mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
382 lines
11 KiB
C++
382 lines
11 KiB
C++
#include "voxel_mesher.h"
|
|
#include "voxel_library.h"
|
|
|
|
// The following tables respect the following conventions
|
|
//
|
|
// 7-------6
|
|
// /| /|
|
|
// / | / | Corners
|
|
// 4-------5 |
|
|
// | 3----|--2
|
|
// | / | / y z
|
|
// |/ |/ |/
|
|
// 0-------1 o--x
|
|
//
|
|
//
|
|
// o---10----o
|
|
// /| /|
|
|
// 11 7 9 6 Edges
|
|
// / | / |
|
|
// o----8----o |
|
|
// | o---2-|---o
|
|
// 4 / 5 /
|
|
// | 3 | 1
|
|
// |/ |/
|
|
// o----0----o
|
|
//
|
|
// Sides are ordered according to the Voxel::Side enum.
|
|
//
|
|
|
|
static const unsigned int CORNER_COUNT = 8;
|
|
static const unsigned int EDGE_COUNT = 12;
|
|
|
|
static const Vector3 g_corner_position[CORNER_COUNT] = {
|
|
Vector3(0, 0, 0),
|
|
Vector3(1, 0, 0),
|
|
Vector3(1, 0, 1),
|
|
Vector3(0, 0, 1),
|
|
Vector3(0, 1, 0),
|
|
Vector3(1, 1, 0),
|
|
Vector3(1, 1, 1),
|
|
Vector3(0, 1, 1)
|
|
};
|
|
|
|
static const unsigned int g_side_coord[Voxel::SIDE_COUNT] = { 0, 0, 1, 1, 2, 2 };
|
|
static const unsigned int g_side_sign[Voxel::SIDE_COUNT] = { 0, 1, 0, 1, 0, 1 };
|
|
|
|
static const Vector3i g_side_normals[Voxel::SIDE_COUNT] = {
|
|
Vector3i(-1, 0, 0),
|
|
Vector3i(1, 0, 0),
|
|
Vector3i(0, -1, 0),
|
|
Vector3i(0, 1, 0),
|
|
Vector3i(0, 0, -1),
|
|
Vector3i(0, 0, 1),
|
|
};
|
|
|
|
static const unsigned int g_side_corners[Voxel::SIDE_COUNT][4] = {
|
|
{ 0, 3, 7, 4 },
|
|
{ 1, 2, 6, 5 },
|
|
{ 0, 1, 2, 3 },
|
|
{ 4, 5, 6, 7 },
|
|
{ 0, 1, 5, 4 },
|
|
{ 3, 2, 6, 7 }
|
|
};
|
|
|
|
static const unsigned int g_side_edges[Voxel::SIDE_COUNT][4] = {
|
|
{ 3, 7, 11, 4 },
|
|
{ 1, 6, 9, 5 },
|
|
{ 0, 1, 2, 3 },
|
|
{ 8, 9, 10, 11 },
|
|
{ 0, 5, 8, 4 },
|
|
{ 2, 6, 10, 7 }
|
|
};
|
|
|
|
// 3---2
|
|
// | / | {0,1,2,0,2,3}
|
|
// 0---1
|
|
//static const unsigned int g_vertex_to_corner[Voxel::SIDE_COUNT][6] = {
|
|
// { 0, 3, 7, 0, 7, 4 },
|
|
// { 2, 1, 5, 2, 5, 6 },
|
|
// { 0, 1, 2, 0, 2, 3 },
|
|
// { 7, 6, 5, 7, 5, 4 },
|
|
// { 1, 0, 4 ,1, 4, 5 },
|
|
// { 3, 2, 6, 3, 6, 7 }
|
|
//};
|
|
|
|
static const Vector3i g_corner_inormals[CORNER_COUNT] = {
|
|
Vector3i(-1, -1, -1),
|
|
Vector3i(1, -1, -1),
|
|
Vector3i(1, -1, 1),
|
|
Vector3i(-1, -1, 1),
|
|
|
|
Vector3i(-1, 1, -1),
|
|
Vector3i(1, 1, -1),
|
|
Vector3i(1, 1, 1),
|
|
Vector3i(-1, 1, 1)
|
|
};
|
|
|
|
static const Vector3i g_edge_inormals[EDGE_COUNT] = {
|
|
Vector3i(0, -1, -1),
|
|
Vector3i(1, -1, 0),
|
|
Vector3i(0, -1, 1),
|
|
Vector3i(-1, -1, 0),
|
|
|
|
Vector3i(-1, 0, -1),
|
|
Vector3i(1, 0, -1),
|
|
Vector3i(1, 0, 1),
|
|
Vector3i(-1, 0, 1),
|
|
|
|
Vector3i(0, 1, -1),
|
|
Vector3i(1, 1, 0),
|
|
Vector3i(0, 1, 1),
|
|
Vector3i(-1, 1, 0)
|
|
};
|
|
|
|
static const unsigned int g_edge_corners[EDGE_COUNT][2] = {
|
|
{ 0, 1 }, { 1, 2 }, { 2, 3 }, { 3, 0 },
|
|
{ 0, 4 }, { 1, 5 }, { 2, 6 }, { 3, 7 },
|
|
{ 4, 5 }, { 5, 6 }, { 6, 7 }, { 7, 4 }
|
|
};
|
|
|
|
VoxelMesher::VoxelMesher()
|
|
: _baked_occlusion_darkness(0.75),
|
|
_bake_occlusion(true) {}
|
|
|
|
void VoxelMesher::set_library(Ref<VoxelLibrary> library) {
|
|
ERR_FAIL_COND(library.is_null());
|
|
_library = library;
|
|
}
|
|
|
|
void VoxelMesher::set_material(Ref<Material> material, unsigned int id) {
|
|
ERR_FAIL_COND(id >= MAX_MATERIALS);
|
|
_materials[id] = material;
|
|
}
|
|
|
|
Ref<Material> VoxelMesher::get_material(unsigned int id) const {
|
|
ERR_FAIL_COND_V(id >= MAX_MATERIALS, Ref<Material>());
|
|
return _materials[id];
|
|
}
|
|
|
|
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_ref(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Ref<ArrayMesh> mesh) {
|
|
ERR_FAIL_COND_V(buffer_ref.is_null(), Ref<ArrayMesh>());
|
|
VoxelBuffer &buffer = **buffer_ref;
|
|
mesh = build(buffer, channel, Vector3i(), buffer.get_size(), mesh);
|
|
return mesh;
|
|
}
|
|
|
|
Ref<ArrayMesh> VoxelMesher::build(const VoxelBuffer &buffer, unsigned int channel, Vector3i min, Vector3i max, Ref<ArrayMesh> mesh) {
|
|
ERR_FAIL_COND_V(_library.is_null(), Ref<ArrayMesh>());
|
|
ERR_FAIL_COND_V(channel >= VoxelBuffer::MAX_CHANNELS, Ref<ArrayMesh>());
|
|
|
|
const VoxelLibrary &library = **_library;
|
|
|
|
for (unsigned int i = 0; i < MAX_MATERIALS; ++i) {
|
|
_surface_tool[i].begin(Mesh::PRIMITIVE_TRIANGLES);
|
|
_surface_tool[i].set_material(_materials[i]);
|
|
}
|
|
|
|
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?
|
|
|
|
VOXEL_PROFILE_BEGIN("mesher_face_extraction")
|
|
|
|
// 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);
|
|
|
|
// 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) {
|
|
|
|
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);
|
|
|
|
SurfaceTool &st = _surface_tool[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> &vertices = voxel.get_model_side_vertices(side);
|
|
if (vertices.size() != 0) {
|
|
|
|
Vector3i normal = 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 = g_side_edges[side][j];
|
|
Vector3i edge_normal = 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[g_edge_corners[edge][0]] += 1;
|
|
shaded_corner[g_edge_corners[edge][1]] += 1;
|
|
}
|
|
}
|
|
for (unsigned int j = 0; j < 4; ++j) {
|
|
unsigned int corner = g_side_corners[side][j];
|
|
if (shaded_corner[corner] == 2) {
|
|
shaded_corner[corner] = 3;
|
|
} else {
|
|
Vector3i corner_normal = 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 = vertices.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 < vertices.size(); ++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 = g_side_corners[side][j];
|
|
if (shaded_corner[corner]) {
|
|
float s = baked_occlusion_darkness * static_cast<float>(shaded_corner[corner]);
|
|
float k = 1.0 - 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;
|
|
st.add_color(Color(gs, gs, gs));
|
|
}
|
|
|
|
st.add_normal(Vector3(normal.x, normal.y, normal.z));
|
|
st.add_uv(rt[i]);
|
|
st.add_vertex(v + pos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inside
|
|
if (voxel.get_model_vertices().size() != 0) {
|
|
|
|
const PoolVector<Vector3> &vertices = voxel.get_model_vertices();
|
|
PoolVector<Vector3>::Read rv = voxel.get_model_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 < vertices.size(); ++i) {
|
|
st.add_normal(rn[i]);
|
|
st.add_uv(rt[i]);
|
|
st.add_vertex(rv[i] + pos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
VOXEL_PROFILE_END("mesher_face_extraction")
|
|
|
|
// Commit mesh
|
|
|
|
Ref<ArrayMesh> mesh_ref = mesh;
|
|
if (mesh.is_null())
|
|
mesh_ref = Ref<ArrayMesh>(memnew(ArrayMesh));
|
|
|
|
for (unsigned int i = 0; i < MAX_MATERIALS; ++i) {
|
|
if (_materials[i].is_valid()) {
|
|
SurfaceTool &st = _surface_tool[i];
|
|
|
|
// Index mesh to reduce memory usage and make upload to VRAM faster
|
|
// TODO actually, we could make it indexed from the ground up without using SurfaceTool, so we also save time!
|
|
// VOXEL_PROFILE_BEGIN("mesher_surfacetool_index")
|
|
// st.index();
|
|
// VOXEL_PROFILE_END("mesher_surfacetool_index")
|
|
|
|
VOXEL_PROFILE_BEGIN("mesher_surfacetool_commit")
|
|
mesh_ref = st.commit(mesh_ref);
|
|
VOXEL_PROFILE_END("mesher_surfacetool_commit")
|
|
|
|
st.clear();
|
|
}
|
|
}
|
|
|
|
return mesh_ref;
|
|
}
|
|
|
|
void VoxelMesher::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("set_material", "material", "id"), &VoxelMesher::set_material);
|
|
ClassDB::bind_method(D_METHOD("get_material", "id"), &VoxelMesher::get_material);
|
|
|
|
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", "voxel_buffer", "channel", "existing_mesh"), &VoxelMesher::build_ref);
|
|
|
|
#ifdef VOXEL_PROFILING
|
|
ClassDB::bind_method(D_METHOD("get_profiling_info"), &VoxelMesher::get_profiling_info);
|
|
#endif
|
|
}
|