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#include "ChunkMeshing.hpp"
namespace MC::World::Generation::ChunkMeshing {
ChunkMesh mesh_chunk(Chunk& chunk, const SurroundingContext& context) {
using namespace Detail;
return {
create_mesh<DefaultMeshDecisions>(chunk, context),
create_mesh<WaterMeshDecisions>(chunk, context)
};
}
SurroundingContext::Block& SurroundingContext::at(Position::BlockLocalOffset p) {
return m_blocks[pos(p)];
}
const SurroundingContext::Block& SurroundingContext::at(Position::BlockLocalOffset p) const {
return m_blocks[pos(p)];
}
USize SurroundingContext::pos(Position::BlockLocalOffset p) {
// First we calculate the index as if there were no gaps.
USize pos = 0;
pos += p.x() + 1;
pos += (p.z() + 1) * (Chunk::Width + 2);
// Then we substract the gaps.
Int g = (p.z() + 1) - (p.x() < 0);
UInt gap_count = std::clamp<Int>(g, 0, Chunk::Width);
pos -= gap_count * Chunk::Width;
pos += p.y() * surrounding_block_count;
return pos;
}
SurroundingContext create_meshing_context(const Chunk& chunk, ChunkNeighbors& neighbors) {
SurroundingContext context{};
for (I16 x = -1; x <= (I16)Chunk::Width; x++) {
for (I16 z = -1; z <= (I16)Chunk::Width; z++) {
for (I16 y = 0; y < (I16)Chunk::Height; y++) {
Position::BlockLocalOffset pos{x, y, z};
if (pos.fits_within_chunk()) continue;
auto [does_exist, block] = get_block_wrapping(chunk, neighbors, {pos.x(), pos.y(), pos.z()});
context.at(pos) = {does_exist, block};
}
}
}
return context;
}
namespace Detail {
Face<Vertex> DefaultMeshDecisions::face_positions(BlockSide side, U32 x, U32 y, U32 z) {
// Winding order: (0, 1, 2) (2, 3, 0)
// Note: OpenGL Coordinate system has a flipped z axis.
Face<Vertex> face{};
switch (side) {
case BlockSide::Front:
face = {{{0, 1, 1}, {0, 0, 1}, {1, 0, 1}, {1, 1, 1}}};
break;
case BlockSide::Back:
face = {{{0, 1, 0}, {1, 1, 0}, {1, 0, 0}, {0, 0, 0}}};
break;
case BlockSide::Top:
face = {{{0, 1, 1}, {1, 1, 1}, {1, 1, 0}, {0, 1, 0}}};
break;
case BlockSide::Bottom:
face = {{{0, 0, 1}, {0, 0, 0}, {1, 0, 0}, {1, 0, 1}}};
break;
case BlockSide::Right:
face = {{{1, 1, 0}, {1, 1, 1}, {1, 0, 1}, {1, 0, 0}}};
break;
case BlockSide::Left:
face = {{{0, 1, 0}, {0, 0, 0}, {0, 0, 1}, {0, 1, 1}}};
break;
}
for (auto& p : face) {
p += {x, y, z};
}
return face;
}
Face<TexCoord> DefaultMeshDecisions::face_tex_coords(BlockType type, BlockSide side) {
U8 atlas_width = 4;
U8 atlas_height = 4;
Real width_step = 1.0f / atlas_width;
Real height_step = 1.0f / atlas_height;
auto block_coords = [=](U8 x, U8 y) -> Face<TexCoord> {
auto t = y * height_step;
auto l = x * width_step;
auto b = t + height_step;
auto r = l + width_step;
// This is horrible and it was better before I restructured the vertex order...
// In the last version the front and back side pairs had the same structure in different winding,
// so a back_side check wasn't needed...
// Note: BlockSide::Front counts as a back side, because OpenGL has an inverted Z-axis compared to us.
Bool back_side = side == BlockSide::Front || side == BlockSide::Bottom || side == BlockSide::Left;
if (back_side) {
return {{{l, t}, {l, b}, {r, b}, {r, t}}};
}
return {{{r, t}, {l, t}, {l, b}, {r, b}}};
};
switch (type) {
case BlockType::Dirt:
return block_coords(1, 0);
case BlockType::Grass:
switch (side) {
case BlockSide::Front:
case BlockSide::Back:
case BlockSide::Left:
case BlockSide::Right:
return block_coords(2, 0);
case BlockSide::Bottom:
return block_coords(1, 0);
case BlockSide::Top:
return block_coords(0, 0);
}
case BlockType::Stone:
return block_coords(3, 0);
case BlockType::Sand:
return block_coords(1, 1);
case BlockType::Water:
return block_coords(0, 1);
case BlockType::Snow:
switch (side) {
case BlockSide::Front:
case BlockSide::Back:
case BlockSide::Left:
case BlockSide::Right:
return block_coords(3, 1);
case BlockSide::Bottom:
return block_coords(1, 0);
case BlockSide::Top:
return block_coords(2, 1);
}
case BlockType::Wood:
switch (side) {
case BlockSide::Front:
case BlockSide::Back:
case BlockSide::Right:
case BlockSide::Left:
return block_coords(0, 2);
case BlockSide::Bottom:
case BlockSide::Top:
return block_coords(1, 2);
}
case BlockType::Leaves:
return block_coords(2, 2);
case BlockType::Air:
return {};
}
}
Face<Normal> DefaultMeshDecisions::face_normals(BlockSide side) {
Vector<3, F32> normal{get_face_normal(side)};
return {normal, normal, normal, normal};
}
Face<Light> DefaultMeshDecisions::face_light(Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side) {
auto neighbor = get_opposing_neighbor(chunk, context, x, y, z, side).block;
if (!neighbor.type.is_translucent()) return {};
auto light = (F32)neighbor.light / (F32)255;
return {light, light, light, light};
}
Face<AO> DefaultMeshDecisions::face_ao_values(Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side) {
std::array<Vector<3, I32>, 8> offsets{};
// Given a block position, these offsets can be added to it to get the 8 blocks necessary to calculate AO.
// There are 4 corners and 4 sides, corners are visually distinguished by the lack of spaces and
// but you can recognize them by the fact that they have no 0 offsets.
// Note: Is there a way to compute these? I tried but I couldn't... If the vertex windings ever change again I don't want to hardcode these...
switch (side) {
case BlockSide::Front:
offsets = {{{0, 1, 1}, {-1,1,1}, {-1, 0, 1}, {-1,-1,1}, {0, -1, 1}, {1,-1,1}, {1, 0, 1}, {1,1,1}}};
break;
case BlockSide::Back:
offsets = {{{-1, 0, -1}, {-1,1,-1}, {0, 1, -1}, {1,1,-1}, {1, 0, -1}, {1,-1,-1}, {0, -1, -1}, {-1,-1,-1}}};
break;
case BlockSide::Top:
offsets = {{{-1, 1, 0}, {-1,1,1}, {0, 1, 1}, {1,1,1}, {1, 1, 0}, {1,1,-1}, {0, 1, -1}, {-1,1,-1}}};
break;
case BlockSide::Bottom:
offsets = {{{0, -1, 1}, {-1,-1,1}, {-1, -1, 0}, {-1,-1,-1}, {0, -1, -1}, {1,-1,-1}, {1, -1, 0}, {1,-1,1}}};
break;
case BlockSide::Right:
offsets = {{{1, 0, -1}, {1,1,-1}, {1, 1, 0}, {1,1,1}, {1, 0, 1}, {1,-1,1}, {1, -1, 0}, {1,-1,-1}}};
break;
case BlockSide::Left:
offsets = {{{-1, 1, 0}, {-1,1,-1}, {-1, 0, -1}, {-1,-1,-1}, {-1, -1, 0}, {-1,-1,1}, {-1, 0, 1}, {-1,1,1}}};
break;
}
Face<AO> vertex_ao{};
UInt offset_index = 0;
for (UInt vertex = 0; vertex < 4; vertex++) {
auto a = offsets[offset_index];
auto b = offsets[++offset_index]; // corner
auto c = offsets[++offset_index % 8];
auto p = [=](auto o) -> Position::BlockLocalOffset { return {(I16)x + o.x(), (I16)y + o.y(), (I16)z + o.z()}; };
auto block_a = get_block_from_chunk_or_context(chunk, context, p(a));
auto block_b = get_block_from_chunk_or_context(chunk, context, p(b));
auto block_c = get_block_from_chunk_or_context(chunk, context, p(c));
auto is_occupied = [](auto b) -> F32 { return b.does_exist && !b.block.empty(); };
F32 occlusion_a = is_occupied(block_a);
F32 occlusion_b = is_occupied(block_b);
F32 occlusion_c = is_occupied(block_c);
if (occlusion_a + occlusion_c == 2.0f) {
vertex_ao[vertex] = 1.0f;
} else {
vertex_ao[vertex] = (occlusion_a + occlusion_b + occlusion_c) / 3;
}
}
return vertex_ao;
}
Vector<3, I32> DefaultMeshDecisions::get_face_normal(BlockSide side) {
auto is_side = [=](BlockSide s) -> I8 { return s == side; };
return {
is_side(BlockSide::Right) - is_side(BlockSide::Left),
is_side(BlockSide::Top) - is_side(BlockSide::Bottom),
is_side(BlockSide::Front) - is_side(BlockSide::Back),
};
}
SurroundingContext::Block DefaultMeshDecisions::get_block_from_chunk_or_context(
const Chunk& chunk, const SurroundingContext& context, Position::BlockLocalOffset pos
) {
if (pos.fits_within_chunk()) return {true, chunk.at(pos)};
return context.at(pos);
}
SurroundingContext::Block DefaultMeshDecisions::get_opposing_neighbor(const Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side) {
Vector<3, I32> offset = get_face_normal(side);
auto pos = offset + Vector<3, I32>{x, y, z};
return get_block_from_chunk_or_context(chunk, context, {(I16)pos.x(), (I16)pos.y(), (I16)pos.z()});
}
Bool DefaultMeshDecisions::is_face_visible(Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side) {
auto [does_exist, block] = get_opposing_neighbor(chunk, context, x, y, z, side);
// Faces on the chunk border are hidden by default, even if the opposing chunk does not exist.
if (!does_exist) return false;
return block.type.is_translucent();
}
Bool DefaultMeshDecisions::should_ignore_block(Chunk::BlockData block) {
return block.empty() || block.type == BlockType::Water;
}
Bool WaterMeshDecisions::is_face_visible(Chunk& chunk, const SurroundingContext& context, U32 x, U32 y, U32 z, BlockSide side) {
auto [does_exist, block] = get_opposing_neighbor(chunk, context, x, y, z, side);
if (!does_exist) return false; // See above.
return block.type.is_translucent() && block.type != BlockType::Water;
}
Bool WaterMeshDecisions::should_ignore_block(Chunk::BlockData block) {
return block.type != BlockType::Water;
}
}
}
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