/* Copyright (c) 2019-2022 Péter Magyar 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. */ #include "terrain_2d_mesher_default.h" #include "../../world/default/terrain_2d_chunk_default.h" #include "../../defines.h" #include visual_server_h #include mesh_instance_h _FORCE_INLINE_ int Terrain2DMesherDefault::get_build_flags() const { return _build_flags; } _FORCE_INLINE_ void Terrain2DMesherDefault::set_build_flags(const int flags) { _build_flags = flags; if ((_build_flags & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0) { _format |= VisualServer::ARRAY_FORMAT_COLOR; } else { _format ^= VisualServer::ARRAY_FORMAT_COLOR; } } void Terrain2DMesherDefault::_bake_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); //if ((get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0) // return; if (_vertices.size() == 0) return; uint8_t *channel_color_r = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R); uint8_t *channel_color_g = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G); uint8_t *channel_color_b = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B); uint8_t *channel_ao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO); uint8_t *channel_rao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_RANDOM_AO); Color base_light(_base_light_value, _base_light_value, _base_light_value); for (int i = 0; i < _vertices.size(); ++i) { Vertex vertex = _vertices[i]; Vector2 vert = vertex.vertex; unsigned int x = (unsigned int)(vert.x / _voxel_scale); unsigned int y = (unsigned int)(vert.y / _voxel_scale); if (chunk->validate_data_position(x, y)) { int indx = chunk->get_data_index(x, y); Color light = Color( channel_color_r[indx] / 255.0, channel_color_g[indx] / 255.0, channel_color_b[indx] / 255.0); float ao = (channel_ao[indx] / 255.0) * _ao_strength; float rao = channel_rao[indx] / 255.0; ao += rao; light.r += _base_light_value; light.g += _base_light_value; light.b += _base_light_value; light.r -= ao; light.g -= ao; light.b -= ao; light.r = CLAMP(light.r, 0, 1.0); light.g = CLAMP(light.g, 0, 1.0); light.b = CLAMP(light.b, 0, 1.0); Color c = vertex.color; light.a = c.a; vertex.color = light; _vertices.set(i, vertex); } else { vertex.color = base_light; _vertices.set(i, vertex); } } } void Terrain2DMesherDefault::_bake_liquid_colors(Ref chunk) { ERR_FAIL_COND(!chunk.is_valid()); if ((get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0) return; if (_vertices.size() == 0) return; uint8_t *channel_color_r = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R); uint8_t *channel_color_g = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G); uint8_t *channel_color_b = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B); uint8_t *channel_ao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO); uint8_t *channel_rao = chunk->channel_get_valid(Terrain2DChunkDefault::DEFAULT_CHANNEL_RANDOM_AO); Color base_light(_base_light_value, _base_light_value, _base_light_value); for (int i = 0; i < _vertices.size(); ++i) { Vertex vertex = _vertices[i]; Vector2 vert = vertex.vertex; //Is this needed? if (vert.x < 0 || vert.y < 0) { continue; } unsigned int x = (unsigned int)(vert.x / _voxel_scale); //unsigned int y = (unsigned int)(vert.y / _voxel_scale); unsigned int y = (unsigned int)(vert.y / _voxel_scale); if (chunk->validate_data_position(x, y)) { int indx = chunk->get_data_index(x, y); Color light = Color( channel_color_r[indx] / 255.0, channel_color_g[indx] / 255.0, channel_color_b[indx] / 255.0); float ao = (channel_ao[indx] / 255.0) * _ao_strength; float rao = channel_rao[indx] / 255.0; ao += rao; light.r += _base_light_value; light.g += _base_light_value; light.b += _base_light_value; light.r -= ao; light.g -= ao; light.b -= ao; light.r = CLAMP(light.r, 0, 1.0); light.g = CLAMP(light.g, 0, 1.0); light.b = CLAMP(light.b, 0, 1.0); Color c = vertex.color; light.a = c.a; vertex.color = light; _vertices.set(i, vertex); } else { vertex.color = base_light; _vertices.set(i, vertex); } } } Terrain2DMesherDefault::Terrain2DMesherDefault() { _build_flags = Terrain2DChunkDefault::BUILD_FLAG_CREATE_COLLIDER | Terrain2DChunkDefault::BUILD_FLAG_CREATE_LODS; _format = VisualServer::ARRAY_FORMAT_NORMAL | VisualServer::ARRAY_FORMAT_TEX_UV; } Terrain2DMesherDefault::~Terrain2DMesherDefault() { } void Terrain2DMesherDefault::_bind_methods() { ClassDB::bind_method(D_METHOD("_bake_colors", "chunk"), &Terrain2DMesherDefault::_bake_colors); ClassDB::bind_method(D_METHOD("_bake_liquid_colors", "chunk"), &Terrain2DMesherDefault::_bake_liquid_colors); ClassDB::bind_method(D_METHOD("get_build_flags"), &Terrain2DMesherDefault::get_build_flags); ClassDB::bind_method(D_METHOD("set_build_flags", "value"), &Terrain2DMesherDefault::set_build_flags); ADD_PROPERTY(PropertyInfo(Variant::INT, "build_flags", PROPERTY_HINT_FLAGS, Terrain2DChunkDefault::BINDING_STRING_BUILD_FLAGS), "set_build_flags", "get_build_flags"); }