pandemonium_engine/modules/voxelman/meshers/blocky/voxel_mesher_liquid_blocky.cpp

499 lines
15 KiB
C++

/*************************************************************************/
/* 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<VoxelChunk> p_chunk) {
Ref<VoxelChunkDefault> 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<uint8_t> liquids;
for (int i = 0; i < _library->voxel_surface_get_num(); ++i) {
Ref<VoxelSurface> surface = _library->voxel_surface_get(i);
if (!surface.is_valid())
continue;
if (surface->get_liquid())
liquids.push_back(static_cast<uint8_t>(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<VoxelSurface> 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);
}