/* 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. */ #include "voxel_mesher_blocky.h" #include "../../world/default/voxel_chunk_default.h" bool VoxelMesherBlocky::get_always_add_colors() const { return _always_add_colors; } void VoxelMesherBlocky::set_always_add_colors(const bool value) { _always_add_colors = value; } void VoxelMesherBlocky::_add_chunk(Ref p_chunk) { Ref chunk = p_chunk; ERR_FAIL_COND(!chunk.is_valid()); //if ((get_build_flags() & VoxelChunkDefault::BUILD_FLAG_GENERATE_AO) != 0) // if (!chunk->get_channel(VoxelChunkDefault::DEFAULT_CHANNEL_AO)) // chunk->generate_ao(); int x_size = chunk->get_size_x(); int y_size = chunk->get_size_y(); int z_size = chunk->get_size_z(); float voxel_scale = get_voxel_scale(); uint8_t *channel_type = chunk->channel_get(_channel_index_type); if (!channel_type) return; uint8_t *channel_color_r = NULL; uint8_t *channel_color_g = NULL; uint8_t *channel_color_b = NULL; uint8_t *channel_ao = NULL; uint8_t *channel_rao = NULL; Color base_light(_base_light_value, _base_light_value, _base_light_value); Color light(1, 1, 1); bool use_lighting = (get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) != 0; bool use_ao = (get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_AO) != 0; bool use_rao = (get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_RAO) != 0; if (use_lighting) { channel_color_r = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R); channel_color_g = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G); channel_color_b = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B); if (use_ao) channel_ao = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_AO); if (use_rao) channel_rao = chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO); } Vector liquids; for (int i = 0; i < _library->voxel_surface_get_num(); ++i) { Ref surface = _library->voxel_surface_get(i); if (!surface.is_valid()) continue; if (surface->get_liquid()) liquids.push_back(static_cast(i + 1)); } for (int y = chunk->get_margin_start(); y < y_size + chunk->get_margin_start(); ++y) { for (int z = chunk->get_margin_start(); z < z_size + chunk->get_margin_start(); ++z) { for (int x = chunk->get_margin_start(); x < x_size + chunk->get_margin_start(); ++x) { int index = chunk->get_data_index(x, y, z); int indexxp = chunk->get_data_index(x + 1, y, z); int indexxn = chunk->get_data_index(x - 1, y, z); int indexyp = chunk->get_data_index(x, y + 1, z); int indexyn = chunk->get_data_index(x, y - 1, z); int indexzp = chunk->get_data_index(x, y, z + 1); int indexzn = chunk->get_data_index(x, y, z - 1); uint8_t type = channel_type[index]; if (type == 0) continue; if (liquids.find(type) != -1) continue; Ref surface = _library->voxel_surface_get(type - 1); if (!surface.is_valid()) continue; uint8_t neighbours[] = { channel_type[indexxp], channel_type[indexxn], channel_type[indexyp], channel_type[indexyn], channel_type[indexzp], channel_type[indexzn], }; for (int i = 0; i < 6; ++i) { if (liquids.find(neighbours[i]) != -1) { neighbours[i] = 0; } } //x + 1 if (neighbours[0] == 0) { if (use_lighting) { light = Color(channel_color_r[indexxp] / 255.0, channel_color_g[indexxp] / 255.0, channel_color_b[indexxp] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexxp] / 255.0; if (use_rao) { float rao = channel_rao[indexxp] / 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 + 2); add_indices(vc + 1); add_indices(vc + 0); add_indices(vc + 3); add_indices(vc + 2); add_indices(vc + 0); Vector2 uvs[] = { surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()) }; 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(1, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(1, 0, 0)); if (use_lighting || _always_add_colors) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } //x - 1 if (neighbours[1] == 0) { if (use_lighting) { light = Color(channel_color_r[indexxn] / 255.0, channel_color_g[indexxn] / 255.0, channel_color_b[indexxn] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexxn] / 255.0; if (use_rao) { float rao = channel_rao[indexxn] / 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_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()) }; Vector3 verts[] = { Vector3(0, 0, 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, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(-1, 0, 0)); if (use_lighting || _always_add_colors) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } //y + 1 if (neighbours[2] == 0) { if (use_lighting) { light = Color(channel_color_r[indexyp] / 255.0, channel_color_g[indexyp] / 255.0, channel_color_b[indexyp] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexyp] / 255.0; if (use_rao) { float rao = channel_rao[indexyp] / 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 + 2); add_indices(vc + 1); add_indices(vc + 0); add_indices(vc + 3); add_indices(vc + 2); add_indices(vc + 0); Vector2 uvs[] = { surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()) }; Vector3 verts[] = { 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, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(0, 1, 0)); if (use_lighting || _always_add_colors) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } //y - 1 if (neighbours[3] == 0) { if (use_lighting) { light = Color(channel_color_r[indexyn] / 255.0, channel_color_g[indexyn] / 255.0, channel_color_b[indexyn] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexyn] / 255.0; if (use_rao) { float rao = channel_rao[indexyn] / 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_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()) }; Vector3 verts[] = { Vector3(1, 0, 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, Vector3(0, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale }; for (int i = 0; i < 4; ++i) { add_normal(Vector3(0, -1, 0)); if (use_lighting || _always_add_colors) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } //z + 1 if (neighbours[4] == 0) { if (use_lighting) { light = Color(channel_color_r[indexzp] / 255.0, channel_color_g[indexzp] / 255.0, channel_color_b[indexzp] / 255.0); float ao = 0; if (use_ao) ao = channel_ao[indexzp] / 255.0; if (use_rao) { float rao = channel_rao[indexzp] / 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 + 2); add_indices(vc + 1); add_indices(vc + 0); add_indices(vc + 3); add_indices(vc + 2); add_indices(vc + 0); Vector2 uvs[] = { surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()) }; Vector3 verts[] = { Vector3(1, 0, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(1, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 1, 1) * voxel_scale + Vector3(x - 1, y - 1, z - 1) * voxel_scale, Vector3(0, 0, 1) * 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 || _always_add_colors) 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_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(0, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 0), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()), surface->transform_uv_scaled(VoxelSurface::VOXEL_SIDE_SIDE, Vector2(1, 1), x % get_texture_scale(), z % get_texture_scale(), get_texture_scale()) }; 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 || _always_add_colors) add_color(light); add_uv(uvs[i]); add_vertex(verts[i]); } } } } } } VoxelMesherBlocky::VoxelMesherBlocky() { _always_add_colors = false; } VoxelMesherBlocky::~VoxelMesherBlocky() { } void VoxelMesherBlocky::_bind_methods() { ClassDB::bind_method(D_METHOD("_add_chunk", "buffer"), &VoxelMesherBlocky::_add_chunk); ClassDB::bind_method(D_METHOD("get_always_add_colors"), &VoxelMesherBlocky::get_always_add_colors); ClassDB::bind_method(D_METHOD("set_always_add_colors", "value"), &VoxelMesherBlocky::set_always_add_colors); ADD_PROPERTY(PropertyInfo(Variant::INT, "always_add_colors"), "set_always_add_colors", "get_always_add_colors"); }