godot_voxel/voxel_mesher.cpp
2017-08-13 01:19:39 +02:00

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
}