/*************************************************************************/ /* voxel_mesher_liquid_blocky.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_liquid_blocky.h" #include "../../world/default/voxel_chunk_default.h" void VoxelMesherLiquidBlocky::_add_chunk(Ref p_chunk) { Ref chunk = p_chunk; ERR_FAIL_COND(!chunk.is_valid()); //if ((get_build_flags() & VoxelChunkDefault::BUILD_FLAG_GENERATE_AO) != 0) // chunk->generate_ao(); int x_size = chunk->get_size_x(); int y_size = chunk->get_size_y(); int z_size = chunk->get_size_z(); float voxel_scale = get_voxel_scale(); uint8_t *channel_type = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_TYPE); if (!channel_type) 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; bool use_lighting = (get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0; bool use_ao = (get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_AO) != 0; bool use_rao = (get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_RAO) != 0; if (use_lighting) { channel_color_r = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R); channel_color_g = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G); channel_color_b = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B); if (use_ao) channel_ao = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_AO); if (use_rao) channel_rao = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO); } Vector liquids; for (int i = 0; i < _library->voxel_surface_get_num(); ++i) { Ref surface = _library->voxel_surface_get(i); if (!surface.is_valid()) continue; if (surface->get_liquid()) liquids.push_back(static_cast(i + 1)); } for (int y = chunk->get_margin_start(); y < y_size + chunk->get_margin_start(); ++y) { for (int z = chunk->get_margin_start(); z < z_size + chunk->get_margin_start(); ++z) { for (int x = chunk->get_margin_start(); x < x_size + chunk->get_margin_start(); ++x) { int index = chunk->get_data_index(x, y, z); int indexxp = chunk->get_data_index(x + 1, y, z); int indexxn = chunk->get_data_index(x - 1, y, z); int indexyp = chunk->get_data_index(x, y + 1, z); int indexyn = chunk->get_data_index(x, y - 1, z); int indexzp = chunk->get_data_index(x, y, z + 1); int indexzn = chunk->get_data_index(x, y, z - 1); uint8_t type = channel_type[index]; if (type == 0) continue; if (liquids.find(type) == -1) continue; Ref surface = _library->voxel_surface_get(type - 1); if (!surface.is_valid()) continue; uint8_t neighbours[] = { channel_type[indexxp], channel_type[indexxn], channel_type[indexyp], channel_type[indexyn], channel_type[indexzp], channel_type[indexzn], }; //x + 1 if (neighbours[0] == 0) { if (use_lighting) { light = Color(channel_color_r[indexxp] / 255.0, channel_color_g[indexxp] / 255.0, channel_color_b[indexxp] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexxp] / 255.0; if (use_rao) { float rao = channel_rao[indexxp] / 255.0; ao += rao; } light += base_light; if (ao > 0) light -= Color(ao, ao, ao) * _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); } 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(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1)) }; Vector3 verts[] = { Vector3(1, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(1, 0, 0)); if (use_lighting) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } //x - 1 if (neighbours[1] == 0) { if (use_lighting) { light = Color(channel_color_r[indexxn] / 255.0, channel_color_g[indexxn] / 255.0, channel_color_b[indexxn] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexxn] / 255.0; if (use_rao) { float rao = channel_rao[indexxn] / 255.0; ao += rao; } light += base_light; if (ao > 0) light -= Color(ao, ao, ao) * _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); } int vc = get_vertex_count(); add_indices(vc + 0); add_indices(vc + 1); add_indices(vc + 2); add_indices(vc + 0); add_indices(vc + 2); add_indices(vc + 3); Vector2 uvs[] = { surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1)) }; Vector3 verts[] = { Vector3(0, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(-1, 0, 0)); if (use_lighting) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } //y + 1 if (neighbours[2] == 0) { if (use_lighting) { light = Color(channel_color_r[indexyp] / 255.0, channel_color_g[indexyp] / 255.0, channel_color_b[indexyp] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexyp] / 255.0; if (use_rao) { float rao = channel_rao[indexyp] / 255.0; ao += rao; } light += base_light; if (ao > 0) light -= Color(ao, ao, ao) * _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); 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(VoxelSurface::VOXEL_SIDE_TOP, Vector2(0, 1)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_TOP, Vector2(0, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_TOP, Vector2(1, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_TOP, Vector2(1, 1)) }; Vector3 verts[] = { Vector3(1, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(0, 1, 0)); if (use_lighting) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } //y - 1 if (neighbours[3] == 0) { if (use_lighting) { light = Color(channel_color_r[indexyn] / 255.0, channel_color_g[indexyn] / 255.0, channel_color_b[indexyn] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexyn] / 255.0; if (use_rao) { float rao = channel_rao[indexyn] / 255.0; ao += rao; } light += base_light; if (ao > 0) light -= Color(ao, ao, ao) * _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); int vc = get_vertex_count(); add_indices(vc + 0); add_indices(vc + 1); add_indices(vc + 2); add_indices(vc + 0); add_indices(vc + 2); add_indices(vc + 3); Vector2 uvs[] = { surface->transform_uv(VoxelSurface::VOXEL_SIDE_BOTTOM, Vector2(0, 1)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_BOTTOM, Vector2(0, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_BOTTOM, Vector2(1, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_BOTTOM, Vector2(1, 1)) }; Vector3 verts[] = { Vector3(1, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(0, -1, 0)); if (use_lighting) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } //z + 1 if (neighbours[4] == 0) { if (use_lighting) { light = Color(channel_color_r[indexzp] / 255.0, channel_color_g[indexzp] / 255.0, channel_color_b[indexzp] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexzp] / 255.0; if (use_rao) { float rao = channel_rao[indexzp] / 255.0; ao += rao; } light += base_light; if (ao > 0) light -= Color(ao, ao, ao) * _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); } 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(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1)) }; Vector3 verts[] = { Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(0, 0, 1)); if (use_lighting) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } //z - 1 if (neighbours[5] == 0) { if (use_lighting) { light = Color(channel_color_r[indexzn] / 255.0, channel_color_g[indexzn] / 255.0, channel_color_b[indexzn] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexzn] / 255.0; if (use_rao) { float rao = channel_rao[indexzn] / 255.0; ao += rao; } light += base_light; if (ao > 0) light -= Color(ao, ao, ao) * _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); } int vc = get_vertex_count(); add_indices(vc + 0); add_indices(vc + 1); add_indices(vc + 2); add_indices(vc + 0); add_indices(vc + 2); add_indices(vc + 3); Vector2 uvs[] = { surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0)), surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1)) }; Vector3 verts[] = { Vector3(1, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(0, 0, -1)); if (use_lighting) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } } } } } VoxelMesherLiquidBlocky::VoxelMesherLiquidBlocky() { } VoxelMesherLiquidBlocky::~VoxelMesherLiquidBlocky() { } void VoxelMesherLiquidBlocky::_bind_methods() { ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &VoxelMesherLiquidBlocky::_add_chunk); }