Started reworking the isometric mesher.

This commit is contained in:
Relintai 2022-03-02 13:29:11 +01:00
parent ea62e02c6a
commit 674659c01e
3 changed files with 557 additions and 2 deletions

View File

@ -33,7 +33,7 @@ void Terrain2DMesherIsometric::_add_chunk(Ref<Terrain2DChunk> p_chunk) {
ERR_FAIL_COND(chunk->get_margin_end() < 1);
ERR_FAIL_COND(chunk->get_margin_start() < 1);
add_chunk_normal(chunk);
mesh_base(chunk);
}
void Terrain2DMesherIsometric::add_chunk_normal(Ref<Terrain2DChunkDefault> chunk) {
@ -340,6 +340,542 @@ void Terrain2DMesherIsometric::add_chunk_normal(Ref<Terrain2DChunkDefault> chunk
}
}
void Terrain2DMesherIsometric::mesh_base(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)
};
bool render_normal = true;
int vc = get_vertex_count();
bool hole = (flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_HOLE) != 0;
bool north_flag = (flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_NORTH) != 0;
bool west_flag = (flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_WEST) != 0;
if (north_flag) {
render_normal = false;
if (hole) {
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_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);
vc += 4;
}
}
if (west_flag) {
render_normal = false;
if (hole) {
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_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);
vc += 4;
}
}
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_SOUTH) != 0) {
render_normal = false;
if (!west_flag || hole) {
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;
} else {
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2(x * cell_size_x, (y + 1) * cell_size_y));
Vector2 vtx1y = mesh_transform_wall_south.xform(verts_wall[1]);
Vector2 vtxy1 = mesh_transform_wall_south.xform(verts_wall[2]);
Vector2 vtx1y1 = mesh_transform_wall_south.xform(verts_wall[3]);
float p1 = vtxy1.y - vtx1y.y;
float p2 = vtx1y1.y - vtx1y.y;
float yrat = p1 / p2;
vtx1y.y = vtxy1.y;
//x+1,y
if (use_lighting) {
add_color(light[1].linear_interpolate(light[3], yrat));
} else {
add_color(Color(1, 1, 1, 1));
}
add_uv(uvs[1].linear_interpolate(uvs[3], yrat));
add_vertex(vtx1y + vert_start_offset);
//x,y+1
if (use_lighting) {
add_color(light[2]);
} else {
add_color(Color(1, 1, 1, 1));
}
add_uv(uvs[2]);
add_vertex(vtxy1 + vert_start_offset);
//x+1,y+1
if (use_lighting) {
add_color(light[3]);
} else {
add_color(Color(1, 1, 1, 1));
}
add_uv(uvs[3]);
add_vertex(vtx1y1 + vert_start_offset);
add_indices(vc + 0);
add_indices(vc + 1);
add_indices(vc + 2);
vc += 3;
}
}
if ((flags & Terrain2DChunkDefault::FLAG_CHANNEL_WALL_EAST) != 0) {
render_normal = false;
if (!north_flag || hole) {
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;
} else {
Vector2 vert_start_offset = mesh_transform_terrain.xform(Vector2((x + 1) * cell_size_x, (y + 1) * cell_size_y));
Vector2 vtxy = mesh_transform_wall_east.xform(verts_wall[0]);
Vector2 vtxy1 = mesh_transform_wall_east.xform(verts_wall[2]);
Vector2 vtx1y1 = mesh_transform_wall_east.xform(verts_wall[3]);
float p1 = vtxy1.y - vtxy.y;
float p2 = vtx1y1.y - vtxy.y;
float yrat = p2 / p1;
vtxy.y = vtx1y1.y;
//x,y
if (use_lighting) {
add_color(light[2].linear_interpolate(light[0], yrat));
} else {
add_color(Color(1, 1, 1, 1));
}
add_uv(uvs[2].linear_interpolate(uvs[0], yrat));
add_vertex(vtxy + vert_start_offset);
//x,y+1
if (use_lighting) {
add_color(light[2]);
} else {
add_color(Color(1, 1, 1, 1));
}
add_uv(uvs[2]);
add_vertex(vtxy1 + vert_start_offset);
//x+1,y+1
if (use_lighting) {
add_color(light[3]);
} else {
add_color(Color(1, 1, 1, 1));
}
add_uv(uvs[3]);
add_vertex(vtx1y1 + vert_start_offset);
add_indices(vc + 0);
add_indices(vc + 1);
add_indices(vc + 2);
vc += 3;
}
}
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);
}
}
}
}
void Terrain2DMesherIsometric::reset() {
Terrain2DMesher::reset();
_meshes.resize(0);
}
void Terrain2DMesherIsometric::next_mesh() {
Terrain2DMesherIsometricMesh m;
m.vertices = _vertices;
m.indices = _indices;
_vertices.resize(0);
_indices.resize(0);
_meshes.push_back(m);
}
int Terrain2DMesherIsometric::get_mesh_count() const {
return _meshes.size();
}
Array Terrain2DMesherIsometric::build_mesh_index(const int index) {
ERR_FAIL_INDEX_V(index, _meshes.size(), Array());
Array a;
a.resize(VisualServer::ARRAY_MAX);
const Terrain2DMesherIsometricMesh &md = _meshes[index];
if (md.vertices.size() == 0) {
//Nothing to do
return a;
}
{
PoolVector<Vector2> array;
array.resize(md.vertices.size());
#if !GODOT4
PoolVector<Vector2>::Write w = array.write();
#endif
for (int i = 0; i < md.vertices.size(); ++i) {
#if !GODOT4
w[i] = md.vertices[i].vertex;
#else
array.set(i, md.vertices[i].vertex);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_VERTEX] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_COLOR) != 0) {
PoolVector<Color> array;
array.resize(md.vertices.size());
#if !GODOT4
PoolVector<Color>::Write w = array.write();
#endif
for (int i = 0; i < md.vertices.size(); ++i) {
#if !GODOT4
w[i] = md.vertices[i].color;
#else
array.set(i, md.vertices[i].color);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_COLOR] = array;
}
if ((_format & VisualServer::ARRAY_FORMAT_TEX_UV) != 0) {
PoolVector<Vector2> array;
array.resize(md.vertices.size());
#if !GODOT4
PoolVector<Vector2>::Write w = array.write();
#endif
for (int i = 0; i < md.vertices.size(); ++i) {
#if !GODOT4
w[i] = md.vertices[i].uv;
#else
array.set(i, md.vertices[i].uv);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_TEX_UV] = array;
}
if (md.indices.size() > 0) {
PoolVector<int> array;
array.resize(md.indices.size());
#if !GODOT4
PoolVector<int>::Write w = array.write();
#endif
for (int i = 0; i < md.indices.size(); ++i) {
#if !GODOT4
w[i] = md.indices[i];
#else
array.set(i, md.indices[i]);
#endif
}
#if !GODOT4
w.release();
#endif
a[VisualServer::ARRAY_INDEX] = array;
}
return a;
}
void Terrain2DMesherIsometric::build_mesh_index_into(const int index, RID mesh) {
ERR_FAIL_COND(mesh == RID());
VS::get_singleton()->mesh_clear(mesh);
if (_vertices.size() == 0) {
//Nothing to do
return;
}
Array arr = build_mesh_index(index);
VS::get_singleton()->mesh_add_surface_from_arrays(mesh, VisualServer::PRIMITIVE_TRIANGLES, arr);
}
Terrain2DMesherIsometric::Terrain2DMesherIsometric() {
}
@ -348,4 +884,9 @@ Terrain2DMesherIsometric::~Terrain2DMesherIsometric() {
void Terrain2DMesherIsometric::_bind_methods() {
ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &Terrain2DMesherIsometric::_add_chunk);
ClassDB::bind_method(D_METHOD("next_mesh"), &Terrain2DMesherIsometric::next_mesh);
ClassDB::bind_method(D_METHOD("get_mesh_count"), &Terrain2DMesherIsometric::get_mesh_count);
ClassDB::bind_method(D_METHOD("build_mesh_index", "index"), &Terrain2DMesherIsometric::build_mesh_index);
ClassDB::bind_method(D_METHOD("build_mesh_index_into", "index", "mesh"), &Terrain2DMesherIsometric::build_mesh_index_into);
}

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@ -44,12 +44,26 @@ public:
void _add_chunk(Ref<Terrain2DChunk> p_chunk);
void add_chunk_normal(Ref<Terrain2DChunkDefault> chunk);
void mesh_base(Ref<Terrain2DChunkDefault> chunk);
void reset();
void next_mesh();
int get_mesh_count() const;
Array build_mesh_index(const int index);
void build_mesh_index_into(const int index, RID mesh);
Terrain2DMesherIsometric();
~Terrain2DMesherIsometric();
protected:
static void _bind_methods();
struct Terrain2DMesherIsometricMesh {
PoolVector<Vertex> vertices;
PoolVector<int> indices;
};
Vector<Terrain2DMesherIsometricMesh> _meshes;
};
#endif

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@ -123,7 +123,7 @@ public:
Rect2 get_uv_margin() const;
void set_uv_margin(const Rect2 margin);
void reset();
virtual void reset();
void add_chunk(Ref<Terrain2DChunk> chunk);