veloren/voxygen/src/mesh/vol.rs

245 lines
6.4 KiB
Rust

use vek::*;
use common::vol::ReadVol;
use crate::render::{
mesh::{Mesh, Quad},
Pipeline,
};
/// Given volume, position, and cardinal directions, compute each vertex's AO value.
/// `dirs` should be a slice of length 5 so that the sliding window of size 2 over the slice
/// yields each vertex' adjacent positions.
fn get_ao_quad<V: ReadVol>(
vol: &V,
pos: Vec3<i32>,
shift: Vec3<i32>,
dirs: &[Vec3<i32>],
darknesses: &[[[f32; 3]; 3]; 3],
is_opaque: impl Fn(&V::Vox) -> bool,
) -> Vec4<(f32, f32)> {
dirs.windows(2)
.map(|offs| {
let (s1, s2) = (
vol.get(pos + shift + offs[0])
.map(&is_opaque)
.unwrap_or(false),
vol.get(pos + shift + offs[1])
.map(&is_opaque)
.unwrap_or(false),
);
let darkness = darknesses
.iter()
.map(|x| x.iter().map(|y| y.iter()))
.flatten()
.flatten()
.fold(0.0, |a: f32, x| a.max(*x));
(
darkness,
if s1 && s2 {
0.0
} else {
let corner = vol
.get(pos + shift + offs[0] + offs[1])
.map(&is_opaque)
.unwrap_or(false);
// Map both 1 and 2 neighbors to 0.5 occlusion.
if s1 || s2 || corner {
0.5
} else {
1.0
}
},
)
})
.collect::<Vec4<(f32, f32)>>()
}
// Utility function
fn create_quad<P: Pipeline, F: Fn(Vec3<f32>, Vec3<f32>, Rgb<f32>, f32, f32) -> P::Vertex>(
origin: Vec3<f32>,
unit_x: Vec3<f32>,
unit_y: Vec3<f32>,
norm: Vec3<f32>,
col: Rgb<f32>,
darkness_ao: Vec4<(f32, f32)>,
vcons: &F,
) -> Quad<P> {
let darkness = darkness_ao.map(|e| e.0);
let ao = darkness_ao.map(|e| e.1);
let ao_map = ao.map(|e| 0.05 + e.powf(1.6) * 0.95);
if ao[0].min(ao[2]) < ao[1].min(ao[3]) {
Quad::new(
vcons(origin + unit_y, norm, col, darkness[3], ao_map[3]),
vcons(origin, norm, col, darkness[0], ao_map[0]),
vcons(origin + unit_x, norm, col, darkness[1], ao_map[1]),
vcons(origin + unit_x + unit_y, norm, col, darkness[2], ao_map[2]),
)
} else {
Quad::new(
vcons(origin, norm, col, darkness[0], ao_map[0]),
vcons(origin + unit_x, norm, col, darkness[1], ao_map[1]),
vcons(origin + unit_x + unit_y, norm, col, darkness[2], ao_map[2]),
vcons(origin + unit_y, norm, col, darkness[3], ao_map[3]),
)
}
}
pub fn push_vox_verts<V: ReadVol, P: Pipeline>(
mesh: &mut Mesh<P>,
vol: &V,
pos: Vec3<i32>,
offs: Vec3<f32>,
col: Rgb<f32>,
vcons: impl Fn(Vec3<f32>, Vec3<f32>, Rgb<f32>, f32, f32) -> P::Vertex,
error_makes_face: bool,
darknesses: &[[[f32; 3]; 3]; 3],
should_add: impl Fn(&V::Vox) -> bool,
is_opaque: impl Fn(&V::Vox) -> bool,
) {
let (x, y, z) = (Vec3::unit_x(), Vec3::unit_y(), Vec3::unit_z());
// -x
if vol
.get(pos - Vec3::unit_x())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
offs,
Vec3::unit_z(),
Vec3::unit_y(),
-Vec3::unit_x(),
col,
get_ao_quad(
vol,
pos,
-Vec3::unit_x(),
&[-z, -y, z, y, -z],
darknesses,
&is_opaque,
),
&vcons,
));
}
// +x
if vol
.get(pos + Vec3::unit_x())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
offs + Vec3::unit_x(),
Vec3::unit_y(),
Vec3::unit_z(),
Vec3::unit_x(),
col,
get_ao_quad(
vol,
pos,
Vec3::unit_x(),
&[-y, -z, y, z, -y],
darknesses,
&is_opaque,
),
&vcons,
));
}
// -y
if vol
.get(pos - Vec3::unit_y())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
offs,
Vec3::unit_x(),
Vec3::unit_z(),
-Vec3::unit_y(),
col,
get_ao_quad(
vol,
pos,
-Vec3::unit_y(),
&[-x, -z, x, z, -x],
darknesses,
&is_opaque,
),
&vcons,
));
}
// +y
if vol
.get(pos + Vec3::unit_y())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
offs + Vec3::unit_y(),
Vec3::unit_z(),
Vec3::unit_x(),
Vec3::unit_y(),
col,
get_ao_quad(
vol,
pos,
Vec3::unit_y(),
&[-z, -x, z, x, -z],
darknesses,
&is_opaque,
),
&vcons,
));
}
// -z
if vol
.get(pos - Vec3::unit_z())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
offs,
Vec3::unit_y(),
Vec3::unit_x(),
-Vec3::unit_z(),
col,
get_ao_quad(
vol,
pos,
-Vec3::unit_z(),
&[-y, -x, y, x, -y],
darknesses,
&is_opaque,
),
&vcons,
));
}
// +z
if vol
.get(pos + Vec3::unit_z())
.map(|v| should_add(v))
.unwrap_or(error_makes_face)
{
mesh.push_quad(create_quad(
offs + Vec3::unit_z(),
Vec3::unit_x(),
Vec3::unit_y(),
Vec3::unit_z(),
col,
get_ao_quad(
vol,
pos,
Vec3::unit_z(),
&[-x, -y, x, y, -x],
darknesses,
&is_opaque,
),
&vcons,
));
}
}