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::{
terrain::{Block, BlockKind},
vol::{ReadVol, RectRasterableVol, Vox},
volumes::vol_grid_2d::{CachedVolGrid2d, VolGrid2d},
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};
use std::{collections::VecDeque, fmt::Debug};
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use vek::*;
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type TerrainVertex = <TerrainPipeline as render::Pipeline>::Vertex;
type FluidVertex = <FluidPipeline as render::Pipeline>::Vertex;
trait Blendable {
fn is_blended(&self) -> bool;
}
impl Blendable for BlockKind {
fn is_blended(&self) -> bool {
match self {
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_ => false,
}
}
}
fn calc_light<V: RectRasterableVol<Vox = Block> + ReadVol + Debug>(
bounds: Aabb<i32>,
vol: &VolGrid2d<V>,
) -> impl FnMut(Vec3<i32>) -> Option<f32> + '_ {
const UNKNOWN: u8 = 255;
const OPAQUE: u8 = 254;
const SUNLIGHT: u8 = 24;
let outer = Aabb {
min: bounds.min - Vec3::new(SUNLIGHT as i32 - 1, SUNLIGHT as i32 - 1, 1),
max: bounds.max + Vec3::new(SUNLIGHT as i32 - 1, SUNLIGHT as i32 - 1, 1),
};
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let mut vol_cached = vol.cached();
let mut light_map = vec![UNKNOWN; outer.size().product() as usize];
let lm_idx = {
let (w, h, _) = outer.clone().size().into_tuple();
move |x, y, z| (z * h * w + x * h + y) as usize
};
// Light propagation queue
let mut prop_que = VecDeque::new();
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// Start sun rays
for x in 0..outer.size().w {
for y in 0..outer.size().h {
let z = outer.size().d - 1;
let is_air = vol_cached
.get(outer.min + Vec3::new(x, y, z))
.ok()
.map_or(false, |b| b.is_air());
light_map[lm_idx(x, y, z)] = if is_air {
if vol_cached
.get(outer.min + Vec3::new(x, y, z - 1))
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.ok()
.map_or(false, |b| b.is_air())
{
light_map[lm_idx(x, y, z - 1)] = SUNLIGHT;
prop_que.push_back((x as u8, y as u8, z as u16));
}
SUNLIGHT
} else {
OPAQUE
};
}
}
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// Determines light propagation
let propagate = |src: u8,
dest: &mut u8,
pos: Vec3<i32>,
prop_que: &mut VecDeque<_>,
vol: &mut CachedVolGrid2d<V>| {
if *dest != OPAQUE {
if *dest == UNKNOWN {
if vol
.get(outer.min + pos)
.ok()
.map_or(false, |b| b.is_air() || b.is_fluid())
{
*dest = src - 1;
// Can't propagate further
if *dest > 1 {
prop_que.push_back((pos.x as u8, pos.y as u8, pos.z as u16));
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}
} else {
*dest = OPAQUE;
}
} else if *dest < src - 1 {
*dest = src - 1;
// Can't propagate further
if *dest > 1 {
prop_que.push_back((pos.x as u8, pos.y as u8, pos.z as u16));
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}
}
}
};
// Propage light
while let Some(pos) = prop_que.pop_front() {
let pos = Vec3::new(pos.0 as i32, pos.1 as i32, pos.2 as i32);
let light = light_map[lm_idx(pos.x, pos.y, pos.z)];
// If ray propagate downwards at full strength
if light == SUNLIGHT {
// Down is special cased and we know up is a ray
// Special cased ray propagation
let pos = Vec3::new(pos.x, pos.y, pos.z - 1);
let (is_air, is_fluid) = vol_cached
.get(outer.min + pos)
.ok()
.map_or((false, false), |b| (b.is_air(), b.is_fluid()));
light_map[lm_idx(pos.x, pos.y, pos.z)] = if is_air {
prop_que.push_back((pos.x as u8, pos.y as u8, pos.z as u16));
SUNLIGHT
} else if is_fluid {
prop_que.push_back((pos.x as u8, pos.y as u8, pos.z as u16));
SUNLIGHT - 1
} else {
OPAQUE
}
} else {
// Up
// Bounds checking
if pos.z + 1 < outer.size().d {
propagate(
light,
light_map.get_mut(lm_idx(pos.x, pos.y, pos.z + 1)).unwrap(),
Vec3::new(pos.x, pos.y, pos.z + 1),
&mut prop_que,
&mut vol_cached,
)
}
// Down
if pos.z > 0 {
propagate(
light,
light_map.get_mut(lm_idx(pos.x, pos.y, pos.z - 1)).unwrap(),
Vec3::new(pos.x, pos.y, pos.z - 1),
&mut prop_que,
&mut vol_cached,
)
}
}
// The XY directions
if pos.y + 1 < outer.size().h {
propagate(
light,
light_map.get_mut(lm_idx(pos.x, pos.y + 1, pos.z)).unwrap(),
Vec3::new(pos.x, pos.y + 1, pos.z),
&mut prop_que,
&mut vol_cached,
)
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}
if pos.y > 0 {
propagate(
light,
light_map.get_mut(lm_idx(pos.x, pos.y - 1, pos.z)).unwrap(),
Vec3::new(pos.x, pos.y - 1, pos.z),
&mut prop_que,
&mut vol_cached,
)
}
if pos.x + 1 < outer.size().w {
propagate(
light,
light_map.get_mut(lm_idx(pos.x + 1, pos.y, pos.z)).unwrap(),
Vec3::new(pos.x + 1, pos.y, pos.z),
&mut prop_que,
&mut vol_cached,
)
}
if pos.x > 0 {
propagate(
light,
light_map.get_mut(lm_idx(pos.x - 1, pos.y, pos.z)).unwrap(),
Vec3::new(pos.x - 1, pos.y, pos.z),
&mut prop_que,
&mut vol_cached,
)
}
}
move |wpos| {
if vol_cached
.get(wpos)
.map(|block| block.is_opaque())
.unwrap_or(false)
{
None
} else {
let pos = wpos - outer.min;
Some(light_map
.get(lm_idx(pos.x, pos.y, pos.z))
.filter(|l| **l != OPAQUE && **l != UNKNOWN)
.map(|l| *l as f32 / SUNLIGHT as f32)
.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 Supplement = Aabb<i32>;
type TranslucentPipeline = FluidPipeline;
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();
let mut light = calc_light(range, self);
let mut lowest_opaque = range.size().d;
let mut highest_opaque = 0;
let mut lowest_fluid = range.size().d;
let mut highest_fluid = 0;
let mut lowest_air = range.size().d;
let mut highest_air = 0;
let flat_get = {
let (w, h, d) = range.size().into_tuple();
// z can range from -1..range.size().d + 1
let d = d + 2;
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let flat = {
let mut volume = self.cached();
let mut flat = vec![Block::empty(); (w * h * d) as usize];
let mut i = 0;
for x in 0..range.size().w {
for y in 0..range.size().h {
for z in -1..range.size().d + 1 {
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let block = volume
.get(range.min + Vec3::new(x, y, z))
.map(|b| *b)
.unwrap_or(Block::empty());
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if block.is_opaque() {
lowest_opaque = lowest_opaque.min(z);
highest_opaque = highest_opaque.max(z);
} else if block.is_fluid() {
lowest_fluid = lowest_fluid.min(z);
highest_fluid = highest_fluid.max(z);
} else {
// Assume air
lowest_air = lowest_air.min(z);
highest_air = highest_air.max(z);
};
flat[i] = block;
i += 1;
}
}
}
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flat
};
move |Vec3 { x, y, z }| {
// z can range from -1..range.size().d + 1
let z = z + 1;
match flat.get((x * h * d + y * d + z) as usize).copied() {
Some(b) => b,
None => panic!("x {} y {} z {} d {} h {}"),
}
}
};
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// TODO: figure out why this has to be -2 instead of -1
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// Constrain iterated area
let z_start = if (lowest_air > lowest_opaque && lowest_air <= lowest_fluid)
|| (lowest_air > lowest_fluid && lowest_air <= lowest_opaque)
{
lowest_air - 2
} else if lowest_fluid > lowest_opaque && lowest_fluid <= lowest_air {
lowest_fluid - 2
} else if lowest_fluid > lowest_air && lowest_fluid <= lowest_opaque {
lowest_fluid - 1
} else {
lowest_opaque - 1
}
.max(0);
let z_end = if (highest_air < highest_opaque && highest_air >= highest_fluid)
|| (highest_air < highest_fluid && highest_air >= highest_opaque)
{
highest_air + 1
} else if highest_fluid < highest_opaque && highest_fluid >= highest_air {
highest_fluid + 1
} else if highest_fluid < highest_air && highest_fluid >= highest_opaque {
highest_fluid
} else {
highest_opaque
}
.min(range.size().d - 1);
for x in 1..range.size().w - 1 {
for y in 1..range.size().w - 1 {
let mut lights = [[[None; 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 + range.min.x, y + range.min.y, z_start + range.min.z)
+ Vec3::new(i as i32, j as i32, k as i32)
- 1,
);
}
}
}
let get_color = |maybe_block: Option<&Block>, neighbour: bool| {
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maybe_block
.filter(|vox| vox.is_opaque() && (!neighbour || vox.is_blended()))
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.and_then(|vox| vox.get_color())
.map(|col| Rgba::from_opaque(col))
.unwrap_or(Rgba::zero())
};
let mut blocks = [[[None; 3]; 3]; 3];
for i in 0..3 {
for j in 0..3 {
for k in 0..3 {
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let block = Some(flat_get(
Vec3::new(x, y, z_start) + Vec3::new(i as i32, j as i32, k as i32)
- 1,
));
blocks[k][j][i] = block;
}
}
}
for z in z_start..z_end + 1 {
let pos = Vec3::new(x, y, z);
let offs = (pos - Vec3::new(1, 1, -range.min.z)).map(|e| e as f32);
lights[0] = lights[1];
lights[1] = lights[2];
blocks[0] = blocks[1];
blocks[1] = blocks[2];
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for i in 0..3 {
for j in 0..3 {
lights[2][j][i] =
light(pos + range.min + Vec3::new(i as i32, j as i32, 2) - 1);
}
}
for i in 0..3 {
for j in 0..3 {
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let block = Some(flat_get(pos + Vec3::new(i as i32, j as i32, 2) - 1));
blocks[2][j][i] = block;
}
}
let block = blocks[1][1][1];
let colors = if block.map_or(false, |vox| vox.is_blended()) {
let mut colors = [[[Rgba::zero(); 3]; 3]; 3];
for i in 0..3 {
for j in 0..3 {
for k in 0..3 {
colors[i][j][k] = get_color(
blocks[i][j][k].as_ref(),
i != 1 || j != 1 || k != 1,
)
}
}
}
colors
} else {
[[[get_color(blocks[1][1][1].as_ref(), false); 3]; 3]; 3]
};
// Create mesh polygons
if block.map_or(false, |vox| vox.is_opaque()) {
vol::push_vox_verts(
&mut opaque_mesh,
faces_to_make(&blocks, false, |vox| !vox.is_opaque()),
offs,
&colors,
|pos, norm, col, light, ao| {
//let light = (light.min(ao) * 255.0) as u32;
let light = (light * 255.0) as u32;
let ao = (ao * 255.0) as u32;
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let norm = if norm.x != 0.0 {
if norm.x < 0.0 { 0 } else { 1 }
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} else if norm.y != 0.0 {
if norm.y < 0.0 { 2 } else { 3 }
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} else {
if norm.z < 0.0 { 4 } else { 5 }
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};
TerrainVertex::new(norm, light, ao, pos, col)
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},
&lights,
);
} else if block.map_or(false, |vox| vox.is_fluid()) {
vol::push_vox_verts(
&mut fluid_mesh,
faces_to_make(&blocks, false, |vox| vox.is_air()),
offs,
&colors,
|pos, norm, col, light, _ao| {
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FluidVertex::new(pos, norm, col, light, 0.3)
},
&lights,
);
}
}
}
}
(opaque_mesh, fluid_mesh)
}
}
/// 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]),
]
}
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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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*/