terraman_2d/meshers/blocky/terrain_2d_mesher_blocky.cpp

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/*
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Copyright (c) 2019-2022 Péter Magyar
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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.
*/
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#include "terrain_2d_mesher_blocky.h"
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#include "core/math/math_funcs.h"
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#include "../../library/terrain_2d_material_cache.h"
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bool TerrainMesherBlocky::get_always_add_colors() const {
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return _always_add_colors;
}
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void TerrainMesherBlocky::set_always_add_colors(const bool value) {
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_always_add_colors = value;
}
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void TerrainMesherBlocky::_add_chunk(Ref<TerrainChunk> p_chunk) {
Ref<TerrainChunkDefault> chunk = p_chunk;
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ERR_FAIL_COND(!chunk.is_valid());
ERR_FAIL_COND(chunk->get_margin_end() < 1);
ERR_FAIL_COND(chunk->get_margin_start() < 1);
if (_lod_index == 0) {
add_chunk_normal(chunk);
} else {
//todo give error message if the chunk is badly sized for the given lod index?
add_chunk_lod(chunk);
}
}
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void TerrainMesherBlocky::add_chunk_normal(Ref<TerrainChunkDefault> chunk) {
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
int x_size = chunk->get_size_x();
int z_size = chunk->get_size_z();
float world_height = chunk->get_world_height();
float voxel_scale = get_voxel_scale();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
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_g = NULL;
uint8_t *channel_color_b = NULL;
uint8_t *channel_ao = NULL;
uint8_t *channel_rao = NULL;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<TerrainMaterialCache> mcache;
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if (chunk->material_cache_key_has()) {
mcache = _library->material_cache_get(chunk->material_cache_key_get());
}
int margin_start = chunk->get_margin_start();
//z_size + margin_start is fine, x, and z are in data space.
for (int z = margin_start; z < z_size + margin_start; ++z) {
for (int x = margin_start; x < x_size + margin_start; ++x) {
int indexes[4] = {
chunk->get_data_index(x + 1, z),
chunk->get_data_index(x, z),
chunk->get_data_index(x, z + 1),
chunk->get_data_index(x + 1, z + 1)
};
uint8_t type = channel_type[indexes[0]];
if (type == 0)
continue;
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Ref<TerrainSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
surface = mcache->surface_id_get(type - 1);
}
if (!surface.is_valid())
continue;
uint8_t isolevels[] = {
channel_isolevel[indexes[0]],
channel_isolevel[indexes[1]],
channel_isolevel[indexes[2]],
channel_isolevel[indexes[3]],
};
if (use_lighting) {
for (int i = 0; i < 4; ++i) {
int indx = indexes[i];
light[i] = Color(channel_color_r[indx] / 255.0,
channel_color_g[indx] / 255.0,
channel_color_b[indx] / 255.0);
float ao = 0;
if (use_ao)
ao = channel_ao[indx] / 255.0;
if (use_rao) {
float rao = channel_rao[indx] / 255.0;
ao += rao;
}
light[i] += base_light;
if (ao > 0)
light[i] -= Color(ao, ao, ao) * _ao_strength;
light[i].r = CLAMP(light[i].r, 0, 1.0);
light[i].g = CLAMP(light[i].g, 0, 1.0);
light[i].b = CLAMP(light[i].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[] = {
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
Vector3 verts[] = {
Vector3(x + 1, isolevels[0] / 255.0 * world_height, z) * voxel_scale,
Vector3(x, isolevels[1] / 255.0 * world_height, z) * voxel_scale,
Vector3(x, isolevels[2] / 255.0 * world_height, z + 1) * voxel_scale,
Vector3(x + 1, isolevels[3] / 255.0 * world_height, z + 1) * 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) {
add_normal(normals[i]);
if (use_lighting || _always_add_colors)
add_color(light[i]);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
}
}
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void TerrainMesherBlocky::add_chunk_lod(Ref<TerrainChunkDefault> chunk) {
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
create_margin_zmin(chunk);
create_margin_zmax(chunk);
create_margin_xmin(chunk);
create_margin_xmax(chunk);
create_margin_corners(chunk);
int x_size = chunk->get_size_x();
int z_size = chunk->get_size_z();
float world_height = chunk->get_world_height();
float voxel_scale = get_voxel_scale();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
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_g = NULL;
uint8_t *channel_color_b = NULL;
uint8_t *channel_ao = NULL;
uint8_t *channel_rao = NULL;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<TerrainMaterialCache> mcache;
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if (chunk->material_cache_key_has()) {
mcache = _library->material_cache_get(chunk->material_cache_key_get());
}
//todo this should be calculated from size's factors
int lod_skip = _lod_index * 2;
//int margin_start = chunk->get_margin_start() ;
int margin_start = chunk->get_margin_start();
//z_size + margin_start is fine, x, and z are in data space.
for (int z = lod_skip; z < z_size + margin_start - lod_skip; z += lod_skip) {
for (int x = lod_skip; x < x_size + margin_start - lod_skip; x += lod_skip) {
int indexes[4] = {
chunk->get_data_index(x + lod_skip, z),
chunk->get_data_index(x, z),
chunk->get_data_index(x, z + lod_skip),
chunk->get_data_index(x + lod_skip, z + lod_skip)
};
uint8_t type = channel_type[indexes[0]];
if (type == 0)
continue;
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Ref<TerrainSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
surface = mcache->surface_id_get(type - 1);
}
if (!surface.is_valid())
continue;
uint8_t isolevels[] = {
channel_isolevel[indexes[0]],
channel_isolevel[indexes[1]],
channel_isolevel[indexes[2]],
channel_isolevel[indexes[3]],
};
if (use_lighting) {
for (int i = 0; i < 4; ++i) {
int indx = indexes[i];
light[i] = Color(channel_color_r[indx] / 255.0,
channel_color_g[indx] / 255.0,
channel_color_b[indx] / 255.0);
float ao = 0;
if (use_ao)
ao = channel_ao[indx] / 255.0;
if (use_rao) {
float rao = channel_rao[indx] / 255.0;
ao += rao;
}
light[i] += base_light;
if (ao > 0)
light[i] -= Color(ao, ao, ao) * _ao_strength;
light[i].r = CLAMP(light[i].r, 0, 1.0);
light[i].g = CLAMP(light[i].g, 0, 1.0);
light[i].b = CLAMP(light[i].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[] = {
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
Vector3 verts[] = {
Vector3(x + lod_skip, isolevels[0] / 255.0 * world_height, z) * voxel_scale,
Vector3(x, isolevels[1] / 255.0 * world_height, z) * voxel_scale,
Vector3(x, isolevels[2] / 255.0 * world_height, z + lod_skip) * voxel_scale,
Vector3(x + lod_skip, isolevels[3] / 255.0 * world_height, z + lod_skip) * 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) {
add_normal(normals[i]);
if (use_lighting || _always_add_colors)
add_color(light[i]);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
}
}
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void TerrainMesherBlocky::create_margin_zmin(Ref<TerrainChunkDefault> chunk) {
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
int x_size = chunk->get_size_x();
int x_data_size = chunk->get_data_size_x();
float world_height = chunk->get_world_height();
float voxel_scale = get_voxel_scale();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
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_g = NULL;
uint8_t *channel_color_b = NULL;
uint8_t *channel_ao = NULL;
uint8_t *channel_rao = NULL;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<TerrainMaterialCache> mcache;
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if (chunk->material_cache_key_has()) {
mcache = _library->material_cache_get(chunk->material_cache_key_get());
}
int margin_start = chunk->get_margin_start();
int lod_skip = _lod_index * 2;
//z_size + margin_start is fine, x, and z are in data space.
int z = 1;
float oolod = 1.0 / static_cast<float>(lod_skip);
int lastz = lod_skip;
for (int x = margin_start + 1; x < x_size + margin_start - 1; ++x) {
int prev_main_x = x - (x % lod_skip);
int next_main_x = prev_main_x + lod_skip;
next_main_x = CLAMP(next_main_x, 0, x_data_size);
int indexes[4] = {
chunk->get_data_index(x + 1, z), //x + 1
chunk->get_data_index(x, z), //x
//chunk->get_data_index(x + 1, z), //x + 1
//chunk->get_data_index(x, z), //x
chunk->get_data_index(prev_main_x, lastz),
chunk->get_data_index(next_main_x, lastz),
};
uint8_t type = channel_type[indexes[0]];
if (type == 0)
continue;
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Ref<TerrainSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
surface = mcache->surface_id_get(type - 1);
}
if (!surface.is_valid())
continue;
uint8_t isolevels[] = {
channel_isolevel[indexes[0]],
channel_isolevel[indexes[1]],
channel_isolevel[indexes[2]],
channel_isolevel[indexes[3]],
};
float x_interp = oolod * (x - prev_main_x);
float xp1_interp = 1.0 - (oolod * (next_main_x - (x + 1)));
if (use_lighting) {
for (int i = 0; i < 4; ++i) {
int indx = indexes[i];
light[i] = Color(channel_color_r[indx] / 255.0,
channel_color_g[indx] / 255.0,
channel_color_b[indx] / 255.0);
float ao = 0;
if (use_ao)
ao = channel_ao[indx] / 255.0;
if (use_rao) {
float rao = channel_rao[indx] / 255.0;
ao += rao;
}
light[i] += base_light;
if (ao > 0)
light[i] -= Color(ao, ao, ao) * _ao_strength;
light[i].r = CLAMP(light[i].r, 0, 1.0);
light[i].g = CLAMP(light[i].g, 0, 1.0);
light[i].b = CLAMP(light[i].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[] = {
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
float vi0 = Math::lerp(isolevels[2], isolevels[3], x_interp);
float vi1 = Math::lerp(isolevels[2], isolevels[3], xp1_interp);
Vector3 verts[] = {
Vector3(x + 1, isolevels[0] / 255.0 * world_height, z) * voxel_scale,
Vector3(x, isolevels[1] / 255.0 * world_height, z) * voxel_scale,
Vector3(x, vi0 / 255.0 * world_height, lastz) * voxel_scale,
Vector3(x + 1, vi1 / 255.0 * world_height, lastz) * 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) {
add_normal(normals[i]);
if (use_lighting || _always_add_colors)
add_color(light[i]);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
}
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void TerrainMesherBlocky::create_margin_zmax(Ref<TerrainChunkDefault> chunk) {
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
int x_size = chunk->get_size_x();
int x_data_size = chunk->get_data_size_x();
float world_height = chunk->get_world_height();
float voxel_scale = get_voxel_scale();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
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_g = NULL;
uint8_t *channel_color_b = NULL;
uint8_t *channel_ao = NULL;
uint8_t *channel_rao = NULL;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<TerrainMaterialCache> mcache;
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if (chunk->material_cache_key_has()) {
mcache = _library->material_cache_get(chunk->material_cache_key_get());
}
int margin_start = chunk->get_margin_start();
int lod_skip = _lod_index * 2;
//z_size + margin_start is fine, x, and z are in data space.
int z = chunk->get_size_z();
float oolod = 1.0 / static_cast<float>(lod_skip);
for (int x = margin_start + 1; x < x_size + margin_start - 1; ++x) {
int prev_main_x = x - (x % lod_skip);
int next_main_x = prev_main_x + lod_skip;
next_main_x = CLAMP(next_main_x, 0, x_data_size);
int indexes[4] = {
chunk->get_data_index(next_main_x, z), //x + 1
chunk->get_data_index(prev_main_x, z), //x
//chunk->get_data_index(x + 1, z), //x + 1
//chunk->get_data_index(x, z), //x
chunk->get_data_index(x, z + 1),
chunk->get_data_index(x + 1, z + 1),
};
uint8_t type = channel_type[indexes[0]];
if (type == 0)
continue;
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Ref<TerrainSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
surface = mcache->surface_id_get(type - 1);
}
if (!surface.is_valid())
continue;
uint8_t isolevels[] = {
channel_isolevel[indexes[0]],
channel_isolevel[indexes[1]],
channel_isolevel[indexes[2]],
channel_isolevel[indexes[3]],
};
float x_interp = oolod * (x - prev_main_x);
float xp1_interp = 1.0 - (oolod * (next_main_x - (x + 1)));
if (use_lighting) {
for (int i = 0; i < 4; ++i) {
int indx = indexes[i];
light[i] = Color(channel_color_r[indx] / 255.0,
channel_color_g[indx] / 255.0,
channel_color_b[indx] / 255.0);
float ao = 0;
if (use_ao)
ao = channel_ao[indx] / 255.0;
if (use_rao) {
float rao = channel_rao[indx] / 255.0;
ao += rao;
}
light[i] += base_light;
if (ao > 0)
light[i] -= Color(ao, ao, ao) * _ao_strength;
light[i].r = CLAMP(light[i].r, 0, 1.0);
light[i].g = CLAMP(light[i].g, 0, 1.0);
light[i].b = CLAMP(light[i].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[] = {
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
float vi0 = Math::lerp(isolevels[1], isolevels[0], x_interp);
float vi1 = Math::lerp(isolevels[1], isolevels[0], xp1_interp);
Vector3 verts[] = {
Vector3(x + 1, vi1 / 255.0 * world_height, z) * voxel_scale,
Vector3(x, vi0 / 255.0 * world_height, z) * voxel_scale,
Vector3(x, isolevels[2] / 255.0 * world_height, z + 1) * voxel_scale,
Vector3(x + 1, isolevels[3] / 255.0 * world_height, z + 1) * 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) {
add_normal(normals[i]);
if (use_lighting || _always_add_colors)
add_color(light[i]);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
}
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void TerrainMesherBlocky::create_margin_xmin(Ref<TerrainChunkDefault> chunk) {
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
int z_size = chunk->get_size_x();
int z_data_size = chunk->get_data_size_x();
float world_height = chunk->get_world_height();
float voxel_scale = get_voxel_scale();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
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_g = NULL;
uint8_t *channel_color_b = NULL;
uint8_t *channel_ao = NULL;
uint8_t *channel_rao = NULL;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<TerrainMaterialCache> mcache;
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if (chunk->material_cache_key_has()) {
mcache = _library->material_cache_get(chunk->material_cache_key_get());
}
int margin_start = chunk->get_margin_start();
int lod_skip = _lod_index * 2;
//z_size + margin_start is fine, x, and z are in data space.
int x = 1;
float oolod = 1.0 / static_cast<float>(lod_skip);
int lastx = lod_skip;
for (int z = margin_start + 1; z < z_size + margin_start - 1; ++z) {
int prev_main_z = z - (z % lod_skip);
int next_main_z = prev_main_z + lod_skip;
next_main_z = CLAMP(next_main_z, 0, z_data_size);
int indexes[4] = {
chunk->get_data_index(lastx, prev_main_z), //x + 1
chunk->get_data_index(x, z), //x
chunk->get_data_index(x, z + 1),
chunk->get_data_index(lastx, next_main_z),
};
uint8_t type = channel_type[indexes[0]];
if (type == 0)
continue;
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Ref<TerrainSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
surface = mcache->surface_id_get(type - 1);
}
if (!surface.is_valid())
continue;
uint8_t isolevels[] = {
channel_isolevel[indexes[0]],
channel_isolevel[indexes[1]],
channel_isolevel[indexes[2]],
channel_isolevel[indexes[3]],
};
float z_interp = oolod * (z - prev_main_z);
float zp1_interp = 1.0 - (oolod * (next_main_z - (z + 1)));
if (use_lighting) {
for (int i = 0; i < 4; ++i) {
int indx = indexes[i];
light[i] = Color(channel_color_r[indx] / 255.0,
channel_color_g[indx] / 255.0,
channel_color_b[indx] / 255.0);
float ao = 0;
if (use_ao)
ao = channel_ao[indx] / 255.0;
if (use_rao) {
float rao = channel_rao[indx] / 255.0;
ao += rao;
}
light[i] += base_light;
if (ao > 0)
light[i] -= Color(ao, ao, ao) * _ao_strength;
light[i].r = CLAMP(light[i].r, 0, 1.0);
light[i].g = CLAMP(light[i].g, 0, 1.0);
light[i].b = CLAMP(light[i].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[] = {
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
float vi0 = Math::lerp(isolevels[0], isolevels[3], z_interp);
float vi1 = Math::lerp(isolevels[0], isolevels[3], zp1_interp);
Vector3 verts[] = {
Vector3(lastx, vi0 / 255.0 * world_height, z) * voxel_scale,
Vector3(x, isolevels[1] / 255.0 * world_height, z) * voxel_scale,
Vector3(x, isolevels[2] / 255.0 * world_height, z + 1) * voxel_scale,
Vector3(lastx, vi1 / 255.0 * world_height, z + 1) * 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) {
add_normal(normals[i]);
if (use_lighting || _always_add_colors)
add_color(light[i]);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
}
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void TerrainMesherBlocky::create_margin_xmax(Ref<TerrainChunkDefault> chunk) {
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
int z_size = chunk->get_size_x();
int z_data_size = chunk->get_data_size_x();
float world_height = chunk->get_world_height();
float voxel_scale = get_voxel_scale();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
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_g = NULL;
uint8_t *channel_color_b = NULL;
uint8_t *channel_ao = NULL;
uint8_t *channel_rao = NULL;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<TerrainMaterialCache> mcache;
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if (chunk->material_cache_key_has()) {
mcache = _library->material_cache_get(chunk->material_cache_key_get());
}
int margin_start = chunk->get_margin_start();
int lod_skip = _lod_index * 2;
//z_size + margin_start is fine, x, and z are in data space.
int x = chunk->get_size_x();
float oolod = 1.0 / static_cast<float>(lod_skip);
for (int z = margin_start + 1; z < z_size + margin_start - 1; ++z) {
int prev_main_z = z - (z % lod_skip);
int next_main_z = prev_main_z + lod_skip;
next_main_z = CLAMP(next_main_z, 0, z_data_size);
int indexes[4] = {
chunk->get_data_index(x + 1, z), //x + 1
chunk->get_data_index(x, prev_main_z), //x
chunk->get_data_index(x, next_main_z),
chunk->get_data_index(x + 1, z + 1),
};
uint8_t type = channel_type[indexes[0]];
if (type == 0)
continue;
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Ref<TerrainSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
surface = mcache->surface_id_get(type - 1);
}
if (!surface.is_valid())
continue;
uint8_t isolevels[] = {
channel_isolevel[indexes[0]],
channel_isolevel[indexes[1]],
channel_isolevel[indexes[2]],
channel_isolevel[indexes[3]],
};
float z_interp = oolod * (z - prev_main_z);
float zp1_interp = 1.0 - (oolod * (next_main_z - (z + 1)));
if (use_lighting) {
for (int i = 0; i < 4; ++i) {
int indx = indexes[i];
light[i] = Color(channel_color_r[indx] / 255.0,
channel_color_g[indx] / 255.0,
channel_color_b[indx] / 255.0);
float ao = 0;
if (use_ao)
ao = channel_ao[indx] / 255.0;
if (use_rao) {
float rao = channel_rao[indx] / 255.0;
ao += rao;
}
light[i] += base_light;
if (ao > 0)
light[i] -= Color(ao, ao, ao) * _ao_strength;
light[i].r = CLAMP(light[i].r, 0, 1.0);
light[i].g = CLAMP(light[i].g, 0, 1.0);
light[i].b = CLAMP(light[i].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[] = {
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
float vi0 = Math::lerp(isolevels[1], isolevels[2], z_interp);
float vi1 = Math::lerp(isolevels[1], isolevels[2], zp1_interp);
Vector3 verts[] = {
Vector3(x + 1, isolevels[0] / 255.0 * world_height, z) * voxel_scale,
Vector3(x, vi0 / 255.0 * world_height, z) * voxel_scale,
Vector3(x, vi1 / 255.0 * world_height, z + 1) * voxel_scale,
Vector3(x + 1, isolevels[3] / 255.0 * world_height, z + 1) * 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) {
add_normal(normals[i]);
if (use_lighting || _always_add_colors)
add_color(light[i]);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
}
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void TerrainMesherBlocky::create_margin_corners(Ref<TerrainChunkDefault> chunk) {
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create_face(chunk, 1, 2, 1, 2);
create_face(chunk, 1, 2, chunk->get_size_z() + chunk->get_margin_start() - 1, chunk->get_size_z() + chunk->get_margin_start());
create_face(chunk, chunk->get_size_x() + chunk->get_margin_start() - 1, chunk->get_size_x() + chunk->get_margin_start(), 1, 2);
create_face(chunk, chunk->get_size_x() + chunk->get_margin_start() - 1, chunk->get_size_x() + chunk->get_margin_start(), chunk->get_size_z() + chunk->get_margin_start() - 1, chunk->get_size_z() + chunk->get_margin_start());
}
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void TerrainMesherBlocky::create_face(Ref<TerrainChunkDefault> chunk, int dataxmin, int dataxmax, int datazmin, int datazmax) {
//if ((get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
// if (!chunk->get_channel(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
float world_height = chunk->get_world_height();
float voxel_scale = get_voxel_scale();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
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_g = NULL;
uint8_t *channel_color_b = NULL;
uint8_t *channel_ao = NULL;
uint8_t *channel_rao = NULL;
Color base_light(_base_light_value, _base_light_value, _base_light_value);
Color light[4]{ Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1), Color(1, 1, 1) };
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bool use_lighting = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
bool use_ao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_AO) != 0;
bool use_rao = (get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
channel_color_g = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
channel_color_b = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<TerrainMaterialCache> mcache;
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if (chunk->material_cache_key_has()) {
mcache = _library->material_cache_get(chunk->material_cache_key_get());
}
int indexes[4] = {
chunk->get_data_index(dataxmax, datazmin), //x + 1
chunk->get_data_index(dataxmin, datazmin), //x
chunk->get_data_index(dataxmin, datazmax),
chunk->get_data_index(dataxmax, datazmax),
};
uint8_t type = channel_type[indexes[0]];
if (type == 0)
return;
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Ref<TerrainSurface> surface;
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if (!mcache.is_valid()) {
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surface = _library->terra_surface_get(type - 1);
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} else {
surface = mcache->surface_id_get(type - 1);
}
if (!surface.is_valid())
return;
uint8_t isolevels[] = {
channel_isolevel[indexes[0]],
channel_isolevel[indexes[1]],
channel_isolevel[indexes[2]],
channel_isolevel[indexes[3]],
};
if (use_lighting) {
for (int i = 0; i < 4; ++i) {
int indx = indexes[i];
light[i] = Color(channel_color_r[indx] / 255.0,
channel_color_g[indx] / 255.0,
channel_color_b[indx] / 255.0);
float ao = 0;
if (use_ao)
ao = channel_ao[indx] / 255.0;
if (use_rao) {
float rao = channel_rao[indx] / 255.0;
ao += rao;
}
light[i] += base_light;
if (ao > 0)
light[i] -= Color(ao, ao, ao) * _ao_strength;
light[i].r = CLAMP(light[i].r, 0, 1.0);
light[i].g = CLAMP(light[i].g, 0, 1.0);
light[i].b = CLAMP(light[i].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[] = {
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surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 0), dataxmin % get_texture_scale(), datazmin % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 0), dataxmin % get_texture_scale(), datazmin % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(0, 1), dataxmin % get_texture_scale(), datazmin % get_texture_scale(), get_texture_scale()),
surface->transform_uv_scaled(TerrainSurface::TERRAIN_SIDE_TOP, Vector2(1, 1), dataxmin % get_texture_scale(), datazmin % get_texture_scale(), get_texture_scale())
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};
Vector3 verts[] = {
Vector3(dataxmax, isolevels[0] / 255.0 * world_height, datazmin) * voxel_scale,
Vector3(dataxmin, isolevels[1] / 255.0 * world_height, datazmin) * voxel_scale,
Vector3(dataxmin, isolevels[2] / 255.0 * world_height, datazmax) * voxel_scale,
Vector3(dataxmax, isolevels[3] / 255.0 * world_height, datazmax) * 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) {
add_normal(normals[i]);
if (use_lighting || _always_add_colors)
add_color(light[i]);
add_uv(uvs[i]);
add_vertex(verts[i]);
}
}
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TerrainMesherBlocky::TerrainMesherBlocky() {
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_always_add_colors = false;
}
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TerrainMesherBlocky::~TerrainMesherBlocky() {
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}
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void TerrainMesherBlocky::_bind_methods() {
ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &TerrainMesherBlocky::_add_chunk);
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ClassDB::bind_method(D_METHOD("get_always_add_colors"), &TerrainMesherBlocky::get_always_add_colors);
ClassDB::bind_method(D_METHOD("set_always_add_colors", "value"), &TerrainMesherBlocky::set_always_add_colors);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "always_add_colors"), "set_always_add_colors", "get_always_add_colors");
}