mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-14 10:17:23 +01:00
An another stab at implementing z sortable walls.
This commit is contained in:
parent
5c6ae3309b
commit
03329ebb99
@ -33,6 +33,10 @@ void Terrain2DMesherIsometric::_add_chunk(Ref<Terrain2DChunk> p_chunk) {
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ERR_FAIL_COND(chunk->get_margin_end() < 1);
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ERR_FAIL_COND(chunk->get_margin_start() < 1);
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mesh_wall_back(chunk);
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store_mesh();
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mesh_wall_front2(chunk);
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store_mesh();
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mesh_base(chunk);
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}
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@ -481,26 +485,14 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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Vector2(cell_size_x, cell_size_y)
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};
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// Note that +y is down!
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Vector2 verts_wall[] = {
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Vector2(0, -cell_size_y),
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Vector2(cell_size_x, -cell_size_y),
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Vector2(0, 0),
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Vector2(cell_size_x, 0)
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};
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bool render_normal = true;
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int vc = get_vertex_count();
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bool hole = (flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_HOLE) != 0;
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bool north_flag = (flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0;
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bool west_flag = (flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0;
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if (north_flag) {
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
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render_normal = false;
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if (hole) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, y * cell_size_y));
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@ -526,7 +518,7 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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}
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}
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if (west_flag) {
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0) {
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render_normal = false;
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if (hole) {
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@ -557,8 +549,7 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_SOUTH) != 0) {
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render_normal = false;
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if (!west_flag || hole) {
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if (hole) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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@ -570,11 +561,7 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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add_uv(uvs[i]);
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if (hole) {
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add_vertex(mesh_transform_wall_south.xform(verts_normal[i]) + vert_start_offset);
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} else {
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add_vertex(mesh_transform_wall_south.xform(verts_wall[i]) + vert_start_offset);
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}
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add_vertex(mesh_transform_wall_south.xform(verts_normal[i]) + vert_start_offset);
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}
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add_indices(vc + 0);
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@ -585,59 +572,12 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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add_indices(vc + 3);
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vc += 4;
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} else {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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Vector2 vtx1y = mesh_transform_wall_south.xform(verts_wall[1]);
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Vector2 vtxy1 = mesh_transform_wall_south.xform(verts_wall[2]);
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Vector2 vtx1y1 = mesh_transform_wall_south.xform(verts_wall[3]);
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float p1 = vtxy1.y - vtx1y.y;
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float p2 = vtx1y1.y - vtx1y.y;
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float yrat = p1 / p2;
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vtx1y.y = vtxy1.y;
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//x+1,y
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if (use_lighting) {
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add_color(light[1].linear_interpolate(light[3], yrat));
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[1].linear_interpolate(uvs[3], yrat));
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add_vertex(vtx1y + vert_start_offset);
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//x,y+1
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if (use_lighting) {
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add_color(light[2]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[2]);
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add_vertex(vtxy1 + vert_start_offset);
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//x+1,y+1
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if (use_lighting) {
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add_color(light[3]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[3]);
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add_vertex(vtx1y1 + vert_start_offset);
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add_indices(vc + 0);
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add_indices(vc + 1);
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add_indices(vc + 2);
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vc += 3;
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}
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}
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_EAST) != 0) {
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render_normal = false;
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if (!north_flag || hole) {
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if (hole) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y + 1) * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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@ -648,12 +588,7 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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}
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add_uv(uvs[i]);
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if (hole) {
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add_vertex(mesh_transform_wall_east.xform(verts_normal[i]) + vert_start_offset);
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} else {
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add_vertex(mesh_transform_wall_east.xform(verts_wall[i]) + vert_start_offset);
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}
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add_vertex(mesh_transform_wall_east.xform(verts_normal[i]) + vert_start_offset);
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}
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add_indices(vc + 0);
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@ -664,52 +599,6 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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add_indices(vc + 3);
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vc += 4;
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} else {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y + 1) * cell_size_y));
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Vector2 vtxy = mesh_transform_wall_east.xform(verts_wall[0]);
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Vector2 vtxy1 = mesh_transform_wall_east.xform(verts_wall[2]);
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Vector2 vtx1y1 = mesh_transform_wall_east.xform(verts_wall[3]);
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float p1 = vtxy1.y - vtxy.y;
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float p2 = vtx1y1.y - vtxy.y;
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float yrat = p2 / p1;
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vtxy.y = vtx1y1.y;
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//x,y
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if (use_lighting) {
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add_color(light[2].linear_interpolate(light[0], yrat));
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[2].linear_interpolate(uvs[0], yrat));
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add_vertex(vtxy + vert_start_offset);
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//x,y+1
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if (use_lighting) {
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add_color(light[2]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[2]);
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add_vertex(vtxy1 + vert_start_offset);
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//x+1,y+1
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if (use_lighting) {
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add_color(light[3]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[3]);
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add_vertex(vtx1y1 + vert_start_offset);
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add_indices(vc + 0);
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add_indices(vc + 1);
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add_indices(vc + 2);
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vc += 3;
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}
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}
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@ -742,6 +631,525 @@ void Terrain2DMesherIsometric::mesh_base(Ref<Terrain2DChunkDefault> chunk) {
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}
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}
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void Terrain2DMesherIsometric::mesh_wall_back(Ref<Terrain2DChunkDefault> chunk) {
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//if ((get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
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// if (!chunk->get_channel(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO))
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// chunk->generate_ao();
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uint8_t *channel_type = chunk->channel_get(_channel_index_type);
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if (!channel_type)
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return;
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uint8_t *channel_flags = chunk->channel_get(Terrain2DChunkDefault::DEFAULT_CHANNEL_FLAGS);
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if (!channel_flags)
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return;
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int x_size = chunk->get_size_x();
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int y_size = chunk->get_size_y();
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int cell_size_x = get_cell_size_x();
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int cell_size_y = get_cell_size_y();
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Transform2D mesh_transform_terrain = chunk->mesh_transform_terrain_get();
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Transform2D mesh_transform_wall_north = chunk->mesh_transform_wall_north_get();
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Transform2D mesh_transform_wall_south = chunk->mesh_transform_wall_south_get();
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Transform2D mesh_transform_wall_east = chunk->mesh_transform_wall_east_get();
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Transform2D mesh_transform_wall_west = chunk->mesh_transform_wall_west_get();
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uint8_t *channel_color_r = NULL;
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uint8_t *channel_color_g = NULL;
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uint8_t *channel_color_b = NULL;
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uint8_t *channel_ao = NULL;
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uint8_t *channel_rao = NULL;
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Color base_light(_base_light_value, _base_light_value, _base_light_value);
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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() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
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bool use_ao = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_AO) != 0;
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bool use_rao = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
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channel_color_g = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
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channel_color_b = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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Ref<Terrain2DMaterialCache> mcache;
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if (chunk->material_cache_key_has()) {
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mcache = _library->material_cache_get(chunk->material_cache_key_get());
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}
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int texture_scale = get_texture_scale();
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int margin_start = chunk->get_margin_start();
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//z_size + margin_start is fine, x, and z are in data space.
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for (int y = margin_start; y < y_size + margin_start; ++y) {
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for (int x = margin_start; x < x_size + margin_start; ++x) {
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int indexes[4] = {
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chunk->get_data_index(x, y),
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chunk->get_data_index(x + 1, y),
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chunk->get_data_index(x, y + 1),
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chunk->get_data_index(x + 1, y + 1)
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};
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uint8_t type = channel_type[indexes[0]];
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if (type == 0)
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continue;
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Ref<Terrain2DSurface> 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 {
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surface = mcache->surface_id_get(type - 1);
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}
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if (!surface.is_valid())
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continue;
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int flags = channel_flags[indexes[0]];
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if (use_lighting) {
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for (int i = 0; i < 4; ++i) {
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int indx = indexes[i];
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light[i] = Color(channel_color_r[indx] / 255.0,
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channel_color_g[indx] / 255.0,
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channel_color_b[indx] / 255.0);
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float ao = 0;
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if (use_ao)
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ao = channel_ao[indx] / 255.0;
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if (use_rao) {
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float rao = channel_rao[indx] / 255.0;
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ao += rao;
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}
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light[i] += base_light;
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if (ao > 0)
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light[i] -= Color(ao, ao, ao) * _ao_strength;
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light[i].r = CLAMP(light[i].r, 0, 1.0);
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light[i].g = CLAMP(light[i].g, 0, 1.0);
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light[i].b = CLAMP(light[i].b, 0, 1.0);
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}
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}
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Vector2 uvs[] = {
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Vector2(0, 0),
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Vector2(1, 0),
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Vector2(0, 1),
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Vector2(1, 1)
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};
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if (texture_scale > 1) {
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for (int i = 0; i < 4; ++i) {
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uvs[i] = surface->transform_uv_scaled(uvs[i], x % texture_scale, y % texture_scale, texture_scale);
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}
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} else {
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for (int i = 0; i < 4; ++i) {
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uvs[i] = surface->transform_uv(uvs[i]);
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}
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}
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Vector2 verts_normal[] = {
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Vector2(0, 0),
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Vector2(cell_size_x, 0),
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Vector2(0, cell_size_y),
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Vector2(cell_size_x, cell_size_y)
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};
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// Note that +y is down!
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Vector2 verts_wall[] = {
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Vector2(0, -cell_size_y),
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Vector2(cell_size_x, -cell_size_y),
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Vector2(0, 0),
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Vector2(cell_size_x, 0)
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};
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int vc = get_vertex_count();
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_HOLE) != 0) {
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continue;
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}
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, y * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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add_color(light[i]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[i]);
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add_vertex(mesh_transform_wall_north.xform(verts_wall[i]) + vert_start_offset);
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}
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add_indices(vc + 0);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 3);
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vc += 4;
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}
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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add_color(light[i]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[i]);
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add_vertex(mesh_transform_wall_west.xform(verts_wall[i]) + vert_start_offset);
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}
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add_indices(vc + 0);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 3);
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vc += 4;
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}
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/*
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_SOUTH) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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add_color(light[i]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[i]);
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add_vertex(mesh_transform_wall_south.xform(verts_wall[i]) + vert_start_offset);
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}
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add_indices(vc + 0);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 2);
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add_indices(vc + 3);
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vc += 4;
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}
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if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_EAST) != 0) {
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Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y + 1) * cell_size_y));
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for (int i = 0; i < 4; ++i) {
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if (use_lighting) {
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add_color(light[i]);
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} else {
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add_color(Color(1, 1, 1, 1));
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}
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add_uv(uvs[i]);
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||||
add_vertex(mesh_transform_wall_east.xform(verts_wall[i]) + vert_start_offset);
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
vc += 4;
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
||||
bake_colors(chunk);
|
||||
}
|
||||
}
|
||||
|
||||
void Terrain2DMesherIsometric::mesh_wall_front(Ref<Terrain2DChunkDefault> chunk) {
|
||||
//if ((get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
|
||||
// if (!chunk->get_channel(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO))
|
||||
// chunk->generate_ao();
|
||||
|
||||
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
|
||||
|
||||
if (!channel_type)
|
||||
return;
|
||||
|
||||
uint8_t *channel_flags = chunk->channel_get(Terrain2DChunkDefault::DEFAULT_CHANNEL_FLAGS);
|
||||
|
||||
if (!channel_flags)
|
||||
return;
|
||||
|
||||
int x_size = chunk->get_size_x();
|
||||
int y_size = chunk->get_size_y();
|
||||
int cell_size_x = get_cell_size_x();
|
||||
int cell_size_y = get_cell_size_y();
|
||||
|
||||
Transform2D mesh_transform_terrain = chunk->mesh_transform_terrain_get();
|
||||
Transform2D mesh_transform_wall_north = chunk->mesh_transform_wall_north_get();
|
||||
Transform2D mesh_transform_wall_south = chunk->mesh_transform_wall_south_get();
|
||||
Transform2D mesh_transform_wall_east = chunk->mesh_transform_wall_east_get();
|
||||
Transform2D mesh_transform_wall_west = chunk->mesh_transform_wall_west_get();
|
||||
|
||||
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) };
|
||||
|
||||
bool use_lighting = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
|
||||
bool use_ao = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_AO) != 0;
|
||||
bool use_rao = (get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_RAO) != 0;
|
||||
|
||||
if (use_lighting) {
|
||||
channel_color_r = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
|
||||
channel_color_g = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
|
||||
channel_color_b = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
|
||||
|
||||
if (use_ao)
|
||||
channel_ao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO);
|
||||
|
||||
if (use_rao)
|
||||
channel_rao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
|
||||
}
|
||||
|
||||
Ref<Terrain2DMaterialCache> mcache;
|
||||
|
||||
if (chunk->material_cache_key_has()) {
|
||||
mcache = _library->material_cache_get(chunk->material_cache_key_get());
|
||||
}
|
||||
|
||||
int texture_scale = get_texture_scale();
|
||||
|
||||
int margin_start = chunk->get_margin_start();
|
||||
//z_size + margin_start is fine, x, and z are in data space.
|
||||
for (int y = margin_start; y < y_size + margin_start; ++y) {
|
||||
for (int x = margin_start; x < x_size + margin_start; ++x) {
|
||||
int indexes[4] = {
|
||||
chunk->get_data_index(x, y),
|
||||
chunk->get_data_index(x + 1, y),
|
||||
chunk->get_data_index(x, y + 1),
|
||||
chunk->get_data_index(x + 1, y + 1)
|
||||
};
|
||||
|
||||
uint8_t type = channel_type[indexes[0]];
|
||||
|
||||
if (type == 0)
|
||||
continue;
|
||||
|
||||
Ref<Terrain2DSurface> surface;
|
||||
|
||||
if (!mcache.is_valid()) {
|
||||
surface = _library->terra_surface_get(type - 1);
|
||||
} else {
|
||||
surface = mcache->surface_id_get(type - 1);
|
||||
}
|
||||
|
||||
if (!surface.is_valid())
|
||||
continue;
|
||||
|
||||
int flags = channel_flags[indexes[0]];
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 uvs[] = {
|
||||
Vector2(0, 0),
|
||||
Vector2(1, 0),
|
||||
Vector2(0, 1),
|
||||
Vector2(1, 1)
|
||||
};
|
||||
|
||||
if (texture_scale > 1) {
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
uvs[i] = surface->transform_uv_scaled(uvs[i], x % texture_scale, y % texture_scale, texture_scale);
|
||||
}
|
||||
} else {
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
uvs[i] = surface->transform_uv(uvs[i]);
|
||||
}
|
||||
}
|
||||
|
||||
Vector2 verts_normal[] = {
|
||||
Vector2(0, 0),
|
||||
Vector2(cell_size_x, 0),
|
||||
Vector2(0, cell_size_y),
|
||||
Vector2(cell_size_x, cell_size_y)
|
||||
};
|
||||
|
||||
// Note that +y is down!
|
||||
Vector2 verts_wall[] = {
|
||||
Vector2(0, -cell_size_y),
|
||||
Vector2(cell_size_x, -cell_size_y),
|
||||
Vector2(0, 0),
|
||||
Vector2(cell_size_x, 0)
|
||||
};
|
||||
|
||||
int vc = get_vertex_count();
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_HOLE) != 0) {
|
||||
continue;
|
||||
}
|
||||
/*
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
|
||||
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, y * cell_size_y));
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (use_lighting) {
|
||||
add_color(light[i]);
|
||||
} else {
|
||||
add_color(Color(1, 1, 1, 1));
|
||||
}
|
||||
|
||||
add_uv(uvs[i]);
|
||||
add_vertex(mesh_transform_wall_north.xform(verts_wall[i]) + vert_start_offset);
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
vc += 4;
|
||||
}
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0) {
|
||||
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (use_lighting) {
|
||||
add_color(light[i]);
|
||||
} else {
|
||||
add_color(Color(1, 1, 1, 1));
|
||||
}
|
||||
|
||||
add_uv(uvs[i]);
|
||||
|
||||
add_vertex(mesh_transform_wall_west.xform(verts_wall[i]) + vert_start_offset);
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
vc += 4;
|
||||
}
|
||||
*/
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_SOUTH) != 0) {
|
||||
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (use_lighting) {
|
||||
add_color(light[i]);
|
||||
} else {
|
||||
add_color(Color(1, 1, 1, 1));
|
||||
}
|
||||
|
||||
add_uv(uvs[i]);
|
||||
add_vertex(mesh_transform_wall_south.xform(verts_wall[i]) + vert_start_offset);
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
vc += 4;
|
||||
}
|
||||
|
||||
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_EAST) != 0) {
|
||||
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y + 1) * cell_size_y));
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
if (use_lighting) {
|
||||
add_color(light[i]);
|
||||
} else {
|
||||
add_color(Color(1, 1, 1, 1));
|
||||
}
|
||||
|
||||
add_uv(uvs[i]);
|
||||
add_vertex(mesh_transform_wall_east.xform(verts_wall[i]) + vert_start_offset);
|
||||
}
|
||||
|
||||
add_indices(vc + 0);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
vc += 4;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) {
|
||||
bake_colors(chunk);
|
||||
}
|
||||
}
|
||||
|
||||
Terrain2DMesherIsometric::Terrain2DMesherIsometric() {
|
||||
}
|
||||
|
||||
|
@ -45,6 +45,8 @@ public:
|
||||
|
||||
void add_chunk_normal(Ref<Terrain2DChunkDefault> chunk);
|
||||
void mesh_base(Ref<Terrain2DChunkDefault> chunk);
|
||||
void mesh_wall_back(Ref<Terrain2DChunkDefault> chunk);
|
||||
void mesh_wall_front(Ref<Terrain2DChunkDefault> chunk);
|
||||
|
||||
Terrain2DMesherIsometric();
|
||||
~Terrain2DMesherIsometric();
|
||||
|
@ -258,7 +258,7 @@ void Terrain2DTerrain2DJob::phase_terrain_mesh() {
|
||||
|
||||
//set up the meshes
|
||||
if (should_do()) {
|
||||
RID mesh_rid = chunk->mesh_rid_get(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH);
|
||||
RID mesh_rid = chunk->mesh_rid_get_index(Terrain2DChunkDefault::MESH_INDEX_TERRAIN, Terrain2DChunkDefault::MESH_TYPE_INDEX_MESH, 0);
|
||||
|
||||
if (mesh_rid == RID()) {
|
||||
//need to allocate the meshes
|
||||
|
Loading…
Reference in New Issue
Block a user