/*************************************************************************/ /* voxel_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. */ /*************************************************************************/ #include "voxel_mesher_default.h" #include "../../world/default/voxel_chunk_default.h" #include "../../defines.h" #include "scene/3d/mesh_instance.h" #include "servers/rendering_server.h" _FORCE_INLINE_ int VoxelMesherDefault::get_build_flags() const { return _build_flags; } _FORCE_INLINE_ void VoxelMesherDefault::set_build_flags(const int flags) { _build_flags = flags; if ((_build_flags & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { _format |= RenderingServer::ARRAY_FORMAT_COLOR; } else { _format ^= RenderingServer::ARRAY_FORMAT_COLOR; } } void VoxelMesherDefault::_bake_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); //if ((get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0) // return; if (_vertices.size() == 0) return; 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, y, z)) { Color light = Color( chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0, chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0, chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0); float ao = (chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0) * _ao_strength; float rao = chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 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 VoxelMesherDefault::_bake_liquid_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); if ((get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0) return; if (_vertices.size() == 0) return; 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, y, z)) { Color light = Color( chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0, chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0, chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0); float ao = (chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0) * _ao_strength; float rao = chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 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); } } } VoxelMesherDefault::VoxelMesherDefault() { _build_flags = VoxelChunkDefault::BUILD_FLAG_CREATE_COLLIDER | VoxelChunkDefault::BUILD_FLAG_CREATE_LODS; _format = RenderingServer::ARRAY_FORMAT_NORMAL | RenderingServer::ARRAY_FORMAT_TEX_UV; } VoxelMesherDefault::~VoxelMesherDefault() { } void VoxelMesherDefault::_bind_methods() { ClassDB::bind_method(D_METHOD("_bake_colors", "chunk"), &VoxelMesherDefault::_bake_colors); ClassDB::bind_method(D_METHOD("_bake_liquid_colors", "chunk"), &VoxelMesherDefault::_bake_liquid_colors); ClassDB::bind_method(D_METHOD("get_build_flags"), &VoxelMesherDefault::get_build_flags); ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &VoxelMesherDefault::set_build_flags); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, VoxelChunkDefault::BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags"); }