/*************************************************************************/ /* terrain_mesher_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 "terrain_mesher_blocky.h" #include "core/math/math_funcs.h" #include "../../library/terrain_material_cache.h" bool TerrainMesherBlocky::get_always_add_colors() const { return _always_add_colors; } void TerrainMesherBlocky::set_always_add_colors(const bool value) { _always_add_colors = value; } void TerrainMesherBlocky::_add_chunk(Ref p_chunk) { Ref chunk = p_chunk; ERR_FAIL_COND(!chunk.is_valid()); ERR_FAIL_COND(chunk->get_margin_end() < 1); ERR_FAIL_COND(chunk->get_margin_start() < 1); if (_lod_index == 0) { add_chunk_normal(chunk); } else { //todo give error message if the chunk is badly sized for the given lod index? add_chunk_lod(chunk); } } void TerrainMesherBlocky::add_chunk_normal(Ref 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 z_size = chunk->get_size_z(); 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 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(); //z_size + margin_start is fine, x, and z are in data space. for (int z = margin_start; z < z_size + margin_start; ++z) { for (int x = margin_start; x < x_size + margin_start; ++x) { int indexes[4] = { chunk->get_data_index(x + 1, z), chunk->get_data_index(x, z), 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 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]], }; 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()) }; 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, 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::add_chunk_lod(Ref chunk) { //if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0) // if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO)) // chunk->generate_ao(); create_margin_zmin(chunk); create_margin_zmax(chunk); create_margin_xmin(chunk); create_margin_xmax(chunk); create_margin_corners(chunk); int x_size = chunk->get_size_x(); int z_size = chunk->get_size_z(); 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 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()); } } //todo this should be calculated from size's factors int lod_skip = _lod_index * 2; //int margin_start = chunk->get_margin_start() ; int margin_start = chunk->get_margin_start(); //z_size + margin_start is fine, x, and z are in data space. for (int z = lod_skip; z < z_size + margin_start - lod_skip; z += lod_skip) { for (int x = lod_skip; x < x_size + margin_start - lod_skip; x += lod_skip) { int indexes[4] = { chunk->get_data_index(x + lod_skip, z), chunk->get_data_index(x, z), chunk->get_data_index(x, z + lod_skip), chunk->get_data_index(x + lod_skip, z + lod_skip) }; uint8_t type = channel_type[indexes[0]]; if (type == 0) continue; Ref 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]], }; 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()) }; Vector3 verts[] = { Vector3(x + lod_skip, isolevels[0] / 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 + lod_skip) * voxel_scale, Vector3(x + lod_skip, isolevels[3] / 255.0 * world_height, z + lod_skip) * 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_zmin(Ref 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 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(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 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 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 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(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 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 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 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(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 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 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 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(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 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 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 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 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 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"); }