mirror of
https://github.com/Relintai/pandemonium_engine.git
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166 lines
6.0 KiB
C++
166 lines
6.0 KiB
C++
/*************************************************************************/
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/* voxel_mesher_cubic.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "voxel_mesher_cubic.h"
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#include "../../world/default/voxel_chunk_default.h"
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#include "../../defines.h"
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#include "servers/rendering_server.h"
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void VoxelMesherCubic::_add_chunk(Ref<VoxelChunk> p_chunk) {
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Ref<VoxelChunkDefault> chunk = p_chunk;
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ERR_FAIL_COND(!chunk.is_valid());
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if (!chunk->channel_get(_channel_index_type) || !chunk->channel_get(_channel_index_isolevel)) {
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return;
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}
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//if (chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO)) {
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// chunk->generate_ao();
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//}
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int x_size = chunk->get_size_x() - 1;
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int y_size = chunk->get_size_y() - 1;
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int z_size = chunk->get_size_z() - 1;
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float voxel_size = 1;
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float voxel_scale = get_voxel_scale();
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Ref<VoxelCubePoints> cube_points;
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cube_points.instance();
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cube_points->set_channel_index_type(_channel_index_type);
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cube_points->set_channel_index_isolevel(_channel_index_isolevel);
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Color base_light(_base_light_value, _base_light_value, _base_light_value);
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for (int y = 0; y < y_size; ++y) {
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for (int z = 0; z < z_size; ++z) {
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for (int x = 0; x < x_size; ++x) {
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cube_points->setup(chunk, x, y, z, 1);
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if (!cube_points->has_points())
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continue;
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for (int face = 0; face < VoxelCubePoints::VOXEL_FACE_COUNT; ++face) {
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if (!cube_points->is_face_visible(face))
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continue;
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uint8_t type = cube_points->get_face_type(face) - 1;
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Ref<VoxelSurface> surface = _library->voxel_surface_get(type);
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if (!surface.is_valid())
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continue;
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add_indices(get_vertex_count() + 2);
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add_indices(get_vertex_count() + 1);
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add_indices(get_vertex_count() + 0);
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add_indices(get_vertex_count() + 3);
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add_indices(get_vertex_count() + 2);
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add_indices(get_vertex_count() + 0);
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Vector3 vertices[4] = {
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cube_points->get_point_for_face(face, 0),
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cube_points->get_point_for_face(face, 1),
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cube_points->get_point_for_face(face, 2),
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cube_points->get_point_for_face(face, 3)
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};
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Vector3 normals[4] = {
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(vertices[3] - vertices[0]).cross(vertices[1] - vertices[0]),
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(vertices[0] - vertices[1]).cross(vertices[2] - vertices[1]),
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(vertices[1] - vertices[2]).cross(vertices[3] - vertices[2]),
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(vertices[2] - vertices[3]).cross(vertices[0] - vertices[3])
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};
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Vector3 face_light_direction = cube_points->get_face_light_direction(face);
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for (int i = 0; i < 4; ++i) {
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add_normal(normals[i]);
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Color light = cube_points->get_face_point_light_color(face, i);
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light += base_light;
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float NdotL = CLAMP(normals[i].dot(face_light_direction), 0, 1.0);
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light *= NdotL;
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light -= cube_points->get_face_point_ao_color(face, i) * _ao_strength;
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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light.a = 1.0;
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add_color(light);
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Vector2 uv = cube_points->get_point_uv_direction(face, i) + Vector2(0.5, 0.5);
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VoxelSurface::VoxelSurfaceSides side = VoxelSurface::VOXEL_SIDE_SIDE;
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switch (face) {
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case VoxelCubePoints::VOXEL_FACE_TOP:
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side = VoxelSurface::VOXEL_SIDE_TOP;
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break;
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case VoxelCubePoints::VOXEL_FACE_BOTTOM:
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side = VoxelSurface::VOXEL_SIDE_BOTTOM;
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break;
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}
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uv = surface->transform_uv_scaled(side, uv, x % get_texture_scale(), z % get_texture_scale(), get_texture_scale());
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add_uv(uv);
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add_uv2(uv);
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add_vertex((vertices[i] * voxel_size + Vector3(x, y, z)) * voxel_scale);
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}
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}
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}
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}
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}
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}
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VoxelMesherCubic::VoxelMesherCubic() {
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_format = RenderingServer::ARRAY_FORMAT_NORMAL | RenderingServer::ARRAY_FORMAT_COLOR | RenderingServer::ARRAY_FORMAT_TEX_UV;
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_texture_scale = 1;
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}
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VoxelMesherCubic::~VoxelMesherCubic() {
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}
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void VoxelMesherCubic::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &VoxelMesherCubic::_add_chunk);
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}
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