Implemented a new meshing algorithm into terra mesher blocky. (Will be renamed later.)

This commit is contained in:
Relintai 2021-04-17 00:40:43 +02:00
parent d6c1401ded
commit 1497344339

View File

@ -42,6 +42,7 @@ void TerraMesherBlocky::_add_chunk(Ref<TerraChunk> p_chunk) {
int x_size = chunk->get_size_x(); int x_size = chunk->get_size_x();
int z_size = chunk->get_size_z(); int z_size = chunk->get_size_z();
float world_height = chunk->get_world_height();
float voxel_scale = get_voxel_scale(); float voxel_scale = get_voxel_scale();
@ -50,6 +51,11 @@ void TerraMesherBlocky::_add_chunk(Ref<TerraChunk> p_chunk) {
if (!channel_type) if (!channel_type)
return; return;
uint8_t *channel_isolevel = chunk->channel_get(_channel_index_isolevel);
if (!channel_isolevel)
return;
uint8_t *channel_color_r = NULL; uint8_t *channel_color_r = NULL;
uint8_t *channel_color_g = NULL; uint8_t *channel_color_g = NULL;
uint8_t *channel_color_b = NULL; uint8_t *channel_color_b = NULL;
@ -57,7 +63,8 @@ void TerraMesherBlocky::_add_chunk(Ref<TerraChunk> p_chunk) {
uint8_t *channel_rao = NULL; uint8_t *channel_rao = NULL;
Color base_light(_base_light_value, _base_light_value, _base_light_value); Color base_light(_base_light_value, _base_light_value, _base_light_value);
Color light(1, 1, 1); Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
bool use_lighting = (get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0; bool use_lighting = (get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
bool use_ao = (get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_AO) != 0; bool use_ao = (get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_AO) != 0;
bool use_rao = (get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_RAO) != 0; bool use_rao = (get_build_flags() & TerraChunkDefault::BUILD_FLAG_USE_RAO) != 0;
@ -74,77 +81,61 @@ void TerraMesherBlocky::_add_chunk(Ref<TerraChunk> p_chunk) {
channel_rao = chunk->channel_get(TerraChunkDefault::DEFAULT_CHANNEL_RANDOM_AO); channel_rao = chunk->channel_get(TerraChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
} }
Vector<uint8_t> liquids; int lod_index = 1;
for (int i = 0; i < _library->voxel_surface_get_num(); ++i) { for (int z = chunk->get_margin_start(); z < z_size + chunk->get_margin_end(); z += lod_index) {
Ref<TerraSurface> surface = _library->voxel_surface_get(i); for (int x = chunk->get_margin_start(); x < x_size + chunk->get_margin_end(); x += lod_index) {
if (!surface.is_valid()) int indexes[4] = {
continue; chunk->get_data_index(x + lod_index, z),
chunk->get_data_index(x, z),
chunk->get_data_index(x, z + lod_index),
chunk->get_data_index(x + lod_index, z + lod_index)
};
if (surface->get_liquid()) uint8_t type = channel_type[indexes[0]];
liquids.push_back(static_cast<uint8_t>(i + 1));
}
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, z);
int indexxp = chunk->get_data_index(x + 1, z);
int indexxn = chunk->get_data_index(x - 1, z);
int indexzp = chunk->get_data_index(x, z + 1);
int indexzn = chunk->get_data_index(x, z - 1);
uint8_t type = channel_type[index];
if (type == 0) if (type == 0)
continue; continue;
if (liquids.find(type) != -1)
continue;
Ref<TerraSurface> surface = _library->voxel_surface_get(type - 1); Ref<TerraSurface> surface = _library->voxel_surface_get(type - 1);
if (!surface.is_valid()) if (!surface.is_valid())
continue; continue;
uint8_t neighbours[] = { uint8_t isolevels[] = {
channel_type[indexxp], channel_isolevel[indexes[0]],
channel_type[indexxn], channel_isolevel[indexes[1]],
channel_type[indexzp], channel_isolevel[indexes[2]],
channel_type[indexzn], channel_isolevel[indexes[3]],
}; };
for (int i = 0; i < 6; ++i) {
if (liquids.find(neighbours[i]) != -1) {
neighbours[i] = 0;
}
}
//x + 1
if (neighbours[0] == 0) {
if (use_lighting) { if (use_lighting) {
light = Color(channel_color_r[indexxp] / 255.0, for (int i = 0; i < 4; ++i) {
channel_color_g[indexxp] / 255.0, int indx = indexes[i];
channel_color_b[indexxp] / 255.0);
light[i] = Color(channel_color_r[indx] / 255.0,
channel_color_g[indx] / 255.0,
channel_color_b[indx] / 255.0);
float ao = 0; float ao = 0;
if (use_ao) if (use_ao)
ao = channel_ao[indexxp] / 255.0; ao = channel_ao[indx] / 255.0;
if (use_rao) { if (use_rao) {
float rao = channel_rao[indexxp] / 255.0; float rao = channel_rao[indx] / 255.0;
ao += rao; ao += rao;
} }
light += base_light; light[i] += base_light;
if (ao > 0) if (ao > 0)
light -= Color(ao, ao, ao) * _ao_strength; light[i] -= Color(ao, ao, ao) * _ao_strength;
light.r = CLAMP(light.r, 0, 1.0); light[i].r = CLAMP(light[i].r, 0, 1.0);
light.g = CLAMP(light.g, 0, 1.0); light[i].g = CLAMP(light[i].g, 0, 1.0);
light.b = CLAMP(light.b, 0, 1.0); light[i].b = CLAMP(light[i].b, 0, 1.0);
}
} }
int vc = get_vertex_count(); int vc = get_vertex_count();
@ -156,272 +147,39 @@ void TerraMesherBlocky::_add_chunk(Ref<TerraChunk> p_chunk) {
add_indices(vc + 0); add_indices(vc + 0);
Vector2 uvs[] = { Vector2 uvs[] = {
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()) surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
}; };
Vector3 verts[] = { Vector3 verts[] = {
Vector3(1, 0, 0) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale, Vector3(x + lod_index, isolevels[0] / 255.0 * world_height, z) * voxel_scale,
Vector3(1, 1, 0) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale, Vector3(x, isolevels[1] / 255.0 * world_height, z) * voxel_scale,
Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale, Vector3(x, isolevels[2] / 255.0 * world_height, z + lod_index) * voxel_scale,
Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale Vector3(x + lod_index, isolevels[3] / 255.0 * world_height, z + lod_index) * voxel_scale
};
Vector3 normals[] = {
(verts[0] - verts[1]).cross(verts[0] - verts[2]).normalized(),
(verts[0] - verts[1]).cross(verts[1] - verts[2]).normalized(),
(verts[1] - verts[2]).cross(verts[2] - verts[0]).normalized(),
(verts[2] - verts[3]).cross(verts[3] - verts[0]).normalized(),
}; };
for (int i = 0; i < 4; ++i) { for (int i = 0; i < 4; ++i) {
add_normal(Vector3(1, 0, 0)); add_normal(normals[i]);
if (use_lighting || _always_add_colors) if (use_lighting || _always_add_colors)
add_color(light); add_color(light[i]);
add_uv(uvs[i]); add_uv(uvs[i]);
add_vertex(verts[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_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
};
Vector3 verts[] = {
Vector3(0, 0, 0) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale,
Vector3(0, 1, 0) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale,
Vector3(0, 1, 1) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale,
Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale
};
for (int i = 0; i < 4; ++i) {
add_normal(Vector3(-1, 0, 0));
if (use_lighting || _always_add_colors)
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_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
};
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 || _always_add_colors)
add_color(light);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
*/
//z + 1
if (neighbours[2] == 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_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
};
Vector3 verts[] = {
Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale,
Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale,
Vector3(0, 1, 1) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale,
Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale
};
for (int i = 0; i < 4; ++i) {
add_normal(Vector3(0, 0, 1));
if (use_lighting || _always_add_colors)
add_color(light);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
//z - 1
if (neighbours[3] == 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_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerraSurface::TERRA_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
};
Vector3 verts[] = {
Vector3(1, 0, 0) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale,
Vector3(1, 1, 0) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale,
Vector3(0, 1, 0) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale,
Vector3(0, 0, 0) * voxel_scale + Vector3(x - 1, -1, z - 1) * voxel_scale
};
for (int i = 0; i < 4; ++i) {
add_normal(Vector3(0, 0, -1));
if (use_lighting || _always_add_colors)
add_color(light);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
}
} }
} }