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