pandemonium_engine/modules/voxelman/meshers/default/voxel_mesher_default.cpp

189 lines
6.9 KiB
C++

/*************************************************************************/
/* voxel_mesher_default.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_default.h"
#include "../../world/default/voxel_chunk_default.h"
#include "../../defines.h"
#include "scene/3d/mesh_instance.h"
#include "servers/rendering_server.h"
_FORCE_INLINE_ int VoxelMesherDefault::get_build_flags() const {
return _build_flags;
}
_FORCE_INLINE_ void VoxelMesherDefault::set_build_flags(const int flags) {
_build_flags = flags;
if ((_build_flags & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
_format |= RenderingServer::ARRAY_FORMAT_COLOR;
} else {
_format ^= RenderingServer::ARRAY_FORMAT_COLOR;
}
}
void VoxelMesherDefault::_bake_colors(Ref<VoxelChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
//if ((get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0)
// return;
if (_vertices.size() == 0)
return;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
for (int i = 0; i < _vertices.size(); ++i) {
Vertex vertex = _vertices[i];
Vector3 vert = vertex.vertex;
//Is this needed?
if (vert.x < 0 || vert.y < 0 || vert.z < 0) {
continue;
}
unsigned int x = (unsigned int)(vert.x / _voxel_scale);
unsigned int y = (unsigned int)(vert.y / _voxel_scale);
unsigned int z = (unsigned int)(vert.z / _voxel_scale);
if (chunk->validate_data_position(x, y, z)) {
Color light = Color(
chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
float ao = (chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0) * _ao_strength;
float rao = chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
ao += rao;
light.r += _base_light_value;
light.g += _base_light_value;
light.b += _base_light_value;
light.r -= ao;
light.g -= ao;
light.b -= ao;
light.r = CLAMP(light.r, 0, 1.0);
light.g = CLAMP(light.g, 0, 1.0);
light.b = CLAMP(light.b, 0, 1.0);
Color c = vertex.color;
light.a = c.a;
vertex.color = light;
_vertices.set(i, vertex);
} else {
vertex.color = base_light;
_vertices.set(i, vertex);
}
}
}
void VoxelMesherDefault::_bake_liquid_colors(Ref<VoxelChunk> chunk) {
ERR_FAIL_COND(!chunk.is_valid());
if ((get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0)
return;
if (_vertices.size() == 0)
return;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
for (int i = 0; i < _vertices.size(); ++i) {
Vertex vertex = _vertices[i];
Vector3 vert = vertex.vertex;
//Is this needed?
if (vert.x < 0 || vert.y < 0 || vert.z < 0) {
continue;
}
unsigned int x = (unsigned int)(vert.x / _voxel_scale);
unsigned int y = (unsigned int)(vert.y / _voxel_scale);
unsigned int z = (unsigned int)(vert.z / _voxel_scale);
if (chunk->validate_data_position(x, y, z)) {
Color light = Color(
chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
float ao = (chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0) * _ao_strength;
float rao = chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
ao += rao;
light.r += _base_light_value;
light.g += _base_light_value;
light.b += _base_light_value;
light.r -= ao;
light.g -= ao;
light.b -= ao;
light.r = CLAMP(light.r, 0, 1.0);
light.g = CLAMP(light.g, 0, 1.0);
light.b = CLAMP(light.b, 0, 1.0);
Color c = vertex.color;
light.a = c.a;
vertex.color = light;
_vertices.set(i, vertex);
} else {
vertex.color = base_light;
_vertices.set(i, vertex);
}
}
}
VoxelMesherDefault::VoxelMesherDefault() {
_build_flags = VoxelChunkDefault::BUILD_FLAG_CREATE_COLLIDER | VoxelChunkDefault::BUILD_FLAG_CREATE_LODS;
_format = RenderingServer::ARRAY_FORMAT_NORMAL | RenderingServer::ARRAY_FORMAT_TEX_UV;
}
VoxelMesherDefault::~VoxelMesherDefault() {
}
void VoxelMesherDefault::_bind_methods() {
ClassDB::bind_method(D_METHOD("_bake_colors", "chunk"), &VoxelMesherDefault::_bake_colors);
ClassDB::bind_method(D_METHOD("_bake_liquid_colors", "chunk"), &VoxelMesherDefault::_bake_liquid_colors);
ClassDB::bind_method(D_METHOD("get_build_flags"), &VoxelMesherDefault::get_build_flags);
ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &VoxelMesherDefault::set_build_flags);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, VoxelChunkDefault::BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags");
}