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