mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-30 07:37:16 +01:00
180 lines
5.8 KiB
C++
180 lines
5.8 KiB
C++
/*
|
|
Copyright (c) 2019-2020 Péter Magyar
|
|
|
|
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");
|
|
}
|