bpos * (size << p_lod_index);
lod_index = p_lod_index;
#ifdef VOXEL_DEBUG_LOD_MATERIALS
Ref<SpatialMaterial> debug_material;
debug_material.instance();
int checker = (bpos.x + bpos.y + bpos.z) & 1;
Color debug_color =
Color(0.8, 0.4, 0.8).linear_interpolate(Color(0.0, 0.0, 0.5), static_cast<float>(p_lod_index) / 8.f);
debug_color = debug_color.lightened(checker * 0.1f);
debug_material->set_albedo(debug_color);
block->_debug_material = debug_material;
Ref<SpatialMaterial> debug_transition_material;
debug_transition_material.instance();
debug_transition_material->set_albedo(Color(1, 1, 0));
block->_debug_transition_material = debug_transition_material;
#endif
}
VoxelMeshBlockVLT::~VoxelMeshBlockVLT() {
for (unsigned int i = 0; i < _transition_mesh_instances.size(); ++i) {
FreeMeshTask::try_add_and_destroy(_transition_mesh_instances[i]);
}
}
void VoxelMeshBlockVLT::set_mesh(Ref<Mesh> mesh, DirectMeshInstance::GIMode gi_mode) {
// TODO Don't add mesh instance to the world if it's not visible.
// I suspect Godot is trying to include invisible mesh instances into the culling process,
// which is killing performance when LOD is used (i.e many meshes are in pool but hidden)
// This needs investigation.
if (mesh.is_valid()) {
if (!_mesh_instance.is_valid()) {
// Create instance if it doesn't exist
_mesh_instance.create();
_mesh_instance.set_gi_mode(gi_mode);
set_mesh_instance_visible(_mesh_instance, _visible && _parent_visible);
}
_mesh_instance.set_mesh(mesh);
if (_shader_material.is_valid()) {
_mesh_instance.set_material_override(_shader_material);
}
#ifdef VOXEL_DEBUG_LOD_MATERIALS
_mesh_instance.set_material_override(_debug_material);
#endif
} else {
if (_mesh_instance.is_valid()) {
// Delete instance if it exists
_mesh_instance.destroy();
}
}
}
void VoxelMeshBlockVLT::set_gi_mode(DirectMeshInstance::GIMode mode) {
VoxelMeshBlock::set_gi_mode(mode);
for (unsigned int i = 0; i < _transition_mesh_instances.size(); ++i) {
DirectMeshInstance &mi = _transition_mesh_instances[i];
if (mi.is_valid()) {
mi.set_gi_mode(mode);
}
}
}
void VoxelMeshBlockVLT::set_transition_mesh(Ref<Mesh> mesh, int side, DirectMeshInstance::GIMode gi_mode) {
DirectMeshInstance &mesh_instance = _transition_mesh_instances[side];
if (mesh.is_valid()) {
if (!mesh_instance.is_valid()) {
// Create instance if it doesn't exist
mesh_instance.create();
mesh_instance.set_gi_mode(gi_mode);
set_mesh_instance_visible(mesh_instance, _visible && _parent_visible && _is_transition_visible(side));
}
mesh_instance.set_mesh(mesh);
if (_shader_material.is_valid()) {
mesh_instance.set_material_override(_shader_material);
}
#ifdef VOXEL_DEBUG_LOD_MATERIALS
mesh_instance.set_material_override(_debug_transition_material);
#endif
} else {
if (mesh_instance.is_valid()) {
// Delete instance if it exists
mesh_instance.destroy();
}
}
}
void VoxelMeshBlockVLT::set_visible(bool visible) {
if (_visible == visible) {
return;
}
_visible = visible;
_set_visible(_visible && _parent_visible);
}
void VoxelMeshBlockVLT::_set_visible(bool visible) {
VoxelMeshBlock::_set_visible(visible);
for (unsigned int dir = 0; dir < _transition_mesh_instances.size(); ++dir) {
DirectMeshInstance &mi = _transition_mesh_instances[dir];
if (mi.is_valid()) {
set_mesh_instance_visible(mi, visible && _is_transition_visible(dir));
}
}
}
void VoxelMeshBlockVLT::set_shader_material(Ref<ShaderMaterial> material) {
_shader_material = material;
if (_mesh_instance.is_valid()) {
_mesh_instance.set_material_override(_shader_material);
for (int dir = 0; dir < Cube::SIDE_COUNT; ++dir) {
DirectMeshInstance &mi = _transition_mesh_instances[dir];
if (mi.is_valid()) {
mi.set_material_override(_shader_material);
}
}
}
if (_shader_material.is_valid()) {
const Transform3D local_transform(Basis(), _position_in_voxels);
_shader_material->set_shader_param(VoxelStringNames::get_singleton().u_block_local_transform, local_transform);
}
}
//void VoxelMeshBlock::set_transition_bit(uint8_t side, bool value) {
// CRASH_COND(side >= Cube::SIDE_COUNT);
// uint32_t m = _transition_mask;
// if (value) {
// m |= (1 << side);
// } else {
// m &= ~(1 << side);
// }
// set_transition_mask(m);
//}
void VoxelMeshBlockVLT::set_transition_mask(uint8_t m) {
CRASH_COND(m >= (1 << Cube::SIDE_COUNT));
const uint8_t diff = _transition_mask ^ m;
if (diff == 0) {
return;
}
_transition_mask = m;
if (_shader_material.is_valid()) {
// TODO Needs translation here, because Cube:: tables use slightly different order...
// We may get rid of this once cube tables respects -x+x-y+y-z+z order
uint8_t bits[Cube::SIDE_COUNT];
for (unsigned int dir = 0; dir < Cube::SIDE_COUNT; ++dir) {
bits[dir] = (m >> dir) & 1;
}
uint8_t tm = bits[Cube::SIDE_NEGATIVE_X];
tm |= bits[Cube::SIDE_POSITIVE_X] << 1;
tm |= bits[Cube::SIDE_NEGATIVE_Y] << 2;
tm |= bits[Cube::SIDE_POSITIVE_Y] << 3;
tm |= bits[Cube::SIDE_NEGATIVE_Z] << 4;
tm |= bits[Cube::SIDE_POSITIVE_Z] << 5;
// TODO Godot 4: we may replace this with a per-instance parameter so we can lift material access limitation
_shader_material->set_shader_param(VoxelStringNames::get_singleton().u_transition_mask, tm);
}
for (int dir = 0; dir < Cube::SIDE_COUNT; ++dir) {
DirectMeshInstance &mi = _transition_mesh_instances[dir];
if ((diff & (1 << dir)) && mi.is_valid()) {
set_mesh_instance_visible(mi, _visible && _parent_visible && _is_transition_visible(dir));
}
}
}
void VoxelMeshBlockVLT::set_parent_visible(bool parent_visible) {
if (_parent_visible && parent_visible) {
return;
}
_parent_visible = parent_visible;
_set_visible(_visible && _parent_visible);
}
void VoxelMeshBlockVLT::set_parent_transform(const Transform3D &parent_transform) {
ZN_PROFILE_SCOPE();
if (_mesh_instance.is_valid() || _static_body.is_valid()) {
const Transform3D local_transform(Basis(), _position_in_voxels);
const Transform3D world_transform = parent_transform * local_transform;
if (_mesh_instance.is_valid()) {
_mesh_instance.set_transform(world_transform);
for (unsigned int i = 0; i < _transition_mesh_instances.size(); ++i) {
DirectMeshInstance &mi = _transition_mesh_instances[i];
if (mi.is_valid()) {
mi.set_transform(world_transform);
}
}
}
if (_static_body.is_valid()) {
_static_body.set_transform(world_transform);
}
}
}
// Returns `true` when finished
bool VoxelMeshBlockVLT::update_fading(float speed) {
// TODO Should probably not be on the block directly?
// Because we may want to fade transition meshes only
bool finished = false;
// x is progress in 0..1
// y is direction: 1 fades in, 0 fades out
Vector2 p;
switch (fading_state) {
case FADING_IN:
fading_progress += speed;
if (fading_progress >= 1.f) {
fading_progress = 1.f;
fading_state = FADING_NONE;
finished = true;
}
p.x = fading_progress;
p.y = 1.f;
break;
case FADING_OUT:
fading_progress -= speed;
if (fading_progress < 0.f) {
fading_progress = 0.f;
fading_state = FADING_NONE;
finished = true;
set_visible(false);
}
p.x = 1.f - fading_progress;
p.y = 0.f;
break;
case FADING_NONE:
p.x = 1.f;
p.y = active ? 1.f : 0.f;
break;
default:
CRASH_NOW();
break;
}
if (_shader_material.is_valid()) {
_shader_material->set_shader_param(VoxelStringNames::get_singleton().u_lod_fade, p);
}
return finished;
}
} // namespace zylann::voxel