use crate::{ mesh::{vol, Meshable}, render::{self, FluidPipeline, Mesh, TerrainPipeline}, }; use common::{ terrain::{Block, BlockKind}, vol::{BaseVol, ReadVol, VolSize}, volumes::vol_map_2d::VolMap2d, }; use std::fmt::Debug; use vek::*; type TerrainVertex = ::Vertex; type FluidVertex = ::Vertex; fn block_shadow_density(kind: BlockKind) -> (f32, f32) { // (density, cap) match kind { BlockKind::Normal => (0.085, 0.3), BlockKind::Dense => (0.3, 0.0), BlockKind::Water => (0.15, 0.0), kind if kind.is_air() => (0.0, 0.0), _ => (1.0, 0.0), } } impl + ReadVol + Debug, S: VolSize + Clone> Meshable for VolMap2d { type Pipeline = TerrainPipeline; type TranslucentPipeline = FluidPipeline; type Supplement = Aabb; fn generate_mesh( &self, range: Self::Supplement, ) -> (Mesh, Mesh) { let mut opaque_mesh = Mesh::new(); let mut fluid_mesh = Mesh::new(); for x in range.min.x + 1..range.max.x - 1 { for y in range.min.y + 1..range.max.y - 1 { let mut neighbour_light = [[[1.0f32; 3]; 3]; 3]; for z in (range.min.z..range.max.z).rev() { let pos = Vec3::new(x, y, z); let offs = (pos - (range.min + 1) * Vec3::new(1, 1, 0)).map(|e| e as f32); let block = self.get(pos).ok(); // Create mesh polygons if let Some(col) = block .filter(|vox| vox.is_opaque()) .and_then(|vox| vox.get_color()) { let col = col.map(|e| e as f32 / 255.0); vol::push_vox_verts( &mut opaque_mesh, self, pos, offs, col, |pos, norm, col, ao, light| { TerrainVertex::new(pos, norm, col, light * ao) }, false, &neighbour_light, |vox| !vox.is_opaque(), |vox| vox.is_opaque(), ); } else if let Some(col) = block .filter(|vox| vox.is_fluid()) .and_then(|vox| vox.get_color()) { let col = col.map(|e| e as f32 / 255.0); vol::push_vox_verts( &mut fluid_mesh, self, pos, offs, col, |pos, norm, col, ao, light| { FluidVertex::new(pos, norm, col, light * ao, 0.3) }, false, &neighbour_light, |vox| vox.is_air(), |vox| vox.is_opaque(), ); } // Shift lighting neighbour_light[2] = neighbour_light[1]; neighbour_light[1] = neighbour_light[0]; // Accumulate shade under opaque blocks for i in 0..3 { for j in 0..3 { let (density, cap) = self .get(pos + Vec3::new(i as i32 - 1, j as i32 - 1, -1)) .ok() .map(|vox| block_shadow_density(vox.kind())) .unwrap_or((0.0, 0.0)); neighbour_light[0][i][j] = (neighbour_light[0][i][j] * (1.0 - density)) .max(cap.min(neighbour_light[1][i][j])); } } // Spread light neighbour_light[0] = [[neighbour_light[0] .iter() .map(|col| col.iter()) .flatten() .copied() .fold(0.0, |a, x| a + x) / 9.0; 3]; 3]; } } } (opaque_mesh, fluid_mesh) } } /* impl + ReadVol + Debug, S: VolSize + Clone> Meshable for VolMap3d { type Pipeline = TerrainPipeline; type Supplement = Aabb; fn generate_mesh(&self, range: Self::Supplement) -> Mesh { 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 } } */