#include "voxel_mesher_cubic.h" void VoxelMesherCubic::_add_buffer(Ref buffer) { buffer->generate_ao(); Vector3i bfs = buffer->get_size(); int x_size = bfs.x - 1; int y_size = bfs.y - 1; int z_size = bfs.z - 1; float lod_size = get_lod_size(); float voxel_size = get_lod_size(); float voxel_scale = get_voxel_scale(); Ref cube_points; cube_points.instance(); float tile_uv_size = 1 / 4.0; Color base_light(_base_light_value, _base_light_value, _base_light_value); for (int y = 1; y < y_size - 1; y += lod_size) { for (int z = 1; z < z_size - 1; z += lod_size) { for (int x = 1; x < x_size - 1; x += lod_size) { cube_points->setup(buffer, x, y, z, lod_size); if (!cube_points->has_points()) continue; for (int face = 0; face < VoxelCubePoints::VOXEL_FACE_COUNT; ++face) { if (!cube_points->is_face_visible(face)) continue; add_indices(get_vertex_count() + 2); add_indices(get_vertex_count() + 1); add_indices(get_vertex_count() + 0); add_indices(get_vertex_count() + 3); add_indices(get_vertex_count() + 2); add_indices(get_vertex_count() + 0); Vector3 vertices[4] = { cube_points->get_point_for_face(face, 0), cube_points->get_point_for_face(face, 1), cube_points->get_point_for_face(face, 2), cube_points->get_point_for_face(face, 3) }; Vector3 normals[4] = { (vertices[3] - vertices[0]).cross(vertices[1] - vertices[0]), (vertices[0] - vertices[1]).cross(vertices[2] - vertices[1]), (vertices[1] - vertices[2]).cross(vertices[3] - vertices[2]), (vertices[2] - vertices[3]).cross(vertices[0] - vertices[3]) }; Vector3 face_light_direction = cube_points->get_face_light_direction(face); for (int i = 0; i < 4; ++i) { Color light = cube_points->get_face_point_light_color(face, i); light += base_light; float NdotL = CLAMP(normals[i].dot(face_light_direction), 0, 1.0); light *= NdotL; light -= cube_points->get_face_point_ao_color(face, i) * _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); add_color(light); add_uv((cube_points->get_point_uv_direction(face, i) + Vector2(0.5, 0.5)) * Vector2(tile_uv_size, tile_uv_size)); add_vertex((vertices[i] * voxel_size + Vector3(x, y, z)) * voxel_scale); } } } } } } VoxelMesherCubic::VoxelMesherCubic() { } VoxelMesherCubic::~VoxelMesherCubic() { } void VoxelMesherCubic::_bind_methods() { ClassDB::bind_method(D_METHOD("_add_buffer", "buffer"), &VoxelMesherCubic::_add_buffer); }