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https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
Added smooth_meshing option to VoxelTerrain and handle padding differences it introduces
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fe37ed3674
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d6bb354bd9
@ -1326,7 +1326,12 @@ Array VoxelMesherDMC::build(const VoxelBuffer &voxels) {
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_stats = { 0 };
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int padding = 1;
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if (voxels.is_uniform(VoxelBuffer::CHANNEL_ISOLEVEL)) {
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// That won't produce any polygon
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return Array();
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}
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int padding = 2;
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const Vector3i buffer_size = voxels.get_size();
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// Taking previous power of two because the algorithm uses an integer cubic octree, and data should be padded
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int chunk_size = previous_power_of_2(MIN(MIN(buffer_size.x, buffer_size.y), buffer_size.z));
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@ -12,9 +12,11 @@ VoxelMeshUpdater::VoxelMeshUpdater(Ref<VoxelLibrary> library, MeshingParams para
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_blocky_mesher->set_occlusion_enabled(params.baked_ao);
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_blocky_mesher->set_occlusion_darkness(params.baked_ao_darkness);
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_dmc_mesher.instance();
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_dmc_mesher->set_geometric_error(0.05);
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_dmc_mesher->set_octree_mode(VoxelMesherDMC::OCTREE_NONE);
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if (params.smooth_surface) {
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_dmc_mesher.instance();
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_dmc_mesher->set_geometric_error(0.05);
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_dmc_mesher->set_octree_mode(VoxelMesherDMC::OCTREE_NONE);
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}
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_input_mutex = Mutex::create();
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_output_mutex = Mutex::create();
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@ -177,10 +179,18 @@ void VoxelMeshUpdater::process_block(const InputBlock &block, OutputBlock &outpu
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CRASH_COND(block.voxels.is_null());
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int padding = 1;
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if (_dmc_mesher.is_valid()) {
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padding = 2;
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}
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// Build cubic parts of the mesh
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output.model_surfaces = _blocky_mesher->build(**block.voxels, Voxel::CHANNEL_TYPE, Vector3i(0, 0, 0), block.voxels->get_size() - Vector3(1, 1, 1));
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// Build smooth parts of the mesh
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output.smooth_surfaces = _dmc_mesher->build(**block.voxels);
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output.model_surfaces = _blocky_mesher->build(**block.voxels, Voxel::CHANNEL_TYPE, padding);
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if (_dmc_mesher.is_valid()) {
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// Build smooth parts of the mesh
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output.smooth_surfaces = _dmc_mesher->build(**block.voxels);
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}
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output.position = block.position;
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}
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@ -52,10 +52,12 @@ public:
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struct MeshingParams {
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bool baked_ao;
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float baked_ao_darkness;
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bool smooth_surface;
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MeshingParams() :
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baked_ao(true),
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baked_ao_darkness(0.75) {}
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baked_ao_darkness(0.75),
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smooth_surface(false) {}
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};
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VoxelMeshUpdater(Ref<VoxelLibrary> library, MeshingParams params);
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@ -55,7 +55,7 @@ Ref<ArrayMesh> VoxelMesher::build_mesh(Ref<VoxelBuffer> buffer_ref, unsigned int
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ERR_FAIL_COND_V(buffer_ref.is_null(), Ref<ArrayMesh>());
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VoxelBuffer &buffer = **buffer_ref;
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Array surfaces = build(buffer, channel, Vector3i(), buffer.get_size());
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Array surfaces = build(buffer, channel, MINIMUM_PADDING);
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if (mesh.is_null())
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mesh.instance();
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@ -75,11 +75,12 @@ Ref<ArrayMesh> VoxelMesher::build_mesh(Ref<VoxelBuffer> buffer_ref, unsigned int
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return mesh;
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}
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Array VoxelMesher::build(const VoxelBuffer &buffer, unsigned int channel, Vector3i min, Vector3i max) {
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uint64_t time_before = OS::get_singleton()->get_ticks_usec();
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Array VoxelMesher::build(const VoxelBuffer &buffer, unsigned int channel, int padding) {
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//uint64_t time_before = OS::get_singleton()->get_ticks_usec();
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ERR_FAIL_COND_V(_library.is_null(), Array());
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ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Array());
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ERR_FAIL_COND_V(padding < MINIMUM_PADDING, Array());
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const VoxelLibrary &library = **_library;
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@ -105,10 +106,8 @@ Array VoxelMesher::build(const VoxelBuffer &buffer, unsigned int channel, Vector
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// => Could be implemented in a separate class?
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// Data must be padded, hence the off-by-one
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Vector3i::sort_min_max(min, max);
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const Vector3i pad(1, 1, 1);
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min.clamp_to(pad, max);
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max.clamp_to(min, buffer.get_size() - pad);
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Vector3i min = Vector3i(padding);
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Vector3i max = buffer.get_size() - Vector3i(padding);
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int index_offset = 0;
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@ -176,8 +175,8 @@ Array VoxelMesher::build(const VoxelBuffer &buffer, unsigned int channel, Vector
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corner_neighbor_lut[Cube::CORNER_TOP_FRONT_RIGHT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_FRONT] + side_neighbor_lut[Cube::SIDE_RIGHT];
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corner_neighbor_lut[Cube::CORNER_TOP_FRONT_LEFT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_FRONT] + side_neighbor_lut[Cube::SIDE_LEFT];
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uint64_t time_prep = OS::get_singleton()->get_ticks_usec() - time_before;
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time_before = OS::get_singleton()->get_ticks_usec();
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//uint64_t time_prep = OS::get_singleton()->get_ticks_usec() - time_before;
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//time_before = OS::get_singleton()->get_ticks_usec();
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for (unsigned int z = min.z; z < max.z; ++z) {
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for (unsigned int x = min.x; x < max.x; ++x) {
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@ -360,8 +359,8 @@ Array VoxelMesher::build(const VoxelBuffer &buffer, unsigned int channel, Vector
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}
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}
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uint64_t time_meshing = OS::get_singleton()->get_ticks_usec() - time_before;
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time_before = OS::get_singleton()->get_ticks_usec();
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//uint64_t time_meshing = OS::get_singleton()->get_ticks_usec() - time_before;
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//time_before = OS::get_singleton()->get_ticks_usec();
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// Commit mesh
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@ -412,7 +411,7 @@ Array VoxelMesher::build(const VoxelBuffer &buffer, unsigned int channel, Vector
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}
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}
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uint64_t time_commit = OS::get_singleton()->get_ticks_usec() - time_before;
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//uint64_t time_commit = OS::get_singleton()->get_ticks_usec() - time_before;
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//print_line(String("P: {0}, M: {1}, C: {2}").format(varray(time_prep, time_meshing, time_commit)));
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@ -14,6 +14,7 @@ class VoxelMesher : public Reference {
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public:
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static const unsigned int MAX_MATERIALS = 8; // Arbitrary. Tweak if needed.
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static const int MINIMUM_PADDING = 1;
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VoxelMesher();
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@ -26,7 +27,7 @@ public:
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void set_occlusion_enabled(bool enable);
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bool get_occlusion_enabled() const { return _bake_occlusion; }
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Array build(const VoxelBuffer &buffer_ref, unsigned int channel, Vector3i min, Vector3i max);
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Array build(const VoxelBuffer &buffer_ref, unsigned int channel, int padding);
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Ref<ArrayMesh> build_mesh(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Array materials, Ref<ArrayMesh> mesh = Ref<ArrayMesh>());
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protected:
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@ -10,9 +10,7 @@
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#include <core/os/os.h>
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#include <scene/3d/mesh_instance.h>
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VoxelTerrain::VoxelTerrain() :
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Spatial(),
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_generate_collisions(true) {
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VoxelTerrain::VoxelTerrain() {
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_map = Ref<VoxelMap>(memnew(VoxelMap));
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@ -24,6 +22,7 @@ VoxelTerrain::VoxelTerrain() :
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_generate_collisions = false;
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_run_in_editor = false;
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_smooth_meshing_enabled = false;
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}
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VoxelTerrain::~VoxelTerrain() {
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@ -108,15 +107,7 @@ void VoxelTerrain::set_voxel_library(Ref<VoxelLibrary> library) {
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#endif
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_library = library;
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if (_block_updater) {
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memdelete(_block_updater);
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_block_updater = NULL;
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}
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// TODO Thread-safe way to change those parameters
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VoxelMeshUpdater::MeshingParams params;
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_block_updater = memnew(VoxelMeshUpdater(_library, params));
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reset_updater();
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// Voxel appearance might completely change
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make_all_view_dirty_deferred();
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@ -169,6 +160,18 @@ Ref<Material> VoxelTerrain::get_material(int id) const {
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return _materials[id];
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}
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bool VoxelTerrain::is_smooth_meshing_enabled() const {
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return _smooth_meshing_enabled;
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}
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void VoxelTerrain::set_smooth_meshing_enabled(bool enabled) {
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if (_smooth_meshing_enabled != enabled) {
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_smooth_meshing_enabled = enabled;
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reset_updater();
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make_all_view_dirty_deferred();
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}
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}
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void VoxelTerrain::make_block_dirty(Vector3i bpos) {
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// TODO Immediate update viewer distance?
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@ -269,6 +272,29 @@ void VoxelTerrain::make_all_view_dirty_deferred() {
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// make_blocks_dirty(-radius, 2*radius);
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}
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void VoxelTerrain::reset_updater() {
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if (_block_updater) {
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memdelete(_block_updater);
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_block_updater = NULL;
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}
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// TODO Thread-safe way to change those parameters
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VoxelMeshUpdater::MeshingParams params;
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params.smooth_surface = _smooth_meshing_enabled;
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_block_updater = memnew(VoxelMeshUpdater(_library, params));
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}
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int VoxelTerrain::get_block_padding() const {
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// How many neighbor voxels we should pad for mesh updates to be seamless
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// TODO Generalize padding retrieval, or split terrain systems because blocky and smooth are two different beasts
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// - Blocky needs padding of 1
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// - Transvoxel needs padding of 2
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// - DMC needs padding of 2
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return _smooth_meshing_enabled ? 2 : 1;
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}
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inline int get_border_index(int x, int max) {
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return x == 0 ? 0 : x != max ? 1 : 2;
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}
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@ -688,44 +714,54 @@ void VoxelTerrain::_process() {
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for (int i = 0; i < _blocks_pending_update.size(); ++i) {
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Vector3i block_pos = _blocks_pending_update[i];
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VoxelBlock *block = _map->get_block(block_pos);
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if (block == NULL) {
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continue;
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}
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// Check if the block is worth meshing
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// Smooth meshing works on more neighbors, so checking a single block isn't enough to ignore it,
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// but that will slow down meshing a lot.
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// TODO This is one reason to separate terrain systems between blocky and smooth (other reason is LOD)
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if (!_smooth_meshing_enabled) {
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VoxelBlock *block = _map->get_block(block_pos);
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if (block == NULL) {
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continue;
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} else {
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CRASH_COND(block->voxels.is_null());
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CRASH_COND(block->voxels.is_null());
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int air_type = 0;
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if (
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block->voxels->is_uniform(Voxel::CHANNEL_TYPE) &&
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block->voxels->is_uniform(Voxel::CHANNEL_ISOLEVEL) &&
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block->voxels->get_voxel(0, 0, 0, Voxel::CHANNEL_TYPE) == air_type) {
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VoxelTerrain::BlockDirtyState *block_state = _dirty_blocks.getptr(block_pos);
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CRASH_COND(block_state == NULL);
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CRASH_COND(*block_state != BLOCK_UPDATE_NOT_SENT);
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// The block contains empty voxels
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block->set_mesh(Ref<Mesh>(), Ref<World>());
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_dirty_blocks.erase(block_pos);
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// Optional, but I guess it might spare some memory
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block->voxels->clear_channel(Voxel::CHANNEL_TYPE, air_type);
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continue;
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}
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}
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}
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VoxelTerrain::BlockDirtyState *block_state = _dirty_blocks.getptr(block_pos);
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CRASH_COND(block_state == NULL);
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CRASH_COND(*block_state != BLOCK_UPDATE_NOT_SENT);
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int air_type = 0;
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if (
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block->voxels->is_uniform(Voxel::CHANNEL_TYPE) &&
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block->voxels->is_uniform(Voxel::CHANNEL_ISOLEVEL) &&
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block->voxels->get_voxel(0, 0, 0, Voxel::CHANNEL_TYPE) == air_type) {
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// The block contains empty voxels
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block->set_mesh(Ref<Mesh>(), Ref<World>());
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_dirty_blocks.erase(block_pos);
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// Optional, but I guess it might spare some memory
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block->voxels->clear_channel(Voxel::CHANNEL_TYPE, air_type);
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continue;
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}
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// Create buffer padded with neighbor voxels
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Ref<VoxelBuffer> nbuffer;
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nbuffer.instance();
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// TODO Make the buffer re-usable
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// TODO Padding set to 3 at the moment because Transvoxel works on 2x2 cells.
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// It should change for a smarter padding (if smooth isn't used for example).
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unsigned int block_size = _map->get_block_size();
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//nbuffer->create(block_size + 3, block_size + 3, block_size + 3);
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nbuffer->create(block_size + 2, block_size + 2, block_size + 2);
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_map->get_buffer_copy(_map->block_to_voxel(block_pos) - Vector3i(1, 1, 1), **nbuffer, 0x3);
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// TODO Make the buffer re-usable
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unsigned int block_size = _map->get_block_size();
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unsigned int padding = get_block_padding();
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nbuffer->create(block_size + 2 * padding, block_size + 2 * padding, block_size + 2 * padding);
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unsigned int channels_mask = (1 << VoxelBuffer::CHANNEL_TYPE) | (1 << VoxelBuffer::CHANNEL_ISOLEVEL);
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_map->get_buffer_copy(_map->block_to_voxel(block_pos) - Vector3i(padding), **nbuffer, channels_mask);
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VoxelMeshUpdater::InputBlock iblock;
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iblock.voxels = nbuffer;
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@ -932,6 +968,9 @@ void VoxelTerrain::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_viewer_path"), &VoxelTerrain::get_viewer_path);
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ClassDB::bind_method(D_METHOD("set_viewer_path", "path"), &VoxelTerrain::set_viewer_path);
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ClassDB::bind_method(D_METHOD("is_smooth_meshing_enabled"), &VoxelTerrain::is_smooth_meshing_enabled);
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ClassDB::bind_method(D_METHOD("set_smooth_meshing_enabled", "enabled"), &VoxelTerrain::set_smooth_meshing_enabled);
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ClassDB::bind_method(D_METHOD("get_storage"), &VoxelTerrain::get_map);
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ClassDB::bind_method(D_METHOD("voxel_to_block", "voxel_pos"), &VoxelTerrain::_voxel_to_block_binding);
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@ -950,6 +989,7 @@ void VoxelTerrain::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::INT, "view_distance"), "set_view_distance", "get_view_distance");
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ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "viewer_path"), "set_viewer_path", "get_viewer_path");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_collisions"), "set_generate_collisions", "get_generate_collisions");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "smooth_meshing_enabled"), "set_smooth_meshing_enabled", "is_smooth_meshing_enabled");
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BIND_ENUM_CONSTANT(BLOCK_NONE);
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BIND_ENUM_CONSTANT(BLOCK_LOAD);
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@ -13,8 +13,9 @@
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class VoxelMap;
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class VoxelLibrary;
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// Infinite static terrain made of voxels.
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// It is loaded around VoxelTerrainStreamers.
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// Infinite paged terrain made of voxel blocks.
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// Voxels are polygonized around the viewer.
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// Data is streamed using a VoxelProvider.
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class VoxelTerrain : public Spatial {
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GDCLASS(VoxelTerrain, Spatial)
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public:
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@ -53,6 +54,9 @@ public:
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void set_material(int id, Ref<Material> material);
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Ref<Material> get_material(int id) const;
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bool is_smooth_meshing_enabled() const;
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void set_smooth_meshing_enabled(bool enabled);
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Ref<VoxelMap> get_map() { return _map; }
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struct Stats {
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@ -93,6 +97,8 @@ private:
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void _process();
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void make_all_view_dirty_deferred();
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void reset_updater();
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int get_block_padding() const;
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Spatial *get_viewer(NodePath path) const;
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@ -142,6 +148,7 @@ private:
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bool _generate_collisions;
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bool _run_in_editor;
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bool _smooth_meshing_enabled;
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Ref<Material> _materials[VoxelMesher::MAX_MATERIALS];
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