mirror of
https://github.com/Relintai/voxelman.git
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364 lines
13 KiB
C++
364 lines
13 KiB
C++
/*
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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_blocky.h"
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#include "../../world/voxel_chunk_default.h"
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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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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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Color base_light(_base_light_value, _base_light_value, _base_light_value);
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for (int y = 0; y < y_size; ++y) {
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for (int z = 0; z < z_size; ++z) {
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for (int x = 0; x < x_size; ++x) {
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uint8_t type = chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE);
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if (type == 0)
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continue;
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Ref<VoxelSurface> surface = _library->get_voxel_surface(type);
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if (!surface.is_valid())
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continue;
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uint8_t neighbours[] = {
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chunk->get_voxel(x + 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE),
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chunk->get_voxel(x - 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE),
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chunk->get_voxel(x, y + 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE),
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chunk->get_voxel(x, y - 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE),
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chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE),
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chunk->get_voxel(x, y, z - 1, VoxelChunkDefault::DEFAULT_CHANNEL_TYPE),
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};
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//x + 1
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if (neighbours[0] == 0) {
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Color light(chunk->get_voxel(x + 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
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chunk->get_voxel(x + 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
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chunk->get_voxel(x + 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
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float ao = chunk->get_voxel(x + 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0;
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float rao = chunk->get_voxel(x + 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
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ao += rao;
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light += base_light;
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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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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(0.5, -0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(0.5, 0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(0.5, 0.5, 0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(0.5, -0.5, 0.5) * voxel_scale + Vector3(x, y, z) * 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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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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Color light(chunk->get_voxel(x - 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
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chunk->get_voxel(x - 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
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chunk->get_voxel(x - 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
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float ao = chunk->get_voxel(x - 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0;
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float rao = chunk->get_voxel(x - 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
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ao += rao;
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light += base_light;
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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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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(-0.5, -0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, 0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, 0.5, 0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, -0.5, 0.5) * voxel_scale + Vector3(x, y, z) * 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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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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Color light(chunk->get_voxel(x, y + 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
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chunk->get_voxel(x, y + 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
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chunk->get_voxel(x, y + 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
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float ao = chunk->get_voxel(x, y + 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0;
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float rao = chunk->get_voxel(x, y + 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
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ao += rao;
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light += base_light;
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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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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(0.5, 0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, 0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, 0.5, 0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(0.5, 0.5, 0.5) * voxel_scale + Vector3(x, y, z) * 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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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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Color light(chunk->get_voxel(x, y - 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
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chunk->get_voxel(x, y - 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
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chunk->get_voxel(x, y - 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
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float ao = chunk->get_voxel(x, y - 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0;
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float rao = chunk->get_voxel(x, y - 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
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ao += rao;
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light += base_light;
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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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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(0.5, -0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, -0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, -0.5, 0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(0.5, -0.5, 0.5) * voxel_scale + Vector3(x, y, z) * 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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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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Color light(chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
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chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
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chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
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float ao = chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0;
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float rao = chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
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ao += rao;
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light += base_light;
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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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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(0.5, -0.5, 0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(0.5, 0.5, 0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, 0.5, 0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, -0.5, 0.5) * voxel_scale + Vector3(x, y, z) * 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, 0, 1));
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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[5] == 0) {
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Color light(chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_R) / 255.0,
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chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_G) / 255.0,
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chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_LIGHT_COLOR_B) / 255.0);
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float ao = chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_AO) / 255.0;
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float rao = chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO) / 255.0;
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ao += rao;
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light += base_light;
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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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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(0.5, -0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(0.5, 0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, 0.5, -0.5) * voxel_scale + Vector3(x, y, z) * voxel_scale,
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Vector3(-0.5, -0.5, -0.5) * voxel_scale + Vector3(x, y, z) * 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, 0, -1));
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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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}
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}
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}
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}
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VoxelMesherBlocky::VoxelMesherBlocky() {
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_format = VisualServer::ARRAY_FORMAT_NORMAL | VisualServer::ARRAY_FORMAT_COLOR | VisualServer::ARRAY_FORMAT_TEX_UV;
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}
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VoxelMesherBlocky::~VoxelMesherBlocky() {
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}
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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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}
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