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