Now the mesher uses the new mesh transform properties, and wall flags, and the wall_hole flag.

This commit is contained in:
Relintai 2022-02-26 17:25:44 +01:00
parent b63eed39f9
commit 196d19f074

View File

@ -41,15 +41,26 @@ void Terrain2DMesherBlocky::add_chunk_normal(Ref<Terrain2DChunkDefault> chunk) {
// 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();
uint8_t *channel_type = chunk->channel_get(_channel_index_type);
if (!channel_type)
return;
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;
@ -111,6 +122,8 @@ void Terrain2DMesherBlocky::add_chunk_normal(Ref<Terrain2DChunkDefault> chunk) {
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];
@ -140,14 +153,6 @@ void Terrain2DMesherBlocky::add_chunk_normal(Ref<Terrain2DChunkDefault> chunk) {
}
}
int vc = get_vertex_count();
add_indices(vc + 0);
add_indices(vc + 1);
add_indices(vc + 2);
add_indices(vc + 1);
add_indices(vc + 2);
add_indices(vc + 3);
Vector2 uvs[] = {
surface->transform_uv_scaled(Vector2(0, 0), x % texture_scale, y % texture_scale, texture_scale),
surface->transform_uv_scaled(Vector2(1, 0), x % texture_scale, y % texture_scale, texture_scale),
@ -155,27 +160,171 @@ void Terrain2DMesherBlocky::add_chunk_normal(Ref<Terrain2DChunkDefault> chunk) {
surface->transform_uv_scaled(Vector2(1, 1), x % texture_scale, y % texture_scale, texture_scale)
};
int xx = x * cell_size_x;
int xx1 = (x + 1) * cell_size_x;
int yy = y * cell_size_y;
int yy1 = (y + 1) * cell_size_y;
Vector2 verts[] = {
Vector2(xx, yy),
Vector2(xx1, yy),
Vector2(xx, yy1),
Vector2(xx1, yy1)
Vector2 verts_normal[] = {
Vector2(0, 0),
Vector2(cell_size_x, 0),
Vector2(0, cell_size_y),
Vector2(cell_size_x, 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));
// 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)
};
bool render_normal = true;
int vc = get_vertex_count();
bool hole = (flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_HOLE) != 0;
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0) {
render_normal = false;
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]);
if (hole) {
add_vertex(mesh_transform_wall_north.xform(verts_normal[i]) + vert_start_offset);
} else {
add_vertex(mesh_transform_wall_north.xform(verts_wall[i]) + vert_start_offset);
}
}
add_uv(uvs[i]);
add_vertex(verts[i]);
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) {
render_normal = false;
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]);
if (hole) {
add_vertex(mesh_transform_wall_west.xform(verts_normal[i]) + vert_start_offset);
} else {
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) {
render_normal = false;
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]);
if (hole) {
add_vertex(mesh_transform_wall_south.xform(verts_normal[i]) + vert_start_offset);
} else {
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) {
render_normal = false;
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]);
if (hole) {
add_vertex(mesh_transform_wall_east.xform(verts_normal[i]) + vert_start_offset);
} else {
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 (render_normal) {
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_terrain.xform(verts_normal[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);
}
}
}