pandemonium_engine/modules/voxelman/meshers/cubic/voxel_mesher_cubic.cpp

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2023-12-18 00:25:33 +01:00
/*************************************************************************/
/* voxel_mesher_cubic.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. */
/*************************************************************************/
#include "voxel_mesher_cubic.h"
#include "../../world/default/voxel_chunk_default.h"
#include "../../defines.h"
#include "servers/rendering_server.h"
void VoxelMesherCubic::_add_chunk(Ref<VoxelChunk> p_chunk) {
Ref<VoxelChunkDefault> chunk = p_chunk;
ERR_FAIL_COND(!chunk.is_valid());
if (!chunk->channel_get(_channel_index_type) || !chunk->channel_get(_channel_index_isolevel)) {
return;
}
//if (chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO)) {
// chunk->generate_ao();
//}
int x_size = chunk->get_size_x() - 1;
int y_size = chunk->get_size_y() - 1;
int z_size = chunk->get_size_z() - 1;
float voxel_size = 1;
float voxel_scale = get_voxel_scale();
Ref<VoxelCubePoints> cube_points;
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cube_points.instance();
cube_points->set_channel_index_type(_channel_index_type);
cube_points->set_channel_index_isolevel(_channel_index_isolevel);
Color base_light(_base_light_value, _base_light_value, _base_light_value);
for (int y = 0; y < y_size; ++y) {
for (int z = 0; z < z_size; ++z) {
for (int x = 0; x < x_size; ++x) {
cube_points->setup(chunk, x, y, z, 1);
if (!cube_points->has_points())
continue;
for (int face = 0; face < VoxelCubePoints::VOXEL_FACE_COUNT; ++face) {
if (!cube_points->is_face_visible(face))
continue;
uint8_t type = cube_points->get_face_type(face) - 1;
Ref<VoxelSurface> surface = _library->voxel_surface_get(type);
if (!surface.is_valid())
continue;
add_indices(get_vertex_count() + 2);
add_indices(get_vertex_count() + 1);
add_indices(get_vertex_count() + 0);
add_indices(get_vertex_count() + 3);
add_indices(get_vertex_count() + 2);
add_indices(get_vertex_count() + 0);
Vector3 vertices[4] = {
cube_points->get_point_for_face(face, 0),
cube_points->get_point_for_face(face, 1),
cube_points->get_point_for_face(face, 2),
cube_points->get_point_for_face(face, 3)
};
Vector3 normals[4] = {
(vertices[3] - vertices[0]).cross(vertices[1] - vertices[0]),
(vertices[0] - vertices[1]).cross(vertices[2] - vertices[1]),
(vertices[1] - vertices[2]).cross(vertices[3] - vertices[2]),
(vertices[2] - vertices[3]).cross(vertices[0] - vertices[3])
};
Vector3 face_light_direction = cube_points->get_face_light_direction(face);
for (int i = 0; i < 4; ++i) {
add_normal(normals[i]);
Color light = cube_points->get_face_point_light_color(face, i);
light += base_light;
float NdotL = CLAMP(normals[i].dot(face_light_direction), 0, 1.0);
light *= NdotL;
light -= cube_points->get_face_point_ao_color(face, i) * _ao_strength;
light.r = CLAMP(light.r, 0, 1.0);
light.g = CLAMP(light.g, 0, 1.0);
light.b = CLAMP(light.b, 0, 1.0);
light.a = 1.0;
add_color(light);
Vector2 uv = cube_points->get_point_uv_direction(face, i) + Vector2(0.5, 0.5);
VoxelSurface::VoxelSurfaceSides side = VoxelSurface::VOXEL_SIDE_SIDE;
switch (face) {
case VoxelCubePoints::VOXEL_FACE_TOP:
side = VoxelSurface::VOXEL_SIDE_TOP;
break;
case VoxelCubePoints::VOXEL_FACE_BOTTOM:
side = VoxelSurface::VOXEL_SIDE_BOTTOM;
break;
}
uv = surface->transform_uv_scaled(side, uv, x % get_texture_scale(), z % get_texture_scale(), get_texture_scale());
add_uv(uv);
add_uv2(uv);
add_vertex((vertices[i] * voxel_size + Vector3(x, y, z)) * voxel_scale);
}
}
}
}
}
}
VoxelMesherCubic::VoxelMesherCubic() {
_format = RenderingServer::ARRAY_FORMAT_NORMAL | RenderingServer::ARRAY_FORMAT_COLOR | RenderingServer::ARRAY_FORMAT_TEX_UV;
_texture_scale = 1;
}
VoxelMesherCubic::~VoxelMesherCubic() {
}
void VoxelMesherCubic::_bind_methods() {
ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &VoxelMesherCubic::_add_chunk);
}