veloren/voxygen/src/mesh/terrain.rs

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use crate::{
mesh::{vol, Meshable},
render::{self, FluidPipeline, Mesh, TerrainPipeline},
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};
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use common::{
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terrain::Block,
vol::{ReadVol, RectRasterableVol, Vox},
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volumes::vol_grid_2d::VolGrid2d,
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};
use hashbrown::{HashMap, HashSet};
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use std::fmt::Debug;
use vek::*;
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type TerrainVertex = <TerrainPipeline as render::Pipeline>::Vertex;
type FluidVertex = <FluidPipeline as render::Pipeline>::Vertex;
const DIRS: [Vec2<i32>; 4] = [
Vec2 { x: 1, y: 0 },
Vec2 { x: 0, y: 1 },
Vec2 { x: -1, y: 0 },
Vec2 { x: 0, y: -1 },
];
const DIRS_3D: [Vec3<i32>; 6] = [
Vec3 { x: 1, y: 0, z: 0 },
Vec3 { x: 0, y: 1, z: 0 },
Vec3 { x: 0, y: 0, z: 1 },
Vec3 { x: -1, y: 0, z: 0 },
Vec3 { x: 0, y: -1, z: 0 },
Vec3 { x: 0, y: 0, z: -1 },
];
fn calc_light<V: RectRasterableVol<Vox = Block> + ReadVol + Debug>(
bounds: Aabb<i32>,
vol: &VolGrid2d<V>,
) -> impl Fn(Vec3<i32>) -> f32 {
let sunlight = 24;
let outer = Aabb {
min: bounds.min - sunlight,
max: bounds.max + sunlight,
};
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let mut vol_cached = vol.cached();
let mut voids = HashMap::new();
let mut rays = vec![outer.size().d; outer.size().product() as usize];
for x in 0..outer.size().w {
for y in 0..outer.size().h {
let mut outside = true;
for z in (0..outer.size().d).rev() {
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let block = vol_cached
.get(outer.min + Vec3::new(x, y, z))
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.ok()
.copied()
.unwrap_or(Block::empty());
if !block.is_air() && outside {
rays[(outer.size().w * y + x) as usize] = z;
outside = false;
}
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if (block.is_air() || block.is_fluid()) && !outside {
voids.insert(Vec3::new(x, y, z), None);
}
}
}
}
let mut opens = HashSet::new();
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'voids: for (pos, l) in &mut voids {
for dir in &DIRS {
let col = Vec2::<i32>::from(*pos) + dir;
if pos.z
> *rays
.get(((outer.size().w * col.y) + col.x) as usize)
.unwrap_or(&0)
{
*l = Some(sunlight - 1);
opens.insert(*pos);
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continue 'voids;
}
}
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if pos.z
>= *rays
.get(((outer.size().w * pos.y) + pos.x) as usize)
.unwrap_or(&0)
{
*l = Some(sunlight - 1);
opens.insert(*pos);
}
}
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while opens.len() > 0 {
let mut new_opens = HashSet::new();
for open in &opens {
let parent_l = voids[open].unwrap_or(0);
for dir in &DIRS_3D {
let other = *open + *dir;
if !opens.contains(&other) {
if let Some(l) = voids.get_mut(&other) {
if l.unwrap_or(0) < parent_l - 1 {
new_opens.insert(other);
}
*l = Some(parent_l - 1);
}
}
}
}
opens = new_opens;
}
move |wpos| {
let pos = wpos - outer.min;
rays.get(((outer.size().w * pos.y) + pos.x) as usize)
.and_then(|ray| if pos.z > *ray { Some(1.0) } else { None })
.or_else(|| {
if let Some(Some(l)) = voids.get(&pos) {
Some(*l as f32 / sunlight as f32)
} else {
None
}
})
.unwrap_or(0.0)
}
}
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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impl<V: RectRasterableVol<Vox = Block> + ReadVol + Debug> Meshable<TerrainPipeline, FluidPipeline>
for VolGrid2d<V>
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{
type Pipeline = TerrainPipeline;
type TranslucentPipeline = FluidPipeline;
type Supplement = Aabb<i32>;
fn generate_mesh(
&self,
range: Self::Supplement,
) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
let mut opaque_mesh = Mesh::new();
let mut fluid_mesh = Mesh::new();
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let light = calc_light(range, self);
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let mut vol_cached = self.cached();
for x in range.min.x + 1..range.max.x - 1 {
for y in range.min.y + 1..range.max.y - 1 {
let mut lights = [[[0.0; 3]; 3]; 3];
for i in 0..3 {
for j in 0..3 {
for k in 0..3 {
lights[k][j][i] = light(
Vec3::new(x, y, range.min.z)
+ Vec3::new(i as i32, j as i32, k as i32)
- 1,
);
}
}
}
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let get_color = |maybe_block: Option<&Block>| {
maybe_block
.filter(|vox| vox.is_opaque())
.and_then(|vox| vox.get_color())
.map(|col| Rgba::from_opaque(col))
.unwrap_or(Rgba::zero())
};
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let mut colors = [[[Rgba::zero(); 3]; 3]; 3];
for i in 0..3 {
for j in 0..3 {
for k in 0..3 {
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colors[k][j][i] = get_color(
vol_cached
.get(
Vec3::new(x, y, range.min.z)
+ Vec3::new(i as i32, j as i32, k as i32)
- 1,
)
.ok(),
);
}
}
}
for z in range.min.z..range.max.z {
let pos = Vec3::new(x, y, z);
let offs = (pos - (range.min + 1) * Vec3::new(1, 1, 0)).map(|e| e as f32);
lights[0] = lights[1];
lights[1] = lights[2];
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colors[0] = colors[1];
colors[1] = colors[2];
for i in 0..3 {
for j in 0..3 {
lights[2][j][i] = light(pos + Vec3::new(i as i32, j as i32, 2) - 1);
}
}
for i in 0..3 {
for j in 0..3 {
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colors[2][j][i] = get_color(
vol_cached
.get(pos + Vec3::new(i as i32, j as i32, 2) - 1)
.ok(),
);
}
}
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let block = vol_cached.get(pos).ok();
// Create mesh polygons
if block.map(|vox| vox.is_opaque()).unwrap_or(false) {
vol::push_vox_verts(
&mut opaque_mesh,
self,
pos,
offs,
&colors,
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|pos, norm, col, ao, light| {
TerrainVertex::new(pos, norm, col, light.min(ao))
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},
false,
&lights,
|vox| !vox.is_opaque(),
);
} else if block.map(|vox| vox.is_fluid()).unwrap_or(false) {
vol::push_vox_verts(
&mut fluid_mesh,
self,
pos,
offs,
&colors,
|pos, norm, col, ao, light| {
FluidVertex::new(pos, norm, col, light.min(ao), 0.3)
},
false,
&lights,
|vox| vox.is_air(),
);
}
}
}
}
(opaque_mesh, fluid_mesh)
}
}
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/*
common: Rework volume API See the doc comments in `common/src/vol.rs` for more information on the API itself. The changes include: * Consistent `Err`/`Error` naming. * Types are named `...Error`. * `enum` variants are named `...Err`. * Rename `VolMap{2d, 3d}` -> `VolGrid{2d, 3d}`. This is in preparation to an upcoming change where a “map” in the game related sense will be added. * Add volume iterators. There are two types of them: * _Position_ iterators obtained from the trait `IntoPosIterator` using the method `fn pos_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `Vec3<i32>`. * _Volume_ iterators obtained from the trait `IntoVolIterator` using the method `fn vol_iter(self, lower_bound: Vec3<i32>, upper_bound: Vec3<i32>) -> ...` which returns an iterator over `(Vec3<i32>, &Self::Vox)`. Those traits will usually be implemented by references to volume types (i.e. `impl IntoVolIterator<'a> for &'a T` where `T` is some type which usually implements several volume traits, such as `Chunk`). * _Position_ iterators iterate over the positions valid for that volume. * _Volume_ iterators do the same but return not only the position but also the voxel at that position, in each iteration. * Introduce trait `RectSizedVol` for the use case which we have with `Chonk`: A `Chonk` is sized only in x and y direction. * Introduce traits `RasterableVol`, `RectRasterableVol` * `RasterableVol` represents a volume that is compile-time sized and has its lower bound at `(0, 0, 0)`. The name `RasterableVol` was chosen because such a volume can be used with `VolGrid3d`. * `RectRasterableVol` represents a volume that is compile-time sized at least in x and y direction and has its lower bound at `(0, 0, z)`. There's no requirement on he lower bound or size in z direction. The name `RectRasterableVol` was chosen because such a volume can be used with `VolGrid2d`.
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impl<V: BaseVol<Vox = Block> + ReadVol + Debug> Meshable for VolGrid3d<V> {
type Pipeline = TerrainPipeline;
type Supplement = Aabb<i32>;
fn generate_mesh(&self, range: Self::Supplement) -> Mesh<Self::Pipeline> {
let mut mesh = Mesh::new();
let mut last_chunk_pos = self.pos_key(range.min);
let mut last_chunk = self.get_key(last_chunk_pos);
let size = range.max - range.min;
for x in 1..size.x - 1 {
for y in 1..size.y - 1 {
for z in 1..size.z - 1 {
let pos = Vec3::new(x, y, z);
let new_chunk_pos = self.pos_key(range.min + pos);
if last_chunk_pos != new_chunk_pos {
last_chunk = self.get_key(new_chunk_pos);
last_chunk_pos = new_chunk_pos;
}
let offs = pos.map(|e| e as f32 - 1.0);
if let Some(chunk) = last_chunk {
let chunk_pos = Self::chunk_offs(range.min + pos);
if let Some(col) = chunk.get(chunk_pos).ok().and_then(|vox| vox.get_color())
{
let col = col.map(|e| e as f32 / 255.0);
vol::push_vox_verts(
&mut mesh,
self,
range.min + pos,
offs,
col,
TerrainVertex::new,
false,
);
}
} else {
if let Some(col) = self
.get(range.min + pos)
.ok()
.and_then(|vox| vox.get_color())
{
let col = col.map(|e| e as f32 / 255.0);
vol::push_vox_verts(
&mut mesh,
self,
range.min + pos,
offs,
col,
TerrainVertex::new,
false,
);
}
}
}
}
}
mesh
}
}
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*/