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https://github.com/Relintai/voxelman.git
synced 2024-11-14 10:17:20 +01:00
Implement texture scale for the blocky mesher. Also added an option to add vertex colors even whe n lighting is off.
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64b9476eca
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@ -24,13 +24,21 @@ SOFTWARE.
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#include "../../world/default/voxel_chunk_default.h"
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bool VoxelMesherBlocky::get_always_add_colors() const {
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return _always_add_colors;
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}
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void VoxelMesherBlocky::set_always_add_colors(const bool value) {
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_always_add_colors = value;
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}
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void VoxelMesherBlocky::_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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if (!chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_AO))
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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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@ -50,7 +58,7 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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Color light(1, 1, 1);
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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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@ -154,10 +162,10 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
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Vector3 verts[] = {
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@ -170,7 +178,7 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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if (use_lighting || _always_add_colors)
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add_color(light);
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add_uv(uvs[i]);
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@ -215,10 +223,10 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
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Vector3 verts[] = {
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@ -231,7 +239,7 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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if (use_lighting || _always_add_colors)
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add_color(light);
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add_uv(uvs[i]);
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@ -275,10 +283,10 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
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Vector3 verts[] = {
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@ -291,7 +299,7 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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if (use_lighting || _always_add_colors)
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add_color(light);
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add_uv(uvs[i]);
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@ -336,10 +344,10 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
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Vector3 verts[] = {
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@ -352,7 +360,7 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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if (use_lighting || _always_add_colors)
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add_color(light);
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add_uv(uvs[i]);
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@ -396,10 +404,10 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
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Vector3 verts[] = {
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@ -412,7 +420,7 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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for (int i = 0; i < 4; ++i) {
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add_normal(Vector3(0, 0, 1));
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if (use_lighting)
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if (use_lighting || _always_add_colors)
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add_color(light);
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add_uv(uvs[i]);
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@ -457,10 +465,10 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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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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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()),
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surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale())
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};
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Vector3 verts[] = {
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@ -473,7 +481,7 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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for (int i = 0; i < 4; ++i) {
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add_normal(Vector3(0, 0, -1));
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if (use_lighting)
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if (use_lighting || _always_add_colors)
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add_color(light);
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add_uv(uvs[i]);
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@ -486,6 +494,7 @@ void VoxelMesherBlocky::_add_chunk(Ref<VoxelChunk> p_chunk) {
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}
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VoxelMesherBlocky::VoxelMesherBlocky() {
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_always_add_colors = false;
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}
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VoxelMesherBlocky::~VoxelMesherBlocky() {
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@ -493,4 +502,8 @@ VoxelMesherBlocky::~VoxelMesherBlocky() {
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void VoxelMesherBlocky::_bind_methods() {
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ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &VoxelMesherBlocky::_add_chunk);
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ClassDB::bind_method(D_METHOD("get_always_add_colors"), &VoxelMesherBlocky::get_always_add_colors);
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ClassDB::bind_method(D_METHOD("set_always_add_colors", "value"), &VoxelMesherBlocky::set_always_add_colors);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "always_add_colors"), "set_always_add_colors", "get_always_add_colors");
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}
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@ -33,6 +33,9 @@ class VoxelMesherBlocky : public VoxelMesherDefault {
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GDCLASS(VoxelMesherBlocky, VoxelMesherDefault);
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public:
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bool get_always_add_colors() const;
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void set_always_add_colors(const bool value);
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void _add_chunk(Ref<VoxelChunk> p_chunk);
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VoxelMesherBlocky();
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@ -40,6 +43,9 @@ public:
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protected:
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static void _bind_methods();
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private:
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bool _always_add_colors;
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};
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#endif
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@ -45,8 +45,8 @@ _FORCE_INLINE_ void VoxelMesherDefault::set_build_flags(const int flags) {
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void VoxelMesherDefault::_bake_colors(Ref<VoxelChunk> chunk) {
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ERR_FAIL_COND(!chunk.is_valid());
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if ((get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0)
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return;
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//if ((get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0)
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// return;
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if (_vertices.size() == 0)
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return;
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