terraman_2d/meshers/blocky/terrain_2d_mesher_blocky.cpp
2022-02-22 11:09:36 +01:00

1234 lines
39 KiB
C++

/*
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_blocky.h"
#include "core/math/math_funcs.h"
#include "../../library/terrain_2d_material_cache.h"
bool TerrainMesherBlocky::get_always_add_colors() const {
return _always_add_colors;
}
void TerrainMesherBlocky::set_always_add_colors(const bool value) {
_always_add_colors = value;
}
void TerrainMesherBlocky::_add_chunk(Ref<TerrainChunk> p_chunk) {
Ref<TerrainChunkDefault> chunk = p_chunk;
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);
}
}
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))
// 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) };
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;
if (use_lighting) {
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);
if (use_ao)
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
if (use_rao)
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
Ref<TerrainMaterialCache> mcache;
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;
Ref<TerrainSurface> 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;
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[] = {
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())
};
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]);
}
}
}
}
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))
// 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) };
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;
if (use_lighting) {
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);
if (use_ao)
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
if (use_rao)
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
Ref<TerrainMaterialCache> mcache;
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;
Ref<TerrainSurface> 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;
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[] = {
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())
};
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]);
}
}
}
}
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))
// 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) };
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;
if (use_lighting) {
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);
if (use_ao)
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
if (use_rao)
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
Ref<TerrainMaterialCache> mcache;
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;
Ref<TerrainSurface> 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;
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[] = {
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())
};
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]);
}
}
}
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))
// 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) };
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;
if (use_lighting) {
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);
if (use_ao)
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
if (use_rao)
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
Ref<TerrainMaterialCache> mcache;
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;
Ref<TerrainSurface> 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;
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[] = {
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())
};
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]);
}
}
}
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))
// 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) };
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;
if (use_lighting) {
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);
if (use_ao)
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
if (use_rao)
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
Ref<TerrainMaterialCache> mcache;
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;
Ref<TerrainSurface> 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;
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[] = {
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())
};
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]);
}
}
}
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))
// 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) };
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;
if (use_lighting) {
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);
if (use_ao)
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
if (use_rao)
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
Ref<TerrainMaterialCache> mcache;
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;
Ref<TerrainSurface> 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;
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[] = {
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())
};
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]);
}
}
}
void TerrainMesherBlocky::create_margin_corners(Ref<TerrainChunkDefault> chunk) {
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());
}
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))
// 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) };
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;
if (use_lighting) {
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);
if (use_ao)
channel_ao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_AO);
if (use_rao)
channel_rao = chunk->channel_get_valid(TerrainChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
}
Ref<TerrainMaterialCache> mcache;
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;
Ref<TerrainSurface> surface;
if (!mcache.is_valid()) {
surface = _library->terra_surface_get(type - 1);
} 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[] = {
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())
};
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]);
}
}
TerrainMesherBlocky::TerrainMesherBlocky() {
_always_add_colors = false;
}
TerrainMesherBlocky::~TerrainMesherBlocky() {
}
void TerrainMesherBlocky::_bind_methods() {
ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &TerrainMesherBlocky::_add_chunk);
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);
ADD_PROPERTY(PropertyInfo(Variant::INT, "always_add_colors"), "set_always_add_colors", "get_always_add_colors");
}