mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-30 15:47:12 +01:00
1276 lines
40 KiB
C++
1276 lines
40 KiB
C++
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/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "terrain_mesher_blocky.h"
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#include "core/math/math_funcs.h"
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#include "../../library/terrain_material_cache.h"
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bool TerrainMesherBlocky::get_always_add_colors() const {
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return _always_add_colors;
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}
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void TerrainMesherBlocky::set_always_add_colors(const bool value) {
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_always_add_colors = value;
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}
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void TerrainMesherBlocky::_add_chunk(Ref<TerrainChunk> p_chunk) {
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Ref<TerrainChunkDefault> chunk = p_chunk;
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ERR_FAIL_COND(!chunk.is_valid());
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ERR_FAIL_COND(chunk->get_margin_end() < 1);
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ERR_FAIL_COND(chunk->get_margin_start() < 1);
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if (_lod_index == 0) {
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add_chunk_normal(chunk);
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} else {
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//todo give error message if the chunk is badly sized for the given lod index?
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add_chunk_lod(chunk);
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}
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}
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void TerrainMesherBlocky::add_chunk_normal(Ref<TerrainChunkDefault> chunk) {
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//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
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// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
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int x_size = chunk->get_size_x();
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int z_size = chunk->get_size_z();
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float world_height = chunk->get_world_height();
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float voxel_scale = get_voxel_scale();
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uint8_t *channel_type = chunk->channel_get(_channel_index_type);
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if (!channel_type)
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return;
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uint8_t *channel_isolevel = chunk->channel_get(_channel_index_isolevel);
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if (!channel_isolevel)
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return;
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uint8_t *channel_color_r = NULL;
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uint8_t *channel_color_g = NULL;
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uint8_t *channel_color_b = NULL;
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uint8_t *channel_ao = NULL;
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uint8_t *channel_rao = NULL;
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Color base_light(_base_light_value, _base_light_value, _base_light_value);
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Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
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bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
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bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
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channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
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channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<TerrainMaterialCache> mcache;
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if (!get_is_liquid_mesher()) {
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if (chunk->material_cache_key_has()) {
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mcache = _library->material_cache_get(chunk->material_cache_key_get());
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}
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} else {
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if (chunk->liquid_material_cache_key_has()) {
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mcache = _library->liquid_material_cache_get(chunk->liquid_material_cache_key_get());
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}
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}
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int margin_start = chunk->get_margin_start();
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//z_size + margin_start is fine, x, and z are in data space.
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for (int z = margin_start; z < z_size + margin_start; ++z) {
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for (int x = margin_start; x < x_size + margin_start; ++x) {
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int indexes[4] = {
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chunk->get_data_index(x + 1, z),
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chunk->get_data_index(x, z),
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chunk->get_data_index(x, z + 1),
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chunk->get_data_index(x + 1, z + 1)
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};
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uint8_t type = channel_type[indexes[0]];
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if (type == 0)
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continue;
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Ref<TerrainSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
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surface = mcache->surface_id_get(type - 1);
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}
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if (!surface.is_valid())
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continue;
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uint8_t isolevels[] = {
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channel_isolevel[indexes[0]],
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channel_isolevel[indexes[1]],
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channel_isolevel[indexes[2]],
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channel_isolevel[indexes[3]],
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};
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if (use_lighting) {
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for (int i = 0; i < 4; ++i) {
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int indx = indexes[i];
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light[i] = Color(channel_color_r[indx] / 255.0,
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channel_color_g[indx] / 255.0,
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channel_color_b[indx] / 255.0);
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float ao = 0;
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if (use_ao)
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ao = channel_ao[indx] / 255.0;
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if (use_rao) {
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float rao = channel_rao[indx] / 255.0;
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ao += rao;
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}
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light[i] += base_light;
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if (ao > 0)
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light[i] -= Color(ao, ao, ao) * _ao_strength;
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light[i].r = CLAMP(light[i].r, 0, 1.0);
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light[i].g = CLAMP(light[i].g, 0, 1.0);
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light[i].b = CLAMP(light[i].b, 0, 1.0);
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}
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}
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int vc = get_vertex_count();
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 0);
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add_indices(vc + 3);
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add_indices(vc + 2);
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add_indices(vc + 0);
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Vector2 uvs[] = {
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
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Vector3 verts[] = {
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Vector3(x + 1, isolevels[0] / 255.0 * world_height, z) * voxel_scale,
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Vector3(x, isolevels[1] / 255.0 * world_height, z) * voxel_scale,
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Vector3(x, isolevels[2] / 255.0 * world_height, z + 1) * voxel_scale,
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Vector3(x + 1, isolevels[3] / 255.0 * world_height, z + 1) * voxel_scale
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};
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Vector3 normals[] = {
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(verts[0] - verts[1]).cross(verts[0] - verts[2]).normalized(),
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(verts[0] - verts[1]).cross(verts[1] - verts[2]).normalized(),
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(verts[1] - verts[2]).cross(verts[2] - verts[0]).normalized(),
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(verts[2] - verts[3]).cross(verts[3] - verts[0]).normalized(),
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};
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for (int i = 0; i < 4; ++i) {
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add_normal(normals[i]);
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if (use_lighting || _always_add_colors)
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add_color(light[i]);
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add_uv(uvs[i]);
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add_vertex(verts[i]);
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}
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}
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}
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}
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void TerrainMesherBlocky::add_chunk_lod(Ref<TerrainChunkDefault> chunk) {
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//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
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// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
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create_margin_zmin(chunk);
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create_margin_zmax(chunk);
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create_margin_xmin(chunk);
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create_margin_xmax(chunk);
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create_margin_corners(chunk);
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int x_size = chunk->get_size_x();
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int z_size = chunk->get_size_z();
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float world_height = chunk->get_world_height();
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float voxel_scale = get_voxel_scale();
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uint8_t *channel_type = chunk->channel_get(_channel_index_type);
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if (!channel_type)
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return;
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uint8_t *channel_isolevel = chunk->channel_get(_channel_index_isolevel);
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if (!channel_isolevel)
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return;
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uint8_t *channel_color_r = NULL;
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uint8_t *channel_color_g = NULL;
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uint8_t *channel_color_b = NULL;
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uint8_t *channel_ao = NULL;
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uint8_t *channel_rao = NULL;
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Color base_light(_base_light_value, _base_light_value, _base_light_value);
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Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
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bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
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bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
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channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
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channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<TerrainMaterialCache> mcache;
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if (!get_is_liquid_mesher()) {
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if (chunk->material_cache_key_has()) {
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mcache = _library->material_cache_get(chunk->material_cache_key_get());
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}
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} else {
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if (chunk->liquid_material_cache_key_has()) {
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mcache = _library->liquid_material_cache_get(chunk->liquid_material_cache_key_get());
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}
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}
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//todo this should be calculated from size's factors
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int lod_skip = _lod_index * 2;
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//int margin_start = chunk->get_margin_start() ;
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int margin_start = chunk->get_margin_start();
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//z_size + margin_start is fine, x, and z are in data space.
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for (int z = lod_skip; z < z_size + margin_start - lod_skip; z += lod_skip) {
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for (int x = lod_skip; x < x_size + margin_start - lod_skip; x += lod_skip) {
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int indexes[4] = {
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chunk->get_data_index(x + lod_skip, z),
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chunk->get_data_index(x, z),
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chunk->get_data_index(x, z + lod_skip),
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chunk->get_data_index(x + lod_skip, z + lod_skip)
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};
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uint8_t type = channel_type[indexes[0]];
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if (type == 0)
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continue;
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Ref<TerrainSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
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surface = mcache->surface_id_get(type - 1);
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}
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if (!surface.is_valid())
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continue;
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uint8_t isolevels[] = {
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channel_isolevel[indexes[0]],
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channel_isolevel[indexes[1]],
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channel_isolevel[indexes[2]],
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channel_isolevel[indexes[3]],
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};
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if (use_lighting) {
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for (int i = 0; i < 4; ++i) {
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int indx = indexes[i];
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light[i] = Color(channel_color_r[indx] / 255.0,
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channel_color_g[indx] / 255.0,
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channel_color_b[indx] / 255.0);
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float ao = 0;
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if (use_ao)
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ao = channel_ao[indx] / 255.0;
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if (use_rao) {
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float rao = channel_rao[indx] / 255.0;
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ao += rao;
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}
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light[i] += base_light;
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if (ao > 0)
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light[i] -= Color(ao, ao, ao) * _ao_strength;
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light[i].r = CLAMP(light[i].r, 0, 1.0);
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light[i].g = CLAMP(light[i].g, 0, 1.0);
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light[i].b = CLAMP(light[i].b, 0, 1.0);
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}
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}
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int vc = get_vertex_count();
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 0);
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add_indices(vc + 3);
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add_indices(vc + 2);
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add_indices(vc + 0);
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Vector2 uvs[] = {
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
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Vector3 verts[] = {
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Vector3(x + lod_skip, isolevels[0] / 255.0 * world_height, z) * voxel_scale,
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Vector3(x, isolevels[1] / 255.0 * world_height, z) * voxel_scale,
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Vector3(x, isolevels[2] / 255.0 * world_height, z + lod_skip) * voxel_scale,
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Vector3(x + lod_skip, isolevels[3] / 255.0 * world_height, z + lod_skip) * voxel_scale
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};
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Vector3 normals[] = {
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(verts[0] - verts[1]).cross(verts[0] - verts[2]).normalized(),
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(verts[0] - verts[1]).cross(verts[1] - verts[2]).normalized(),
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(verts[1] - verts[2]).cross(verts[2] - verts[0]).normalized(),
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(verts[2] - verts[3]).cross(verts[3] - verts[0]).normalized(),
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};
|
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for (int i = 0; i < 4; ++i) {
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add_normal(normals[i]);
|
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|
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if (use_lighting || _always_add_colors)
|
||
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add_color(light[i]);
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||
|
add_uv(uvs[i]);
|
||
|
add_vertex(verts[i]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TerrainMesherBlocky::create_margin_zmin(Ref<TerrainChunkDefault> chunk) {
|
||
|
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
|
||
|
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
|
||
|
// chunk->generate_ao();
|
||
|
|
||
|
int x_size = chunk->get_size_x();
|
||
|
int x_data_size = chunk->get_data_size_x();
|
||
|
float world_height = chunk->get_world_height();
|
||
|
|
||
|
float voxel_scale = get_voxel_scale();
|
||
|
|
||
|
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
|
||
|
|
||
|
if (!channel_type)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_isolevel = chunk->channel_get(_channel_index_isolevel);
|
||
|
|
||
|
if (!channel_isolevel)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_color_r = NULL;
|
||
|
uint8_t *channel_color_g = NULL;
|
||
|
uint8_t *channel_color_b = NULL;
|
||
|
uint8_t *channel_ao = NULL;
|
||
|
uint8_t *channel_rao = NULL;
|
||
|
|
||
|
Color base_light(_base_light_value, _base_light_value, _base_light_value);
|
||
|
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
|
||
|
|
||
|
bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
|
||
|
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
|
||
|
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
|
||
|
|
||
|
if (use_lighting) {
|
||
|
channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
||
|
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
||
|
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
||
|
|
||
|
if (use_ao)
|
||
|
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
|
||
|
|
||
|
if (use_rao)
|
||
|
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
|
||
|
}
|
||
|
|
||
|
Ref<TerrainMaterialCache> mcache;
|
||
|
|
||
|
if (!get_is_liquid_mesher()) {
|
||
|
if (chunk->material_cache_key_has()) {
|
||
|
mcache = _library->material_cache_get(chunk->material_cache_key_get());
|
||
|
}
|
||
|
} else {
|
||
|
if (chunk->liquid_material_cache_key_has()) {
|
||
|
mcache = _library->liquid_material_cache_get(chunk->liquid_material_cache_key_get());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int margin_start = chunk->get_margin_start();
|
||
|
|
||
|
int lod_skip = _lod_index * 2;
|
||
|
//z_size + margin_start is fine, x, and z are in data space.
|
||
|
int z = 1;
|
||
|
float oolod = 1.0 / static_cast<float>(lod_skip);
|
||
|
|
||
|
int lastz = lod_skip;
|
||
|
|
||
|
for (int x = margin_start + 1; x < x_size + margin_start - 1; ++x) {
|
||
|
int prev_main_x = x - (x % lod_skip);
|
||
|
int next_main_x = prev_main_x + lod_skip;
|
||
|
next_main_x = CLAMP(next_main_x, 0, x_data_size);
|
||
|
|
||
|
int indexes[4] = {
|
||
|
chunk->get_data_index(x + 1, z), //x + 1
|
||
|
chunk->get_data_index(x, z), //x
|
||
|
//chunk->get_data_index(x + 1, z), //x + 1
|
||
|
//chunk->get_data_index(x, z), //x
|
||
|
chunk->get_data_index(prev_main_x, lastz),
|
||
|
chunk->get_data_index(next_main_x, lastz),
|
||
|
};
|
||
|
|
||
|
uint8_t type = channel_type[indexes[0]];
|
||
|
|
||
|
if (type == 0)
|
||
|
continue;
|
||
|
|
||
|
Ref<TerrainSurface> surface;
|
||
|
|
||
|
if (!mcache.is_valid()) {
|
||
|
surface = _library->terra_surface_get(type - 1);
|
||
|
} else {
|
||
|
surface = mcache->surface_id_get(type - 1);
|
||
|
}
|
||
|
|
||
|
if (!surface.is_valid())
|
||
|
continue;
|
||
|
|
||
|
uint8_t isolevels[] = {
|
||
|
channel_isolevel[indexes[0]],
|
||
|
channel_isolevel[indexes[1]],
|
||
|
channel_isolevel[indexes[2]],
|
||
|
channel_isolevel[indexes[3]],
|
||
|
};
|
||
|
|
||
|
float x_interp = oolod * (x - prev_main_x);
|
||
|
float xp1_interp = 1.0 - (oolod * (next_main_x - (x + 1)));
|
||
|
|
||
|
if (use_lighting) {
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
int indx = indexes[i];
|
||
|
|
||
|
light[i] = Color(channel_color_r[indx] / 255.0,
|
||
|
channel_color_g[indx] / 255.0,
|
||
|
channel_color_b[indx] / 255.0);
|
||
|
|
||
|
float ao = 0;
|
||
|
|
||
|
if (use_ao)
|
||
|
ao = channel_ao[indx] / 255.0;
|
||
|
|
||
|
if (use_rao) {
|
||
|
float rao = channel_rao[indx] / 255.0;
|
||
|
ao += rao;
|
||
|
}
|
||
|
|
||
|
light[i] += base_light;
|
||
|
|
||
|
if (ao > 0)
|
||
|
light[i] -= Color(ao, ao, ao) * _ao_strength;
|
||
|
|
||
|
light[i].r = CLAMP(light[i].r, 0, 1.0);
|
||
|
light[i].g = CLAMP(light[i].g, 0, 1.0);
|
||
|
light[i].b = CLAMP(light[i].b, 0, 1.0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int vc = get_vertex_count();
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 1);
|
||
|
add_indices(vc + 0);
|
||
|
add_indices(vc + 3);
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 0);
|
||
|
|
||
|
Vector2 uvs[] = {
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
|
||
|
};
|
||
|
|
||
|
float vi0 = Math::lerp(isolevels[2], isolevels[3], x_interp);
|
||
|
float vi1 = Math::lerp(isolevels[2], isolevels[3], xp1_interp);
|
||
|
|
||
|
Vector3 verts[] = {
|
||
|
Vector3(x + 1, isolevels[0] / 255.0 * world_height, z) * voxel_scale,
|
||
|
Vector3(x, isolevels[1] / 255.0 * world_height, z) * voxel_scale,
|
||
|
Vector3(x, vi0 / 255.0 * world_height, lastz) * voxel_scale,
|
||
|
Vector3(x + 1, vi1 / 255.0 * world_height, lastz) * voxel_scale
|
||
|
};
|
||
|
|
||
|
Vector3 normals[] = {
|
||
|
(verts[0] - verts[1]).cross(verts[0] - verts[2]).normalized(),
|
||
|
(verts[0] - verts[1]).cross(verts[1] - verts[2]).normalized(),
|
||
|
(verts[1] - verts[2]).cross(verts[2] - verts[0]).normalized(),
|
||
|
(verts[2] - verts[3]).cross(verts[3] - verts[0]).normalized(),
|
||
|
};
|
||
|
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
add_normal(normals[i]);
|
||
|
|
||
|
if (use_lighting || _always_add_colors)
|
||
|
add_color(light[i]);
|
||
|
|
||
|
add_uv(uvs[i]);
|
||
|
add_vertex(verts[i]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TerrainMesherBlocky::create_margin_zmax(Ref<TerrainChunkDefault> chunk) {
|
||
|
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
|
||
|
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
|
||
|
// chunk->generate_ao();
|
||
|
|
||
|
int x_size = chunk->get_size_x();
|
||
|
int x_data_size = chunk->get_data_size_x();
|
||
|
float world_height = chunk->get_world_height();
|
||
|
|
||
|
float voxel_scale = get_voxel_scale();
|
||
|
|
||
|
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
|
||
|
|
||
|
if (!channel_type)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_isolevel = chunk->channel_get(_channel_index_isolevel);
|
||
|
|
||
|
if (!channel_isolevel)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_color_r = NULL;
|
||
|
uint8_t *channel_color_g = NULL;
|
||
|
uint8_t *channel_color_b = NULL;
|
||
|
uint8_t *channel_ao = NULL;
|
||
|
uint8_t *channel_rao = NULL;
|
||
|
|
||
|
Color base_light(_base_light_value, _base_light_value, _base_light_value);
|
||
|
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
|
||
|
|
||
|
bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
|
||
|
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
|
||
|
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
|
||
|
|
||
|
if (use_lighting) {
|
||
|
channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
||
|
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
||
|
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
||
|
|
||
|
if (use_ao)
|
||
|
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
|
||
|
|
||
|
if (use_rao)
|
||
|
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
|
||
|
}
|
||
|
|
||
|
Ref<TerrainMaterialCache> mcache;
|
||
|
|
||
|
if (!get_is_liquid_mesher()) {
|
||
|
if (chunk->material_cache_key_has()) {
|
||
|
mcache = _library->material_cache_get(chunk->material_cache_key_get());
|
||
|
}
|
||
|
} else {
|
||
|
if (chunk->liquid_material_cache_key_has()) {
|
||
|
mcache = _library->liquid_material_cache_get(chunk->liquid_material_cache_key_get());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int margin_start = chunk->get_margin_start();
|
||
|
|
||
|
int lod_skip = _lod_index * 2;
|
||
|
//z_size + margin_start is fine, x, and z are in data space.
|
||
|
int z = chunk->get_size_z();
|
||
|
float oolod = 1.0 / static_cast<float>(lod_skip);
|
||
|
|
||
|
for (int x = margin_start + 1; x < x_size + margin_start - 1; ++x) {
|
||
|
int prev_main_x = x - (x % lod_skip);
|
||
|
int next_main_x = prev_main_x + lod_skip;
|
||
|
next_main_x = CLAMP(next_main_x, 0, x_data_size);
|
||
|
|
||
|
int indexes[4] = {
|
||
|
chunk->get_data_index(next_main_x, z), //x + 1
|
||
|
chunk->get_data_index(prev_main_x, z), //x
|
||
|
//chunk->get_data_index(x + 1, z), //x + 1
|
||
|
//chunk->get_data_index(x, z), //x
|
||
|
chunk->get_data_index(x, z + 1),
|
||
|
chunk->get_data_index(x + 1, z + 1),
|
||
|
};
|
||
|
|
||
|
uint8_t type = channel_type[indexes[0]];
|
||
|
|
||
|
if (type == 0)
|
||
|
continue;
|
||
|
|
||
|
Ref<TerrainSurface> surface;
|
||
|
|
||
|
if (!mcache.is_valid()) {
|
||
|
surface = _library->terra_surface_get(type - 1);
|
||
|
} else {
|
||
|
surface = mcache->surface_id_get(type - 1);
|
||
|
}
|
||
|
|
||
|
if (!surface.is_valid())
|
||
|
continue;
|
||
|
|
||
|
uint8_t isolevels[] = {
|
||
|
channel_isolevel[indexes[0]],
|
||
|
channel_isolevel[indexes[1]],
|
||
|
channel_isolevel[indexes[2]],
|
||
|
channel_isolevel[indexes[3]],
|
||
|
};
|
||
|
|
||
|
float x_interp = oolod * (x - prev_main_x);
|
||
|
float xp1_interp = 1.0 - (oolod * (next_main_x - (x + 1)));
|
||
|
|
||
|
if (use_lighting) {
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
int indx = indexes[i];
|
||
|
|
||
|
light[i] = Color(channel_color_r[indx] / 255.0,
|
||
|
channel_color_g[indx] / 255.0,
|
||
|
channel_color_b[indx] / 255.0);
|
||
|
|
||
|
float ao = 0;
|
||
|
|
||
|
if (use_ao)
|
||
|
ao = channel_ao[indx] / 255.0;
|
||
|
|
||
|
if (use_rao) {
|
||
|
float rao = channel_rao[indx] / 255.0;
|
||
|
ao += rao;
|
||
|
}
|
||
|
|
||
|
light[i] += base_light;
|
||
|
|
||
|
if (ao > 0)
|
||
|
light[i] -= Color(ao, ao, ao) * _ao_strength;
|
||
|
|
||
|
light[i].r = CLAMP(light[i].r, 0, 1.0);
|
||
|
light[i].g = CLAMP(light[i].g, 0, 1.0);
|
||
|
light[i].b = CLAMP(light[i].b, 0, 1.0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int vc = get_vertex_count();
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 1);
|
||
|
add_indices(vc + 0);
|
||
|
add_indices(vc + 3);
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 0);
|
||
|
|
||
|
Vector2 uvs[] = {
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
|
||
|
};
|
||
|
|
||
|
float vi0 = Math::lerp(isolevels[1], isolevels[0], x_interp);
|
||
|
float vi1 = Math::lerp(isolevels[1], isolevels[0], xp1_interp);
|
||
|
|
||
|
Vector3 verts[] = {
|
||
|
Vector3(x + 1, vi1 / 255.0 * world_height, z) * voxel_scale,
|
||
|
Vector3(x, vi0 / 255.0 * world_height, z) * voxel_scale,
|
||
|
Vector3(x, isolevels[2] / 255.0 * world_height, z + 1) * voxel_scale,
|
||
|
Vector3(x + 1, isolevels[3] / 255.0 * world_height, z + 1) * voxel_scale
|
||
|
};
|
||
|
|
||
|
Vector3 normals[] = {
|
||
|
(verts[0] - verts[1]).cross(verts[0] - verts[2]).normalized(),
|
||
|
(verts[0] - verts[1]).cross(verts[1] - verts[2]).normalized(),
|
||
|
(verts[1] - verts[2]).cross(verts[2] - verts[0]).normalized(),
|
||
|
(verts[2] - verts[3]).cross(verts[3] - verts[0]).normalized(),
|
||
|
};
|
||
|
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
add_normal(normals[i]);
|
||
|
|
||
|
if (use_lighting || _always_add_colors)
|
||
|
add_color(light[i]);
|
||
|
|
||
|
add_uv(uvs[i]);
|
||
|
add_vertex(verts[i]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TerrainMesherBlocky::create_margin_xmin(Ref<TerrainChunkDefault> chunk) {
|
||
|
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
|
||
|
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
|
||
|
// chunk->generate_ao();
|
||
|
|
||
|
int z_size = chunk->get_size_x();
|
||
|
int z_data_size = chunk->get_data_size_x();
|
||
|
float world_height = chunk->get_world_height();
|
||
|
|
||
|
float voxel_scale = get_voxel_scale();
|
||
|
|
||
|
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
|
||
|
|
||
|
if (!channel_type)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_isolevel = chunk->channel_get(_channel_index_isolevel);
|
||
|
|
||
|
if (!channel_isolevel)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_color_r = NULL;
|
||
|
uint8_t *channel_color_g = NULL;
|
||
|
uint8_t *channel_color_b = NULL;
|
||
|
uint8_t *channel_ao = NULL;
|
||
|
uint8_t *channel_rao = NULL;
|
||
|
|
||
|
Color base_light(_base_light_value, _base_light_value, _base_light_value);
|
||
|
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
|
||
|
|
||
|
bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
|
||
|
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
|
||
|
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
|
||
|
|
||
|
if (use_lighting) {
|
||
|
channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
||
|
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
||
|
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
||
|
|
||
|
if (use_ao)
|
||
|
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
|
||
|
|
||
|
if (use_rao)
|
||
|
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
|
||
|
}
|
||
|
|
||
|
Ref<TerrainMaterialCache> mcache;
|
||
|
|
||
|
if (!get_is_liquid_mesher()) {
|
||
|
if (chunk->material_cache_key_has()) {
|
||
|
mcache = _library->material_cache_get(chunk->material_cache_key_get());
|
||
|
}
|
||
|
} else {
|
||
|
if (chunk->liquid_material_cache_key_has()) {
|
||
|
mcache = _library->liquid_material_cache_get(chunk->liquid_material_cache_key_get());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int margin_start = chunk->get_margin_start();
|
||
|
|
||
|
int lod_skip = _lod_index * 2;
|
||
|
//z_size + margin_start is fine, x, and z are in data space.
|
||
|
int x = 1;
|
||
|
float oolod = 1.0 / static_cast<float>(lod_skip);
|
||
|
|
||
|
int lastx = lod_skip;
|
||
|
|
||
|
for (int z = margin_start + 1; z < z_size + margin_start - 1; ++z) {
|
||
|
int prev_main_z = z - (z % lod_skip);
|
||
|
int next_main_z = prev_main_z + lod_skip;
|
||
|
next_main_z = CLAMP(next_main_z, 0, z_data_size);
|
||
|
|
||
|
int indexes[4] = {
|
||
|
chunk->get_data_index(lastx, prev_main_z), //x + 1
|
||
|
chunk->get_data_index(x, z), //x
|
||
|
chunk->get_data_index(x, z + 1),
|
||
|
chunk->get_data_index(lastx, next_main_z),
|
||
|
};
|
||
|
|
||
|
uint8_t type = channel_type[indexes[0]];
|
||
|
|
||
|
if (type == 0)
|
||
|
continue;
|
||
|
|
||
|
Ref<TerrainSurface> surface;
|
||
|
|
||
|
if (!mcache.is_valid()) {
|
||
|
surface = _library->terra_surface_get(type - 1);
|
||
|
} else {
|
||
|
surface = mcache->surface_id_get(type - 1);
|
||
|
}
|
||
|
|
||
|
if (!surface.is_valid())
|
||
|
continue;
|
||
|
|
||
|
uint8_t isolevels[] = {
|
||
|
channel_isolevel[indexes[0]],
|
||
|
channel_isolevel[indexes[1]],
|
||
|
channel_isolevel[indexes[2]],
|
||
|
channel_isolevel[indexes[3]],
|
||
|
};
|
||
|
|
||
|
float z_interp = oolod * (z - prev_main_z);
|
||
|
float zp1_interp = 1.0 - (oolod * (next_main_z - (z + 1)));
|
||
|
|
||
|
if (use_lighting) {
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
int indx = indexes[i];
|
||
|
|
||
|
light[i] = Color(channel_color_r[indx] / 255.0,
|
||
|
channel_color_g[indx] / 255.0,
|
||
|
channel_color_b[indx] / 255.0);
|
||
|
|
||
|
float ao = 0;
|
||
|
|
||
|
if (use_ao)
|
||
|
ao = channel_ao[indx] / 255.0;
|
||
|
|
||
|
if (use_rao) {
|
||
|
float rao = channel_rao[indx] / 255.0;
|
||
|
ao += rao;
|
||
|
}
|
||
|
|
||
|
light[i] += base_light;
|
||
|
|
||
|
if (ao > 0)
|
||
|
light[i] -= Color(ao, ao, ao) * _ao_strength;
|
||
|
|
||
|
light[i].r = CLAMP(light[i].r, 0, 1.0);
|
||
|
light[i].g = CLAMP(light[i].g, 0, 1.0);
|
||
|
light[i].b = CLAMP(light[i].b, 0, 1.0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int vc = get_vertex_count();
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 1);
|
||
|
add_indices(vc + 0);
|
||
|
add_indices(vc + 3);
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 0);
|
||
|
|
||
|
Vector2 uvs[] = {
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
|
||
|
};
|
||
|
|
||
|
float vi0 = Math::lerp(isolevels[0], isolevels[3], z_interp);
|
||
|
float vi1 = Math::lerp(isolevels[0], isolevels[3], zp1_interp);
|
||
|
|
||
|
Vector3 verts[] = {
|
||
|
Vector3(lastx, vi0 / 255.0 * world_height, z) * voxel_scale,
|
||
|
Vector3(x, isolevels[1] / 255.0 * world_height, z) * voxel_scale,
|
||
|
Vector3(x, isolevels[2] / 255.0 * world_height, z + 1) * voxel_scale,
|
||
|
Vector3(lastx, vi1 / 255.0 * world_height, z + 1) * voxel_scale
|
||
|
};
|
||
|
|
||
|
Vector3 normals[] = {
|
||
|
(verts[0] - verts[1]).cross(verts[0] - verts[2]).normalized(),
|
||
|
(verts[0] - verts[1]).cross(verts[1] - verts[2]).normalized(),
|
||
|
(verts[1] - verts[2]).cross(verts[2] - verts[0]).normalized(),
|
||
|
(verts[2] - verts[3]).cross(verts[3] - verts[0]).normalized(),
|
||
|
};
|
||
|
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
add_normal(normals[i]);
|
||
|
|
||
|
if (use_lighting || _always_add_colors)
|
||
|
add_color(light[i]);
|
||
|
|
||
|
add_uv(uvs[i]);
|
||
|
add_vertex(verts[i]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TerrainMesherBlocky::create_margin_xmax(Ref<TerrainChunkDefault> chunk) {
|
||
|
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
|
||
|
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
|
||
|
// chunk->generate_ao();
|
||
|
|
||
|
int z_size = chunk->get_size_x();
|
||
|
int z_data_size = chunk->get_data_size_x();
|
||
|
float world_height = chunk->get_world_height();
|
||
|
|
||
|
float voxel_scale = get_voxel_scale();
|
||
|
|
||
|
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
|
||
|
|
||
|
if (!channel_type)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_isolevel = chunk->channel_get(_channel_index_isolevel);
|
||
|
|
||
|
if (!channel_isolevel)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_color_r = NULL;
|
||
|
uint8_t *channel_color_g = NULL;
|
||
|
uint8_t *channel_color_b = NULL;
|
||
|
uint8_t *channel_ao = NULL;
|
||
|
uint8_t *channel_rao = NULL;
|
||
|
|
||
|
Color base_light(_base_light_value, _base_light_value, _base_light_value);
|
||
|
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
|
||
|
|
||
|
bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
|
||
|
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
|
||
|
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
|
||
|
|
||
|
if (use_lighting) {
|
||
|
channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
||
|
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
||
|
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
||
|
|
||
|
if (use_ao)
|
||
|
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
|
||
|
|
||
|
if (use_rao)
|
||
|
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
|
||
|
}
|
||
|
|
||
|
Ref<TerrainMaterialCache> mcache;
|
||
|
|
||
|
if (!get_is_liquid_mesher()) {
|
||
|
if (chunk->material_cache_key_has()) {
|
||
|
mcache = _library->material_cache_get(chunk->material_cache_key_get());
|
||
|
}
|
||
|
} else {
|
||
|
if (chunk->liquid_material_cache_key_has()) {
|
||
|
mcache = _library->liquid_material_cache_get(chunk->liquid_material_cache_key_get());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int margin_start = chunk->get_margin_start();
|
||
|
|
||
|
int lod_skip = _lod_index * 2;
|
||
|
//z_size + margin_start is fine, x, and z are in data space.
|
||
|
int x = chunk->get_size_x();
|
||
|
float oolod = 1.0 / static_cast<float>(lod_skip);
|
||
|
|
||
|
for (int z = margin_start + 1; z < z_size + margin_start - 1; ++z) {
|
||
|
int prev_main_z = z - (z % lod_skip);
|
||
|
int next_main_z = prev_main_z + lod_skip;
|
||
|
next_main_z = CLAMP(next_main_z, 0, z_data_size);
|
||
|
|
||
|
int indexes[4] = {
|
||
|
chunk->get_data_index(x + 1, z), //x + 1
|
||
|
chunk->get_data_index(x, prev_main_z), //x
|
||
|
chunk->get_data_index(x, next_main_z),
|
||
|
chunk->get_data_index(x + 1, z + 1),
|
||
|
};
|
||
|
|
||
|
uint8_t type = channel_type[indexes[0]];
|
||
|
|
||
|
if (type == 0)
|
||
|
continue;
|
||
|
|
||
|
Ref<TerrainSurface> surface;
|
||
|
|
||
|
if (!mcache.is_valid()) {
|
||
|
surface = _library->terra_surface_get(type - 1);
|
||
|
} else {
|
||
|
surface = mcache->surface_id_get(type - 1);
|
||
|
}
|
||
|
|
||
|
if (!surface.is_valid())
|
||
|
continue;
|
||
|
|
||
|
uint8_t isolevels[] = {
|
||
|
channel_isolevel[indexes[0]],
|
||
|
channel_isolevel[indexes[1]],
|
||
|
channel_isolevel[indexes[2]],
|
||
|
channel_isolevel[indexes[3]],
|
||
|
};
|
||
|
|
||
|
float z_interp = oolod * (z - prev_main_z);
|
||
|
float zp1_interp = 1.0 - (oolod * (next_main_z - (z + 1)));
|
||
|
|
||
|
if (use_lighting) {
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
int indx = indexes[i];
|
||
|
|
||
|
light[i] = Color(channel_color_r[indx] / 255.0,
|
||
|
channel_color_g[indx] / 255.0,
|
||
|
channel_color_b[indx] / 255.0);
|
||
|
|
||
|
float ao = 0;
|
||
|
|
||
|
if (use_ao)
|
||
|
ao = channel_ao[indx] / 255.0;
|
||
|
|
||
|
if (use_rao) {
|
||
|
float rao = channel_rao[indx] / 255.0;
|
||
|
ao += rao;
|
||
|
}
|
||
|
|
||
|
light[i] += base_light;
|
||
|
|
||
|
if (ao > 0)
|
||
|
light[i] -= Color(ao, ao, ao) * _ao_strength;
|
||
|
|
||
|
light[i].r = CLAMP(light[i].r, 0, 1.0);
|
||
|
light[i].g = CLAMP(light[i].g, 0, 1.0);
|
||
|
light[i].b = CLAMP(light[i].b, 0, 1.0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int vc = get_vertex_count();
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 1);
|
||
|
add_indices(vc + 0);
|
||
|
add_indices(vc + 3);
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 0);
|
||
|
|
||
|
Vector2 uvs[] = {
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
|
||
|
};
|
||
|
|
||
|
float vi0 = Math::lerp(isolevels[1], isolevels[2], z_interp);
|
||
|
float vi1 = Math::lerp(isolevels[1], isolevels[2], zp1_interp);
|
||
|
|
||
|
Vector3 verts[] = {
|
||
|
Vector3(x + 1, isolevels[0] / 255.0 * world_height, z) * voxel_scale,
|
||
|
Vector3(x, vi0 / 255.0 * world_height, z) * voxel_scale,
|
||
|
Vector3(x, vi1 / 255.0 * world_height, z + 1) * voxel_scale,
|
||
|
Vector3(x + 1, isolevels[3] / 255.0 * world_height, z + 1) * voxel_scale
|
||
|
};
|
||
|
|
||
|
Vector3 normals[] = {
|
||
|
(verts[0] - verts[1]).cross(verts[0] - verts[2]).normalized(),
|
||
|
(verts[0] - verts[1]).cross(verts[1] - verts[2]).normalized(),
|
||
|
(verts[1] - verts[2]).cross(verts[2] - verts[0]).normalized(),
|
||
|
(verts[2] - verts[3]).cross(verts[3] - verts[0]).normalized(),
|
||
|
};
|
||
|
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
add_normal(normals[i]);
|
||
|
|
||
|
if (use_lighting || _always_add_colors)
|
||
|
add_color(light[i]);
|
||
|
|
||
|
add_uv(uvs[i]);
|
||
|
add_vertex(verts[i]);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void TerrainMesherBlocky::create_margin_corners(Ref<TerrainChunkDefault> chunk) {
|
||
|
create_face(chunk, 1, 2, 1, 2);
|
||
|
create_face(chunk, 1, 2, chunk->get_size_z() + chunk->get_margin_start() - 1, chunk->get_size_z() + chunk->get_margin_start());
|
||
|
create_face(chunk, chunk->get_size_x() + chunk->get_margin_start() - 1, chunk->get_size_x() + chunk->get_margin_start(), 1, 2);
|
||
|
create_face(chunk, chunk->get_size_x() + chunk->get_margin_start() - 1, chunk->get_size_x() + chunk->get_margin_start(), chunk->get_size_z() + chunk->get_margin_start() - 1, chunk->get_size_z() + chunk->get_margin_start());
|
||
|
}
|
||
|
|
||
|
void TerrainMesherBlocky::create_face(Ref<TerrainChunkDefault> chunk, int dataxmin, int dataxmax, int datazmin, int datazmax) {
|
||
|
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
|
||
|
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
|
||
|
// chunk->generate_ao();
|
||
|
|
||
|
float world_height = chunk->get_world_height();
|
||
|
|
||
|
float voxel_scale = get_voxel_scale();
|
||
|
|
||
|
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
|
||
|
|
||
|
if (!channel_type)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_isolevel = chunk->channel_get(_channel_index_isolevel);
|
||
|
|
||
|
if (!channel_isolevel)
|
||
|
return;
|
||
|
|
||
|
uint8_t *channel_color_r = NULL;
|
||
|
uint8_t *channel_color_g = NULL;
|
||
|
uint8_t *channel_color_b = NULL;
|
||
|
uint8_t *channel_ao = NULL;
|
||
|
uint8_t *channel_rao = NULL;
|
||
|
|
||
|
Color base_light(_base_light_value, _base_light_value, _base_light_value);
|
||
|
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
|
||
|
|
||
|
bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
|
||
|
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
|
||
|
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
|
||
|
|
||
|
if (use_lighting) {
|
||
|
channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
||
|
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
||
|
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
||
|
|
||
|
if (use_ao)
|
||
|
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
|
||
|
|
||
|
if (use_rao)
|
||
|
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
|
||
|
}
|
||
|
|
||
|
Ref<TerrainMaterialCache> mcache;
|
||
|
|
||
|
if (!get_is_liquid_mesher()) {
|
||
|
if (chunk->material_cache_key_has()) {
|
||
|
mcache = _library->material_cache_get(chunk->material_cache_key_get());
|
||
|
}
|
||
|
} else {
|
||
|
if (chunk->liquid_material_cache_key_has()) {
|
||
|
mcache = _library->liquid_material_cache_get(chunk->liquid_material_cache_key_get());
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int indexes[4] = {
|
||
|
chunk->get_data_index(dataxmax, datazmin), //x + 1
|
||
|
chunk->get_data_index(dataxmin, datazmin), //x
|
||
|
chunk->get_data_index(dataxmin, datazmax),
|
||
|
chunk->get_data_index(dataxmax, datazmax),
|
||
|
};
|
||
|
|
||
|
uint8_t type = channel_type[indexes[0]];
|
||
|
|
||
|
if (type == 0)
|
||
|
return;
|
||
|
|
||
|
Ref<TerrainSurface> surface;
|
||
|
|
||
|
if (!mcache.is_valid()) {
|
||
|
surface = _library->terra_surface_get(type - 1);
|
||
|
} else {
|
||
|
surface = mcache->surface_id_get(type - 1);
|
||
|
}
|
||
|
|
||
|
if (!surface.is_valid())
|
||
|
return;
|
||
|
|
||
|
uint8_t isolevels[] = {
|
||
|
channel_isolevel[indexes[0]],
|
||
|
channel_isolevel[indexes[1]],
|
||
|
channel_isolevel[indexes[2]],
|
||
|
channel_isolevel[indexes[3]],
|
||
|
};
|
||
|
|
||
|
if (use_lighting) {
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
int indx = indexes[i];
|
||
|
|
||
|
light[i] = Color(channel_color_r[indx] / 255.0,
|
||
|
channel_color_g[indx] / 255.0,
|
||
|
channel_color_b[indx] / 255.0);
|
||
|
|
||
|
float ao = 0;
|
||
|
|
||
|
if (use_ao)
|
||
|
ao = channel_ao[indx] / 255.0;
|
||
|
|
||
|
if (use_rao) {
|
||
|
float rao = channel_rao[indx] / 255.0;
|
||
|
ao += rao;
|
||
|
}
|
||
|
|
||
|
light[i] += base_light;
|
||
|
|
||
|
if (ao > 0)
|
||
|
light[i] -= Color(ao, ao, ao) * _ao_strength;
|
||
|
|
||
|
light[i].r = CLAMP(light[i].r, 0, 1.0);
|
||
|
light[i].g = CLAMP(light[i].g, 0, 1.0);
|
||
|
light[i].b = CLAMP(light[i].b, 0, 1.0);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
int vc = get_vertex_count();
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 1);
|
||
|
add_indices(vc + 0);
|
||
|
add_indices(vc + 3);
|
||
|
add_indices(vc + 2);
|
||
|
add_indices(vc + 0);
|
||
|
|
||
|
Vector2 uvs[] = {
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), dataxmin % get_texture_scale(), datazmin % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), dataxmin % get_texture_scale(), datazmin % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), dataxmin % get_texture_scale(), datazmin % get_texture_scale(), get_texture_scale()),
|
||
|
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), dataxmin % get_texture_scale(), datazmin % get_texture_scale(), get_texture_scale())
|
||
|
};
|
||
|
|
||
|
Vector3 verts[] = {
|
||
|
Vector3(dataxmax, isolevels[0] / 255.0 * world_height, datazmin) * voxel_scale,
|
||
|
Vector3(dataxmin, isolevels[1] / 255.0 * world_height, datazmin) * voxel_scale,
|
||
|
Vector3(dataxmin, isolevels[2] / 255.0 * world_height, datazmax) * voxel_scale,
|
||
|
Vector3(dataxmax, isolevels[3] / 255.0 * world_height, datazmax) * voxel_scale
|
||
|
};
|
||
|
|
||
|
Vector3 normals[] = {
|
||
|
(verts[0] - verts[1]).cross(verts[0] - verts[2]).normalized(),
|
||
|
(verts[0] - verts[1]).cross(verts[1] - verts[2]).normalized(),
|
||
|
(verts[1] - verts[2]).cross(verts[2] - verts[0]).normalized(),
|
||
|
(verts[2] - verts[3]).cross(verts[3] - verts[0]).normalized(),
|
||
|
};
|
||
|
|
||
|
for (int i = 0; i < 4; ++i) {
|
||
|
add_normal(normals[i]);
|
||
|
|
||
|
if (use_lighting || _always_add_colors)
|
||
|
add_color(light[i]);
|
||
|
|
||
|
add_uv(uvs[i]);
|
||
|
add_vertex(verts[i]);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
TerrainMesherBlocky::TerrainMesherBlocky() {
|
||
|
_always_add_colors = false;
|
||
|
}
|
||
|
|
||
|
TerrainMesherBlocky::~TerrainMesherBlocky() {
|
||
|
}
|
||
|
|
||
|
void TerrainMesherBlocky::_bind_methods() {
|
||
|
ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &TerrainMesherBlocky::_add_chunk);
|
||
|
|
||
|
ClassDB::bind_method(D_METHOD("get_always_add_colors"), &TerrainMesherBlocky::get_always_add_colors);
|
||
|
ClassDB::bind_method(D_METHOD("set_always_add_colors", "value"), &TerrainMesherBlocky::set_always_add_colors);
|
||
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "always_add_colors"), "set_always_add_colors", "get_always_add_colors");
|
||
|
}
|