mirror of
https://github.com/Relintai/voxelman.git
synced 2024-11-12 10:15:12 +01:00
Work on lights, and cleanups.
This commit is contained in:
parent
7f0a832677
commit
e4e38c0bde
@ -1,23 +1,5 @@
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#include "voxel_light.h"
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int VoxelLight::get_chunk_position_x() {
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return _chunk_position.x;
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}
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int VoxelLight::get_chunk_position_y() {
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return _chunk_position.y;
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}
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int VoxelLight::get_chunk_position_z() {
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return _chunk_position.z;
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}
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Vector3i VoxelLight::get_chunk_position() {
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return _chunk_position;
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}
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void VoxelLight::set_chunk_position(int x, int y, int z) {
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_chunk_position.x = x;
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_chunk_position.y = y;
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_chunk_position.z = z;
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}
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int VoxelLight::get_world_position_x() {
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return _world_position.x;
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}
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@ -62,11 +44,6 @@ VoxelLight::~VoxelLight() {
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}
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void VoxelLight::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_chunk_position_x"), &VoxelLight::get_chunk_position_x);
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ClassDB::bind_method(D_METHOD("get_chunk_position_y"), &VoxelLight::get_chunk_position_y);
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ClassDB::bind_method(D_METHOD("get_chunk_position_z"), &VoxelLight::get_chunk_position_z);
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ClassDB::bind_method(D_METHOD("set_chunk_position", "x", "y", "z"), &VoxelLight::set_chunk_position);
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ClassDB::bind_method(D_METHOD("get_world_position_x"), &VoxelLight::get_world_position_x);
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ClassDB::bind_method(D_METHOD("get_world_position_y"), &VoxelLight::get_world_position_y);
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ClassDB::bind_method(D_METHOD("get_world_position_z"), &VoxelLight::get_world_position_z);
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@ -11,12 +11,6 @@ class VoxelLight : public Reference {
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GDCLASS(VoxelLight, Reference);
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public:
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int get_chunk_position_x();
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int get_chunk_position_y();
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int get_chunk_position_z();
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Vector3i get_chunk_position();
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void set_chunk_position(int x, int y, int z);
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int get_world_position_x();
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int get_world_position_y();
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int get_world_position_z();
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@ -437,6 +437,15 @@ void VoxelCubePoints::setup(const Ref<VoxelBuffer> buffer, int x, int y, int z,
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_point_aos[P101] = buffer->get_voxel(x + size, y, z + size, VoxelBuffer::CHANNEL_AO);
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_point_aos[P111] = buffer->get_voxel(x + size, y + size, z + size, VoxelBuffer::CHANNEL_AO);
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_point_colors[P000] = Color(buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
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_point_colors[P100] = Color(buffer->get_voxel(x + size, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x + size, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x + size, y, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
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_point_colors[P010] = Color(buffer->get_voxel(x, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
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_point_colors[P001] = Color(buffer->get_voxel(x, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
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_point_colors[P110] = Color(buffer->get_voxel(x + size, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x + size, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x + size, y + size, z, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
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_point_colors[P011] = Color(buffer->get_voxel(x, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
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_point_colors[P101] = Color(buffer->get_voxel(x + size, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x + size, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x + size, y, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
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_point_colors[P111] = Color(buffer->get_voxel(x + size, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_R) / 255.0, buffer->get_voxel(x + size, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_G) / 255.0, buffer->get_voxel(x + size, y + size, z + size, VoxelBuffer::CHANNEL_LIGHT_COLOR_B) / 255.0);
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refresh_neighbours(buffer);
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refresh_points();
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@ -585,6 +594,27 @@ int VoxelCubePoints::get_face_point_ao(int face, int index) {
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return _point_aos[indx];
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}
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Color VoxelCubePoints::get_face_point_ao_color(int face, int index) {
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int indx = get_point_index(face, index);
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float ao_value = (_point_aos[indx] / 255.0) * 0.75;
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return Color(ao_value, ao_value, ao_value);
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}
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Color VoxelCubePoints::get_face_point_light_color(int face, int index) {
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int indx = get_point_index(face, index);
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return _point_colors[indx];
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}
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Color VoxelCubePoints::get_face_point_color_mixed(int face, int index) {
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int indx = get_point_index(face, index);
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float ao_value = (_point_aos[indx] / 255.0) * 0.75;
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return _point_colors[indx] - Color(ao_value, ao_value, ao_value);
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}
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Vector3 VoxelCubePoints::get_point(int index) {
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ERR_FAIL_INDEX_V(index, POINT_COUNT, Vector3());
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@ -753,6 +783,9 @@ void VoxelCubePoints::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_point_ao", "index"), &VoxelCubePoints::get_point_ao);
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ClassDB::bind_method(D_METHOD("get_face_point_ao", "face", "index"), &VoxelCubePoints::get_face_point_ao);
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ClassDB::bind_method(D_METHOD("get_face_point_ao_color", "face", "index"), &VoxelCubePoints::get_face_point_ao_color);
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ClassDB::bind_method(D_METHOD("get_face_point_light_color", "face", "index"), &VoxelCubePoints::get_face_point_light_color);
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ClassDB::bind_method(D_METHOD("get_face_point_color_mixed", "face", "index"), &VoxelCubePoints::get_face_point_color_mixed);
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ClassDB::bind_method(D_METHOD("get_point", "index"), &VoxelCubePoints::get_point);
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@ -116,6 +116,9 @@ public:
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int get_point_ao(int index);
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int get_face_point_ao(int face, int index);
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Color get_face_point_ao_color(int face, int index);
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Color get_face_point_light_color(int face, int index);
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Color get_face_point_color_mixed(int face, int index);
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Vector3 get_point(int index);
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Vector3 get_top_left_point(int face);
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@ -144,6 +147,7 @@ private:
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uint8_t _point_types[POINT_COUNT];
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uint8_t _point_fills[POINT_COUNT];
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uint8_t _point_aos[POINT_COUNT];
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Color _point_colors[POINT_COUNT];
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unsigned int _point_neighbours[POINT_COUNT];
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int _size;
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@ -136,7 +136,7 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &ligh
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for (int i = 0; i < lights.size(); ++i) {
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Ref<VoxelLight> light = lights.get(i);
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Vector3 lightDir = light->get_world_position() - vertex;
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Vector3 lightDir = light->get_world_position().to_vec3() - vertex;
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float dist2 = lightDir.dot(lightDir);
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//inverse sqrt
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@ -155,7 +155,7 @@ void VoxelMesher::bake_lights(MeshInstance *node, Vector<Ref<VoxelLight> > &ligh
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Vector3 value = cv * (NdotL / (1.0 + dist2));
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value *= light->get_strength();
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value *= light->get_size();
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v_lightDiffuse += value;
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/*
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@ -25,7 +25,6 @@
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const char *VoxelBuffer::CHANNEL_ID_HINT_STRING = "Type,Sdf,Data2,Data3,Data4,Data5,Data6,Data7";
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VoxelBuffer::VoxelBuffer() {
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_channels[CHANNEL_ISOLEVEL].defval = 255;
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}
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VoxelBuffer::~VoxelBuffer() {
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@ -316,26 +315,60 @@ void VoxelBuffer::generate_ao() {
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}
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}
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void VoxelBuffer::add_light(int local_x, int local_y, int local_z, int size, Color color){
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VoxelBufferLight l;
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void VoxelBuffer::add_light(int local_x, int local_y, int local_z, int size, Color color) {
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ERR_FAIL_COND(size < 0);
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l.x = local_x;
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l.y = local_y;
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l.z = local_z;
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l.color = color;
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l.size = size;
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int size_x = _size.x;
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int size_y = _size.y;
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int size_z = _size.z;
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_lights.push_back(l);
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float sizef = static_cast<float>(size);
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float rf = (color.r / sizef);
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float gf = (color.g / sizef);
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float bf = (color.b / sizef);
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for (int y = local_y - size; y <= local_y + size; ++y) {
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if (y < 0 || y > size_y)
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continue;
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for (int z = local_z - size; z <= local_z + size; ++z) {
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if (z < 0 || z > size_z)
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continue;
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for (int x = local_x - size; x <= local_x + size; ++x) {
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if (x < 0 || x > size_x)
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continue;
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float len = (Math::sqrt((real_t)x * x + y * y + z * z)) / sizef;
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int r = rf * len * 255.0;
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int g = gf * len * 255.0;
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int b = bf * len * 255.0;
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r += get_voxel(x, y, z, CHANNEL_LIGHT_COLOR_R);
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g += get_voxel(x, y, z, CHANNEL_LIGHT_COLOR_G);
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b += get_voxel(x, y, z, CHANNEL_LIGHT_COLOR_B);
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if (r > 255)
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r = 255;
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if (g > 255)
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g = 255;
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if (b > 255)
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b = 255;
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set_voxel(r, x, y, z, CHANNEL_LIGHT_COLOR_R);
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set_voxel(g, x, y, z, CHANNEL_LIGHT_COLOR_G);
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set_voxel(b, x, y, z, CHANNEL_LIGHT_COLOR_B);
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}
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}
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}
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}
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void VoxelBuffer::remove_light(int local_x, int local_y, int local_z) {
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for (int i = 0; i < _lights.size(); ++i) {
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VoxelBufferLight l = _lights.get(i);
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if (l.x == local_x && l.y == local_y && l-z == local_z) {
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_lights.remove(i);
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return;
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}
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}
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void VoxelBuffer::clear_lights() {
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fill(0, CHANNEL_LIGHT_COLOR_R);
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fill(0, CHANNEL_LIGHT_COLOR_G);
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fill(0, CHANNEL_LIGHT_COLOR_B);
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}
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void VoxelBuffer::create_channel(int i, Vector3i size, uint8_t defval) {
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@ -384,7 +417,7 @@ void VoxelBuffer::_bind_methods() {
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ClassDB::bind_method(D_METHOD("generate_ao"), &VoxelBuffer::generate_ao);
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ClassDB::bind_method(D_METHOD("add_light", "local_x", "local_y", "local_z", "size", "color"), &VoxelBuffer::add_light);
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ClassDB::bind_method(D_METHOD("remove_light", "local_x", "local_y", "local_z"), &VoxelBuffer::remove_light);
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ClassDB::bind_method(D_METHOD("clear_lights"), &VoxelBuffer::clear_lights);
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BIND_ENUM_CONSTANT(CHANNEL_TYPE);
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BIND_ENUM_CONSTANT(CHANNEL_ISOLEVEL);
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@ -124,8 +124,9 @@ public:
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uint8_t *get_channel_raw(unsigned int channel_index) const;
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void generate_ao();
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void add_light(int local_x, int local_y, int local_z, int size, Color color);
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void remove_light(int local_x, int local_y, int local_z);
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void clear_lights();
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private:
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void create_channel_noinit(int i, Vector3i size);
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@ -147,14 +148,6 @@ protected:
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_FORCE_INLINE_ void _fill_area_binding(int defval, Vector3 min, Vector3 max, unsigned int channel_index) { fill_area(defval, Vector3i(min), Vector3i(max), channel_index); }
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_FORCE_INLINE_ void _set_voxel_f_binding(real_t value, int x, int y, int z, unsigned int channel) { set_voxel_f(value, x, y, z, channel); }
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struct VoxelBufferLight {
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int x;
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int y;
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int z;
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Color _color;
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int _size;
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};
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private:
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struct Channel {
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// Allocated when the channel is populated.
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@ -175,8 +168,6 @@ private:
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// How many voxels are there in the three directions. All populated channels have the same size.
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Vector3i _size;
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Vector<VoxelBufferLight> _lights;
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};
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VARIANT_ENUM_CAST(VoxelBuffer::ChannelId)
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@ -1,13 +1,66 @@
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#include "voxel_chunk.h"
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NodePath VoxelChunk::get_library_path() {
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return _library_path;
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int VoxelChunk::get_chunk_position_x() {
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return _chunk_position.x;
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}
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void VoxelChunk::set_library_path(NodePath value) {
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_library_path = value;
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void VoxelChunk::set_chunk_position_x(int value) {
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_chunk_position.x = value;
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}
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NodePath VoxelChunk::get_mesh_instance_path() {
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int VoxelChunk::get_chunk_position_y() {
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return _chunk_position.y;
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}
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void VoxelChunk::set_chunk_position_y(int value) {
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_chunk_position.y = value;
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}
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int VoxelChunk::get_chunk_position_z() {
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return _chunk_position.z;
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}
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void VoxelChunk::set_chunk_position_z(int value) {
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_chunk_position.z = value;
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}
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Vector3i VoxelChunk::get_chunk_position() const {
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return _chunk_position;
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}
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void VoxelChunk::set_chunk_position(int x, int y, int z) {
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_chunk_position.x = x;
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_chunk_position.y = y;
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_chunk_position.z = z;
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}
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int VoxelChunk::get_chunk_size_x() {
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return _chunk_size.x;
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}
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void VoxelChunk::set_chunk_size_x(int value) {
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_chunk_size.x = value;
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}
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int VoxelChunk::get_chunk_size_y() {
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return _chunk_size.y;
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}
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void VoxelChunk::set_chunk_size_y(int value) {
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_chunk_size.y = value;
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}
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int VoxelChunk::get_chunk_size_z() {
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return _chunk_size.z;
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}
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void VoxelChunk::set_chunk_size_z(int value) {
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_chunk_size.z = value;
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}
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Vector3i VoxelChunk::get_chunk_size() const {
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return _chunk_size;
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}
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void VoxelChunk::set_chunk_size(int x, int y, int z) {
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_chunk_size.x = x;
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_chunk_size.y = y;
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_chunk_size.z = z;
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}
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NodePath VoxelChunk::get_mesh_instance_path() const {
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return _mesh_instance_path;
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}
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void VoxelChunk::set_mesh_instance_path(NodePath value) {
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@ -21,7 +74,7 @@ void VoxelChunk::set_library(Ref<VoxelmanLibrary> value) {
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_library = value;
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}
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float VoxelChunk::get_voxel_scale() {
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float VoxelChunk::get_voxel_scale() const {
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return _voxel_scale;
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}
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void VoxelChunk::set_voxel_scale(float value) {
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@ -35,21 +88,21 @@ void VoxelChunk::set_mesher(Ref<VoxelMesher> mesher) {
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_mesher = mesher;
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}
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bool VoxelChunk::get_build_mesh() {
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bool VoxelChunk::get_build_mesh() const {
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return _build_mesh;
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}
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void VoxelChunk::set_build_mesh(bool value) {
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_build_mesh = value;
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}
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bool VoxelChunk::get_create_collider() {
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bool VoxelChunk::get_create_collider() const {
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return _create_collider;
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}
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void VoxelChunk::set_create_collider(bool value) {
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_create_collider = value;
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}
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bool VoxelChunk::get_bake_lights() {
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bool VoxelChunk::get_bake_lights() const {
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return _bake_lights;
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}
|
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void VoxelChunk::set_bake_lights(bool value) {
|
||||
@ -170,18 +223,62 @@ bool VoxelChunk::is_enabled() const {
|
||||
return _enabled;
|
||||
}
|
||||
|
||||
void VoxelChunk::add_voxel_light_bind(Vector3 position, Color color, float strength) {
|
||||
add_voxel_light(position, color, strength);
|
||||
void VoxelChunk::add_lights(Array lights) {
|
||||
for (int i = 0; i < lights.size(); ++i) {
|
||||
Ref<VoxelLight> light = Ref<VoxelLight>(lights.get(i));
|
||||
|
||||
if (light.is_valid()) {
|
||||
add_voxel_light(light);
|
||||
}
|
||||
}
|
||||
}
|
||||
void VoxelChunk::add_voxel_light(Ref<VoxelLight> light) {
|
||||
_voxel_lights.push_back(light);
|
||||
}
|
||||
void VoxelChunk::remove_voxel_light(Ref<VoxelLight> light) {
|
||||
for (int i = 0; i < _voxel_lights.size(); ++i) {
|
||||
if (_voxel_lights[i] == light) {
|
||||
_voxel_lights.remove(i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
void VoxelChunk::clear_voxel_lights() {
|
||||
_voxel_lights.clear();
|
||||
}
|
||||
|
||||
Ref<VoxelLight> VoxelChunk::add_voxel_light(Vector3i position, Color color, float strength, Vector3 offset) {
|
||||
Vector3 pos(position.x, position.y, position.z);
|
||||
void VoxelChunk::get_lights(Array lights) {
|
||||
for (int i = 0; i < _voxel_lights.size(); ++i) {
|
||||
lights.append(_voxel_lights[i]);
|
||||
}
|
||||
}
|
||||
|
||||
Ref<VoxelLight> light = Ref<VoxelLight>(memnew(VoxelLight(position, color, strength, to_global(pos + Vector3((float)0.5, (float)0.5, (float)0.5) * _voxel_scale), offset)));
|
||||
void VoxelChunk::bake_lights() {
|
||||
clear_baked_lights();
|
||||
|
||||
_voxel_lights.push_back(light);
|
||||
for (int i = 0; i < _voxel_lights.size(); ++i) {
|
||||
bake_light(_voxel_lights[i]);
|
||||
}
|
||||
}
|
||||
void VoxelChunk::bake_light(Ref<VoxelLight> light) {
|
||||
ERR_FAIL_COND(!light.is_valid());
|
||||
|
||||
return light;
|
||||
Vector3i wp = light->get_world_position();
|
||||
|
||||
int wpx = wp.x - (_chunk_position.x * _chunk_size.x);
|
||||
int wpy = wp.y - (_chunk_position.y * _chunk_size.y);
|
||||
int wpz = wp.z - (_chunk_position.z * _chunk_size.z);
|
||||
|
||||
|
||||
//int wpx = (int)(wp.x / _chunk_size.x) - _chunk_position.x;
|
||||
//int wpy = (int)(wp.y / _chunk_size.y) - _chunk_position.y;
|
||||
//int wpz = (int)(wp.z / _chunk_size.z) - _chunk_position.z;
|
||||
|
||||
_buffer->add_light(wpx, wpy, wpz, light->get_size(), light->get_color());
|
||||
}
|
||||
|
||||
void VoxelChunk::clear_baked_lights() {
|
||||
_buffer->clear_lights();
|
||||
}
|
||||
|
||||
void VoxelChunk::draw_cross_voxels(Vector3 pos) {
|
||||
@ -245,7 +342,6 @@ void VoxelChunk::draw_debug_voxels(int max, Color color) {
|
||||
if (a > max) {
|
||||
break;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -253,8 +349,7 @@ void VoxelChunk::draw_debug_voxels(int max, Color color) {
|
||||
_debug_drawer->end();
|
||||
}
|
||||
|
||||
void VoxelChunk::draw_debug_voxel_lights(int max, bool localPosition) {
|
||||
/*
|
||||
void VoxelChunk::draw_debug_voxel_lights() {
|
||||
if (_debug_drawer == NULL) {
|
||||
Node *n = get_node(_debug_drawer_path);
|
||||
|
||||
@ -263,37 +358,25 @@ void VoxelChunk::draw_debug_voxel_lights(int max, bool localPosition) {
|
||||
}
|
||||
}
|
||||
|
||||
if (_debug_drawer == NULL) {
|
||||
return;
|
||||
}
|
||||
ERR_FAIL_COND(_debug_drawer == NULL);
|
||||
|
||||
_debug_drawer->clear();
|
||||
_debug_drawer->begin(Mesh::PrimitiveType::PRIMITIVE_LINES);
|
||||
_debug_drawer->set_color(Color(1, 1, 1));
|
||||
|
||||
const int *k = NULL;
|
||||
for (int i = 0; i < _voxel_lights.size(); ++i) {
|
||||
Ref<VoxelLight> v = _voxel_lights[i];
|
||||
|
||||
Vector3 pos = get_transform().get_origin();
|
||||
Vector3i pos = v->get_world_position();
|
||||
|
||||
int a = 0;
|
||||
while ((k = _voxel_lights->next(k))) {
|
||||
Ref<VoxelLight> v = _voxel_lights->get(*k);
|
||||
int pos_x = pos.x - (_chunk_size.x * _chunk_position.x);
|
||||
int pos_y = pos.y - (_chunk_size.y * _chunk_position.y);
|
||||
int pos_z = pos.z - (_chunk_size.z * _chunk_position.z);
|
||||
|
||||
if (localPosition) {
|
||||
Vector3i lp = v->get_local_position();
|
||||
draw_cross_voxels(pos + Vector3(lp.x, lp.y, lp.z), (float)v->get_strength() / (float)10);
|
||||
} else {
|
||||
Vector3i wp = v->get_world_position();
|
||||
draw_cross_voxels(pos + Vector3(wp.x, wp.y, wp.z), (float)v->get_strength() / (float)10);
|
||||
}
|
||||
++a;
|
||||
|
||||
if (a > max) {
|
||||
break;
|
||||
}
|
||||
draw_cross_voxels(Vector3(pos_x, pos_y, pos_z), 1.0);
|
||||
}
|
||||
|
||||
_debug_drawer->end();*/
|
||||
_debug_drawer->end();
|
||||
}
|
||||
|
||||
void VoxelChunk::_bind_methods() {
|
||||
@ -302,9 +385,33 @@ void VoxelChunk::_bind_methods() {
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_create_mesher"), &VoxelChunk::_create_mesher);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_library_path"), &VoxelChunk::get_library_path);
|
||||
ClassDB::bind_method(D_METHOD("set_library_path", "value"), &VoxelChunk::set_library_path);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::NODE_PATH, "library_path"), "set_library_path", "get_library_path");
|
||||
ClassDB::bind_method(D_METHOD("get_chunk_position_x"), &VoxelChunk::get_chunk_position_x);
|
||||
ClassDB::bind_method(D_METHOD("set_chunk_position_x", "value"), &VoxelChunk::set_chunk_position_x);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_x"), "set_chunk_position_x", "get_chunk_position_x");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_chunk_position_y"), &VoxelChunk::get_chunk_position_y);
|
||||
ClassDB::bind_method(D_METHOD("set_chunk_position_y", "value"), &VoxelChunk::set_chunk_position_y);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_y"), "set_chunk_position_y", "get_chunk_position_y");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_chunk_position_z"), &VoxelChunk::get_chunk_position_z);
|
||||
ClassDB::bind_method(D_METHOD("set_chunk_position_z", "value"), &VoxelChunk::set_chunk_position_z);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_position_z"), "set_chunk_position_x", "get_chunk_position_z");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_chunk_position", "x", "y", "z"), &VoxelChunk::set_chunk_position);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_chunk_size_x"), &VoxelChunk::get_chunk_size_x);
|
||||
ClassDB::bind_method(D_METHOD("set_chunk_size_x", "value"), &VoxelChunk::set_chunk_size_x);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_x"), "set_chunk_size_x", "get_chunk_size_x");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_chunk_size_y"), &VoxelChunk::get_chunk_size_y);
|
||||
ClassDB::bind_method(D_METHOD("set_chunk_size_y", "value"), &VoxelChunk::set_chunk_size_y);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_y"), "set_chunk_size_y", "get_chunk_size_y");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_chunk_size_z"), &VoxelChunk::get_chunk_size_z);
|
||||
ClassDB::bind_method(D_METHOD("set_chunk_size_z", "value"), &VoxelChunk::set_chunk_size_z);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "chunk_size_z"), "set_chunk_size_x", "get_chunk_size_z");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_chunk_size", "x", "y", "z"), &VoxelChunk::set_chunk_size);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("get_mesh_instance_path"), &VoxelChunk::get_mesh_instance_path);
|
||||
ClassDB::bind_method(D_METHOD("set_mesh_instance_path", "value"), &VoxelChunk::set_mesh_instance_path);
|
||||
@ -344,13 +451,22 @@ void VoxelChunk::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_mesher", "Mesher"), &VoxelChunk::set_mesher);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "mesher", PROPERTY_HINT_RESOURCE_TYPE, "VoxelMesher"), "set_mesher", "get_mesher");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("add_lights", "lights"), &VoxelChunk::add_lights);
|
||||
ClassDB::bind_method(D_METHOD("add_voxel_light", "light"), &VoxelChunk::add_voxel_light);
|
||||
ClassDB::bind_method(D_METHOD("remove_voxel_light", "light"), &VoxelChunk::remove_voxel_light);
|
||||
ClassDB::bind_method(D_METHOD("clear_voxel_lights"), &VoxelChunk::clear_voxel_lights);
|
||||
ClassDB::bind_method(D_METHOD("get_lights", "lights"), &VoxelChunk::get_lights);
|
||||
ClassDB::bind_method(D_METHOD("bake_lights"), &VoxelChunk::bake_lights);
|
||||
ClassDB::bind_method(D_METHOD("bake_light", "light"), &VoxelChunk::bake_light);
|
||||
ClassDB::bind_method(D_METHOD("clear_baked_lights"), &VoxelChunk::clear_baked_lights);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("build"), &VoxelChunk::build);
|
||||
ClassDB::bind_method(D_METHOD("finalize_mesh"), &VoxelChunk::finalize_mesh);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("clear"), &VoxelChunk::clear);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("draw_debug_voxels", "max"), &VoxelChunk::draw_debug_voxels, DEFVAL(Color(1, 1, 1)));
|
||||
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights", "max", "localPosition"), &VoxelChunk::draw_debug_voxel_lights);
|
||||
ClassDB::bind_method(D_METHOD("draw_debug_voxel_lights"), &VoxelChunk::draw_debug_voxel_lights);
|
||||
}
|
||||
|
||||
VoxelChunk::VoxelChunk() {
|
||||
|
@ -9,6 +9,7 @@
|
||||
#include "scene/3d/collision_shape.h"
|
||||
#include "scene/3d/physics_body.h"
|
||||
#include "scene/resources/concave_polygon_shape.h"
|
||||
#include "core/array.h"
|
||||
|
||||
#include "../data/voxel_light.h"
|
||||
|
||||
@ -24,28 +25,45 @@ class VoxelChunk : public Spatial {
|
||||
GDCLASS(VoxelChunk, Spatial);
|
||||
|
||||
public:
|
||||
NodePath get_library_path();
|
||||
void set_library_path(NodePath value);
|
||||
int get_chunk_position_x();
|
||||
void set_chunk_position_x(int value);
|
||||
int get_chunk_position_y();
|
||||
void set_chunk_position_y(int value);
|
||||
int get_chunk_position_z();
|
||||
void set_chunk_position_z(int value);
|
||||
|
||||
NodePath get_mesh_instance_path();
|
||||
Vector3i get_chunk_position() const;
|
||||
void set_chunk_position(int x, int y, int z);
|
||||
|
||||
int get_chunk_size_x();
|
||||
void set_chunk_size_x(int value);
|
||||
int get_chunk_size_y();
|
||||
void set_chunk_size_y(int value);
|
||||
int get_chunk_size_z();
|
||||
void set_chunk_size_z(int value);
|
||||
|
||||
Vector3i get_chunk_size() const;
|
||||
void set_chunk_size(int x, int y, int z);
|
||||
|
||||
NodePath get_mesh_instance_path() const;
|
||||
void set_mesh_instance_path(NodePath value);
|
||||
|
||||
Ref<VoxelmanLibrary> get_library();
|
||||
void set_library(Ref<VoxelmanLibrary> value);
|
||||
|
||||
float get_voxel_scale();
|
||||
float get_voxel_scale() const;
|
||||
void set_voxel_scale(float value);
|
||||
|
||||
Ref<VoxelMesher> get_mesher() const;
|
||||
void set_mesher(Ref<VoxelMesher> mesher);
|
||||
|
||||
bool get_build_mesh();
|
||||
bool get_build_mesh() const;
|
||||
void set_build_mesh(bool value);
|
||||
|
||||
bool get_create_collider();
|
||||
bool get_create_collider() const;
|
||||
void set_create_collider(bool value);
|
||||
|
||||
bool get_bake_lights();
|
||||
bool get_bake_lights() const;
|
||||
void set_bake_lights(bool value);
|
||||
|
||||
NodePath get_debug_drawer_path();
|
||||
@ -65,8 +83,16 @@ public:
|
||||
void set_enabled(bool p_enabled);
|
||||
bool is_enabled() const;
|
||||
|
||||
Ref<VoxelLight> add_voxel_light(Vector3i position, Color color, float strength, Vector3 offset = Vector3());
|
||||
void add_voxel_light_bind(Vector3 position, Color color, float strength);
|
||||
void add_lights(Array lights);
|
||||
void add_voxel_light(Ref<VoxelLight> light);
|
||||
void remove_voxel_light(Ref<VoxelLight> light);
|
||||
void clear_voxel_lights();
|
||||
|
||||
void get_lights(Array lights);
|
||||
|
||||
void bake_lights();
|
||||
void bake_light(Ref<VoxelLight> light);
|
||||
void clear_baked_lights();
|
||||
|
||||
StaticBody *create_trimesh_collision_node();
|
||||
|
||||
@ -74,7 +100,7 @@ public:
|
||||
virtual ~VoxelChunk();
|
||||
|
||||
void draw_debug_voxels(int max, Color color = Color(1, 1, 1));
|
||||
void draw_debug_voxel_lights(int max, bool localPosition = false);
|
||||
void draw_debug_voxel_lights();
|
||||
void draw_cross_voxels(Vector3 pos);
|
||||
void draw_cross_voxels(Vector3 pos, float fill);
|
||||
|
||||
@ -83,6 +109,9 @@ protected:
|
||||
|
||||
bool _enabled;
|
||||
|
||||
Vector3i _chunk_position;
|
||||
Vector3i _chunk_size;
|
||||
|
||||
Ref<VoxelBuffer> _buffer;
|
||||
Vector<Ref<VoxelLight> > _voxel_lights;
|
||||
float _voxel_scale;
|
||||
|
Loading…
Reference in New Issue
Block a user