godot_voxel/voxel_mesher.cpp

322 lines
10 KiB
C++

#include "voxel_mesher.h"
#include "voxel_library.h"
#include "cube_tables.h"
#include "utility.h"
VoxelMesher::VoxelMesher()
: _baked_occlusion_darkness(0.75),
_bake_occlusion(true) {}
void VoxelMesher::set_library(Ref<VoxelLibrary> 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<ArrayMesh> VoxelMesher::build_mesh(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Array materials, Ref<ArrayMesh> mesh) {
ERR_FAIL_COND_V(buffer_ref.is_null(), Ref<ArrayMesh>());
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> 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) {
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.
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) {
// 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_id = buffer.get_voxel(x, y, z, 0);
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 < Voxel::SIDE_COUNT; ++side) {
const PoolVector<Vector3> &positions = voxel.get_model_side_positions(side);
int vertex_count = positions.size();
if (vertex_count != 0) {
Vector3i normal = CubeTables::g_side_normals[side];
unsigned nx = x + normal.x;
unsigned ny = y + normal.y;
unsigned nz = z + normal.z;
int neighbor_voxel_id = buffer.get_voxel(nx, ny, nz, channel);
// 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 = CubeTables::g_side_edges[side][j];
Vector3i edge_normal = CubeTables::g_edge_inormals[edge];
unsigned ex = x + edge_normal.x;
unsigned ey = y + edge_normal.y;
unsigned ez = z + edge_normal.z;
if (!is_transparent(library, buffer.get_voxel(ex, ey, ez))) {
shaded_corner[CubeTables::g_edge_corners[edge][0]] += 1;
shaded_corner[CubeTables::g_edge_corners[edge][1]] += 1;
}
}
for (unsigned int j = 0; j < 4; ++j) {
unsigned int corner = CubeTables::g_side_corners[side][j];
if (shaded_corner[corner] == 2) {
shaded_corner[corner] = 3;
} else {
Vector3i corner_normal = CubeTables::g_corner_inormals[corner];
unsigned int cx = x + corner_normal.x;
unsigned int cy = y + corner_normal.y;
unsigned int cz = z + corner_normal.z;
if (!is_transparent(library, buffer.get_voxel(cx, cy, cz))) {
shaded_corner[corner] += 1;
}
}
}
}
PoolVector<Vector3>::Read rv = positions.read();
PoolVector<Vector2>::Read rt = voxel.get_model_side_uv(side).read();
Vector3 pos(x - 1, y - 1, z - 1);
for (unsigned int i = 0; i < vertex_count; ++i) {
Vector3 v = rv[i];
if (_bake_occlusion) {
// General purpose occlusion colouring.
// TODO Optimize for cubes
// TODO Fix occlusion inconsistency caused by triangles orientation
float shade = 0;
for (unsigned int j = 0; j < 4; ++j) {
unsigned int corner = CubeTables::g_side_corners[side][j];
if (shaded_corner[corner]) {
float s = baked_occlusion_darkness * static_cast<float>(shaded_corner[corner]);
float k = 1.0 - CubeTables::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;
arrays.colors.push_back(Color(gs, gs, gs));
}
// TODO Investigate wether those vectors can be replaced by a simpler, faster one for PODs
// TODO Resize beforehands rather than push_back (even if the vector is preallocated)
arrays.normals.push_back(Vector3(normal.x, normal.y, normal.z));
arrays.uvs.push_back(rt[i]);
arrays.positions.push_back(v + pos);
}
const PoolVector<int> &side_indices = voxel.get_model_side_indices(side);
PoolVector<int>::Read ri = side_indices.read();
unsigned int index_count = side_indices.size();
for(unsigned int i = 0; i < index_count; ++i) {
arrays.indices.push_back(index_offset + ri[i]);
}
index_offset += vertex_count;
}
}
}
// Inside
if (voxel.get_model_positions().size() != 0) {
const PoolVector<Vector3> &vertices = voxel.get_model_positions();
int vertex_count = vertices.size();
PoolVector<Vector3>::Read rv = vertices.read();
PoolVector<Vector3>::Read rn = voxel.get_model_normals().read();
PoolVector<Vector2>::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<int> &indices = voxel.get_model_indices();
PoolVector<int>::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;
}
}
}
}
}
// Commit mesh
// print_line(String("Made mesh v: ") + String::num(_arrays[0].positions.size())
// + String(", i: ") + String::num(_arrays[0].indices.size()));
Array surfaces;
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<Vector3> positions;
PoolVector<Vector2> uvs;
PoolVector<Vector3> normals;
PoolVector<Color> colors;
PoolVector<int> indices;
copy_to(positions, arrays.positions);
copy_to(uvs, arrays.uvs);
copy_to(normals, arrays.normals);
copy_to(colors, arrays.colors);
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);
}
}
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
}