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Added a blocky liquid mesher. (It's just a copy of the normal blocky mesher for now.)
This commit is contained in:
parent
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commit
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1
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1
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@ -35,6 +35,7 @@ sources = [
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"meshers/transvoxel_uv_mesher/transvoxel_tables.cpp",
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"meshers/blocky/voxel_mesher_blocky.cpp",
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"meshers/blocky/voxel_mesher_liquid_blocky.cpp",
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"meshers/default/voxel_mesher_default.cpp",
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"world/voxel_world.cpp",
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@ -42,6 +42,7 @@ def get_doc_classes():
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"VoxelMesherBlocky",
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"VoxelWorldBlocky",
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"VoxelChunkBlocky",
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"VoxelMesherLiquidBlocky",
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"VoxelMesherDefault",
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"VoxelWorldDefault",
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13
doc_classes/VoxelMesherLiquidBlocky.xml
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13
doc_classes/VoxelMesherLiquidBlocky.xml
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@ -0,0 +1,13 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="VoxelMesherLiquidBlocky" inherits="VoxelMesherDefault" version="3.2">
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<brief_description>
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</brief_description>
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<description>
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</description>
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<tutorials>
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</tutorials>
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<methods>
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</methods>
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<constants>
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</constants>
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</class>
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477
meshers/blocky/voxel_mesher_liquid_blocky.cpp
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477
meshers/blocky/voxel_mesher_liquid_blocky.cpp
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@ -0,0 +1,477 @@
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/*
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Copyright (c) 2019-2020 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "voxel_mesher_liquid_blocky.h"
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#include "../../world/default/voxel_chunk_default.h"
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void VoxelMesherLiquidBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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Ref<VoxelChunkDefault> chunk = p_chunk;
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ERR_FAIL_COND(!chunk.is_valid());
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if ((get_build_flags() & VoxelChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
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chunk->generate_ao();
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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 z_size = chunk->get_size_z();
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float voxel_scale = get_voxel_scale();
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uint8_t *channel_type = chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_TYPE);
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uint8_t *channel_liquid_type = chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_LIQUID_TYPES);
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if (!channel_type || !channel_liquid_type)
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return;
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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;
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bool use_lighting = (get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0;
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bool use_ao = (get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_AO) != 0;
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bool use_rao = (get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_RAO) != 0;
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if (use_lighting) {
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channel_color_r = chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R);
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channel_color_g = chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G);
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channel_color_b = chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B);
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if (use_ao)
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channel_ao = chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_AO);
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if (use_rao)
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channel_rao = chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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for (int y = chunk->get_margin_start(); y < y_size + chunk->get_margin_start(); ++y) {
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for (int z = chunk->get_margin_start(); z < z_size + chunk->get_margin_start(); ++z) {
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for (int x = chunk->get_margin_start(); x < x_size + chunk->get_margin_start(); ++x) {
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int index = chunk->get_data_index(x, y, z);
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int indexxp = chunk->get_data_index(x + 1, y, z);
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int indexxn = chunk->get_data_index(x - 1, y, z);
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int indexyp = chunk->get_data_index(x, y + 1, z);
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int indexyn = chunk->get_data_index(x, y - 1, z);
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int indexzp = chunk->get_data_index(x, y, z + 1);
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int indexzn = chunk->get_data_index(x, y, z - 1);
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uint8_t type = channel_type[index];
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if (type == 0)
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continue;
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Ref<VoxelSurface> surface = _library->get_voxel_surface(type - 1);
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if (!surface.is_valid())
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continue;
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uint8_t neighbours[] = {
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channel_type[indexxp],
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channel_type[indexxn],
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channel_type[indexyp],
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channel_type[indexyn],
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channel_type[indexzp],
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channel_type[indexzn],
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};
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//x + 1
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if (neighbours[0] == 0) {
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if (use_lighting) {
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light = Color(channel_color_r[indexxp] / 255.0,
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channel_color_g[indexxp] / 255.0,
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channel_color_b[indexxp] / 255.0);
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float ao = 0;
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if (use_ao)
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ao = channel_ao[indexxp] / 255.0;
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if (use_rao) {
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float rao = channel_rao[indexxp] / 255.0;
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ao += rao;
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}
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light += base_light;
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if (ao > 0)
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light -= Color(ao, ao, ao) * _ao_strength;
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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}
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int vc = get_vertex_count();
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 0);
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add_indices(vc + 3);
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add_indices(vc + 2);
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add_indices(vc + 0);
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Vector2 uvs[] = {
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1))
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};
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Vector3 verts[] = {
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Vector3(1, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(1, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale
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};
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for (int i = 0; i < 4; ++i) {
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add_normal(Vector3(1, 0, 0));
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if (use_lighting)
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add_color(light);
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add_uv(uvs[i]);
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add_vertex(verts[i]);
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}
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}
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//x - 1
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if (neighbours[1] == 0) {
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if (use_lighting) {
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light = Color(channel_color_r[indexxn] / 255.0,
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channel_color_g[indexxn] / 255.0,
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channel_color_b[indexxn] / 255.0);
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float ao = 0;
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if (use_ao)
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ao = channel_ao[indexxn] / 255.0;
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if (use_rao) {
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float rao = channel_rao[indexxn] / 255.0;
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ao += rao;
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}
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light += base_light;
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if (ao > 0)
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light -= Color(ao, ao, ao) * _ao_strength;
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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}
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int vc = get_vertex_count();
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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 + 0);
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add_indices(vc + 2);
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add_indices(vc + 3);
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Vector2 uvs[] = {
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1))
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};
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Vector3 verts[] = {
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Vector3(0, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(0, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(0, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale
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};
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for (int i = 0; i < 4; ++i) {
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add_normal(Vector3(-1, 0, 0));
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if (use_lighting)
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add_color(light);
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add_uv(uvs[i]);
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add_vertex(verts[i]);
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}
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}
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//y + 1
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if (neighbours[2] == 0) {
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if (use_lighting) {
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light = Color(channel_color_r[indexyp] / 255.0,
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channel_color_g[indexyp] / 255.0,
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channel_color_b[indexyp] / 255.0);
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float ao = 0;
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if (use_ao)
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ao = channel_ao[indexyp] / 255.0;
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if (use_rao) {
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float rao = channel_rao[indexyp] / 255.0;
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ao += rao;
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}
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light += base_light;
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if (ao > 0)
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light -= Color(ao, ao, ao) * _ao_strength;
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}
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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int vc = get_vertex_count();
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 0);
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add_indices(vc + 3);
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add_indices(vc + 2);
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add_indices(vc + 0);
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Vector2 uvs[] = {
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_TOP, Vector2(0, 1)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_TOP, Vector2(0, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_TOP, Vector2(1, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_TOP, Vector2(1, 1))
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};
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Vector3 verts[] = {
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Vector3(1, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(0, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(0, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale
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};
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for (int i = 0; i < 4; ++i) {
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add_normal(Vector3(0, 1, 0));
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if (use_lighting)
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add_color(light);
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add_uv(uvs[i]);
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add_vertex(verts[i]);
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}
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}
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//y - 1
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if (neighbours[3] == 0) {
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if (use_lighting) {
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light = Color(channel_color_r[indexyn] / 255.0,
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channel_color_g[indexyn] / 255.0,
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channel_color_b[indexyn] / 255.0);
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float ao = 0;
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if (use_ao)
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ao = channel_ao[indexyn] / 255.0;
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if (use_rao) {
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float rao = channel_rao[indexyn] / 255.0;
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ao += rao;
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}
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light += base_light;
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if (ao > 0)
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light -= Color(ao, ao, ao) * _ao_strength;
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}
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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int vc = get_vertex_count();
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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 + 0);
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add_indices(vc + 2);
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add_indices(vc + 3);
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Vector2 uvs[] = {
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_BOTTOM, Vector2(0, 1)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_BOTTOM, Vector2(0, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_BOTTOM, Vector2(1, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_BOTTOM, Vector2(1, 1))
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};
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Vector3 verts[] = {
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Vector3(1, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(0, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale
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};
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for (int i = 0; i < 4; ++i) {
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add_normal(Vector3(0, -1, 0));
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if (use_lighting)
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add_color(light);
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add_uv(uvs[i]);
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add_vertex(verts[i]);
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}
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}
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//z + 1
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if (neighbours[4] == 0) {
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if (use_lighting) {
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light = Color(channel_color_r[indexzp] / 255.0,
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channel_color_g[indexzp] / 255.0,
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channel_color_b[indexzp] / 255.0);
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float ao = 0;
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if (use_ao)
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ao = channel_ao[indexzp] / 255.0;
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if (use_rao) {
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float rao = channel_rao[indexzp] / 255.0;
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ao += rao;
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}
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light += base_light;
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if (ao > 0)
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light -= Color(ao, ao, ao) * _ao_strength;
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light.r = CLAMP(light.r, 0, 1.0);
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light.g = CLAMP(light.g, 0, 1.0);
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light.b = CLAMP(light.b, 0, 1.0);
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}
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int vc = get_vertex_count();
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add_indices(vc + 2);
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add_indices(vc + 1);
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add_indices(vc + 0);
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add_indices(vc + 3);
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add_indices(vc + 2);
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add_indices(vc + 0);
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Vector2 uvs[] = {
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0)),
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surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1))
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};
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Vector3 verts[] = {
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Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(0, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
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Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale
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};
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|
||||
for (int i = 0; i < 4; ++i) {
|
||||
add_normal(Vector3(0, 0, 1));
|
||||
|
||||
if (use_lighting)
|
||||
add_color(light);
|
||||
|
||||
add_uv(uvs[i]);
|
||||
add_vertex(verts[i]);
|
||||
}
|
||||
}
|
||||
|
||||
//z - 1
|
||||
if (neighbours[5] == 0) {
|
||||
if (use_lighting) {
|
||||
light = Color(channel_color_r[indexzn] / 255.0,
|
||||
channel_color_g[indexzn] / 255.0,
|
||||
channel_color_b[indexzn] / 255.0);
|
||||
|
||||
float ao = 0;
|
||||
|
||||
if (use_ao)
|
||||
ao = channel_ao[indexzn] / 255.0;
|
||||
|
||||
if (use_rao) {
|
||||
float rao = channel_rao[indexzn] / 255.0;
|
||||
ao += rao;
|
||||
}
|
||||
|
||||
light += base_light;
|
||||
|
||||
if (ao > 0)
|
||||
light -= Color(ao, ao, ao) * _ao_strength;
|
||||
|
||||
light.r = CLAMP(light.r, 0, 1.0);
|
||||
light.g = CLAMP(light.g, 0, 1.0);
|
||||
light.b = CLAMP(light.b, 0, 1.0);
|
||||
}
|
||||
|
||||
int vc = get_vertex_count();
|
||||
add_indices(vc + 0);
|
||||
add_indices(vc + 1);
|
||||
add_indices(vc + 2);
|
||||
|
||||
add_indices(vc + 0);
|
||||
add_indices(vc + 2);
|
||||
add_indices(vc + 3);
|
||||
|
||||
Vector2 uvs[] = {
|
||||
surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1)),
|
||||
surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0)),
|
||||
surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0)),
|
||||
surface->transform_uv(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1))
|
||||
};
|
||||
|
||||
Vector3 verts[] = {
|
||||
Vector3(1, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
|
||||
Vector3(1, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
|
||||
Vector3(0, 1, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale,
|
||||
Vector3(0, 0, 0) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale
|
||||
};
|
||||
|
||||
for (int i = 0; i < 4; ++i) {
|
||||
add_normal(Vector3(0, 0, -1));
|
||||
|
||||
if (use_lighting)
|
||||
add_color(light);
|
||||
|
||||
add_uv(uvs[i]);
|
||||
add_vertex(verts[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
VoxelMesherLiquidBlocky::VoxelMesherLiquidBlocky() {
|
||||
}
|
||||
|
||||
VoxelMesherLiquidBlocky::~VoxelMesherLiquidBlocky() {
|
||||
}
|
||||
|
||||
void VoxelMesherLiquidBlocky::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &VoxelMesherLiquidBlocky::_add_chunk);
|
||||
}
|
45
meshers/blocky/voxel_mesher_liquid_blocky.h
Normal file
45
meshers/blocky/voxel_mesher_liquid_blocky.h
Normal file
@ -0,0 +1,45 @@
|
||||
/*
|
||||
Copyright (c) 2019-2020 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.
|
||||
*/
|
||||
|
||||
#ifndef VOXEL_MESHER_LIQUID_BLOCKY_H
|
||||
#define VOXEL_MESHER_LIQUID_BLOCKY_H
|
||||
|
||||
#include "core/color.h"
|
||||
#include "core/math/vector2.h"
|
||||
#include "core/math/vector3.h"
|
||||
|
||||
#include "../default/voxel_mesher_default.h"
|
||||
|
||||
class VoxelMesherLiquidBlocky : public VoxelMesherDefault {
|
||||
GDCLASS(VoxelMesherLiquidBlocky, VoxelMesherDefault);
|
||||
|
||||
public:
|
||||
void _add_chunk(Ref<VoxelChunk> p_chunk);
|
||||
|
||||
VoxelMesherLiquidBlocky();
|
||||
~VoxelMesherLiquidBlocky();
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
};
|
||||
|
||||
#endif
|
@ -59,6 +59,7 @@ SOFTWARE.
|
||||
#include "world/voxel_world_editor.h"
|
||||
|
||||
#include "meshers/blocky/voxel_mesher_blocky.h"
|
||||
#include "meshers/blocky/voxel_mesher_liquid_blocky.h"
|
||||
#include "world/blocky/voxel_chunk_blocky.h"
|
||||
#include "world/blocky/voxel_world_blocky.h"
|
||||
|
||||
@ -96,6 +97,7 @@ void register_voxelman_types() {
|
||||
ClassDB::register_class<VoxelMesherBlocky>();
|
||||
ClassDB::register_class<VoxelWorldBlocky>();
|
||||
ClassDB::register_class<VoxelChunkBlocky>();
|
||||
ClassDB::register_class<VoxelMesherLiquidBlocky>();
|
||||
|
||||
ClassDB::register_class<VoxelmanLevelGenerator>();
|
||||
ClassDB::register_class<VoxelmanLevelGeneratorFlat>();
|
||||
|
Loading…
Reference in New Issue
Block a user