mirror of
https://github.com/Relintai/pandemonium_engine.git
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1056 lines
30 KiB
C++
1056 lines
30 KiB
C++
/*************************************************************************/
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/* voxel_mesher.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.h"
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#include "../defines.h"
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#include "scene/3d/mesh_instance.h"
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#include "../world/default/voxel_chunk_default.h"
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#include "../world/voxel_chunk.h"
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#include "modules/modules_enabled.gen.h"
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bool VoxelMesher::Vertex::operator==(const Vertex &p_vertex) const {
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if (vertex != p_vertex.vertex)
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return false;
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if (uv != p_vertex.uv)
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return false;
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if (uv2 != p_vertex.uv2)
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return false;
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if (normal != p_vertex.normal)
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return false;
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if (binormal != p_vertex.binormal)
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return false;
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if (color != p_vertex.color)
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return false;
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if (bones.size() != p_vertex.bones.size())
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return false;
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for (int i = 0; i < bones.size(); i++) {
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if (bones[i] != p_vertex.bones[i])
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return false;
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}
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for (int i = 0; i < weights.size(); i++) {
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if (weights[i] != p_vertex.weights[i])
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return false;
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}
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return true;
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}
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uint32_t VoxelMesher::VertexHasher::hash(const Vertex &p_vtx) {
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uint32_t h = hash_djb2_buffer((const uint8_t *)&p_vtx.vertex, sizeof(real_t) * 3);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.normal, sizeof(real_t) * 3, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.binormal, sizeof(real_t) * 3, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.tangent, sizeof(real_t) * 3, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.uv, sizeof(real_t) * 2, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.uv2, sizeof(real_t) * 2, h);
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h = hash_djb2_buffer((const uint8_t *)&p_vtx.color, sizeof(real_t) * 4, h);
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h = hash_djb2_buffer((const uint8_t *)p_vtx.bones.ptr(), p_vtx.bones.size() * sizeof(int), h);
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h = hash_djb2_buffer((const uint8_t *)p_vtx.weights.ptr(), p_vtx.weights.size() * sizeof(float), h);
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return h;
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}
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int VoxelMesher::get_channel_index_type() const {
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return _channel_index_type;
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}
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void VoxelMesher::set_channel_index_type(const int value) {
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_channel_index_type = value;
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}
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int VoxelMesher::get_channel_index_isolevel() const {
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return _channel_index_isolevel;
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}
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void VoxelMesher::set_channel_index_isolevel(const int value) {
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_channel_index_isolevel = value;
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}
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int VoxelMesher::get_mesher_index() const {
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return _mesher_index;
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}
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void VoxelMesher::set_mesher_index(const int value) {
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_mesher_index = value;
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}
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int VoxelMesher::get_format() const {
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return _format;
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}
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void VoxelMesher::set_format(const int value) {
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_format = value;
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}
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int VoxelMesher::get_texture_scale() const {
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return _texture_scale;
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}
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void VoxelMesher::set_texture_scale(const int value) {
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_texture_scale = value;
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}
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int VoxelMesher::get_lod_index() const {
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return _lod_index;
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}
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void VoxelMesher::set_lod_index(const int value) {
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_lod_index = value;
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}
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Ref<VoxelLibrary> VoxelMesher::get_library() {
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return _library;
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}
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void VoxelMesher::set_library(const Ref<VoxelLibrary> &library) {
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_library = library;
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}
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Ref<Material> VoxelMesher::get_material() {
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return _material;
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}
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void VoxelMesher::set_material(const Ref<Material> &material) {
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_material = material;
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}
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float VoxelMesher::get_ao_strength() const {
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return _ao_strength;
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}
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void VoxelMesher::set_ao_strength(float value) {
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_ao_strength = value;
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}
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float VoxelMesher::get_base_light_value() const {
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return _base_light_value;
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}
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void VoxelMesher::set_base_light_value(float value) {
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_base_light_value = value;
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}
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float VoxelMesher::get_voxel_scale() const {
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return _voxel_scale;
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}
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void VoxelMesher::set_voxel_scale(const float voxel_scale) {
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_voxel_scale = voxel_scale;
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}
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Rect2 VoxelMesher::get_uv_margin() const {
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return _uv_margin;
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}
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void VoxelMesher::set_uv_margin(const Rect2 margin) {
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_uv_margin = margin;
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}
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Array VoxelMesher::build_mesh() {
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Array a;
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a.resize(RenderingServer::ARRAY_MAX);
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if (_vertices.size() == 0) {
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//Nothing to do
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return a;
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}
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{
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PoolVector<Vector3> array;
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array.resize(_vertices.size());
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PoolVector<Vector3>::Write w = array.write();
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for (int i = 0; i < _vertices.size(); ++i) {
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array.set(i, _vertices[i].vertex);
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}
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w.release();
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a[RenderingServer::ARRAY_VERTEX] = array;
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}
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if ((_format & RenderingServer::ARRAY_FORMAT_NORMAL) == 0) {
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generate_normals();
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}
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{
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PoolVector<Vector3> array;
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array.resize(_vertices.size());
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PoolVector<Vector3>::Write w = array.write();
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for (int i = 0; i < _vertices.size(); ++i) {
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array.set(i, _vertices[i].normal);
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}
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w.release();
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a[RenderingServer::ARRAY_NORMAL] = array;
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}
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if ((_format & RenderingServer::ARRAY_FORMAT_COLOR) != 0) {
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PoolVector<Color> array;
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array.resize(_vertices.size());
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PoolVector<Color>::Write w = array.write();
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for (int i = 0; i < _vertices.size(); ++i) {
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array.set(i, _vertices[i].color);
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}
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w.release();
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a[RenderingServer::ARRAY_COLOR] = array;
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}
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if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV) != 0) {
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PoolVector<Vector2> array;
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array.resize(_vertices.size());
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PoolVector<Vector2>::Write w = array.write();
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for (int i = 0; i < _vertices.size(); ++i) {
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array.set(i, _vertices[i].uv);
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}
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w.release();
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a[RenderingServer::ARRAY_TEX_UV] = array;
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}
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if ((_format & RenderingServer::ARRAY_FORMAT_TEX_UV2) != 0) {
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PoolVector<Vector2> array;
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array.resize(_vertices.size());
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PoolVector<Vector2>::Write w = array.write();
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for (int i = 0; i < _vertices.size(); ++i) {
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array.set(i, _vertices[i].uv2);
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}
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w.release();
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a[RenderingServer::ARRAY_TEX_UV2] = array;
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}
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if (_indices.size() > 0) {
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PoolVector<int> array;
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array.resize(_indices.size());
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PoolVector<int>::Write w = array.write();
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for (int i = 0; i < _indices.size(); ++i) {
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array.set(i, _indices[i]);
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}
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w.release();
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a[RenderingServer::ARRAY_INDEX] = array;
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}
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return a;
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}
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void VoxelMesher::build_mesh_into(RID mesh) {
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ERR_FAIL_COND(mesh == RID());
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RS::get_singleton()->mesh_clear(mesh);
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if (_vertices.size() == 0) {
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//Nothing to do
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return;
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}
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Array arr = build_mesh();
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RS::get_singleton()->mesh_add_surface_from_arrays(mesh, RenderingServer::PRIMITIVE_TRIANGLES, arr);
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if (_material.is_valid())
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RS::get_singleton()->mesh_surface_set_material(mesh, 0, _library->material_get(0)->get_rid());
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}
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void VoxelMesher::generate_normals(bool p_flip) {
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_format = _format | RenderingServer::ARRAY_FORMAT_NORMAL;
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for (int i = 0; i < _indices.size(); i += 3) {
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int i0 = _indices[i];
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int i1 = _indices[i + 1];
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int i2 = _indices[i + 2];
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ERR_FAIL_INDEX(i0, _vertices.size());
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ERR_FAIL_INDEX(i1, _vertices.size());
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ERR_FAIL_INDEX(i2, _vertices.size());
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Vertex v0 = _vertices.get(i0);
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Vertex v1 = _vertices.get(i1);
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Vertex v2 = _vertices.get(i2);
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Vector3 normal;
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if (!p_flip)
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normal = Plane(v0.vertex, v1.vertex, v2.vertex).normal;
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else
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normal = Plane(v2.vertex, v1.vertex, v0.vertex).normal;
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v0.normal = normal;
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v1.normal = normal;
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v2.normal = normal;
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_vertices.set(i0, v0);
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_vertices.set(i1, v1);
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_vertices.set(i2, v2);
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}
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}
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void VoxelMesher::remove_doubles() {
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if (_vertices.size() == 0)
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return;
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//print_error("before " + String::num(_vertices.size()));
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for (int i = 0; i < _vertices.size(); ++i) {
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Vertex vert = _vertices[i];
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PoolVector<int> indices;
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for (int j = i + 1; j < _vertices.size(); ++j) {
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if (_vertices[j] == vert) {
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indices.push_back(j);
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}
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}
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for (int j = 0; j < indices.size(); ++j) {
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int index = indices[j];
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_vertices.remove(index);
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//make all indices that were bigger than the one we replaced one lower
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for (int k = 0; k < _indices.size(); ++k) {
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int indx = _indices[k];
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if (indx == index) {
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_indices.set(k, i);
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} else if (indx > index) {
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_indices.set(k, --indx);
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}
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}
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for (int k = j + 1; k < indices.size(); ++k) {
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int val = indices[k];
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if (val > index) {
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indices.set(k, --val);
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}
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}
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}
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}
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//print_error("after " + String::num(_vertices.size())+ " " + String::num(duration.count()));
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}
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//lot faster that normal remove_doubles, but false positives can happen curtesy of hash collisions
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void VoxelMesher::remove_doubles_hashed() {
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if (_vertices.size() == 0)
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return;
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//print_error("before " + String::num(_vertices.size()));
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PoolVector<uint32_t> hashes;
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hashes.resize(_vertices.size());
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for (int i = 0; i < _vertices.size(); ++i) {
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hashes.set(i, VertexHasher::hash(_vertices[i]));
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}
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for (int i = 0; i < hashes.size(); ++i) {
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uint32_t hash = hashes[i];
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PoolVector<int> indices;
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for (int j = i + 1; j < hashes.size(); ++j) {
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if (hashes[j] == hash) {
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indices.push_back(j);
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}
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}
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for (int j = 0; j < indices.size(); ++j) {
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int index = indices[j];
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hashes.remove(index);
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_vertices.remove(index);
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//make all indices that were bigger than the one we replaced one lower
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for (int k = 0; k < _indices.size(); ++k) {
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int indx = _indices[k];
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if (indx == index) {
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_indices.set(k, i);
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} else if (indx > index) {
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_indices.set(k, --indx);
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}
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}
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for (int k = j + 1; k < indices.size(); ++k) {
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int val = indices[k];
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if (val > index) {
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indices.set(k, --val);
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}
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}
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}
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}
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//print_error("after " + String::num(_vertices.size()) + " " + String::num(duration.count()));
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}
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void VoxelMesher::reset() {
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_vertices.resize(0);
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_indices.resize(0);
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_last_color = Color();
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_last_normal = Vector3();
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_last_uv = Vector2();
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_last_uv2 = Vector2();
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_last_bones.clear();
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_last_weights.clear();
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_last_tangent = Plane();
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}
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void VoxelMesher::add_chunk(Ref<VoxelChunk> chunk) {
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ERR_FAIL_COND(!has_method("_add_chunk"));
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ERR_FAIL_COND(!chunk.is_valid());
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call("_add_chunk", chunk);
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}
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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void VoxelMesher::add_mesh_data_resource(Ref<MeshDataResource> mesh, const Vector3 position, const Vector3 rotation, const Vector3 scale, const Rect2 uv_rect) {
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Transform transform = Transform(Basis(rotation).scaled(scale), position);
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add_mesh_data_resource_transform(mesh, transform, uv_rect);
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}
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void VoxelMesher::add_mesh_data_resource_transform(Ref<MeshDataResource> mesh, const Transform transform, const Rect2 uv_rect) {
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if (mesh->get_array().size() == 0)
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return;
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const Array &arr = mesh->get_array();
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PoolVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
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PoolVector3Array normals = arr[Mesh::ARRAY_NORMAL];
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PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
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PoolColorArray colors = arr[Mesh::ARRAY_COLOR];
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PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
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if (vertices.size() == 0)
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return;
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int orig_vert_size = _vertices.size();
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for (int i = 0; i < vertices.size(); ++i) {
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if (normals.size() > 0)
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add_normal(transform.basis.xform(normals[i]));
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if (normals.size() > 0) {
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Vector2 uv = uvs[i];
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uv.x = uv_rect.size.width * uv.x + uv_rect.position.x;
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uv.y = uv_rect.size.height * uv.y + uv_rect.position.y;
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add_uv(uv);
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}
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if (colors.size() > 0)
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add_color(colors[i]);
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add_vertex(transform.xform(vertices[i]));
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}
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int orig_indices_count = _indices.size();
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_indices.resize(_indices.size() + indices.size());
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for (int i = 0; i < indices.size(); ++i) {
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_indices.set(orig_indices_count + i, orig_vert_size + indices[i]);
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}
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}
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void VoxelMesher::add_mesh_data_resource_transform_colored(Ref<MeshDataResource> mesh, const Transform transform, const PoolColorArray &colors, const Rect2 uv_rect) {
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if (mesh->get_array().size() == 0)
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return;
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const Array &arr = mesh->get_array();
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PoolVector3Array vertices = arr[Mesh::ARRAY_VERTEX];
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PoolVector3Array normals = arr[Mesh::ARRAY_NORMAL];
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PoolVector2Array uvs = arr[Mesh::ARRAY_TEX_UV];
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PoolIntArray indices = arr[Mesh::ARRAY_INDEX];
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if (vertices.size() == 0)
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return;
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int orig_vert_size = _vertices.size();
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for (int i = 0; i < vertices.size(); ++i) {
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if (normals.size() > 0)
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add_normal(transform.basis.xform(normals[i]));
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|
|
if (normals.size() > 0) {
|
|
Vector2 uv = uvs[i];
|
|
|
|
uv.x = uv_rect.size.width * uv.x + uv_rect.position.x;
|
|
uv.y = uv_rect.size.height * uv.y + uv_rect.position.y;
|
|
|
|
add_uv(uv);
|
|
}
|
|
|
|
if (colors.size() > 0)
|
|
add_color(colors[i]);
|
|
|
|
add_vertex(transform.xform(vertices[i]));
|
|
}
|
|
|
|
int orig_indices_count = _indices.size();
|
|
_indices.resize(_indices.size() + indices.size());
|
|
|
|
for (int i = 0; i < indices.size(); ++i) {
|
|
_indices.set(orig_indices_count + i, orig_vert_size + indices[i]);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
void VoxelMesher::add_mesher(const Ref<VoxelMesher> &mesher) {
|
|
call("_add_mesher", mesher);
|
|
}
|
|
void VoxelMesher::_add_mesher(const Ref<VoxelMesher> &mesher) {
|
|
int orig_size = _vertices.size();
|
|
|
|
_vertices.append_array(mesher->_vertices);
|
|
|
|
int s = mesher->_indices.size();
|
|
|
|
if (s == 0)
|
|
return;
|
|
|
|
int orig_indices_size = _indices.size();
|
|
|
|
_indices.resize(_indices.size() + s);
|
|
for (int i = 0; i < s; ++i) {
|
|
_indices.set(i + orig_indices_size, mesher->_indices[i] + orig_size);
|
|
}
|
|
}
|
|
|
|
void VoxelMesher::bake_colors(Ref<VoxelChunk> chunk) {
|
|
ERR_FAIL_COND(!chunk.is_valid());
|
|
|
|
if (has_method("_bake_colors"))
|
|
call("_bake_colors", chunk);
|
|
}
|
|
|
|
void VoxelMesher::bake_liquid_colors(Ref<VoxelChunk> chunk) {
|
|
ERR_FAIL_COND(!chunk.is_valid());
|
|
|
|
if (has_method("_bake_liquid_colors"))
|
|
call("_bake_liquid_colors", chunk);
|
|
}
|
|
|
|
PoolVector<Vector3> VoxelMesher::build_collider() const {
|
|
PoolVector<Vector3> face_points;
|
|
|
|
if (_vertices.size() == 0)
|
|
return face_points;
|
|
|
|
if (_indices.size() == 0) {
|
|
int len = (_vertices.size() / 4);
|
|
|
|
for (int i = 0; i < len; ++i) {
|
|
face_points.push_back(_vertices.get(i * 4).vertex);
|
|
face_points.push_back(_vertices.get((i * 4) + 2).vertex);
|
|
face_points.push_back(_vertices.get((i * 4) + 1).vertex);
|
|
|
|
face_points.push_back(_vertices.get(i * 4).vertex);
|
|
face_points.push_back(_vertices.get((i * 4) + 3).vertex);
|
|
face_points.push_back(_vertices.get((i * 4) + 2).vertex);
|
|
}
|
|
|
|
return face_points;
|
|
}
|
|
|
|
face_points.resize(_indices.size());
|
|
for (int i = 0; i < face_points.size(); i++) {
|
|
face_points.set(i, _vertices.get(_indices.get(i)).vertex);
|
|
}
|
|
|
|
return face_points;
|
|
}
|
|
|
|
void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight>> &lights) {
|
|
ERR_FAIL_COND(node == NULL);
|
|
|
|
Color darkColor(0, 0, 0, 1);
|
|
|
|
for (int v = 0; v < _vertices.size(); ++v) {
|
|
Vertex vertexv = _vertices.get(v);
|
|
Vector3 vet = vertexv.vertex;
|
|
Vector3 vertex = node->to_global(vet);
|
|
|
|
//grab normal
|
|
Vector3 normal = vertexv.normal;
|
|
|
|
Vector3 v_lightDiffuse;
|
|
|
|
//calculate the lights value
|
|
for (int i = 0; i < lights.size(); ++i) {
|
|
Ref<VoxelLight> light = lights.get(i);
|
|
|
|
Vector3 lightDir = light->get_world_position() - vertex;
|
|
|
|
float dist2 = lightDir.dot(lightDir);
|
|
//inverse sqrt
|
|
lightDir *= (1.0 / sqrt(dist2));
|
|
|
|
float NdotL = normal.dot(lightDir);
|
|
|
|
if (NdotL > 1.0) {
|
|
NdotL = 1.0;
|
|
} else if (NdotL < 0.0) {
|
|
NdotL = 0.0;
|
|
}
|
|
|
|
Color cc = light->get_color();
|
|
Vector3 cv(cc.r, cc.g, cc.b);
|
|
|
|
Vector3 value = cv * (NdotL / (1.0 + dist2));
|
|
|
|
value *= light->get_size();
|
|
v_lightDiffuse += value;
|
|
|
|
/*
|
|
float dist2 = Mathf.Clamp(Vector3.Distance(transformedLights[i], vertices), 0f, 15f);
|
|
dist2 /= 35f;
|
|
|
|
Vector3 value = Vector3.one;
|
|
value *= ((float) lights[i].Strength) / 255f;
|
|
value *= (1 - dist2);
|
|
v_lightDiffuse += value;*/
|
|
}
|
|
|
|
Color f = vertexv.color;
|
|
//Color f = darkColor;
|
|
|
|
Vector3 cv2(f.r, f.g, f.b);
|
|
cv2 += v_lightDiffuse;
|
|
|
|
if (cv2.x > 1)
|
|
cv2.x = 1;
|
|
|
|
if (cv2.y > 1)
|
|
cv2.y = 1;
|
|
|
|
if (cv2.y > 1)
|
|
cv2.y = 1;
|
|
|
|
// cv2.x = Mathf.Clamp(cv2.x, 0f, 1f);
|
|
//cv2.y = Mathf.Clamp(cv2.y, 0f, 1f);
|
|
// cv2.z = Mathf.Clamp(cv2.z, 0f, 1f);
|
|
|
|
f.r = cv2.x;
|
|
f.g = cv2.y;
|
|
f.b = cv2.z;
|
|
|
|
//f.r = v_lightDiffuse.x;
|
|
//f.g = v_lightDiffuse.y;
|
|
//f.b = v_lightDiffuse.z;
|
|
|
|
vertexv.color = f;
|
|
_vertices.set(v, vertexv);
|
|
}
|
|
|
|
// for (int i = 0; i < _colors->size(); ++i) {
|
|
// print_error(_colors->get(i));
|
|
// }
|
|
}
|
|
|
|
PoolVector<Vector3> VoxelMesher::get_vertices() const {
|
|
PoolVector<Vector3> arr;
|
|
|
|
arr.resize(_vertices.size());
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
arr.set(i, _vertices.get(i).vertex);
|
|
}
|
|
|
|
return arr;
|
|
}
|
|
|
|
void VoxelMesher::set_vertices(const PoolVector<Vector3> &values) {
|
|
ERR_FAIL_COND(values.size() != _vertices.size());
|
|
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
Vertex v = _vertices[i];
|
|
|
|
v.normal = values[i];
|
|
|
|
_vertices.set(i, v);
|
|
}
|
|
}
|
|
|
|
int VoxelMesher::get_vertex_count() const {
|
|
return _vertices.size();
|
|
}
|
|
|
|
void VoxelMesher::add_vertex(const Vector3 &vertex) {
|
|
Vertex vtx;
|
|
vtx.vertex = vertex;
|
|
vtx.color = _last_color;
|
|
vtx.normal = _last_normal;
|
|
vtx.uv = _last_uv;
|
|
vtx.uv2 = _last_uv2;
|
|
// Todo?
|
|
// vtx.weights = _last_weights;
|
|
// vtx.bones = _last_bones;
|
|
// vtx.tangent = _last_tangent.normal;
|
|
// vtx.binormal = _last_normal.cross(_last_tangent.normal).normalized() * _last_tangent.d;
|
|
|
|
_vertices.push_back(vtx);
|
|
}
|
|
|
|
Vector3 VoxelMesher::get_vertex(const int idx) const {
|
|
ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector3());
|
|
|
|
return _vertices.get(idx).vertex;
|
|
}
|
|
|
|
void VoxelMesher::remove_vertex(const int idx) {
|
|
ERR_FAIL_INDEX(idx, _vertices.size());
|
|
|
|
_vertices.remove(idx);
|
|
}
|
|
|
|
PoolVector<Vector3> VoxelMesher::get_normals() const {
|
|
PoolVector<Vector3> arr;
|
|
|
|
arr.resize(_vertices.size());
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
arr.set(i, _vertices.get(i).normal);
|
|
}
|
|
|
|
return arr;
|
|
}
|
|
|
|
void VoxelMesher::set_normals(const PoolVector<Vector3> &values) {
|
|
ERR_FAIL_COND(values.size() != _vertices.size());
|
|
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
Vertex v = _vertices[i];
|
|
|
|
v.normal = values[i];
|
|
|
|
_vertices.set(i, v);
|
|
}
|
|
}
|
|
|
|
void VoxelMesher::add_normal(const Vector3 &normal) {
|
|
_last_normal = normal;
|
|
}
|
|
|
|
Vector3 VoxelMesher::get_normal(int idx) const {
|
|
ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector3());
|
|
|
|
return _vertices.get(idx).normal;
|
|
}
|
|
|
|
PoolVector<Color> VoxelMesher::get_colors() const {
|
|
PoolVector<Color> arr;
|
|
|
|
arr.resize(_vertices.size());
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
arr.set(i, _vertices.get(i).color);
|
|
}
|
|
|
|
return arr;
|
|
}
|
|
|
|
void VoxelMesher::set_colors(const PoolVector<Color> &values) {
|
|
ERR_FAIL_COND(values.size() != _vertices.size());
|
|
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
Vertex v = _vertices[i];
|
|
|
|
v.color = values[i];
|
|
|
|
_vertices.set(i, v);
|
|
}
|
|
}
|
|
|
|
void VoxelMesher::add_color(const Color &color) {
|
|
_last_color = color;
|
|
}
|
|
|
|
Color VoxelMesher::get_color(const int idx) const {
|
|
ERR_FAIL_INDEX_V(idx, _vertices.size(), Color());
|
|
|
|
return _vertices.get(idx).color;
|
|
}
|
|
|
|
PoolVector<Vector2> VoxelMesher::get_uvs() const {
|
|
PoolVector<Vector2> arr;
|
|
|
|
arr.resize(_vertices.size());
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
arr.set(i, _vertices.get(i).uv);
|
|
}
|
|
|
|
return arr;
|
|
}
|
|
|
|
void VoxelMesher::set_uvs(const PoolVector<Vector2> &values) {
|
|
ERR_FAIL_COND(values.size() != _vertices.size());
|
|
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
Vertex v = _vertices[i];
|
|
|
|
v.uv = values[i];
|
|
|
|
_vertices.set(i, v);
|
|
}
|
|
}
|
|
|
|
void VoxelMesher::add_uv(const Vector2 &uv) {
|
|
_last_uv = uv;
|
|
}
|
|
|
|
Vector2 VoxelMesher::get_uv(const int idx) const {
|
|
ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2());
|
|
|
|
return _vertices.get(idx).uv;
|
|
}
|
|
|
|
PoolVector<Vector2> VoxelMesher::get_uv2s() const {
|
|
PoolVector<Vector2> arr;
|
|
|
|
arr.resize(_vertices.size());
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
arr.set(i, _vertices.get(i).uv2);
|
|
}
|
|
|
|
return arr;
|
|
}
|
|
|
|
void VoxelMesher::set_uv2s(const PoolVector<Vector2> &values) {
|
|
ERR_FAIL_COND(values.size() != _vertices.size());
|
|
|
|
for (int i = 0; i < _vertices.size(); ++i) {
|
|
Vertex v = _vertices[i];
|
|
|
|
v.uv2 = values[i];
|
|
|
|
_vertices.set(i, v);
|
|
}
|
|
}
|
|
|
|
void VoxelMesher::add_uv2(const Vector2 &uv) {
|
|
_last_uv2 = uv;
|
|
}
|
|
|
|
Vector2 VoxelMesher::get_uv2(const int idx) const {
|
|
ERR_FAIL_INDEX_V(idx, _vertices.size(), Vector2());
|
|
|
|
return _vertices.get(idx).uv2;
|
|
}
|
|
|
|
PoolVector<int> VoxelMesher::get_indices() const {
|
|
return _indices;
|
|
}
|
|
|
|
void VoxelMesher::set_indices(const PoolVector<int> &values) {
|
|
_indices = values;
|
|
}
|
|
|
|
int VoxelMesher::get_indices_count() const {
|
|
return _indices.size();
|
|
}
|
|
|
|
void VoxelMesher::add_indices(const int index) {
|
|
_indices.push_back(index);
|
|
}
|
|
|
|
int VoxelMesher::get_index(const int idx) const {
|
|
ERR_FAIL_INDEX_V(idx, _vertices.size(), 0);
|
|
|
|
return _indices.get(idx);
|
|
}
|
|
|
|
void VoxelMesher::remove_index(const int idx) {
|
|
ERR_FAIL_INDEX(idx, _vertices.size());
|
|
|
|
_indices.remove(idx);
|
|
}
|
|
|
|
VoxelMesher::VoxelMesher(const Ref<VoxelLibrary> &library) {
|
|
_library = library;
|
|
|
|
_mesher_index = 0;
|
|
_voxel_scale = 1;
|
|
_ao_strength = 0.25;
|
|
_base_light_value = 0.5;
|
|
_uv_margin = Rect2(0, 0, 1, 1);
|
|
_channel_index_type = 0;
|
|
_channel_index_isolevel = 0;
|
|
|
|
_format = 0;
|
|
_texture_scale = 1;
|
|
_lod_index = 0;
|
|
}
|
|
|
|
VoxelMesher::VoxelMesher() {
|
|
_mesher_index = 0;
|
|
_voxel_scale = 1;
|
|
_ao_strength = 0.25;
|
|
_base_light_value = 0.5;
|
|
_uv_margin = Rect2(0, 0, 1, 1);
|
|
_format = 0;
|
|
_channel_index_type = 0;
|
|
_channel_index_isolevel = 0;
|
|
_texture_scale = 1;
|
|
_lod_index = 0;
|
|
}
|
|
|
|
VoxelMesher::~VoxelMesher() {
|
|
if (_library.is_valid()) {
|
|
_library.unref();
|
|
}
|
|
}
|
|
|
|
void VoxelMesher::_bind_methods() {
|
|
BIND_VMETHOD(MethodInfo("_add_chunk", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
|
|
BIND_VMETHOD(MethodInfo("_bake_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
|
|
BIND_VMETHOD(MethodInfo("_bake_liquid_colors", PropertyInfo(Variant::OBJECT, "chunk", PROPERTY_HINT_RESOURCE_TYPE, "VoxelChunk")));
|
|
|
|
ClassDB::bind_method(D_METHOD("get_channel_index_type"), &VoxelMesher::get_channel_index_type);
|
|
ClassDB::bind_method(D_METHOD("set_channel_index_type", "value"), &VoxelMesher::set_channel_index_type);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_index_type"), "set_channel_index_type", "get_channel_index_type");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_channel_index_isolevel"), &VoxelMesher::get_channel_index_isolevel);
|
|
ClassDB::bind_method(D_METHOD("set_channel_index_isolevel", "value"), &VoxelMesher::set_channel_index_isolevel);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "channel_index_isolevel"), "set_channel_index_isolevel", "get_channel_index_isolevel");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_mesher_index"), &VoxelMesher::get_mesher_index);
|
|
ClassDB::bind_method(D_METHOD("set_mesher_index", "value"), &VoxelMesher::set_mesher_index);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "mesher_index"), "set_mesher_index", "get_mesher_index");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_format"), &VoxelMesher::get_format);
|
|
ClassDB::bind_method(D_METHOD("set_format", "value"), &VoxelMesher::set_format);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "format"), "set_format", "get_format");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_texture_scale"), &VoxelMesher::get_texture_scale);
|
|
ClassDB::bind_method(D_METHOD("set_texture_scale", "value"), &VoxelMesher::set_texture_scale);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "texture_scale"), "set_texture_scale", "get_texture_scale");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_lod_index"), &VoxelMesher::get_lod_index);
|
|
ClassDB::bind_method(D_METHOD("set_lod_index", "value"), &VoxelMesher::set_lod_index);
|
|
ADD_PROPERTY(PropertyInfo(Variant::INT, "lod_index"), "set_lod_index", "get_lod_index");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_library"), &VoxelMesher::get_library);
|
|
ClassDB::bind_method(D_METHOD("set_library", "value"), &VoxelMesher::set_library);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "library", PROPERTY_HINT_RESOURCE_TYPE, "VoxelLibrary"), "set_library", "get_library");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_material"), &VoxelMesher::get_material);
|
|
ClassDB::bind_method(D_METHOD("set_material", "value"), &VoxelMesher::set_material);
|
|
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "material", PROPERTY_HINT_RESOURCE_TYPE, "Material"), "set_material", "get_material");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_voxel_scale"), &VoxelMesher::get_voxel_scale);
|
|
ClassDB::bind_method(D_METHOD("set_voxel_scale", "value"), &VoxelMesher::set_voxel_scale);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "voxel_scale"), "set_voxel_scale", "get_voxel_scale");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_ao_strength"), &VoxelMesher::get_ao_strength);
|
|
ClassDB::bind_method(D_METHOD("set_ao_strength", "value"), &VoxelMesher::set_ao_strength);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "ao_strength"), "set_ao_strength", "get_ao_strength");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_base_light_value"), &VoxelMesher::get_base_light_value);
|
|
ClassDB::bind_method(D_METHOD("set_base_light_value", "value"), &VoxelMesher::set_base_light_value);
|
|
ADD_PROPERTY(PropertyInfo(Variant::REAL, "base_light_value"), "set_base_light_value", "get_base_light_value");
|
|
|
|
ClassDB::bind_method(D_METHOD("get_uv_margin"), &VoxelMesher::get_uv_margin);
|
|
ClassDB::bind_method(D_METHOD("set_uv_margin", "value"), &VoxelMesher::set_uv_margin);
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ADD_PROPERTY(PropertyInfo(Variant::RECT2, "uv_margin"), "set_uv_margin", "get_uv_margin");
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ClassDB::bind_method(D_METHOD("add_chunk", "chunk"), &VoxelMesher::add_chunk);
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#ifdef MODULE_MESH_DATA_RESOURCE_ENABLED
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ClassDB::bind_method(D_METHOD("add_mesh_data_resource", "mesh", "position", "rotation", "scale", "uv_rect"), &VoxelMesher::add_mesh_data_resource, DEFVAL(Vector3()), DEFVAL(Vector3()), DEFVAL(Vector3(1.0, 1.0, 1.0)), DEFVAL(Rect2(0, 0, 1, 1)));
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ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform", "mesh", "transform", "uv_rect"), &VoxelMesher::add_mesh_data_resource_transform, DEFVAL(Rect2(0, 0, 1, 1)));
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ClassDB::bind_method(D_METHOD("add_mesh_data_resource_transform_colored", "mesh", "transform", "colors", "uv_rect"), &VoxelMesher::add_mesh_data_resource_transform_colored, DEFVAL(Rect2(0, 0, 1, 1)));
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#endif
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BIND_VMETHOD(MethodInfo("_add_mesher", PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher")));
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ClassDB::bind_method(D_METHOD("add_mesher", "mesher"), &VoxelMesher::add_mesher);
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ClassDB::bind_method(D_METHOD("_add_mesher", "mesher"), &VoxelMesher::_add_mesher);
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ClassDB::bind_method(D_METHOD("bake_colors", "chunk"), &VoxelMesher::bake_colors);
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ClassDB::bind_method(D_METHOD("bake_liquid_colors", "chunk"), &VoxelMesher::bake_liquid_colors);
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ClassDB::bind_method(D_METHOD("get_vertices"), &VoxelMesher::get_vertices);
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ClassDB::bind_method(D_METHOD("set_vertices", "values"), &VoxelMesher::set_vertices);
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ClassDB::bind_method(D_METHOD("get_vertex_count"), &VoxelMesher::get_vertex_count);
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ClassDB::bind_method(D_METHOD("get_vertex", "idx"), &VoxelMesher::get_vertex);
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ClassDB::bind_method(D_METHOD("remove_vertex", "idx"), &VoxelMesher::remove_vertex);
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ClassDB::bind_method(D_METHOD("add_vertex", "vertex"), &VoxelMesher::add_vertex);
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ClassDB::bind_method(D_METHOD("get_normals"), &VoxelMesher::get_normals);
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ClassDB::bind_method(D_METHOD("set_normals", "values"), &VoxelMesher::set_normals);
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ClassDB::bind_method(D_METHOD("get_normal", "idx"), &VoxelMesher::get_normal);
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ClassDB::bind_method(D_METHOD("add_normal", "normal"), &VoxelMesher::add_normal);
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ClassDB::bind_method(D_METHOD("get_colors"), &VoxelMesher::get_colors);
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ClassDB::bind_method(D_METHOD("set_colors", "values"), &VoxelMesher::set_colors);
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ClassDB::bind_method(D_METHOD("get_color", "idx"), &VoxelMesher::get_color);
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ClassDB::bind_method(D_METHOD("add_color", "color"), &VoxelMesher::add_color);
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ClassDB::bind_method(D_METHOD("get_uvs"), &VoxelMesher::get_uvs);
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ClassDB::bind_method(D_METHOD("set_uvs", "values"), &VoxelMesher::set_uvs);
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ClassDB::bind_method(D_METHOD("get_uv", "idx"), &VoxelMesher::get_uv);
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ClassDB::bind_method(D_METHOD("add_uv", "uv"), &VoxelMesher::add_uv);
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ClassDB::bind_method(D_METHOD("get_uv2s"), &VoxelMesher::get_uv2s);
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ClassDB::bind_method(D_METHOD("set_uv2s", "values"), &VoxelMesher::set_uv2s);
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ClassDB::bind_method(D_METHOD("get_uv2", "idx"), &VoxelMesher::get_uv2);
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ClassDB::bind_method(D_METHOD("add_uv2", "uv"), &VoxelMesher::add_uv2);
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ClassDB::bind_method(D_METHOD("get_indices"), &VoxelMesher::get_indices);
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ClassDB::bind_method(D_METHOD("set_indices", "values"), &VoxelMesher::set_indices);
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ClassDB::bind_method(D_METHOD("get_indices_count"), &VoxelMesher::get_indices_count);
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ClassDB::bind_method(D_METHOD("get_index", "idx"), &VoxelMesher::get_index);
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ClassDB::bind_method(D_METHOD("remove_index", "idx"), &VoxelMesher::remove_index);
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ClassDB::bind_method(D_METHOD("add_indices", "indice"), &VoxelMesher::add_indices);
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ClassDB::bind_method(D_METHOD("reset"), &VoxelMesher::reset);
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//ClassDB::bind_method(D_METHOD("calculate_vertex_ambient_occlusion", "meshinstance_path", "radius", "intensity", "sampleCount"), &VoxelMesher::calculate_vertex_ambient_occlusion_path);
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ClassDB::bind_method(D_METHOD("build_mesh"), &VoxelMesher::build_mesh);
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ClassDB::bind_method(D_METHOD("build_mesh_into", "mesh_rid"), &VoxelMesher::build_mesh_into);
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ClassDB::bind_method(D_METHOD("build_collider"), &VoxelMesher::build_collider);
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ClassDB::bind_method(D_METHOD("generate_normals", "flip"), &VoxelMesher::generate_normals, DEFVAL(false));
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ClassDB::bind_method(D_METHOD("remove_doubles"), &VoxelMesher::remove_doubles);
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ClassDB::bind_method(D_METHOD("remove_doubles_hashed"), &VoxelMesher::remove_doubles_hashed);
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}
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