2023-12-18 00:18:53 +01:00
|
|
|
/*************************************************************************/
|
|
|
|
/* terrain_mesher_default.cpp */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* This file is part of: */
|
|
|
|
/* PANDEMONIUM ENGINE */
|
|
|
|
/* https://github.com/Relintai/pandemonium_engine */
|
|
|
|
/*************************************************************************/
|
|
|
|
/* Copyright (c) 2022-present Péter Magyar. */
|
|
|
|
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
|
|
|
|
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
|
|
|
|
/* */
|
|
|
|
/* Permission is hereby granted, free of charge, to any person obtaining */
|
|
|
|
/* a copy of this software and associated documentation files (the */
|
|
|
|
/* "Software"), to deal in the Software without restriction, including */
|
|
|
|
/* without limitation the rights to use, copy, modify, merge, publish, */
|
|
|
|
/* distribute, sublicense, and/or sell copies of the Software, and to */
|
|
|
|
/* permit persons to whom the Software is furnished to do so, subject to */
|
|
|
|
/* the following conditions: */
|
|
|
|
/* */
|
|
|
|
/* The above copyright notice and this permission notice shall be */
|
|
|
|
/* included in all copies or substantial portions of the Software. */
|
|
|
|
/* */
|
|
|
|
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
|
|
|
|
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
|
|
|
|
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
|
|
|
|
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
|
|
|
|
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
|
|
|
|
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
|
|
|
|
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
|
|
|
|
/*************************************************************************/
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
#include "terrain_mesher_default.h"
|
|
|
|
|
|
|
|
#include "../../world/default/terrain_chunk_default.h"
|
|
|
|
|
|
|
|
#include "../../defines.h"
|
|
|
|
|
2022-03-18 04:10:09 +01:00
|
|
|
#include "scene/3d/mesh_instance.h"
|
2023-12-10 23:11:07 +01:00
|
|
|
#include "servers/rendering_server.h"
|
2022-03-15 13:29:32 +01:00
|
|
|
|
|
|
|
_FORCE_INLINE_ int TerrainMesherDefault::get_build_flags() const {
|
|
|
|
return _build_flags;
|
|
|
|
}
|
|
|
|
_FORCE_INLINE_ void TerrainMesherDefault::set_build_flags(const int flags) {
|
|
|
|
_build_flags = flags;
|
|
|
|
|
|
|
|
if ((_build_flags & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
2022-08-19 20:50:20 +02:00
|
|
|
_format |= RenderingServer::ARRAY_FORMAT_COLOR;
|
2022-03-15 13:29:32 +01:00
|
|
|
} else {
|
2022-08-19 20:50:20 +02:00
|
|
|
_format ^= RenderingServer::ARRAY_FORMAT_COLOR;
|
2022-03-15 13:29:32 +01:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainMesherDefault::_bake_colors(Ref<TerrainChunk> chunk) {
|
|
|
|
ERR_FAIL_COND(!chunk.is_valid());
|
|
|
|
|
|
|
|
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0)
|
|
|
|
// return;
|
|
|
|
|
|
|
|
if (_vertices.size() == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
uint8_t *channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
|
|
|
uint8_t *channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
|
|
|
uint8_t *channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
|
|
|
uint8_t *channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
|
|
|
|
uint8_t *channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
|
|
|
|
|
|
|
|
Color base_light(_base_light_value, _base_light_value, _base_light_value);
|
|
|
|
|
|
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
|
|
Vertex vertex = _vertices[i];
|
|
|
|
Vector3 vert = vertex.vertex;
|
|
|
|
|
|
|
|
unsigned int x = (unsigned int)(vert.x / _voxel_scale);
|
|
|
|
unsigned int z = (unsigned int)(vert.z / _voxel_scale);
|
|
|
|
|
|
|
|
if (chunk->validate_data_position(x, z)) {
|
|
|
|
int indx = chunk->get_data_index(x, z);
|
|
|
|
|
|
|
|
Color light = Color(
|
|
|
|
channel_color_r[indx] / 255.0,
|
|
|
|
channel_color_g[indx] / 255.0,
|
|
|
|
channel_color_b[indx] / 255.0);
|
|
|
|
|
|
|
|
float ao = (channel_ao[indx] / 255.0) * _ao_strength;
|
|
|
|
float rao = channel_rao[indx] / 255.0;
|
|
|
|
|
|
|
|
ao += rao;
|
|
|
|
|
|
|
|
light.r += _base_light_value;
|
|
|
|
light.g += _base_light_value;
|
|
|
|
light.b += _base_light_value;
|
|
|
|
|
|
|
|
light.r -= ao;
|
|
|
|
light.g -= ao;
|
|
|
|
light.b -= ao;
|
|
|
|
|
|
|
|
light.r = CLAMP(light.r, 0, 1.0);
|
|
|
|
light.g = CLAMP(light.g, 0, 1.0);
|
|
|
|
light.b = CLAMP(light.b, 0, 1.0);
|
|
|
|
|
|
|
|
Color c = vertex.color;
|
|
|
|
light.a = c.a;
|
|
|
|
vertex.color = light;
|
|
|
|
|
|
|
|
_vertices.set(i, vertex);
|
|
|
|
} else {
|
|
|
|
vertex.color = base_light;
|
|
|
|
_vertices.set(i, vertex);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainMesherDefault::_bake_liquid_colors(Ref<TerrainChunk> chunk) {
|
|
|
|
ERR_FAIL_COND(!chunk.is_valid());
|
|
|
|
|
|
|
|
if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (_vertices.size() == 0)
|
|
|
|
return;
|
|
|
|
|
|
|
|
uint8_t *channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
|
|
|
uint8_t *channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
|
|
|
uint8_t *channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
|
|
|
uint8_t *channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
|
|
|
|
uint8_t *channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
|
|
|
|
|
|
|
|
Color base_light(_base_light_value, _base_light_value, _base_light_value);
|
|
|
|
|
|
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
|
|
Vertex vertex = _vertices[i];
|
|
|
|
Vector3 vert = vertex.vertex;
|
|
|
|
|
|
|
|
//Is this needed?
|
|
|
|
if (vert.x < 0 || vert.y < 0 || vert.z < 0) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
unsigned int x = (unsigned int)(vert.x / _voxel_scale);
|
|
|
|
//unsigned int y = (unsigned int)(vert.y / _voxel_scale);
|
|
|
|
unsigned int z = (unsigned int)(vert.z / _voxel_scale);
|
|
|
|
|
|
|
|
if (chunk->validate_data_position(x, z)) {
|
|
|
|
int indx = chunk->get_data_index(x, z);
|
|
|
|
|
|
|
|
Color light = Color(
|
|
|
|
channel_color_r[indx] / 255.0,
|
|
|
|
channel_color_g[indx] / 255.0,
|
|
|
|
channel_color_b[indx] / 255.0);
|
|
|
|
|
|
|
|
float ao = (channel_ao[indx] / 255.0) * _ao_strength;
|
|
|
|
float rao = channel_rao[indx] / 255.0;
|
|
|
|
|
|
|
|
ao += rao;
|
|
|
|
|
|
|
|
light.r += _base_light_value;
|
|
|
|
light.g += _base_light_value;
|
|
|
|
light.b += _base_light_value;
|
|
|
|
|
|
|
|
light.r -= ao;
|
|
|
|
light.g -= ao;
|
|
|
|
light.b -= ao;
|
|
|
|
|
|
|
|
light.r = CLAMP(light.r, 0, 1.0);
|
|
|
|
light.g = CLAMP(light.g, 0, 1.0);
|
|
|
|
light.b = CLAMP(light.b, 0, 1.0);
|
|
|
|
|
|
|
|
Color c = vertex.color;
|
|
|
|
light.a = c.a;
|
|
|
|
vertex.color = light;
|
|
|
|
|
|
|
|
_vertices.set(i, vertex);
|
|
|
|
} else {
|
|
|
|
vertex.color = base_light;
|
|
|
|
_vertices.set(i, vertex);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
TerrainMesherDefault::TerrainMesherDefault() {
|
|
|
|
_build_flags = TerrainChunkDefault::BUILD_FLAG_CREATE_COLLIDER | TerrainChunkDefault::BUILD_FLAG_CREATE_LODS;
|
|
|
|
|
2022-08-19 20:50:20 +02:00
|
|
|
_format = RenderingServer::ARRAY_FORMAT_NORMAL | RenderingServer::ARRAY_FORMAT_TEX_UV;
|
2022-03-15 13:29:32 +01:00
|
|
|
}
|
|
|
|
|
|
|
|
TerrainMesherDefault::~TerrainMesherDefault() {
|
|
|
|
}
|
|
|
|
|
|
|
|
void TerrainMesherDefault::_bind_methods() {
|
|
|
|
ClassDB::bind_method(D_METHOD("_bake_colors", "chunk"), &TerrainMesherDefault::_bake_colors);
|
|
|
|
ClassDB::bind_method(D_METHOD("_bake_liquid_colors", "chunk"), &TerrainMesherDefault::_bake_liquid_colors);
|
|
|
|
|
|
|
|
ClassDB::bind_method(D_METHOD("get_build_flags"), &TerrainMesherDefault::get_build_flags);
|
|
|
|
ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &TerrainMesherDefault::set_build_flags);
|
|
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, TerrainChunkDefault::BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags");
|
|
|
|
}
|