mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-11 20:35:08 +01:00
439 lines
16 KiB
C++
439 lines
16 KiB
C++
#include "voxel_mesher.h"
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#include "cube_tables.h"
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#include "utility.h"
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#include "voxel_library.h"
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#include <core/os/os.h>
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template <typename T>
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void raw_copy_to(PoolVector<T> &to, const Vector<T> &from) {
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to.resize(from.size());
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typename PoolVector<T>::Write w = to.write();
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memcpy(w.ptr(), from.ptr(), from.size() * sizeof(T));
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}
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VoxelMesher::VoxelMesher() :
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_baked_occlusion_darkness(0.8),
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_bake_occlusion(true) {}
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void VoxelMesher::set_library(Ref<VoxelLibrary> library) {
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_library = library;
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}
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void VoxelMesher::set_occlusion_darkness(float darkness) {
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_baked_occlusion_darkness = darkness;
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if (_baked_occlusion_darkness < 0.0)
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_baked_occlusion_darkness = 0.0;
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else if (_baked_occlusion_darkness >= 1.0)
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_baked_occlusion_darkness = 1.0;
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}
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void VoxelMesher::set_occlusion_enabled(bool enable) {
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_bake_occlusion = enable;
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}
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inline Color Color_greyscale(float c) {
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return Color(c, c, c);
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}
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inline bool is_face_visible(const VoxelLibrary &lib, const Voxel &vt, int other_voxel_id) {
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if (other_voxel_id == 0) // air
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return true;
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if (lib.has_voxel(other_voxel_id)) {
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const Voxel &other_vt = lib.get_voxel_const(other_voxel_id);
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return other_vt.is_transparent() && vt.get_id() != other_voxel_id;
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}
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return true;
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}
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inline bool is_transparent(const VoxelLibrary &lib, int voxel_id) {
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if (lib.has_voxel(voxel_id))
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return lib.get_voxel_const(voxel_id).is_transparent();
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return true;
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}
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Ref<ArrayMesh> VoxelMesher::build_mesh(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Array materials, Ref<ArrayMesh> mesh) {
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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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if (mesh.is_null())
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mesh.instance();
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int surface = mesh->get_surface_count();
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for (int i = 0; i < surfaces.size(); ++i) {
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Array arrays = surfaces[i];
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
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Ref<Material> material = materials[i];
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if (material.is_valid()) {
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mesh->surface_set_material(surface, material);
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}
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}
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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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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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const VoxelLibrary &library = **_library;
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for (unsigned int i = 0; i < MAX_MATERIALS; ++i) {
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Arrays &a = _arrays[i];
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a.positions.clear();
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a.normals.clear();
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a.uvs.clear();
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a.colors.clear();
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a.indices.clear();
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}
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float baked_occlusion_darkness;
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if (_bake_occlusion)
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baked_occlusion_darkness = _baked_occlusion_darkness / 3.0;
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// The technique is Culled faces.
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// Could be improved with greedy meshing: https://0fps.net/2012/06/30/meshing-in-a-minecraft-game/
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// However I don't feel it's worth it yet:
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// - Not so much gain for organic worlds with lots of texture variations
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// - Works well with cubes but not with any shape
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// - Slower
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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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int index_offset = 0;
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// Iterate 3D padded data to extract voxel faces.
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// This is the most intensive job in this class, so all required data should be as fit as possible.
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// The buffer we receive MUST be dense (i.e not compressed, and channels allocated).
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// That means we can use raw pointers to voxel data inside instead of using the higher-level getters,
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// and then save a lot of time.
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uint8_t *type_buffer = buffer.get_channel_raw(Voxel::CHANNEL_TYPE);
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// _
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// | \
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// /\ \\
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// / /|\\\
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// | |\ \\\
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// | \_\ \\|
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// | | )
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// \ | |
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// \ /
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if (type_buffer == nullptr) {
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// No data to read, the channel is probably uniform
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// TODO This is an invalid behavior IF sending a full block of uniformly opaque cubes,
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// however not likely for terrains because with neighbor padding, such a case means no face would be generated anyways
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return Array();
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}
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//CRASH_COND(memarr_len(type_buffer) != buffer.get_volume() * sizeof(uint8_t));
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// Build lookup tables so to speed up voxel access.
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// These are values to add to an address in order to get given neighbor.
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int row_size = buffer.get_size().y;
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int deck_size = buffer.get_size().x * row_size;
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int side_neighbor_lut[Cube::SIDE_COUNT];
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side_neighbor_lut[Cube::SIDE_LEFT] = row_size;
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side_neighbor_lut[Cube::SIDE_RIGHT] = -row_size;
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side_neighbor_lut[Cube::SIDE_BACK] = -deck_size;
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side_neighbor_lut[Cube::SIDE_FRONT] = deck_size;
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side_neighbor_lut[Cube::SIDE_BOTTOM] = -1;
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side_neighbor_lut[Cube::SIDE_TOP] = 1;
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int edge_neighbor_lut[Cube::EDGE_COUNT];
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edge_neighbor_lut[Cube::EDGE_BOTTOM_BACK] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_BACK];
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edge_neighbor_lut[Cube::EDGE_BOTTOM_FRONT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_FRONT];
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edge_neighbor_lut[Cube::EDGE_BOTTOM_LEFT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_LEFT];
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edge_neighbor_lut[Cube::EDGE_BOTTOM_RIGHT] = side_neighbor_lut[Cube::SIDE_BOTTOM] + side_neighbor_lut[Cube::SIDE_RIGHT];
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edge_neighbor_lut[Cube::EDGE_BACK_LEFT] = side_neighbor_lut[Cube::SIDE_BACK] + side_neighbor_lut[Cube::SIDE_LEFT];
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edge_neighbor_lut[Cube::EDGE_BACK_RIGHT] = side_neighbor_lut[Cube::SIDE_BACK] + side_neighbor_lut[Cube::SIDE_RIGHT];
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edge_neighbor_lut[Cube::EDGE_FRONT_LEFT] = side_neighbor_lut[Cube::SIDE_FRONT] + side_neighbor_lut[Cube::SIDE_LEFT];
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edge_neighbor_lut[Cube::EDGE_FRONT_RIGHT] = side_neighbor_lut[Cube::SIDE_FRONT] + side_neighbor_lut[Cube::SIDE_RIGHT];
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edge_neighbor_lut[Cube::EDGE_TOP_BACK] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_BACK];
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edge_neighbor_lut[Cube::EDGE_TOP_FRONT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_FRONT];
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edge_neighbor_lut[Cube::EDGE_TOP_LEFT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_LEFT];
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edge_neighbor_lut[Cube::EDGE_TOP_RIGHT] = side_neighbor_lut[Cube::SIDE_TOP] + side_neighbor_lut[Cube::SIDE_RIGHT];
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int corner_neighbor_lut[Cube::CORNER_COUNT];
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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];
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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];
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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];
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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];
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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];
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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];
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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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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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for (unsigned int y = min.y; y < max.y; ++y) {
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// min and max are chosen such that you can visit 1 neighbor away from the current voxel without size check
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// TODO In this intensive routine, there is a way to make voxel access fastest by getting a pointer to the channel,
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// and using offset lookup to get neighbors rather than going through get_voxel validations
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int voxel_index = y + x * row_size + z * deck_size;
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int voxel_id = type_buffer[voxel_index];
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if (voxel_id != 0 && library.has_voxel(voxel_id)) {
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const Voxel &voxel = library.get_voxel_const(voxel_id);
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Arrays &arrays = _arrays[voxel.get_material_id()];
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// Hybrid approach: extract cube faces and decimate those that aren't visible,
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// and still allow voxels to have geometry that is not a cube
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// Sides
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for (unsigned int side = 0; side < Cube::SIDE_COUNT; ++side) {
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const PoolVector<Vector3> &positions = voxel.get_model_side_positions(side);
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int vertex_count = positions.size();
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if (vertex_count != 0) {
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int neighbor_voxel_id = type_buffer[voxel_index + side_neighbor_lut[side]];
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// TODO Better face visibility test
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if (is_face_visible(library, voxel, neighbor_voxel_id)) {
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// The face is visible
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int shaded_corner[8] = { 0 };
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if (_bake_occlusion) {
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// Combinatory solution for https://0fps.net/2013/07/03/ambient-occlusion-for-minecraft-like-worlds/
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for (unsigned int j = 0; j < 4; ++j) {
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unsigned int edge = Cube::g_side_edges[side][j];
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int edge_neighbor_id = type_buffer[voxel_index + edge_neighbor_lut[edge]];
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if (!is_transparent(library, edge_neighbor_id)) {
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shaded_corner[Cube::g_edge_corners[edge][0]] += 1;
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shaded_corner[Cube::g_edge_corners[edge][1]] += 1;
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}
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}
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for (unsigned int j = 0; j < 4; ++j) {
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unsigned int corner = Cube::g_side_corners[side][j];
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if (shaded_corner[corner] == 2) {
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shaded_corner[corner] = 3;
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} else {
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int corner_neigbor_id = type_buffer[voxel_index + corner_neighbor_lut[corner]];
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if (!is_transparent(library, corner_neigbor_id)) {
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shaded_corner[corner] += 1;
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}
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}
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}
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}
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PoolVector<Vector3>::Read rv = positions.read();
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PoolVector<Vector2>::Read rt = voxel.get_model_side_uv(side).read();
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// Subtracting 1 because the data is padded
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Vector3 pos(x - 1, y - 1, z - 1);
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// Append vertices of the faces in one go, don't use push_back
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{
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int append_index = arrays.positions.size();
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arrays.positions.resize(arrays.positions.size() + vertex_count);
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Vector3 *w = arrays.positions.ptrw() + append_index;
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for (unsigned int i = 0; i < vertex_count; ++i) {
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w[i] = rv[i] + pos;
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}
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}
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{
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int append_index = arrays.uvs.size();
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arrays.uvs.resize(arrays.uvs.size() + vertex_count);
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memcpy(arrays.uvs.ptrw() + append_index, rt.ptr(), vertex_count * sizeof(Vector2));
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}
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{
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int append_index = arrays.normals.size();
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arrays.normals.resize(arrays.normals.size() + vertex_count);
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Vector3 *w = arrays.normals.ptrw() + append_index;
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for (unsigned int i = 0; i < vertex_count; ++i) {
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w[i] = Cube::g_side_normals[side].to_vec3();
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}
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}
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if (_bake_occlusion) {
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// Use color array
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int append_index = arrays.colors.size();
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arrays.colors.resize(arrays.colors.size() + vertex_count);
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Color *w = arrays.colors.ptrw() + append_index;
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for (unsigned int i = 0; i < vertex_count; ++i) {
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Vector3 v = rv[i];
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// General purpose occlusion colouring.
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// TODO Optimize for cubes
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// TODO Fix occlusion inconsistency caused by triangles orientation? Not sure if worth it
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float shade = 0;
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for (unsigned int j = 0; j < 4; ++j) {
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unsigned int corner = Cube::g_side_corners[side][j];
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if (shaded_corner[corner]) {
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float s = baked_occlusion_darkness * static_cast<float>(shaded_corner[corner]);
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float k = 1.0 - Cube::g_corner_position[corner].distance_to(v);
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if (k < 0.0)
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k = 0.0;
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s *= k;
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if (s > shade)
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shade = s;
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}
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}
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float gs = 1.0 - shade;
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w[i] = Color(gs, gs, gs);
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}
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}
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const PoolVector<int> &side_indices = voxel.get_model_side_indices(side);
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PoolVector<int>::Read ri = side_indices.read();
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unsigned int index_count = side_indices.size();
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{
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int i = arrays.indices.size();
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arrays.indices.resize(arrays.indices.size() + index_count);
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int *w = arrays.indices.ptrw();
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for (unsigned int j = 0; j < index_count; ++j) {
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w[i++] = index_offset + ri[j];
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}
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}
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index_offset += vertex_count;
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}
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}
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}
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// Inside
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if (voxel.get_model_positions().size() != 0) {
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// TODO Get rid of push_backs
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const PoolVector<Vector3> &vertices = voxel.get_model_positions();
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int vertex_count = vertices.size();
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PoolVector<Vector3>::Read rv = vertices.read();
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PoolVector<Vector3>::Read rn = voxel.get_model_normals().read();
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PoolVector<Vector2>::Read rt = voxel.get_model_uv().read();
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Vector3 pos(x - 1, y - 1, z - 1);
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for (unsigned int i = 0; i < vertex_count; ++i) {
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arrays.normals.push_back(rn[i]);
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arrays.uvs.push_back(rt[i]);
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arrays.positions.push_back(rv[i] + pos);
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}
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if (_bake_occlusion) {
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// TODO handle ambient occlusion on inner parts
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arrays.colors.push_back(Color(1, 1, 1));
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}
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const PoolVector<int> &indices = voxel.get_model_indices();
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PoolVector<int>::Read ri = indices.read();
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unsigned int index_count = indices.size();
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for (unsigned int i = 0; i < index_count; ++i) {
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arrays.indices.push_back(index_offset + ri[i]);
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}
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index_offset += vertex_count;
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}
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}
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}
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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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// Commit mesh
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// print_line(String("Made mesh v: ") + String::num(_arrays[0].positions.size())
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// + String(", i: ") + String::num(_arrays[0].indices.size()));
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Array surfaces;
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// TODO We could return a single byte array and use Mesh::add_surface down the line?
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for (int i = 0; i < MAX_MATERIALS; ++i) {
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const Arrays &arrays = _arrays[i];
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if (arrays.positions.size() != 0) {
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/*print_line("Arrays:");
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for(int i = 0; i < arrays.positions.size(); ++i)
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print_line(String(" P {0}").format(varray(arrays.positions[i])));
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for(int i = 0; i < arrays.normals.size(); ++i)
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print_line(String(" N {0}").format(varray(arrays.normals[i])));
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for(int i = 0; i < arrays.uvs.size(); ++i)
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print_line(String(" UV {0}").format(varray(arrays.uvs[i])));*/
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Array mesh_arrays;
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mesh_arrays.resize(Mesh::ARRAY_MAX);
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{
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PoolVector<Vector3> positions;
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PoolVector<Vector2> uvs;
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PoolVector<Vector3> normals;
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PoolVector<Color> colors;
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PoolVector<int> indices;
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raw_copy_to(positions, arrays.positions);
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raw_copy_to(uvs, arrays.uvs);
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raw_copy_to(normals, arrays.normals);
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raw_copy_to(colors, arrays.colors);
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raw_copy_to(indices, arrays.indices);
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mesh_arrays[Mesh::ARRAY_VERTEX] = positions;
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mesh_arrays[Mesh::ARRAY_TEX_UV] = uvs;
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mesh_arrays[Mesh::ARRAY_NORMAL] = normals;
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mesh_arrays[Mesh::ARRAY_COLOR] = colors;
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mesh_arrays[Mesh::ARRAY_INDEX] = indices;
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}
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surfaces.append(mesh_arrays);
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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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//print_line(String("P: {0}, M: {1}, C: {2}").format(varray(time_prep, time_meshing, time_commit)));
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return surfaces;
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}
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void VoxelMesher::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_library", "voxel_library"), &VoxelMesher::set_library);
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ClassDB::bind_method(D_METHOD("get_library"), &VoxelMesher::get_library);
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ClassDB::bind_method(D_METHOD("set_occlusion_enabled", "enable"), &VoxelMesher::set_occlusion_enabled);
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ClassDB::bind_method(D_METHOD("get_occlusion_enabled"), &VoxelMesher::get_occlusion_enabled);
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ClassDB::bind_method(D_METHOD("set_occlusion_darkness", "value"), &VoxelMesher::set_occlusion_darkness);
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ClassDB::bind_method(D_METHOD("get_occlusion_darkness"), &VoxelMesher::get_occlusion_darkness);
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ClassDB::bind_method(D_METHOD("build_mesh", "voxel_buffer", "channel", "materials", "existing_mesh"), &VoxelMesher::build_mesh);
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#ifdef VOXEL_PROFILING
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ClassDB::bind_method(D_METHOD("get_profiling_info"), &VoxelMesher::get_profiling_info);
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#endif
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}
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