use crate::{ mesh::{vol, Meshable}, render::{self, Mesh, TerrainPipeline}, }; use common::{ terrain::Block, vol::{BaseVol, ReadVol, VolSize}, volumes::vol_map_2d::VolMap2d, }; use std::fmt::Debug; use vek::*; type TerrainVertex = ::Vertex; /* impl Meshable for Dyna { type Pipeline = TerrainPipeline; type Supplement = (); fn generate_mesh(&self, _: Self::Supplement) -> Mesh { let mut mesh = Mesh::new(); for pos in self .iter_positions() .filter(|pos| pos.map(|e| e >= 1).reduce_and()) .filter(|pos| { pos.map2(self.get_size(), |e, sz| e < sz as i32 - 1) .reduce_and() }) { let offs = pos.map(|e| e as f32 - 1.0); if let Some(col) = self.get(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, pos, offs, col, TerrainVertex::new, true); } } mesh } } */ impl + ReadVol + Debug, S: VolSize + Clone> Meshable for VolMap2d { type Pipeline = TerrainPipeline; type Supplement = Aabb; fn generate_mesh(&self, range: Self::Supplement) -> Mesh { let mut 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); // Create mesh polygons if let Some(col) = self.get(pos).ok().and_then(|vox| vox.get_color()) { let avg_light = neighbour_light .iter() .map(|row| row.iter()) .flatten() .map(|col| col.iter()) .flatten() .fold(0.0, |a, x| a + x) / 27.0; let light = avg_light; let col = col.map(|e| e as f32 / 255.0); let offs = (pos - range.min * Vec3::new(1, 1, 0)).map(|e| e as f32) - Vec3::new(1.0, 1.0, 0.0); vol::push_vox_verts( &mut mesh, self, pos, offs, col, |pos, norm, col, ao, light| TerrainVertex::new(pos, norm, Lerp::lerp(Rgb::zero(), col, ao), light), false, &neighbour_light, ); } // 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 { neighbour_light[0][i][j] = if let Some(opacity) = self .get(pos + Vec3::new(i as i32 - 1, j as i32 - 1, -1)) .ok() .and_then(|vox| vox.get_opacity()) { (neighbour_light[0][i][j] * (1.0 - opacity * 0.2)).max(1.0 - opacity * 1.0) } else { (neighbour_light[0][i][j] * 1.035).min(1.0) }; } } // 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]; } } } 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 } } */