2019-06-05 15:22:06 +00:00
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use crate::{
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mesh::{vol, Meshable},
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2019-08-14 21:28:37 +00:00
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render::{self, FluidPipeline, Mesh, TerrainPipeline},
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2019-06-05 15:22:06 +00:00
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};
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2019-01-23 20:01:58 +00:00
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use common::{
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2019-09-26 12:34:15 +00:00
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terrain::Block,
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2019-09-24 00:15:38 +00:00
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vol::{ReadVol, RectRasterableVol, Vox},
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2020-01-12 05:50:58 +00:00
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volumes::vol_grid_2d::{CachedVolGrid2d, VolGrid2d},
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2019-01-23 20:01:58 +00:00
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};
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2020-01-12 05:50:58 +00:00
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use std::{collections::VecDeque, fmt::Debug};
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2019-06-05 15:22:06 +00:00
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use vek::*;
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2019-01-23 20:01:58 +00:00
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type TerrainVertex = <TerrainPipeline as render::Pipeline>::Vertex;
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2019-08-14 21:28:37 +00:00
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type FluidVertex = <FluidPipeline as render::Pipeline>::Vertex;
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2019-09-24 00:15:38 +00:00
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const DIRS: [Vec2<i32>; 4] = [
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Vec2 { x: 1, y: 0 },
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Vec2 { x: 0, y: 1 },
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Vec2 { x: -1, y: 0 },
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Vec2 { x: 0, y: -1 },
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];
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const DIRS_3D: [Vec3<i32>; 6] = [
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Vec3 { x: 1, y: 0, z: 0 },
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Vec3 { x: 0, y: 1, z: 0 },
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Vec3 { x: 0, y: 0, z: 1 },
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Vec3 { x: -1, y: 0, z: 0 },
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Vec3 { x: 0, y: -1, z: 0 },
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Vec3 { x: 0, y: 0, z: -1 },
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];
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fn calc_light<V: RectRasterableVol<Vox = Block> + ReadVol + Debug>(
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bounds: Aabb<i32>,
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vol: &VolGrid2d<V>,
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) -> impl Fn(Vec3<i32>) -> f32 {
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2020-01-12 05:50:58 +00:00
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const UNKOWN: u8 = 255;
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const OPAQUE: u8 = 254;
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2020-01-07 02:00:03 +00:00
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const SUNLIGHT: u8 = 24;
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2019-09-24 00:15:38 +00:00
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let outer = Aabb {
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2020-01-12 05:50:58 +00:00
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// TODO: subtract 1 from sunlight here
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2020-01-08 05:43:13 +00:00
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min: bounds.min - Vec3::new(SUNLIGHT as i32, SUNLIGHT as i32, 1),
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max: bounds.max + Vec3::new(SUNLIGHT as i32, SUNLIGHT as i32, 1),
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2019-09-24 00:15:38 +00:00
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};
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2019-10-01 06:09:27 +00:00
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let mut vol_cached = vol.cached();
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2019-09-29 05:53:22 +00:00
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2020-01-07 02:00:03 +00:00
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// Voids are voxels that that contain air or liquid that are protected from direct rays by blocks
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// above them
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2020-01-12 05:50:58 +00:00
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let mut light_map = vec![UNKOWN; outer.size().product() as usize];
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// TODO: would a morton curve be more efficient?
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let lm_idx = {
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let (w, h, _) = outer.clone().size().into_tuple();
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move |x, y, z| (z * h * w + x * h + y) as usize
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2020-01-07 02:00:03 +00:00
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};
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2020-01-12 05:50:58 +00:00
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// Light propagation queue
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let mut prop_que = VecDeque::new();
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// Start rays
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// TODO: how much would it cost to clone the whole sample into a flat array?
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2019-09-24 00:15:38 +00:00
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for x in 0..outer.size().w {
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for y in 0..outer.size().h {
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2020-01-12 05:50:58 +00:00
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let z = outer.size().d - 1;
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let is_air = vol_cached
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.get(outer.min + Vec3::new(x, y, z))
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.ok()
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.map_or(false, |b| b.is_air());
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light_map[lm_idx(x, y, z)] = if is_air {
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if vol_cached
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.get(outer.min + Vec3::new(x, y, z - 1))
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2019-09-25 10:25:32 +00:00
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.ok()
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2020-01-12 05:50:58 +00:00
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.map_or(false, |b| b.is_air())
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{
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light_map[lm_idx(x, y, z - 1)] = SUNLIGHT;
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// TODO: access efficiency of using less space to store pos
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prop_que.push_back(Vec3::new(x, y, z - 1));
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}
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SUNLIGHT
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} else {
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OPAQUE
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};
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}
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}
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2019-09-25 10:25:32 +00:00
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2020-01-12 05:50:58 +00:00
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// Determines light propagation
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let propagate = |src: u8,
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dest: &mut u8,
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pos: Vec3<i32>,
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prop_que: &mut VecDeque<_>,
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vol: &mut CachedVolGrid2d<V>| {
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if *dest != OPAQUE {
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if *dest == UNKOWN {
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if vol
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.get(outer.min + pos)
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.ok()
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.map_or(false, |b| b.is_air() || b.is_fluid())
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{
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*dest = src - 1;
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// Can't propagate further
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if *dest > 1 {
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prop_que.push_back(pos);
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2019-10-14 09:48:40 +00:00
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}
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2020-01-12 05:50:58 +00:00
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} else {
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*dest = OPAQUE;
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2019-09-24 00:15:38 +00:00
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}
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2020-01-12 05:50:58 +00:00
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} else if *dest < src - 1 {
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*dest = src - 1;
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// Can't propagate further
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if *dest > 1 {
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prop_que.push_back(pos);
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2019-09-25 10:25:32 +00:00
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}
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2019-09-24 00:15:38 +00:00
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}
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}
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2020-01-12 05:50:58 +00:00
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};
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2019-09-24 00:15:38 +00:00
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2020-01-12 05:50:58 +00:00
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// Propage light
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while let Some(pos) = prop_que.pop_front() {
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// TODO: access efficiency of storing current light level in queue
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// TODO: access efficiency of storing originating direction index in queue so that dir
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// doesn't need to be checked
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let light = light_map[lm_idx(pos.x, pos.y, pos.z)];
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// If ray propagate downwards at full strength
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if light == SUNLIGHT {
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// Down is special cased and we know up is a ray
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// Special cased ray propagation
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let pos = Vec3::new(pos.x, pos.y, pos.z - 1);
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let (is_air, is_fluid) = vol_cached
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.get(outer.min + pos)
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.ok()
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.map_or((false, false), |b| (b.is_air(), b.is_fluid()));
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light_map[lm_idx(pos.x, pos.y, pos.z)] = if is_air {
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prop_que.push_back(pos);
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SUNLIGHT
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} else if is_fluid {
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prop_que.push_back(pos);
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SUNLIGHT - 1
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} else {
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OPAQUE
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}
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} else {
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// Up
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// Bounds checking
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// TODO: check if propagated light level can ever reach area of interest
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if pos.z + 1 < outer.size().d {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x, pos.y, pos.z + 1)).unwrap(),
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Vec3::new(pos.x, pos.y, pos.z + 1),
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&mut prop_que,
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&mut vol_cached,
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)
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}
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// Down
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if pos.z > 0 {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x, pos.y, pos.z - 1)).unwrap(),
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Vec3::new(pos.x, pos.y, pos.z - 1),
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&mut prop_que,
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&mut vol_cached,
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)
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2019-09-24 00:15:38 +00:00
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}
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}
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2020-01-12 05:50:58 +00:00
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// The XY directions
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if pos.y + 1 < outer.size().h {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x, pos.y + 1, pos.z)).unwrap(),
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Vec3::new(pos.x, pos.y + 1, pos.z),
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&mut prop_que,
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&mut vol_cached,
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)
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2019-09-25 10:25:32 +00:00
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}
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2020-01-12 05:50:58 +00:00
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if pos.y > 0 {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x, pos.y - 1, pos.z)).unwrap(),
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Vec3::new(pos.x, pos.y - 1, pos.z),
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&mut prop_que,
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&mut vol_cached,
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)
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}
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if pos.x + 1 < outer.size().w {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x + 1, pos.y, pos.z)).unwrap(),
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Vec3::new(pos.x + 1, pos.y, pos.z),
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&mut prop_que,
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&mut vol_cached,
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)
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}
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if pos.x > 0 {
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propagate(
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light,
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light_map.get_mut(lm_idx(pos.x - 1, pos.y, pos.z)).unwrap(),
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Vec3::new(pos.x - 1, pos.y, pos.z),
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&mut prop_que,
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&mut vol_cached,
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)
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2019-09-24 00:15:38 +00:00
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}
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}
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move |wpos| {
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let pos = wpos - outer.min;
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2020-01-12 05:50:58 +00:00
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light_map
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.get(lm_idx(pos.x, pos.y, pos.z))
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.filter(|l| **l != OPAQUE && **l != UNKOWN)
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.map(|l| *l as f32 / SUNLIGHT as f32)
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2019-09-24 00:15:38 +00:00
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.unwrap_or(0.0)
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}
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}
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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`.
2019-09-03 22:23:29 +00:00
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impl<V: RectRasterableVol<Vox = Block> + ReadVol + Debug> Meshable<TerrainPipeline, FluidPipeline>
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for VolGrid2d<V>
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2019-08-19 20:09:35 +00:00
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{
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2019-05-17 17:44:30 +00:00
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type Pipeline = TerrainPipeline;
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2019-08-14 21:28:37 +00:00
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type TranslucentPipeline = FluidPipeline;
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2019-05-17 17:44:30 +00:00
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type Supplement = Aabb<i32>;
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2019-08-14 21:28:37 +00:00
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fn generate_mesh(
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&self,
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range: Self::Supplement,
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) -> (Mesh<Self::Pipeline>, Mesh<Self::TranslucentPipeline>) {
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let mut opaque_mesh = Mesh::new();
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let mut fluid_mesh = Mesh::new();
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2019-05-17 17:44:30 +00:00
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2019-09-24 06:42:09 +00:00
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let light = calc_light(range, self);
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2019-09-24 00:15:38 +00:00
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2020-01-12 05:50:58 +00:00
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//let mut vol_cached = self.cached();
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let flat_get = {
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let (w, h, d) = range.size().into_tuple();
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// z can range from -1..range.size().d + 1
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let d = d + 2;
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let mut flat = vec![Block::empty(); (w * h * d) as usize];
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let mut i = 0;
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let mut volume = self.cached();
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for x in 0..range.size().w {
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for y in 0..range.size().h {
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for z in -1..range.size().d + 1 {
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flat[i] = *volume.get(range.min + Vec3::new(x, y, z)).unwrap();
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i += 1;
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}
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}
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}
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// Cleanup
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drop(i);
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let flat = flat;
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move |Vec3 { x, y, z }| {
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// z can range from -1..range.size().d + 1
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let z = z + 1;
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match flat.get((x * h * d + y * d + z) as usize).copied() {
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Some(b) => b,
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None => panic!("x {} y {} z {} d {} h {}"),
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}
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}
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};
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2019-10-01 06:09:27 +00:00
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2020-01-12 05:50:58 +00:00
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for x in 1..range.size().w - 1 {
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for y in 1..range.size().w - 1 {
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2019-09-24 09:01:50 +00:00
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let mut lights = [[[0.0; 3]; 3]; 3];
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for i in 0..3 {
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for j in 0..3 {
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for k in 0..3 {
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lights[k][j][i] = light(
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2020-01-12 05:50:58 +00:00
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Vec3::new(x + range.min.x, y + range.min.y, range.min.z)
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2019-09-24 09:01:50 +00:00
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+ Vec3::new(i as i32, j as i32, k as i32)
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- 1,
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);
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}
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}
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}
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2019-10-01 06:09:27 +00:00
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let get_color = |maybe_block: Option<&Block>| {
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maybe_block
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.filter(|vox| vox.is_opaque())
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.and_then(|vox| vox.get_color())
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.map(|col| Rgba::from_opaque(col))
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.unwrap_or(Rgba::zero())
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2019-09-24 09:01:50 +00:00
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};
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2019-10-25 00:02:29 +00:00
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let mut blocks = [[[None; 3]; 3]; 3];
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2019-09-27 10:06:32 +00:00
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let mut colors = [[[Rgba::zero(); 3]; 3]; 3];
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2019-09-24 09:01:50 +00:00
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for i in 0..3 {
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for j in 0..3 {
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|
|
for k in 0..3 {
|
2020-01-12 05:50:58 +00:00
|
|
|
let block = /*vol_cached
|
2019-10-25 00:02:29 +00:00
|
|
|
.get(
|
|
|
|
Vec3::new(x, y, range.min.z)
|
|
|
|
+ Vec3::new(i as i32, j as i32, k as i32)
|
|
|
|
- 1,
|
|
|
|
)
|
|
|
|
.ok()
|
2020-01-12 05:50:58 +00:00
|
|
|
.copied()*/ Some(flat_get(Vec3::new(x, y, 0) + Vec3::new(i as i32, j as i32, k as i32) - 1));
|
2019-10-25 00:02:29 +00:00
|
|
|
colors[k][j][i] = get_color(block.as_ref());
|
|
|
|
blocks[k][j][i] = block;
|
2019-09-24 09:01:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2020-01-12 05:50:58 +00:00
|
|
|
for z in 0..range.size().d {
|
2019-05-17 17:44:30 +00:00
|
|
|
let pos = Vec3::new(x, y, z);
|
2020-01-12 05:50:58 +00:00
|
|
|
let offs = (pos - Vec3::new(1, 1, 0)).map(|e| e as f32);
|
2019-08-14 21:28:37 +00:00
|
|
|
|
2019-09-24 09:01:50 +00:00
|
|
|
lights[0] = lights[1];
|
|
|
|
lights[1] = lights[2];
|
2019-10-25 00:02:29 +00:00
|
|
|
blocks[0] = blocks[1];
|
|
|
|
blocks[1] = blocks[2];
|
2019-09-24 10:28:40 +00:00
|
|
|
colors[0] = colors[1];
|
|
|
|
colors[1] = colors[2];
|
|
|
|
|
2019-09-24 09:01:50 +00:00
|
|
|
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 {
|
2020-01-12 05:50:58 +00:00
|
|
|
let block = /*vol_cached
|
2019-10-25 00:02:29 +00:00
|
|
|
.get(pos + Vec3::new(i as i32, j as i32, 2) - 1)
|
|
|
|
.ok()
|
2020-01-12 05:50:58 +00:00
|
|
|
.copied()*/ Some(flat_get(pos + Vec3::new(i as i32, j as i32, 2) - 1));
|
2019-10-25 00:02:29 +00:00
|
|
|
colors[2][j][i] = get_color(block.as_ref());
|
|
|
|
blocks[2][j][i] = block;
|
2019-09-24 09:01:50 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-10-25 00:02:29 +00:00
|
|
|
let block = blocks[1][1][1];
|
2019-05-17 17:44:30 +00:00
|
|
|
|
2019-05-29 11:01:02 +00:00
|
|
|
// Create mesh polygons
|
2020-01-12 05:50:58 +00:00
|
|
|
let pos = pos + range.min;
|
2019-09-24 09:01:50 +00:00
|
|
|
if block.map(|vox| vox.is_opaque()).unwrap_or(false) {
|
2019-05-21 22:31:38 +00:00
|
|
|
vol::push_vox_verts(
|
2019-08-14 21:28:37 +00:00
|
|
|
&mut opaque_mesh,
|
2019-10-25 00:02:29 +00:00
|
|
|
faces_to_make(&blocks, false, |vox| !vox.is_opaque()),
|
2019-05-21 22:31:38 +00:00
|
|
|
offs,
|
2019-10-09 19:28:05 +00:00
|
|
|
&colors, //&[[[colors[1][1][1]; 3]; 3]; 3],
|
2019-06-19 14:55:26 +00:00
|
|
|
|pos, norm, col, ao, light| {
|
2019-11-19 13:20:20 +00:00
|
|
|
let light = (light.min(ao) * 255.0) as u32;
|
|
|
|
let norm = if norm.x != 0.0 {
|
2020-01-08 17:09:54 +00:00
|
|
|
if norm.x < 0.0 {
|
|
|
|
0
|
|
|
|
} else {
|
|
|
|
1
|
|
|
|
}
|
2019-11-19 13:20:20 +00:00
|
|
|
} else if norm.y != 0.0 {
|
2020-01-08 17:09:54 +00:00
|
|
|
if norm.y < 0.0 {
|
|
|
|
2
|
|
|
|
} else {
|
|
|
|
3
|
|
|
|
}
|
2019-11-19 13:20:20 +00:00
|
|
|
} else {
|
2020-01-08 17:09:54 +00:00
|
|
|
if norm.z < 0.0 {
|
|
|
|
4
|
|
|
|
} else {
|
|
|
|
5
|
|
|
|
}
|
2019-11-19 13:20:20 +00:00
|
|
|
};
|
|
|
|
TerrainVertex::new(norm, light, pos, col)
|
2019-06-19 14:55:26 +00:00
|
|
|
},
|
2019-09-24 09:01:50 +00:00
|
|
|
&lights,
|
2019-08-14 21:28:37 +00:00
|
|
|
);
|
2019-09-24 09:01:50 +00:00
|
|
|
} else if block.map(|vox| vox.is_fluid()).unwrap_or(false) {
|
2019-08-14 21:28:37 +00:00
|
|
|
vol::push_vox_verts(
|
|
|
|
&mut fluid_mesh,
|
2019-10-25 00:02:29 +00:00
|
|
|
faces_to_make(&blocks, false, |vox| vox.is_air()),
|
2019-08-14 21:28:37 +00:00
|
|
|
offs,
|
2019-09-24 09:01:50 +00:00
|
|
|
&colors,
|
2019-10-09 22:42:39 +00:00
|
|
|
|pos, norm, col, _ao, light| {
|
2019-10-08 11:07:10 +00:00
|
|
|
FluidVertex::new(pos, norm, col, light, 0.3)
|
2019-08-14 21:28:37 +00:00
|
|
|
},
|
2019-09-24 09:01:50 +00:00
|
|
|
&lights,
|
2019-05-21 22:31:38 +00:00
|
|
|
);
|
2019-05-17 17:44:30 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2019-08-14 21:28:37 +00:00
|
|
|
|
|
|
|
(opaque_mesh, fluid_mesh)
|
2019-05-17 17:44:30 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2019-10-25 00:02:29 +00:00
|
|
|
/// Use the 6 voxels/blocks surrounding the center
|
|
|
|
/// to detemine which faces should be drawn
|
|
|
|
/// Unlike the one in segments.rs this uses a provided array of blocks instead
|
|
|
|
/// of retrieving from a volume
|
|
|
|
/// blocks[z][y][x]
|
|
|
|
fn faces_to_make(
|
|
|
|
blocks: &[[[Option<Block>; 3]; 3]; 3],
|
|
|
|
error_makes_face: bool,
|
|
|
|
should_add: impl Fn(Block) -> bool,
|
|
|
|
) -> [bool; 6] {
|
|
|
|
// Faces to draw
|
|
|
|
let make_face = |opt_v: Option<Block>| opt_v.map(|v| should_add(v)).unwrap_or(error_makes_face);
|
|
|
|
[
|
|
|
|
make_face(blocks[1][1][0]),
|
|
|
|
make_face(blocks[1][1][2]),
|
|
|
|
make_face(blocks[1][0][1]),
|
|
|
|
make_face(blocks[1][2][1]),
|
|
|
|
make_face(blocks[0][1][1]),
|
|
|
|
make_face(blocks[2][1][1]),
|
|
|
|
]
|
|
|
|
}
|
|
|
|
|
2019-05-31 20:37:11 +00:00
|
|
|
/*
|
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`.
2019-09-03 22:23:29 +00:00
|
|
|
impl<V: BaseVol<Vox = Block> + ReadVol + Debug> Meshable for VolGrid3d<V> {
|
2019-05-12 18:33:39 +00:00
|
|
|
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;
|
2019-05-13 12:08:17 +00:00
|
|
|
for x in 1..size.x - 1 {
|
|
|
|
for y in 1..size.y - 1 {
|
|
|
|
for z in 1..size.z - 1 {
|
2019-05-12 18:33:39 +00:00
|
|
|
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);
|
2019-05-12 20:58:37 +00:00
|
|
|
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,
|
2019-05-12 22:46:36 +00:00
|
|
|
range.min + pos,
|
2019-05-12 20:58:37 +00:00
|
|
|
offs,
|
|
|
|
col,
|
|
|
|
TerrainVertex::new,
|
2019-05-13 12:08:17 +00:00
|
|
|
false,
|
2019-05-12 20:58:37 +00:00
|
|
|
);
|
|
|
|
}
|
|
|
|
} 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,
|
2019-05-12 22:46:36 +00:00
|
|
|
range.min + pos,
|
2019-05-12 20:58:37 +00:00
|
|
|
offs,
|
|
|
|
col,
|
|
|
|
TerrainVertex::new,
|
2019-05-13 12:08:17 +00:00
|
|
|
false,
|
2019-05-12 20:58:37 +00:00
|
|
|
);
|
|
|
|
}
|
2019-05-12 18:33:39 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
mesh
|
|
|
|
}
|
|
|
|
}
|
2019-05-31 20:37:11 +00:00
|
|
|
*/
|
2020-01-12 05:50:58 +00:00
|
|
|
|
|
|
|
fn interleave_i32_with_zeros(mut x: i32) -> i64 {
|
|
|
|
x = (x ^ (x << 16)) & 0x0000ffff0000ffff;
|
|
|
|
x = (x ^ (x << 8)) & 0x00ff00ff00ff00ff;
|
|
|
|
x = (x ^ (x << 4)) & 0x0f0f0f0f0f0f0f0f;
|
|
|
|
x = (x ^ (x << 2)) & 0x3333333333333333;
|
|
|
|
x = (x ^ (x << 1)) & 0x5555555555555555;
|
|
|
|
x
|
|
|
|
}
|
|
|
|
|
|
|
|
fn morton_code(pos: Vec2<i32>) -> i64 {
|
|
|
|
interleave_i32_with_zeros(pos.x) | (interleave_i32_with_zeros(pos.y) << 1)
|
|
|
|
}
|