mirror of
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498 lines
16 KiB
GDScript
498 lines
16 KiB
GDScript
extends VoxelMesherTransvoxel
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class_name TVVoxelMesher
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, might be merged into the Voxelman engine module
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# Copyright (c) 2019-2020 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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#
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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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var transition_sides : int = 0
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const VOXEL_CHUNK_SIDE_FRONT : int = 1 << 0
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const VOXEL_CHUNK_SIDE_BACK : int = 1 << 1
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const VOXEL_CHUNK_SIDE_LEFT : int = 1 << 2
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const VOXEL_CHUNK_SIDE_RIGHT : int = 1 << 3
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const VOXEL_CHUNK_SIDE_TOP : int = 1 << 4
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const VOXEL_CHUNK_SIDE_BOTTOM : int = 1 << 5
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enum {
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CHUNK_INDEX_UP = 0,
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CHUNK_INDEX_DOWN = 1,
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CHUNK_INDEX_LEFT = 2,
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CHUNK_INDEX_RIGHT = 3,
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CHUNK_INDEX_FRONT = 4,
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CHUNK_INDEX_BACK = 5,
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}
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var lod_data : Array = [
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1, #CHUNK_INDEX_UP
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1, #CHUNK_INDEX_DOWN
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1, #CHUNK_INDEX_LEFT
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1, #CHUNK_INDEX_RIGHT
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1, #CHUNK_INDEX_FRONT
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1 #CHUNK_INDEX_BACK
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]
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const TEXTURE_SCALE = 4
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func get_case_code(buffer : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> int:
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var case_code : int = 0
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if (buffer.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_000
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if (buffer.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_010
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if (buffer.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_001
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if (buffer.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_011
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if (buffer.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_100
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if (buffer.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_110
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if (buffer.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_101
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if (buffer.get_voxel(x + size, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE) != 0):
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case_code = case_code | VOXEL_ENTRY_MASK_111
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return case_code
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func get_voxel_type(buffer : VoxelChunk, x : int, y : int, z : int, size : int = 1) -> int:
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var type : int = 0
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type = buffer.get_voxel(x, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
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return type
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type = buffer.get_voxel(x, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
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return type
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type = buffer.get_voxel(x, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
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return type
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type = buffer.get_voxel(x + size, y + size, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
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return type
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type = buffer.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
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return type
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type = buffer.get_voxel(x + size, y + size, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
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return type
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type = buffer.get_voxel(x + size, y, z, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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if type != 0:
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return type
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type = buffer.get_voxel(x + size, y, z + size, VoxelChunk.DEFAULT_CHANNEL_TYPE)
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return type
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func _add_chunk(buffer : VoxelChunk) -> void:
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var b : bool = true
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for l in lod_data:
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if l != 1:
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b = false
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break
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if lod_size == 1 and b:
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add_buffer_normal(buffer)
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else:
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add_buffer_lod(buffer)
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func add_buffer_normal(buffer : VoxelChunk) -> void:
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buffer.generate_ao()
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var x_size : int = buffer.get_size_x()
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var y_size : int = buffer.get_size_y()
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var z_size : int = buffer.get_size_z()
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for y in range(0, y_size, lod_size):
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for z in range(0, z_size, lod_size):
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for x in range(0, x_size, lod_size):
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var case_code : int = get_case_code(buffer, x, y, z, lod_size)
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if case_code == 0 or case_code == 255:
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continue
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var regular_cell_class : int = get_regular_cell_class(case_code)
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var cell_data : TransvoxelCellData = get_regular_cell_data(regular_cell_class)
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var index_count : int = cell_data.get_triangle_count() * 3
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var vertex_count : int = cell_data.get_vertex_count()
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for i in range(index_count):
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var ind : int = get_vertex_count() + cell_data.get_vertex_index(i)
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add_indices(ind)
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var temp_verts : Array = Array()
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var type_id : int = get_voxel_type(buffer, x, y, z, lod_size)
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var surface : VoxelSurface = library.get_voxel_surface(type_id)
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for i in range(vertex_count):
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var fv : int = get_regular_vertex_data_first_vertex(case_code, i)
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var sv : int = get_regular_vertex_data_second_vertex(case_code, i)
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var offs0 : Vector3 = corner_id_to_vertex(fv) * lod_size
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var offs1 : Vector3 = corner_id_to_vertex(sv) * lod_size
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var type0 : int = buffer.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_TYPE)
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# var type1 : int = buffer.get_voxel(int(x + offs1.x), int(y + offs1.y), int(z + offs1.z), VoxelChunk.DEFAULT_CHANNEL_TYPE)
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var fill : int = 0
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var vert_pos : Vector3
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var vert_dir : Vector3
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if type0 == 0:
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fill = buffer.get_voxel(int(x + offs1.x), int(y + offs1.y), int(z + offs1.z), VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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vert_pos = get_regular_vertex_second_position(case_code, i)
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vert_dir = get_regular_vertex_first_position(case_code, i)
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else:
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fill = buffer.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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vert_pos = get_regular_vertex_first_position(case_code, i)
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vert_dir = get_regular_vertex_second_position(case_code, i)
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vert_dir = vert_dir - vert_pos
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vert_pos += vert_dir * (fill / 256.0)
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temp_verts.append(vert_pos)
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# if regular_uv_entries.size() > uvs[i]:
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# add_uv(Vector2(regular_uv_entries[uvs[i]][0], regular_uv_entries[uvs[i]][1]));
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# add_uv(Vector2(0, 0))
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var temp_normals : Array = Array()
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#warning-ignore:unused_variable
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for i in range(len(temp_verts)):
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temp_normals.append(Vector3())
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#generate normals
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for i in range(0, index_count, 3):
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var indices : Array = [
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cell_data.get_vertex_index(i),
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cell_data.get_vertex_index(i + 1),
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cell_data.get_vertex_index(i + 2)
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]
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var vertices : Array = [
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temp_verts[indices[0]],
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temp_verts[indices[1]],
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temp_verts[indices[2]],
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]
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temp_normals[indices[0]] += (vertices[1] - vertices[0]).cross(vertices[0] - vertices[2])
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temp_normals[indices[1]] += (vertices[2] - vertices[1]).cross(vertices[1] - vertices[0])
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temp_normals[indices[2]] += (vertices[2] - vertices[1]).cross(vertices[2] - vertices[0])
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for i in range(len(temp_verts)):
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temp_normals[i] = (temp_normals[i] as Vector3).normalized()
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for cvi in range(len(temp_verts)):
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var vertex : Vector3 = temp_verts[cvi]
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var normal : Vector3 = temp_normals[cvi]
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var s : Vector3 = Vector3()
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var t : Vector3 = Vector3()
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t.x = vertex.z
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t.y = vertex.z
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t.z = vertex.y
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s.x = vertex.y
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s.y = vertex.x
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s.z = vertex.x
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var bx : float = abs(normal.x)
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var by : float = abs(normal.y)
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var bz : float = abs(normal.z)
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# if case_code == 7 and cvi == 0:
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# print(str(bx) + " " + str(by) + " " + str(bz))
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# add_uv(surface.transform_uv(VoxelSurface.VOXEL_SIDE_SIDE, Vector2(s.z, t.z)))
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if (bx + 0.0001 > by and bx + 0.0001 > bz):
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var uv : Vector2 = Vector2(s.x, t.x)
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var umargin : Rect2 = uv_margin
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uv.x *= umargin.size.x
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uv.y *= umargin.size.y
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uv.x += umargin.position.x
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uv.y += umargin.position.y
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add_uv(surface.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE))
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elif (bz + 0.0001 > bx and bz + 0.0001 > by):
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var uv : Vector2 = Vector2(s.z, t.z)
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var umargin : Rect2 = uv_margin
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uv.x *= umargin.size.x
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uv.y *= umargin.size.y
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uv.x += umargin.position.x
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uv.y += umargin.position.y
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add_uv(surface.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_SIDE, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE))
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else:
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var uv : Vector2 = Vector2(s.y, t.y)
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var umargin : Rect2 = uv_margin
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uv.x *= umargin.size.x
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uv.y *= umargin.size.y
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uv.x += umargin.position.x
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uv.y += umargin.position.y
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add_uv(surface.transform_uv_scaled(VoxelSurface.VOXEL_SIDE_TOP, uv, x % TEXTURE_SCALE, z % TEXTURE_SCALE, TEXTURE_SCALE))
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for i in range(len(temp_verts)):
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var vert_pos : Vector3 = temp_verts[i] as Vector3
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vert_pos *= float(lod_size)
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vert_pos += Vector3(x, y, z)
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var normal : Vector3 = temp_normals[i] as Vector3
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var vpx : int = int(vert_pos.x)
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var vpy : int = int(vert_pos.y)
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var vpz : int = int(vert_pos.z)
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var light : Color = Color(buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0, buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0, buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0)
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var ao : float = (buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.DEFAULT_CHANNEL_AO) / 255.0) * ao_strength
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var rao : float = (buffer.get_voxel(vpx, vpy, vpz, VoxelChunk.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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# if regular_cell_class == 11:
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# print("asd")
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# if case_code == 112 + 2:
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## print(regular_cell_class)
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## print("asd")
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# light.r = 1
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# light.g = 1
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# light.b = 1
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add_color(light)
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vert_pos *= float(voxel_scale)
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add_normal(normal)
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add_vertex(vert_pos)
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# if case_code == 7:
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#
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# #reset
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# set_regular_vertex_data(case_code, 2, 0x3304)
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#
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# set_regular_vertex_data(case_code, 3, 0x2315)
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# set_regular_vertex_data(case_code, 4, 0x4113)
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# set_regular_vertex_data(case_code, 5, 0x1326)
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#
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# set_regular_vertex_data(case_code, 6, 0x3304)
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# set_regular_vertex_data(case_code, 7, 0x2315)
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# set_regular_vertex_data(case_code, 8, 0x2315)
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func add_buffer_lod(buffer : VoxelChunk) -> void:
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if lod_data[CHUNK_INDEX_UP] < lod_size:
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# generate_side_lod_mesh(0, buffer)
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pass
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# CHUNK_INDEX_DOWN = 1,
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# CHUNK_INDEX_LEFT = 2,
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# CHUNK_INDEX_RIGHT = 3,
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# CHUNK_INDEX_FRONT = 4,
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# CHUNK_INDEX_BACK = 5,
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#generate_main_lod_mesh(buffer)
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func generate_side_lod_mesh(sx : int, ex : int, sy : int, ey : int, sz : int, ez : int, buffer : VoxelChunk) -> void:
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pass
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func generate_main_lod_mesh(buffer : VoxelChunk) -> void:
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buffer.generate_ao()
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var x_size : int = buffer.get_size_x() - 1
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var y_size : int = buffer.get_size_y() - 1
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var z_size : int = buffer.get_size_z() - 1
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for y in range(0, y_size, lod_size):
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for z in range(0, z_size, lod_size):
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for x in range(0, x_size, lod_size):
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var case_code : int = get_case_code(buffer, x, y, z, lod_size)
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if case_code == 0 or case_code == 255:
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continue
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var regular_cell_class : int = get_regular_cell_class(case_code)
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var cell_data : TransvoxelCellData = get_regular_cell_data(regular_cell_class)
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var index_count : int = cell_data.get_triangle_count() * 3
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var vertex_count : int = cell_data.get_vertex_count()
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for i in range(index_count):
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var ind : int = get_vertex_count() + cell_data.get_vertex_index(i)
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add_indices(ind)
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var temp_verts : Array = Array()
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for i in range(vertex_count):
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var fv : int = get_regular_vertex_data_first_vertex(case_code, i)
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var sv : int = get_regular_vertex_data_second_vertex(case_code, i)
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var offs0 : Vector3 = corner_id_to_vertex(fv) * lod_size
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var offs1 : Vector3 = corner_id_to_vertex(sv) * lod_size
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var type0 : int = buffer.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_TYPE)
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# var type1 : int = buffer.get_voxel(int(x + offs1.x), int(y + offs1.y), int(z + offs1.z), VoxelChunk.DEFAULT_CHANNEL_TYPE)
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var fill : int = 0
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var vert_pos : Vector3
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var vert_dir : Vector3
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if type0 == 0:
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fill = buffer.get_voxel(int(x + offs1.x), int(y + offs1.y), int(z + offs1.z), VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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vert_pos = get_regular_vertex_second_position(case_code, i)
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vert_dir = get_regular_vertex_first_position(case_code, i)
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else:
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fill = buffer.get_voxel(int(x + offs0.x), int(y + offs0.y), int(z + offs0.z), VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
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vert_pos = get_regular_vertex_first_position(case_code, i)
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vert_dir = get_regular_vertex_second_position(case_code, i)
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vert_dir = vert_dir - vert_pos
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vert_pos += vert_dir * (fill / 256.0)
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temp_verts.append(vert_pos)
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# if regular_uv_entries.size() > uvs[i]:
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# add_uv(Vector2(regular_uv_entries[uvs[i]][0], regular_uv_entries[uvs[i]][1]));
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# add_uv(Vector2(0, 0))
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var temp_normals : Array = Array()
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#warning-ignore:unused_variable
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for i in range(len(temp_verts)):
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temp_normals.append(Vector3())
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#generate normals
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for i in range(0, index_count, 3):
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var indices : Array = [
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cell_data.get_vertex_index(i),
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cell_data.get_vertex_index(i + 1),
|
|
cell_data.get_vertex_index(i + 2)
|
|
]
|
|
|
|
var vertices : Array = [
|
|
temp_verts[indices[0]],
|
|
temp_verts[indices[1]],
|
|
temp_verts[indices[2]],
|
|
]
|
|
|
|
temp_normals[indices[0]] += (vertices[1] - vertices[0]).cross(vertices[0] - vertices[2])
|
|
temp_normals[indices[1]] += (vertices[2] - vertices[1]).cross(vertices[1] - vertices[0])
|
|
temp_normals[indices[2]] += (vertices[2] - vertices[1]).cross(vertices[2] - vertices[0])
|
|
|
|
for i in range(len(temp_verts)):
|
|
temp_normals[i] = (temp_normals[i] as Vector3).normalized()
|
|
|
|
for cvi in range(len(temp_verts)):
|
|
var vertex : Vector3 = temp_verts[cvi]
|
|
var normal : Vector3 = temp_normals[cvi]
|
|
|
|
var s : Vector3 = Vector3()
|
|
var t : Vector3 = Vector3()
|
|
t.x = vertex.z
|
|
t.y = vertex.z
|
|
t.z = vertex.y
|
|
|
|
s.x = vertex.y
|
|
s.y = vertex.x
|
|
s.z = vertex.x
|
|
|
|
var bx : float = abs(normal.x)
|
|
var by : float = abs(normal.y)
|
|
var bz : float = abs(normal.z)
|
|
|
|
if (bx > by and bx > bz):
|
|
add_uv(Vector2(s.x, t.x))
|
|
elif (bz > bx and bz > by):
|
|
add_uv(Vector2(s.z, t.z))
|
|
else:
|
|
add_uv(Vector2(s.y, t.y))
|
|
|
|
for i in range(len(temp_verts)):
|
|
|
|
var vert_pos : Vector3 = temp_verts[i] as Vector3
|
|
|
|
vert_pos *= float(lod_size)
|
|
vert_pos += Vector3(x, y, z)
|
|
|
|
var normal : Vector3 = temp_normals[i] as Vector3
|
|
|
|
vert_pos *= float(voxel_scale)
|
|
|
|
add_normal(normal)
|
|
add_vertex(vert_pos)
|