#include "voxel_mesher.h" #include "voxel_library.h" #include "cube_tables.h" #include "utility.h" #include template void raw_copy_to(PoolVector &to, const Vector &from) { to.resize(from.size()); typename PoolVector::Write w = to.write(); memcpy(w.ptr(), from.ptr(), from.size() * sizeof(T)); } VoxelMesher::VoxelMesher() : _baked_occlusion_darkness(0.8), _bake_occlusion(true) {} void VoxelMesher::set_library(Ref library) { _library = library; } void VoxelMesher::set_occlusion_darkness(float darkness) { _baked_occlusion_darkness = darkness; if (_baked_occlusion_darkness < 0.0) _baked_occlusion_darkness = 0.0; else if (_baked_occlusion_darkness >= 1.0) _baked_occlusion_darkness = 1.0; } void VoxelMesher::set_occlusion_enabled(bool enable) { _bake_occlusion = enable; } inline Color Color_greyscale(float c) { return Color(c, c, c); } inline bool is_face_visible(const VoxelLibrary &lib, const Voxel &vt, int other_voxel_id) { if (other_voxel_id == 0) // air return true; if (lib.has_voxel(other_voxel_id)) { const Voxel &other_vt = lib.get_voxel_const(other_voxel_id); return other_vt.is_transparent() && vt.get_id() != other_voxel_id; } return true; } inline bool is_transparent(const VoxelLibrary &lib, int voxel_id) { if (lib.has_voxel(voxel_id)) return lib.get_voxel_const(voxel_id).is_transparent(); return true; } Ref VoxelMesher::build_mesh(Ref buffer_ref, unsigned int channel, Array materials, Ref mesh) { ERR_FAIL_COND_V(buffer_ref.is_null(), Ref()); VoxelBuffer &buffer = **buffer_ref; Array surfaces = build(buffer, channel, Vector3i(), buffer.get_size()); if(mesh.is_null()) mesh.instance(); int surface = mesh->get_surface_count(); for(int i = 0; i < surfaces.size(); ++i) { Array arrays = surfaces[i]; mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays); Ref material = materials[i]; if(material.is_valid()) { mesh->surface_set_material(surface, material); } } return mesh; } Array VoxelMesher::build(const VoxelBuffer &buffer, unsigned int channel, Vector3i min, Vector3i max) { uint64_t time_before = OS::get_singleton()->get_ticks_usec(); ERR_FAIL_COND_V(_library.is_null(), Array()); ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Array()); const VoxelLibrary &library = **_library; for (unsigned int i = 0; i < MAX_MATERIALS; ++i) { Arrays &a = _arrays[i]; a.positions.clear(); a.normals.clear(); a.uvs.clear(); a.colors.clear(); a.indices.clear(); } float baked_occlusion_darkness; if (_bake_occlusion) baked_occlusion_darkness = _baked_occlusion_darkness / 3.0; // The technique is Culled faces. // Could be improved with greedy meshing: https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/ // However I don't feel it's worth it yet: // - Not so much gain for organic worlds with lots of texture variations // - Works well with cubes but not with any shape // - Slower // => Could be implemented in a separate class? // Data must be padded, hence the off-by-one Vector3i::sort_min_max(min, max); const Vector3i pad(1, 1, 1); min.clamp_to(pad, max); max.clamp_to(min, buffer.get_size() - pad); int index_offset = 0; // Iterate 3D padded data to extract voxel faces. // This is the most intensive job in this class, so all required data should be as fit as possible. // The buffer we receive MUST be dense (i.e not compressed, and channels allocated). // That means we can use raw pointers to voxel data inside instead of using the higher-level getters, // and then save a lot of time. uint8_t *type_buffer = buffer.get_channel_raw(Voxel::CHANNEL_TYPE); CRASH_COND(type_buffer == NULL); // *italian pointy hand* //CRASH_COND(memarr_len(type_buffer) != buffer.get_volume() * sizeof(uint8_t)); // Build lookup tables so to speed up voxel access. // These are values to add to an address in order to get given neighbor. int row_size = buffer.get_size().y; int deck_size = buffer.get_size().x * row_size; int side_neighbor_lut[Cube::SIDE_COUNT]; side_neighbor_lut[Cube::SIDE_LEFT] = -row_size; side_neighbor_lut[Cube::SIDE_RIGHT] = row_size; side_neighbor_lut[Cube::SIDE_BACK] = -deck_size; side_neighbor_lut[Cube::SIDE_FRONT] = deck_size; side_neighbor_lut[Cube::SIDE_BOTTOM] = -1; side_neighbor_lut[Cube::SIDE_TOP] = 1; int edge_neighbor_lut[Cube::EDGE_COUNT]; edge_neighbor_lut[Cube::EDGE_BOTTOM_BACK] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_BACK]; edge_neighbor_lut[Cube::EDGE_BOTTOM_FRONT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_FRONT]; edge_neighbor_lut[Cube::EDGE_BOTTOM_LEFT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_LEFT]; edge_neighbor_lut[Cube::EDGE_BOTTOM_RIGHT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_RIGHT]; edge_neighbor_lut[Cube::EDGE_BACK_LEFT] = side_neighbor_lut[Cube::SIDE_BACK] + side_neighbor_lut[Cube::SIDE_LEFT]; edge_neighbor_lut[Cube::EDGE_BACK_RIGHT] = side_neighbor_lut[Cube::SIDE_BACK] + side_neighbor_lut[Cube::SIDE_RIGHT]; edge_neighbor_lut[Cube::EDGE_FRONT_LEFT] = side_neighbor_lut[Cube::SIDE_FRONT] + side_neighbor_lut[Cube::SIDE_LEFT]; edge_neighbor_lut[Cube::EDGE_FRONT_RIGHT] = side_neighbor_lut[Cube::SIDE_FRONT] + side_neighbor_lut[Cube::SIDE_RIGHT]; edge_neighbor_lut[Cube::EDGE_TOP_BACK] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_BACK]; edge_neighbor_lut[Cube::EDGE_TOP_FRONT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_FRONT]; edge_neighbor_lut[Cube::EDGE_TOP_LEFT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_LEFT]; edge_neighbor_lut[Cube::EDGE_TOP_RIGHT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_RIGHT]; int corner_neighbor_lut[Cube::CORNER_COUNT]; corner_neighbor_lut[Cube::CORNER_BOTTOM_BACK_LEFT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_BACK] + side_neighbor_lut[Cube::SIDE_LEFT]; corner_neighbor_lut[Cube::CORNER_BOTTOM_BACK_RIGHT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_BACK] + side_neighbor_lut[Cube::SIDE_RIGHT]; corner_neighbor_lut[Cube::CORNER_BOTTOM_FRONT_RIGHT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_FRONT] + side_neighbor_lut[Cube::SIDE_RIGHT]; corner_neighbor_lut[Cube::CORNER_BOTTOM_FRONT_LEFT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_FRONT] + side_neighbor_lut[Cube::SIDE_LEFT]; corner_neighbor_lut[Cube::CORNER_TOP_BACK_LEFT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_BACK] + side_neighbor_lut[Cube::SIDE_LEFT]; corner_neighbor_lut[Cube::CORNER_TOP_BACK_RIGHT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_BACK] + side_neighbor_lut[Cube::SIDE_RIGHT]; 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]; 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]; uint64_t time_prep = OS::get_singleton()->get_ticks_usec() - time_before; time_before = OS::get_singleton()->get_ticks_usec(); for (unsigned int z = min.z; z < max.z; ++z) { for (unsigned int x = min.x; x < max.x; ++x) { for (unsigned int y = min.y; y < max.y; ++y) { // min and max are chosen such that you can visit 1 neighbor away from the current voxel without size check // TODO In this intensive routine, there is a way to make voxel access fastest by getting a pointer to the channel, // and using offset lookup to get neighbors rather than going through get_voxel validations int voxel_index = y + x * row_size + z * deck_size; int voxel_id = type_buffer[voxel_index]; if (voxel_id != 0 && library.has_voxel(voxel_id)) { const Voxel &voxel = library.get_voxel_const(voxel_id); Arrays &arrays = _arrays[voxel.get_material_id()]; // Hybrid approach: extract cube faces and decimate those that aren't visible, // and still allow voxels to have geometry that is not a cube // Sides for (unsigned int side = 0; side < Cube::SIDE_COUNT; ++side) { const PoolVector &positions = voxel.get_model_side_positions(side); int vertex_count = positions.size(); if (vertex_count != 0) { int neighbor_voxel_id = type_buffer[voxel_index + side_neighbor_lut[side]]; // TODO Better face visibility test if (is_face_visible(library, voxel, neighbor_voxel_id)) { // The face is visible int shaded_corner[8] = { 0 }; if (_bake_occlusion) { // Combinatory solution for https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/ for (unsigned int j = 0; j < 4; ++j) { unsigned int edge = Cube::g_side_edges[side][j]; int edge_neighbor_id = type_buffer[voxel_index + edge_neighbor_lut[edge]]; if (!is_transparent(library, edge_neighbor_id)) { shaded_corner[Cube::g_edge_corners[edge][0]] += 1; shaded_corner[Cube::g_edge_corners[edge][1]] += 1; } } for (unsigned int j = 0; j < 4; ++j) { unsigned int corner = Cube::g_side_corners[side][j]; if (shaded_corner[corner] == 2) { shaded_corner[corner] = 3; } else { int corner_neigbor_id = type_buffer[voxel_index + corner_neighbor_lut[corner]]; if (!is_transparent(library, corner_neigbor_id)) { shaded_corner[corner] += 1; } } } } PoolVector::Read rv = positions.read(); PoolVector::Read rt = voxel.get_model_side_uv(side).read(); // Subtracting 1 because the data is padded Vector3 pos(x - 1, y - 1, z - 1); // Append vertices of the faces in one go, don't use push_back { int append_index = arrays.positions.size(); arrays.positions.resize(arrays.positions.size() + vertex_count); Vector3 *w = arrays.positions.ptrw() + append_index; for (unsigned int i = 0; i < vertex_count; ++i) { w[i] = rv[i] + pos; } } { int append_index = arrays.uvs.size(); arrays.uvs.resize(arrays.uvs.size() + vertex_count); memcpy(arrays.uvs.ptrw() + append_index, rt.ptr(), vertex_count * sizeof(Vector2)); } { int append_index = arrays.normals.size(); arrays.normals.resize(arrays.normals.size() + vertex_count); Vector3 *w = arrays.normals.ptrw() + append_index; for (unsigned int i = 0; i < vertex_count; ++i) { w[i] = Cube::g_side_normals[side].to_vec3(); } } if (_bake_occlusion) { // Use color array int append_index = arrays.colors.size(); arrays.colors.resize(arrays.colors.size() + vertex_count); Color *w = arrays.colors.ptrw() + append_index; for (unsigned int i = 0; i < vertex_count; ++i) { Vector3 v = rv[i]; // General purpose occlusion colouring. // TODO Optimize for cubes // TODO Fix occlusion inconsistency caused by triangles orientation? Not sure if worth it float shade = 0; for (unsigned int j = 0; j < 4; ++j) { unsigned int corner = Cube::g_side_corners[side][j]; if (shaded_corner[corner]) { float s = baked_occlusion_darkness * static_cast(shaded_corner[corner]); float k = 1.0 - Cube::g_corner_position[corner].distance_to(v); if (k < 0.0) k = 0.0; s *= k; if (s > shade) shade = s; } } float gs = 1.0 - shade; w[i] = Color(gs, gs, gs); } } const PoolVector &side_indices = voxel.get_model_side_indices(side); PoolVector::Read ri = side_indices.read(); unsigned int index_count = side_indices.size(); { int i = arrays.indices.size(); arrays.indices.resize(arrays.indices.size() + index_count); int *w = arrays.indices.ptrw(); for(unsigned int j = 0; j < index_count; ++j) { w[i++] = index_offset + ri[j]; } } index_offset += vertex_count; } } } // Inside if (voxel.get_model_positions().size() != 0) { // TODO Get rid of push_backs const PoolVector &vertices = voxel.get_model_positions(); int vertex_count = vertices.size(); PoolVector::Read rv = vertices.read(); PoolVector::Read rn = voxel.get_model_normals().read(); PoolVector::Read rt = voxel.get_model_uv().read(); Vector3 pos(x - 1, y - 1, z - 1); for (unsigned int i = 0; i < vertex_count; ++i) { arrays.normals.push_back(rn[i]); arrays.uvs.push_back(rt[i]); arrays.positions.push_back(rv[i] + pos); } if(_bake_occlusion) { // TODO handle ambient occlusion on inner parts arrays.colors.push_back(Color(1,1,1)); } const PoolVector &indices = voxel.get_model_indices(); PoolVector::Read ri = indices.read(); unsigned int index_count = indices.size(); for(unsigned int i = 0; i < index_count; ++i) { arrays.indices.push_back(index_offset + ri[i]); } index_offset += vertex_count; } } } } } uint64_t time_meshing = OS::get_singleton()->get_ticks_usec() - time_before; time_before = OS::get_singleton()->get_ticks_usec(); // Commit mesh // print_line(String("Made mesh v: ") + String::num(_arrays[0].positions.size()) // + String(", i: ") + String::num(_arrays[0].indices.size())); Array surfaces; // TODO We could return a single byte array and use Mesh::add_surface down the line? for (int i = 0; i < MAX_MATERIALS; ++i) { const Arrays &arrays = _arrays[i]; if (arrays.positions.size() != 0) { Array mesh_arrays; mesh_arrays.resize(Mesh::ARRAY_MAX); { PoolVector positions; PoolVector uvs; PoolVector normals; PoolVector colors; PoolVector indices; raw_copy_to(positions, arrays.positions); raw_copy_to(uvs, arrays.uvs); raw_copy_to(normals, arrays.normals); raw_copy_to(colors, arrays.colors); raw_copy_to(indices, arrays.indices); mesh_arrays[Mesh::ARRAY_VERTEX] = positions; mesh_arrays[Mesh::ARRAY_TEX_UV] = uvs; mesh_arrays[Mesh::ARRAY_NORMAL] = normals; mesh_arrays[Mesh::ARRAY_COLOR] = colors; mesh_arrays[Mesh::ARRAY_INDEX] = indices; } surfaces.append(mesh_arrays); } } uint64_t time_commit = OS::get_singleton()->get_ticks_usec() - time_before; //print_line(String("P: {0}, M: {1}, C: {2}").format(varray(time_prep, time_meshing, time_commit))); return surfaces; } void VoxelMesher::_bind_methods() { ClassDB::bind_method(D_METHOD("set_library", "voxel_library"), &VoxelMesher::set_library); ClassDB::bind_method(D_METHOD("get_library"), &VoxelMesher::get_library); ClassDB::bind_method(D_METHOD("set_occlusion_enabled", "enable"), &VoxelMesher::set_occlusion_enabled); ClassDB::bind_method(D_METHOD("get_occlusion_enabled"), &VoxelMesher::get_occlusion_enabled); ClassDB::bind_method(D_METHOD("set_occlusion_darkness", "value"), &VoxelMesher::set_occlusion_darkness); ClassDB::bind_method(D_METHOD("get_occlusion_darkness"), &VoxelMesher::get_occlusion_darkness); ClassDB::bind_method(D_METHOD("build_mesh", "voxel_buffer", "channel", "materials", "existing_mesh"), &VoxelMesher::build_mesh); #ifdef VOXEL_PROFILING ClassDB::bind_method(D_METHOD("get_profiling_info"), &VoxelMesher::get_profiling_info); #endif }