// stb_voxel_render.h - v0.84 - Sean Barrett, 2015 - public domain // // This library helps render large-scale "voxel" worlds for games, // in this case, one with blocks that can have textures and that // can also be a few shapes other than cubes. // // Video introduction: // http://www.youtube.com/watch?v=2vnTtiLrV1w // // Minecraft-viewer sample app (not very simple though): // http://github.com/nothings/stb/tree/master/tests/caveview // // It works by creating triangle meshes. The library includes // // - converter from dense 3D arrays of block info to vertex mesh // - shader for the vertex mesh // - assistance in setting up shader state // // For portability, none of the library code actually accesses // the 3D graphics API. (At the moment, it's not actually portable // since the shaders are GLSL only, but patches are welcome.) // // You have to do all the caching and tracking of vertex buffers // yourself. However, you could also try making a game with // a small enough world that it's fully loaded rather than // streaming. Currently the preferred vertex format is 20 bytes // per quad. There are plans to allow much more compact formats // with a slight reduction in shader features. // // // USAGE // // #define the symbol STB_VOXEL_RENDER_IMPLEMENTATION in *one* // C/C++ file before the #include of this file; the implementation // will be generated in that file. // // If you define the symbols STB_VOXEL_RENDER_STATIC, then the // implementation will be private to that file. // // // FEATURES // // - you can choose textured blocks with the features below, // or colored voxels with 2^24 colors and no textures. // // - voxels are mostly just cubes, but there's support for // half-height cubes and diagonal slopes, half-height // diagonals, and even odder shapes especially for doing // more-continuous "ground". // // - texture coordinates are projections along one of the major // axes, with the per-texture scaling. // // - a number of aspects of the shader and the vertex format // are configurable; the library generally takes care of // coordinating the vertex format with the mesh for you. // // // FEATURES (SHADER PERSPECTIVE) // // - vertices aligned on integer lattice, z on multiples of 0.5 // - per-vertex "lighting" or "ambient occlusion" value (6 bits) // - per-vertex texture crossfade (3 bits) // // - per-face texture #1 id (8-bit index into array texture) // - per-face texture #2 id (8-bit index into second array texture) // - per-face color (6-bit palette index, 2 bits of per-texture boolean enable) // - per-face 5-bit normal for lighting calculations & texture coord computation // - per-face 2-bit texture matrix rotation to rotate faces // // - indexed-by-texture-id scale factor (separate for texture #1 and texture #2) // - indexed-by-texture-#2-id blend mode (alpha composite or modulate/multiply); // the first is good for decals, the second for detail textures, "light maps", // etc; both modes are controlled by texture #2's alpha, scaled by the // per-vertex texture crossfade and the per-face color (if enabled on texture #2); // modulate/multiply multiplies by an extra factor of 2.0 so that if you // make detail maps whose average brightness is 0.5 everything works nicely. // // - ambient lighting: half-lambert directional plus constant, all scaled by vertex ao // - face can be fullbright (emissive), controlled by per-face color // - installable lighting, with default single-point-light // - installable fog, with default hacked smoothstep // // Note that all the variations of lighting selection and texture // blending are run-time conditions in the shader, so they can be // intermixed in a single mesh. // // // INTEGRATION ARC // // The way to get this library to work from scratch is to do the following: // // Step 1. define STBVOX_CONFIG_MODE to 0 // // This mode uses only vertex attributes and uniforms, and is easiest // to get working. It requires 32 bytes per quad and limits the // size of some tables to avoid hitting uniform limits. // // Step 2. define STBVOX_CONFIG_MODE to 1 // // This requires using a texture buffer to store the quad data, // reducing the size to 20 bytes per quad. // // Step 3: define STBVOX_CONFIG_PREFER_TEXBUFFER // // This causes some uniforms to be stored as texture buffers // instead. This increases the size of some of those tables, // and avoids a potential slow path (gathering non-uniform // data from uniforms) on some hardware. // // In the future I hope to add additional modes that have significantly // smaller meshes but reduce features, down as small as 6 bytes per quad. // See elsewhere in this file for a table of candidate modes. Switching // to a mode will require changing some of your mesh creation code, but // everything else should be seamless. (And I'd like to change the API // so that mesh creation is data-driven the way the uniforms are, and // then you wouldn't even have to change anything but the mode number.) // // // IMPROVEMENTS FOR SHIP-WORTHY PROGRAMS USING THIS LIBRARY // // I currently tolerate a certain level of "bugginess" in this library. // // I'm referring to things which look a little wrong (as long as they // don't cause holes or cracks in the output meshes), or things which // do not produce as optimal a mesh as possible. Notable examples: // // - incorrect lighting on slopes // - inefficient meshes for vheight blocks // // I am willing to do the work to improve these things if someone is // going to ship a substantial program that would be improved by them. // (It need not be commercial, nor need it be a game.) I just didn't // want to do the work up front if it might never be leveraged. So just // submit a bug report as usual (github is preferred), but add a note // that this is for a thing that is really going to ship. (That means // you need to be far enough into the project that it's clear you're // committed to it; not during early exploratory development.) // // // VOXEL MESH API // // Context // // To understand the API, make sure you first understand the feature set // listed above. // // Because the vertices are compact, they have very limited spatial // precision. Thus a single mesh can only contain the data for a limited // area. To make very large voxel maps, you'll need to build multiple // vertex buffers. (But you want this anyway for frustum culling.) // // Each generated mesh has three components: // - vertex data (vertex buffer) // - face data (optional, stored in texture buffer) // - mesh transform (uniforms) // // Once you've generated the mesh with this library, it's up to you // to upload it to the GPU, to keep track of the state, and to render // it. // // Concept // // The basic design is that you pass in one or more 3D arrays; each array // is (typically) one-byte-per-voxel and contains information about one // or more properties of some particular voxel property. // // Because there is so much per-vertex and per-face data possible // in the output, and each voxel can have 6 faces and 8 vertices, it // would require an very large data structure to describe all // of the possibilities, and this would cause the mesh-creation // process to be slow. Instead, the API provides multiple ways // to express each property, some more compact, others less so; // each such way has some limitations on what it can express. // // Note that there are so many paths and combinations, not all of them // have been tested. Just report bugs and I'll fix 'em. // // Details // // See the API documentation in the header-file section. // // // CONTRIBUTORS // // Features Porting Bugfixes & Warnings // Sean Barrett github:r-leyh Jesus Fernandez // Miguel Lechon github:Arbeiterunfallversicherungsgesetz // Thomas Frase James Hofmann // Stephen Olsen // // VERSION HISTORY // // 0.84 (2016-04-02) fix GLSL syntax error on glModelView path // 0.83 (2015-09-13) remove non-constant struct initializers to support more compilers // 0.82 (2015-08-01) added input.packed_compact to store rot, vheight & texlerp efficiently // fix broken tex_overlay2 // 0.81 (2015-05-28) fix broken STBVOX_CONFIG_OPTIMIZED_VHEIGHT // 0.80 (2015-04-11) fix broken STBVOX_CONFIG_ROTATION_IN_LIGHTING refactoring // change STBVOX_MAKE_LIGHTING to STBVOX_MAKE_LIGHTING_EXT so // that header defs don't need to see config vars // add STBVOX_CONFIG_VHEIGHT_IN_LIGHTING and other vheight fixes // added documentation for vheight ("weird slopes") // 0.79 (2015-04-01) fix the missing types from 0.78; fix string constants being const // 0.78 (2015-04-02) bad "#else", compile as C++ // 0.77 (2015-04-01) documentation tweaks, rename config var to STB_VOXEL_RENDER_STATIC // 0.76 (2015-04-01) typos, signed/unsigned shader issue, more documentation // 0.75 (2015-04-01) initial release // // // HISTORICAL FOUNDATION // // stb_voxel_render 20-byte quads 2015/01 // zmc engine 32-byte quads 2013/12 // zmc engine 96-byte quads 2011/10 // // // LICENSE // // This software is dual-licensed to the public domain and under the following // license: you are granted a perpetual, irrevocable license to copy, modify, // publish, and distribute this file as you see fit. #ifndef INCLUDE_STB_VOXEL_RENDER_H #define INCLUDE_STB_VOXEL_RENDER_H #include typedef struct stbvox_mesh_maker stbvox_mesh_maker; typedef struct stbvox_input_description stbvox_input_description; #ifdef STB_VOXEL_RENDER_STATIC #define STBVXDEC static #else #define STBVXDEC extern #endif #ifdef __cplusplus extern "C" { #endif ////////////////////////////////////////////////////////////////////////////// // // CONFIGURATION MACROS // // #define STBVOX_CONFIG_MODE // REQUIRED // Configures the overall behavior of stb_voxel_render. This // can affect the shaders, the uniform info, and other things. // (If you need more than one mode in the same app, you can // use STB_VOXEL_RENDER_STATIC to create multiple versions // in separate files, and then wrap them.) // // Mode value Meaning // 0 Textured blocks, 32-byte quads // 1 Textured blocks, 20-byte quads // 20 Untextured blocks, 32-byte quads // 21 Untextured blocks, 20-byte quads // // // #define STBVOX_CONFIG_PRECISION_Z // OPTIONAL // Defines the number of bits of fractional position for Z. // Only 0 or 1 are valid. 1 is the default. If 0, then a // single mesh has twice the legal Z range; e.g. in // modes 0,1,20,21, Z in the mesh can extend to 511 instead // of 255. However, half-height blocks cannot be used. // // All of the following just #ifdef tested so need no values, and are optional. // // STBVOX_CONFIG_BLOCKTYPE_SHORT // use unsigned 16-bit values for 'blocktype' in the input instead of 8-bit values // // STBVOX_CONFIG_OPENGL_MODELVIEW // use the gl_ModelView matrix rather than the explicit uniform // // STBVOX_CONFIG_HLSL // NOT IMPLEMENTED! Define HLSL shaders instead of GLSL shaders // // STBVOX_CONFIG_PREFER_TEXBUFFER // Stores many of the uniform arrays in texture buffers intead, // so they can be larger and may be more efficient on some hardware. // // STBVOX_CONFIG_LIGHTING_SIMPLE // Creates a simple lighting engine with a single point light source // in addition to the default half-lambert ambient light. // // STBVOX_CONFIG_LIGHTING // Declares a lighting function hook; you must append a lighting function // to the shader before compiling it: // vec3 compute_lighting(vec3 pos, vec3 norm, vec3 albedo, vec3 ambient); // 'ambient' is the half-lambert ambient light with vertex ambient-occlusion applied // // STBVOX_CONFIG_FOG_SMOOTHSTEP // Defines a simple unrealistic fog system designed to maximize // unobscured view distance while not looking too weird when things // emerge from the fog. Configured using an extra array element // in the STBVOX_UNIFORM_ambient uniform. // // STBVOX_CONFIG_FOG // Defines a fog function hook; you must append a fog function to // the shader before compiling it: // vec3 compute_fog(vec3 color, vec3 relative_pos, float fragment_alpha); // "color" is the incoming pre-fogged color, fragment_alpha is the alpha value, // and relative_pos is the vector from the point to the camera in worldspace // // STBVOX_CONFIG_DISABLE_TEX2 // This disables all processing of texture 2 in the shader in case // you don't use it. Eventually this will be replaced with a mode // that omits the unused data entirely. // // STBVOX_CONFIG_TEX1_EDGE_CLAMP // STBVOX_CONFIG_TEX2_EDGE_CLAMP // If you want to edge clamp the textures, instead of letting them wrap, // set this flag. By default stb_voxel_render relies on texture wrapping // to simplify texture coordinate generation. This flag forces it to do // it correctly, although there can still be minor artifacts. // // STBVOX_CONFIG_ROTATION_IN_LIGHTING // Changes the meaning of the 'lighting' mesher input variable to also // store the rotation; see later discussion. // // STBVOX_CONFIG_VHEIGHT_IN_LIGHTING // Changes the meaning of the 'lighting' mesher input variable to also // store the vheight; see later discussion. Cannot use both this and // the previous variable. // // STBVOX_CONFIG_PREMULTIPLIED_ALPHA // Adjusts the shader calculations on the assumption that tex1.rgba, // tex2.rgba, and color.rgba all use premultiplied values, and that // the output of the fragment shader should be premultiplied. // // STBVOX_CONFIG_UNPREMULTIPLY // Only meaningful if STBVOX_CONFIG_PREMULTIPLIED_ALPHA is defined. // Changes the behavior described above so that the inputs are // still premultiplied alpha, but the output of the fragment // shader is not premultiplied alpha. This is needed when allowing // non-unit alpha values but not doing alpha-blending (for example // when alpha testing). // ////////////////////////////////////////////////////////////////////////////// // // MESHING // // A mesh represents a (typically) small chunk of a larger world. // Meshes encode coordinates using small integers, so those // coordinates must be relative to some base location. // All of the coordinates in the functions below use // these relative coordinates unless explicitly stated // otherwise. // // Input to the meshing step is documented further down STBVXDEC void stbvox_init_mesh_maker(stbvox_mesh_maker *mm); // Call this function to initialize a mesh-maker context structure // used to build meshes. You should have one context per thread // that's building meshes. STBVXDEC void stbvox_set_buffer(stbvox_mesh_maker *mm, int mesh, int slot, void *buffer, size_t len); // Call this to set the buffer into which stbvox will write the mesh // it creates. It can build more than one mesh in parallel (distinguished // by the 'mesh' parameter), and each mesh can be made up of more than // one buffer (distinguished by the 'slot' parameter). // // Multiple meshes are under your control; use the 'selector' input // variable to choose which mesh each voxel's vertices are written to. // For example, you can use this to generate separate meshes for opaque // and transparent data. // // You can query the number of slots by calling stbvox_get_buffer_count // described below. The meaning of the buffer for each slot depends // on STBVOX_CONFIG_MODE. // // In mode 0 & mode 20, there is only one slot. The mesh data for that // slot is two interleaved vertex attributes: attr_vertex, a single // 32-bit uint, and attr_face, a single 32-bit uint. // // In mode 1 & mode 21, there are two slots. The first buffer should // be four times as large as the second buffer. The first buffer // contains a single vertex attribute: 'attr_vertex', a single 32-bit uint. // The second buffer contains texture buffer data (an array of 32-bit uints) // that will be accessed through the sampler identified by STBVOX_UNIFORM_face_data. STBVXDEC int stbvox_get_buffer_count(stbvox_mesh_maker *mm); // Returns the number of buffers needed per mesh as described above. STBVXDEC int stbvox_get_buffer_size_per_quad(stbvox_mesh_maker *mm, int slot); // Returns how much of a given buffer will get used per quad. This // allows you to choose correct relative sizes for each buffer, although // the values are fixed based on the configuration you've selected at // compile time, and the details are described in stbvox_set_buffer. STBVXDEC void stbvox_set_default_mesh(stbvox_mesh_maker *mm, int mesh); // Selects which mesh the mesher will output to (see previous function) // if the input doesn't specify a per-voxel selector. (I doubt this is // useful, but it's here just in case.) STBVXDEC stbvox_input_description *stbvox_get_input_description(stbvox_mesh_maker *mm); // This function call returns a pointer to the stbvox_input_description part // of stbvox_mesh_maker (which you should otherwise treat as opaque). You // zero this structure, then fill out the relevant pointers to the data // describing your voxel object/world. // // See further documentation at the description of stbvox_input_description below. STBVXDEC void stbvox_set_input_stride(stbvox_mesh_maker *mm, int x_stride_in_elements, int y_stride_in_elements); // This sets the stride between successive elements of the 3D arrays // in the stbvox_input_description. Z values are always stored consecutively. // (The preferred coordinate system for stbvox is X right, Y forwards, Z up.) STBVXDEC void stbvox_set_input_range(stbvox_mesh_maker *mm, int x0, int y0, int z0, int x1, int y1, int z1); // This sets the range of values in the 3D array for the voxels that // the mesh generator will convert. The lower values are inclusive, // the higher values are exclusive, so (0,0,0) to (16,16,16) generates // mesh data associated with voxels up to (15,15,15) but no higher. // // The mesh generate generates faces at the boundary between open space // and solid space but associates them with the solid space, so if (15,0,0) // is open and (16,0,0) is solid, then the mesh will contain the boundary // between them if x0 <= 16 and x1 > 16. // // Note that the mesh generator will access array elements 1 beyond the // limits set in these parameters. For example, if you set the limits // to be (0,0,0) and (16,16,16), then the generator will access all of // the voxels between (-1,-1,-1) and (16,16,16), including (16,16,16). // You may have to do pointer arithmetic to make it work. // // For example, caveview processes mesh chunks that are 32x32x16, but it // does this using input buffers that are 34x34x18. // // The lower limits are x0 >= 0, y0 >= 0, and z0 >= 0. // // The upper limits are mode dependent, but all the current methods are // limited to x1 < 127, y1 < 127, z1 < 255. Note that these are not // powers of two; if you want to use power-of-two chunks (to make // it efficient to decide which chunk a coordinate falls in), you're // limited to at most x1=64, y1=64, z1=128. For classic Minecraft-style // worlds with limited vertical extent, I recommend using a single // chunk for the entire height, which limits the height to 255 blocks // (one less than Minecraft), and only chunk the map in X & Y. STBVXDEC int stbvox_make_mesh(stbvox_mesh_maker *mm); // Call this function to create mesh data for the currently configured // set of input data. This appends to the currently configured mesh output // buffer. Returns 1 on success. If there is not enough room in the buffer, // it outputs as much as it can, and returns 0; you need to switch output // buffers (either by calling stbvox_set_buffer to set new buffers, or // by copying the data out and calling stbvox_reset_buffers), and then // call this function again without changing any of the input parameters. // // Note that this function appends; you can call it multiple times to // build a single mesh. For example, caveview uses chunks that are // 32x32x255, but builds the mesh for it by processing 32x32x16 at atime // (this is faster as it is reuses the same 34x34x18 input buffers rather // than needing 34x34x257 input buffers). // Once you're done creating a mesh into a given buffer, // consider the following functions: STBVXDEC int stbvox_get_quad_count(stbvox_mesh_maker *mm, int mesh); // Returns the number of quads in the mesh currently generated by mm. // This is the sum of all consecutive stbvox_make_mesh runs appending // to the same buffer. 'mesh' distinguishes between the multiple user // meshes available via 'selector' or stbvox_set_default_mesh. // // Typically you use this function when you're done building the mesh // and want to record how to draw it. // // Note that there are no index buffers; the data stored in the buffers // should be drawn as quads (e.g. with GL_QUAD); if your API does not // support quads, you can create a single index buffer large enough to // draw your largest vertex buffer, and reuse it for every rendering. // (Note that if you use 32-bit indices, you'll use 24 bytes of bandwidth // per quad, more than the 20 bytes for the vertex/face mesh data.) STBVXDEC void stbvox_set_mesh_coordinates(stbvox_mesh_maker *mm, int x, int y, int z); // Sets the global coordinates for this chunk, such that (0,0,0) relative // coordinates will be at (x,y,z) in global coordinates. STBVXDEC void stbvox_get_bounds(stbvox_mesh_maker *mm, float bounds[2][3]); // Returns the bounds for the mesh in global coordinates. Use this // for e.g. frustum culling the mesh. @BUG: this just uses the // values from stbvox_set_input_range(), so if you build by // appending multiple values, this will be wrong, and you need to // set stbvox_set_input_range() to the full size. Someday this // will switch to tracking the actual bounds of the *mesh*, though. STBVXDEC void stbvox_get_transform(stbvox_mesh_maker *mm, float transform[3][3]); // Returns the 'transform' data for the shader uniforms. It is your // job to set this to the shader before drawing the mesh. It is the // only uniform that needs to change per-mesh. Note that it is not // a 3x3 matrix, but rather a scale to decode fixed point numbers as // floats, a translate from relative to global space, and a special // translation for texture coordinate generation that avoids // floating-point precision issues. @TODO: currently we add the // global translation to the vertex, than multiply by modelview, // but this means if camera location and vertex are far from the // origin, we lose precision. Need to make a special modelview with // the translation (or some of it) factored out to avoid this. STBVXDEC void stbvox_reset_buffers(stbvox_mesh_maker *mm); // Call this function if you're done with the current output buffer // but want to reuse it (e.g. you're done appending with // stbvox_make_mesh and you've copied the data out to your graphics API // so can reuse the buffer). ////////////////////////////////////////////////////////////////////////////// // // RENDERING // STBVXDEC char *stbvox_get_vertex_shader(void); // Returns the (currently GLSL-only) vertex shader. STBVXDEC char *stbvox_get_fragment_shader(void); // Returns the (currently GLSL-only) fragment shader. // You can override the lighting and fogging calculations // by appending data to the end of these; see the #define // documentation for more information. STBVXDEC char *stbvox_get_fragment_shader_alpha_only(void); // Returns a slightly cheaper fragment shader that computes // alpha but not color. This is useful for e.g. a depth-only // pass when using alpha test. typedef struct stbvox_uniform_info stbvox_uniform_info; STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform); // Gets the information about a uniform necessary for you to // set up each uniform with a minimal amount of explicit code. // See the sample code after the structure definition for stbvox_uniform_info, // further down in this header section. // // "uniform" is from the list immediately following. For many // of these, default values are provided which you can set. // Most values are shared for most draw calls; e.g. for stateful // APIs you can set most of the state only once. Only // STBVOX_UNIFORM_transform needs to change per draw call. // // STBVOX_UNIFORM_texscale // 64- or 128-long vec4 array. (128 only if STBVOX_CONFIG_PREFER_TEXBUFFER) // x: scale factor to apply to texture #1. must be a power of two. 1.0 means 'face-sized' // y: scale factor to apply to texture #2. must be a power of two. 1.0 means 'face-sized' // z: blend mode indexed by texture #2. 0.0 is alpha compositing; 1.0 is multiplication. // w: unused currently. @TODO use to support texture animation? // // Texscale is indexed by the bottom 6 or 7 bits of the texture id; thus for // example the texture at index 0 in the array and the texture in index 128 of // the array must be scaled the same. This means that if you only have 64 or 128 // unique textures, they all get distinct values anyway; otherwise you have // to group them in pairs or sets of four. // // STBVOX_UNIFORM_ambient // 4-long vec4 array: // ambient[0].xyz - negative of direction of a directional light for half-lambert // ambient[1].rgb - color of light scaled by NdotL (can be negative) // ambient[2].rgb - constant light added to above calculation; // effectively light ranges from ambient[2]-ambient[1] to ambient[2]+ambient[1] // ambient[3].rgb - fog color for STBVOX_CONFIG_FOG_SMOOTHSTEP // ambient[3].a - reciprocal of squared distance of farthest fog point (viewing distance) // +----- has a default value // | +-- you should always use the default value enum // V V { // ------------------------------------------------ STBVOX_UNIFORM_face_data, // n the sampler with the face texture buffer STBVOX_UNIFORM_transform, // n the transform data from stbvox_get_transform STBVOX_UNIFORM_tex_array, // n an array of two texture samplers containing the two texture arrays STBVOX_UNIFORM_texscale, // Y a table of texture properties, see above STBVOX_UNIFORM_color_table, // Y 64 vec4 RGBA values; a default palette is provided; if A > 1.0, fullbright STBVOX_UNIFORM_normals, // Y Y table of normals, internal-only STBVOX_UNIFORM_texgen, // Y Y table of texgen vectors, internal-only STBVOX_UNIFORM_ambient, // n lighting & fog info, see above STBVOX_UNIFORM_camera_pos, // Y camera position in global voxel space (for lighting & fog) STBVOX_UNIFORM_count, }; enum { STBVOX_UNIFORM_TYPE_none, STBVOX_UNIFORM_TYPE_sampler, STBVOX_UNIFORM_TYPE_vec2, STBVOX_UNIFORM_TYPE_vec3, STBVOX_UNIFORM_TYPE_vec4, }; struct stbvox_uniform_info { int type; // which type of uniform int bytes_per_element; // the size of each uniform array element (e.g. vec3 = 12 bytes) int array_length; // length of the uniform array char *name; // name in the shader @TODO use numeric binding float *default_value; // if not NULL, you can use this as the uniform pointer int use_tex_buffer; // if true, then the uniform is a sampler but the data can come from default_value }; ////////////////////////////////////////////////////////////////////////////// // // Uniform sample code // #if 0 // Run this once per frame before drawing all the meshes. // You still need to separately set the 'transform' uniform for every mesh. void setup_uniforms(GLuint shader, float camera_pos[4], GLuint tex1, GLuint tex2) { int i; glUseProgram(shader); // so uniform binding works for (i=0; i < STBVOX_UNIFORM_count; ++i) { stbvox_uniform_info sui; if (stbvox_get_uniform_info(&sui, i)) { GLint loc = glGetUniformLocation(shader, sui.name); if (loc != 0) { switch (i) { case STBVOX_UNIFORM_camera_pos: // only needed for fog glUniform4fv(loc, sui.array_length, camera_pos); break; case STBVOX_UNIFORM_tex_array: { GLuint tex_unit[2] = { 0, 1 }; // your choice of samplers glUniform1iv(loc, 2, tex_unit); glActiveTexture(GL_TEXTURE0 + tex_unit[0]); glBindTexture(GL_TEXTURE_2D_ARRAY, tex1); glActiveTexture(GL_TEXTURE0 + tex_unit[1]); glBindTexture(GL_TEXTURE_2D_ARRAY, tex2); glActiveTexture(GL_TEXTURE0); // reset to default break; } case STBVOX_UNIFORM_face_data: glUniform1i(loc, SAMPLER_YOU_WILL_BIND_PER_MESH_FACE_DATA_TO); break; case STBVOX_UNIFORM_ambient: // you definitely want to override this case STBVOX_UNIFORM_color_table: // you might want to override this case STBVOX_UNIFORM_texscale: // you may want to override this glUniform4fv(loc, sui.array_length, sui.default_value); break; case STBVOX_UNIFORM_normals: // you never want to override this case STBVOX_UNIFORM_texgen: // you never want to override this glUniform3fv(loc, sui.array_length, sui.default_value); break; } } } } } #endif #ifdef __cplusplus } #endif ////////////////////////////////////////////////////////////////////////////// // // INPUT TO MESHING // // Shapes of blocks that aren't always cubes enum { STBVOX_GEOM_empty, STBVOX_GEOM_knockout, // creates a hole in the mesh STBVOX_GEOM_solid, STBVOX_GEOM_transp, // solid geometry, but transparent contents so neighbors generate normally, unless same blocktype // following 4 can be represented by vheight as well STBVOX_GEOM_slab_upper, STBVOX_GEOM_slab_lower, STBVOX_GEOM_floor_slope_north_is_top, STBVOX_GEOM_ceil_slope_north_is_bottom, STBVOX_GEOM_floor_slope_north_is_top_as_wall_UNIMPLEMENTED, // same as floor_slope above, but uses wall's texture & texture projection STBVOX_GEOM_ceil_slope_north_is_bottom_as_wall_UNIMPLEMENTED, STBVOX_GEOM_crossed_pair, // corner-to-corner pairs, with normal vector bumped upwards STBVOX_GEOM_force, // like GEOM_transp, but faces visible even if neighbor is same type, e.g. minecraft fancy leaves // these access vheight input STBVOX_GEOM_floor_vheight_03 = 12, // diagonal is SW-NE STBVOX_GEOM_floor_vheight_12, // diagonal is SE-NW STBVOX_GEOM_ceil_vheight_03, STBVOX_GEOM_ceil_vheight_12, STBVOX_GEOM_count, // number of geom cases }; enum { STBVOX_FACE_east, STBVOX_FACE_north, STBVOX_FACE_west, STBVOX_FACE_south, STBVOX_FACE_up, STBVOX_FACE_down, STBVOX_FACE_count, }; #ifdef STBVOX_CONFIG_BLOCKTYPE_SHORT typedef unsigned short stbvox_block_type; #else typedef unsigned char stbvox_block_type; #endif // 24-bit color typedef struct { unsigned char r,g,b; } stbvox_rgb; #define STBVOX_COLOR_TEX1_ENABLE 64 #define STBVOX_COLOR_TEX2_ENABLE 128 // This is the data structure you fill out. Most of the arrays can be // NULL, except when one is required to get the value to index another. // // The compass system used in the following descriptions is: // east means increasing x // north means increasing y // up means increasing z struct stbvox_input_description { unsigned char lighting_at_vertices; // The default is lighting values (i.e. ambient occlusion) are at block // center, and the vertex light is gathered from those adjacent block // centers that the vertex is facing. This makes smooth lighting // consistent across adjacent faces with the same orientation. // // Setting this flag to non-zero gives you explicit control // of light at each vertex, but now the lighting/ao will be // shared by all vertices at the same point, even if they // have different normals. // these are mostly 3D maps you use to define your voxel world, using x_stride and y_stride // note that for cache efficiency, you want to use the block_foo palettes as much as possible instead stbvox_rgb *rgb; // Indexed by 3D coordinate. // 24-bit voxel color for STBVOX_CONFIG_MODE = 20 or 21 only unsigned char *lighting; // Indexed by 3D coordinate. The lighting value / ambient occlusion // value that is used to define the vertex lighting values. // The raw lighting values are defined at the center of blocks // (or at vertex if 'lighting_at_vertices' is true). // // If the macro STBVOX_CONFIG_ROTATION_IN_LIGHTING is defined, // then an additional 2-bit block rotation value is stored // in this field as well. // // Encode with STBVOX_MAKE_LIGHTING_EXT(lighting,rot)--here // 'lighting' should still be 8 bits, as the macro will // discard the bottom bits automatically. Similarly, if // using STBVOX_CONFIG_VHEIGHT_IN_LIGHTING, encode with // STBVOX_MAKE_LIGHTING_EXT(lighting,vheight). // // (Rationale: rotation needs to be independent of blocktype, // but is only 2 bits so doesn't want to be its own array. // Lighting is the one thing that was likely to already be // in use and that I could easily steal 2 bits from.) stbvox_block_type *blocktype; // Indexed by 3D coordinate. This is a core "block type" value, which is used // to index into other arrays; essentially a "palette". This is much more // memory-efficient and performance-friendly than storing the values explicitly, // but only makes sense if the values are always synchronized. // // If a voxel's blocktype is 0, it is assumed to be empty (STBVOX_GEOM_empty), // and no other blocktypes should be STBVOX_GEOM_empty. (Only if you do not // have blocktypes should STBVOX_GEOM_empty ever used.) // // Normally it is an unsigned byte, but you can override it to be // a short if you have too many blocktypes. unsigned char *geometry; // Indexed by 3D coordinate. Contains the geometry type for the block. // Also contains a 2-bit rotation for how the whole block is rotated. // Also includes a 2-bit vheight value when using shared vheight values. // See the separate vheight documentation. // Encode with STBVOX_MAKE_GEOMETRY(geom, rot, vheight) unsigned char *block_geometry; // Array indexed by blocktype containing the geometry for this block, plus // a 2-bit "simple rotation". Note rotation has limited use since it's not // independent of blocktype. // // Encode with STBVOX_MAKE_GEOMETRY(geom,simple_rot,0) unsigned char *block_tex1; // Array indexed by blocktype containing the texture id for texture #1. unsigned char (*block_tex1_face)[6]; // Array indexed by blocktype and face containing the texture id for texture #1. // The N/E/S/W face choices can be rotated by one of the rotation selectors; // The top & bottom face textures will rotate to match. // Note that it only makes sense to use one of block_tex1 or block_tex1_face; // this pattern repeats throughout and this notice is not repeated. unsigned char *tex2; // Indexed by 3D coordinate. Contains the texture id for texture #2 // to use on all faces of the block. unsigned char *block_tex2; // Array indexed by blocktype containing the texture id for texture #2. unsigned char (*block_tex2_face)[6]; // Array indexed by blocktype and face containing the texture id for texture #2. // The N/E/S/W face choices can be rotated by one of the rotation selectors; // The top & bottom face textures will rotate to match. unsigned char *color; // Indexed by 3D coordinate. Contains the color for all faces of the block. // The core color value is 0..63. // Encode with STBVOX_MAKE_COLOR(color_number, tex1_enable, tex2_enable) unsigned char *block_color; // Array indexed by blocktype containing the color value to apply to the faces. // The core color value is 0..63. // Encode with STBVOX_MAKE_COLOR(color_number, tex1_enable, tex2_enable) unsigned char (*block_color_face)[6]; // Array indexed by blocktype and face containing the color value to apply to that face. // The core color value is 0..63. // Encode with STBVOX_MAKE_COLOR(color_number, tex1_enable, tex2_enable) unsigned char *block_texlerp; // Array indexed by blocktype containing 3-bit scalar for texture #2 alpha // (known throughout as 'texlerp'). This is constant over every face even // though the property is potentially per-vertex. unsigned char (*block_texlerp_face)[6]; // Array indexed by blocktype and face containing 3-bit scalar for texture #2 alpha. // This is constant over the face even though the property is potentially per-vertex. unsigned char *block_vheight; // Array indexed by blocktype containing the vheight values for the // top or bottom face of this block. These will rotate properly if the // block is rotated. See discussion of vheight. // Encode with STBVOX_MAKE_VHEIGHT(sw_height, se_height, nw_height, ne_height) unsigned char *selector; // Array indexed by 3D coordinates indicating which output mesh to select. unsigned char *block_selector; // Array indexed by blocktype indicating which output mesh to select. unsigned char *side_texrot; // Array indexed by 3D coordinates encoding 2-bit texture rotations for the // faces on the E/N/W/S sides of the block. // Encode with STBVOX_MAKE_SIDE_TEXROT(rot_e, rot_n, rot_w, rot_s) unsigned char *block_side_texrot; // Array indexed by blocktype encoding 2-bit texture rotations for the faces // on the E/N/W/S sides of the block. // Encode with STBVOX_MAKE_SIDE_TEXROT(rot_e, rot_n, rot_w, rot_s) unsigned char *overlay; // index into palettes listed below // Indexed by 3D coordinate. If 0, there is no overlay. If non-zero, // it indexes into to the below arrays and overrides the values // defined by the blocktype. unsigned char (*overlay_tex1)[6]; // Array indexed by overlay value and face, containing an override value // for the texture id for texture #1. If 0, the value defined by blocktype // is used. unsigned char (*overlay_tex2)[6]; // Array indexed by overlay value and face, containing an override value // for the texture id for texture #2. If 0, the value defined by blocktype // is used. unsigned char (*overlay_color)[6]; // Array indexed by overlay value and face, containing an override value // for the face color. If 0, the value defined by blocktype is used. unsigned char *overlay_side_texrot; // Array indexed by overlay value, encoding 2-bit texture rotations for the faces // on the E/N/W/S sides of the block. // Encode with STBVOX_MAKE_SIDE_TEXROT(rot_e, rot_n, rot_w, rot_s) unsigned char *rotate; // Indexed by 3D coordinate. Allows independent rotation of several // parts of the voxel, where by rotation I mean swapping textures // and colors between E/N/S/W faces. // Block: rotates anything indexed by blocktype // Overlay: rotates anything indexed by overlay // EColor: rotates faces defined in ecolor_facemask // Encode with STBVOX_MAKE_MATROT(block,overlay,ecolor) unsigned char *tex2_for_tex1; // Array indexed by tex1 containing the texture id for texture #2. // You can use this if the two are always/almost-always strictly // correlated (e.g. if tex2 is a detail texture for tex1), as it // will be more efficient (touching fewer cache lines) than using // e.g. block_tex2_face. unsigned char *tex2_replace; // Indexed by 3D coordinate. Specifies the texture id for texture #2 // to use on a single face of the voxel, which must be E/N/W/S (not U/D). // The texture id is limited to 6 bits unless tex2_facemask is also // defined (see below). // Encode with STBVOX_MAKE_TEX2_REPLACE(tex2, face) unsigned char *tex2_facemask; // Indexed by 3D coordinate. Specifies which of the six faces should // have their tex2 replaced by the value of tex2_replace. In this // case, all 8 bits of tex2_replace are used as the texture id. // Encode with STBVOX_MAKE_FACE_MASK(east,north,west,south,up,down) unsigned char *extended_color; // Indexed by 3D coordinate. Specifies a value that indexes into // the ecolor arrays below (both of which must be defined). unsigned char *ecolor_color; // Indexed by extended_color value, specifies an optional override // for the color value on some faces. // Encode with STBVOX_MAKE_COLOR(color_number, tex1_enable, tex2_enable) unsigned char *ecolor_facemask; // Indexed by extended_color value, this specifies which faces the // color in ecolor_color should be applied to. The faces can be // independently rotated by the ecolor value of 'rotate', if it exists. // Encode with STBVOX_MAKE_FACE_MASK(e,n,w,s,u,d) unsigned char *color2; // Indexed by 3D coordinates, specifies an alternative color to apply // to some of the faces of the block. // Encode with STBVOX_MAKE_COLOR(color_number, tex1_enable, tex2_enable) unsigned char *color2_facemask; // Indexed by 3D coordinates, specifies which faces should use the // color defined in color2. No rotation value is applied. // Encode with STBVOX_MAKE_FACE_MASK(e,n,w,s,u,d) unsigned char *color3; // Indexed by 3D coordinates, specifies an alternative color to apply // to some of the faces of the block. // Encode with STBVOX_MAKE_COLOR(color_number, tex1_enable, tex2_enable) unsigned char *color3_facemask; // Indexed by 3D coordinates, specifies which faces should use the // color defined in color3. No rotation value is applied. // Encode with STBVOX_MAKE_FACE_MASK(e,n,w,s,u,d) unsigned char *texlerp_simple; // Indexed by 3D coordinates, this is the smallest texlerp encoding // that can do useful work. It consits of three values: baselerp, // vertlerp, and face_vertlerp. Baselerp defines the value // to use on all of the faces but one, from the STBVOX_TEXLERP_BASE // values. face_vertlerp is one of the 6 face values (or STBVOX_FACE_NONE) // which specifies the face should use the vertlerp values. // Vertlerp defines a lerp value at every vertex of the mesh. // Thus, one face can have per-vertex texlerp values, and those // values are encoded in the space so that they will be shared // by adjacent faces that also use vertlerp, allowing continuity // (this is used for the "texture crossfade" bit of the release video). // Encode with STBVOX_MAKE_TEXLERP_SIMPLE(baselerp, vertlerp, face_vertlerp) // The following texlerp encodings are experimental and maybe not // that useful. unsigned char *texlerp; // Indexed by 3D coordinates, this defines four values: // vertlerp is a lerp value at every vertex of the mesh (using STBVOX_TEXLERP_BASE values). // ud is the value to use on up and down faces, from STBVOX_TEXLERP_FACE values // ew is the value to use on east and west faces, from STBVOX_TEXLERP_FACE values // ns is the value to use on north and south faces, from STBVOX_TEXLERP_FACE values // If any of ud, ew, or ns is STBVOX_TEXLERP_FACE_use_vert, then the // vertlerp values for the vertices are gathered and used for those faces. // Encode with STBVOX_MAKE_TEXLERP(vertlerp,ud,ew,sw) unsigned short *texlerp_vert3; // Indexed by 3D coordinates, this works with texlerp and // provides a unique texlerp value for every direction at // every vertex. The same rules of whether faces share values // applies. The STBVOX_TEXLERP_FACE vertlerp value defined in // texlerp is only used for the down direction. The values at // each vertex in other directions are defined in this array, // and each uses the STBVOX_TEXLERP3 values (i.e. full precision // 3-bit texlerp values). // Encode with STBVOX_MAKE_VERT3(vertlerp_e,vertlerp_n,vertlerp_w,vertlerp_s,vertlerp_u) unsigned short *texlerp_face3; // e:3,n:3,w:3,s:3,u:2,d:2 // Indexed by 3D coordinates, this provides a compact way to // fully specify the texlerp value indepenendly for every face, // but doesn't allow per-vertex variation. E/N/W/S values are // encoded using STBVOX_TEXLERP3 values, whereas up and down // use STBVOX_TEXLERP_SIMPLE values. // Encode with STBVOX_MAKE_FACE3(face_e,face_n,face_w,face_s,face_u,face_d) unsigned char *vheight; // STBVOX_MAKE_VHEIGHT -- sw:2, se:2, nw:2, ne:2, doesn't rotate // Indexed by 3D coordinates, this defines the four // vheight values to use if the geometry is STBVOX_GEOM_vheight*. // See the vheight discussion. unsigned char *packed_compact; // Stores block rotation, vheight, and texlerp values: // block rotation: 2 bits // vertex vheight: 2 bits // use_texlerp : 1 bit // vertex texlerp: 3 bits // If STBVOX_CONFIG_UP_TEXLERP_PACKED is defined, then 'vertex texlerp' is // used for up faces if use_texlerp is 1. If STBVOX_CONFIG_DOWN_TEXLERP_PACKED // is defined, then 'vertex texlerp' is used for down faces if use_texlerp is 1. // Note if those symbols are defined but packed_compact is NULL, the normal // texlerp default will be used. // Encode with STBVOX_MAKE_PACKED_COMPACT(rot, vheight, texlerp, use_texlerp) }; // @OPTIMIZE allow specializing; build a single struct with all of the // 3D-indexed arrays combined so it's AoS instead of SoA for better // cache efficiency ////////////////////////////////////////////////////////////////////////////// // // VHEIGHT DOCUMENTATION // // "vheight" is the internal name for the special block types // with sloped tops or bottoms. "vheight" stands for "vertex height". // // Note that these blocks are very flexible (there are 256 of them, // although at least 17 of them should never be used), but they // also have a disadvantage that they generate extra invisible // faces; the generator does not currently detect whether adjacent // vheight blocks hide each others sides, so those side faces are // always generated. For a continuous ground terrain, this means // that you may generate 5x as many quads as needed. See notes // on "improvements for shipping products" in the introduction. enum { STBVOX_VERTEX_HEIGHT_0, STBVOX_VERTEX_HEIGHT_half, STBVOX_VERTEX_HEIGHT_1, STBVOX_VERTEX_HEIGHT_one_and_a_half, }; // These are the "vheight" values. Vheight stands for "vertex height". // The idea is that for a "floor vheight" block, you take a cube and // reposition the top-most vertices at various heights as specified by // the vheight values. Similarly, a "ceiling vheight" block takes a // cube and repositions the bottom-most vertices. // // A floor block only adjusts the top four vertices; the bottom four vertices // remain at the bottom of the block. The height values are 2 bits, // measured in halves of a block; so you can specify heights of 0/2, // 1/2, 2/2, or 3/2. 0 is the bottom of the block, 1 is halfway // up the block, 2 is the top of the block, and 3 is halfway up the // next block (and actually outside of the block). The value 3 is // actually legal for floor vheight (but not ceiling), and allows you to: // // (A) have smoother terrain by having slopes that cross blocks, // e.g. (1,1,3,3) is a regular-seeming slope halfway between blocks // (B) make slopes steeper than 45-degrees, e.g. (0,0,3,3) // // (Because only z coordinates have half-block precision, and x&y are // limited to block corner precision, it's not possible to make these // things "properly" out of blocks, e.g. a half-slope block on its side // or a sloped block halfway between blocks that's made out of two blocks.) // // If you define STBVOX_CONFIG_OPTIMIZED_VHEIGHT, then the top face // (or bottom face for a ceiling vheight block) will be drawn as a // single quad even if the four vertex heights aren't planar, and a // single normal will be used over the entire quad. If you // don't define it, then if the top face is non-planar, it will be // split into two triangles, each with their own normal/lighting. // (Note that since all output from stb_voxel_render is quad meshes, // triangles are actually rendered as degenerate quads.) In this case, // the distinction betwen STBVOX_GEOM_floor_vheight_03 and // STBVOX_GEOM_floor_vheight_12 comes into play; the former introduces // an edge from the SW to NE corner (i.e. from <0,0,?> to <1,1,?>), // while the latter introduces an edge from the NW to SE corner // (i.e. from <0,1,?> to <1,0,?>.) For a "lazy mesh" look, use // exclusively _03 or _12. For a "classic mesh" look, alternate // _03 and _12 in a checkerboard pattern. For a "smoothest surface" // look, choose the edge based on actual vertex heights. // // The four vertex heights can come from several places. The simplest // encoding is to just use the 'vheight' parameter which stores four // explicit vertex heights for every block. This allows total independence, // but at the cost of the largest memory usage, 1 byte per 3D block. // Encode this with STBVOX_MAKE_VHEIGHT(vh_sw, vh_se, vh_nw, vh_ne). // These coordinates are absolute, not affected by block rotations. // // An alternative if you just want to encode some very specific block // types, not all the possibilities--say you just want half-height slopes, // so you want (0,0,1,1) and (1,1,2,2)--then you can use block_vheight // to specify them. The geometry rotation will cause block_vheight values // to be rotated (because it's as if you're just defining a type of // block). This value is also encoded with STBVOX_MAKE_VHEIGHT. // // If you want to save memory and you're creating a "continuous ground" // sort of effect, you can make each vertex of the lattice share the // vheight value; that is, two adjacent blocks that share a vertex will // always get the same vheight value for that vertex. Then you need to // store two bits of vheight for every block, which you do by storing it // as part another data structure. Store the south-west vertex's vheight // with the block. You can either use the "geometry" mesh variable (it's // a parameter to STBVOX_MAKE_GEOMETRY) or you can store it in the // "lighting" mesh variable if you defined STBVOX_CONFIG_VHEIGHT_IN_LIGHTING, // using STBVOX_MAKE_LIGHTING_EXT(lighting,vheight). // // Note that if you start with a 2D height map and generate vheight data from // it, you don't necessarily store only one value per (x,y) coordinate, // as the same value may need to be set up at multiple z heights. For // example, if height(8,8) = 13.5, then you want the block at (8,8,13) // to store STBVOX_VERTEX_HEIGHT_half, and this will be used by blocks // at (7,7,13), (8,7,13), (7,8,13), and (8,8,13). However, if you're // allowing steep slopes, it might be the case that you have a block // at (7,7,12) which is supposed to stick up to 13.5; that means // you also need to store STBVOX_VERTEX_HEIGHT_one_and_a_half at (8,8,12). enum { STBVOX_TEXLERP_FACE_0, STBVOX_TEXLERP_FACE_half, STBVOX_TEXLERP_FACE_1, STBVOX_TEXLERP_FACE_use_vert, }; enum { STBVOX_TEXLERP_BASE_0, // 0.0 STBVOX_TEXLERP_BASE_2_7, // 2/7 STBVOX_TEXLERP_BASE_5_7, // 4/7 STBVOX_TEXLERP_BASE_1 // 1.0 }; enum { STBVOX_TEXLERP3_0_8, STBVOX_TEXLERP3_1_8, STBVOX_TEXLERP3_2_8, STBVOX_TEXLERP3_3_8, STBVOX_TEXLERP3_4_8, STBVOX_TEXLERP3_5_8, STBVOX_TEXLERP3_6_8, STBVOX_TEXLERP3_7_8, }; #define STBVOX_FACE_NONE 7 #define STBVOX_BLOCKTYPE_EMPTY 0 #ifdef STBVOX_BLOCKTYPE_SHORT #define STBVOX_BLOCKTYPE_HOLE 65535 #else #define STBVOX_BLOCKTYPE_HOLE 255 #endif #define STBVOX_MAKE_GEOMETRY(geom, rotate, vheight) ((geom) + (rotate)*16 + (vheight)*64) #define STBVOX_MAKE_VHEIGHT(v_sw, v_se, v_nw, v_ne) ((v_sw) + (v_se)*4 + (v_nw)*16 + (v_ne)*64) #define STBVOX_MAKE_MATROT(block, overlay, color) ((block) + (overlay)*4 + (color)*64) #define STBVOX_MAKE_TEX2_REPLACE(tex2, tex2_replace_face) ((tex2) + ((tex2_replace_face) & 3)*64) #define STBVOX_MAKE_TEXLERP(ns2, ew2, ud2, vert) ((ew2) + (ns2)*4 + (ud2)*16 + (vert)*64) #define STBVOX_MAKE_TEXLERP_SIMPLE(baselerp,vert,face) ((vert)*32 + (face)*4 + (baselerp)) #define STBVOX_MAKE_TEXLERP1(vert,e2,n2,w2,s2,u4,d2) STBVOX_MAKE_TEXLERP(s2, w2, d2, vert) #define STBVOX_MAKE_TEXLERP2(vert,e2,n2,w2,s2,u4,d2) ((u2)*16 + (n2)*4 + (s2)) #define STBVOX_MAKE_FACE_MASK(e,n,w,s,u,d) ((e)+(n)*2+(w)*4+(s)*8+(u)*16+(d)*32) #define STBVOX_MAKE_SIDE_TEXROT(e,n,w,s) ((e)+(n)*4+(w)*16+(s)*64) #define STBVOX_MAKE_COLOR(color,t1,t2) ((color)+(t1)*64+(t2)*128) #define STBVOX_MAKE_TEXLERP_VERT3(e,n,w,s,u) ((e)+(n)*8+(w)*64+(s)*512+(u)*4096) #define STBVOX_MAKE_TEXLERP_FACE3(e,n,w,s,u,d) ((e)+(n)*8+(w)*64+(s)*512+(u)*4096+(d)*16384) #define STBVOX_MAKE_PACKED_COMPACT(rot, vheight, texlerp, def) ((rot)+4*(vheight)+16*(use)+32*(texlerp)) #define STBVOX_MAKE_LIGHTING_EXT(lighting, rot) (((lighting)&~3)+(rot)) #define STBVOX_MAKE_LIGHTING(lighting) (lighting) #ifndef STBVOX_MAX_MESHES #define STBVOX_MAX_MESHES 2 // opaque & transparent #endif #define STBVOX_MAX_MESH_SLOTS 3 // one vertex & two faces, or two vertex and one face // don't mess with this directly, it's just here so you can // declare stbvox_mesh_maker on the stack or as a global struct stbvox_mesh_maker { stbvox_input_description input; int cur_x, cur_y, cur_z; // last unprocessed voxel if it splits into multiple buffers int x0,y0,z0,x1,y1,z1; int x_stride_in_bytes; int y_stride_in_bytes; int config_dirty; int default_mesh; unsigned int tags; int cube_vertex_offset[6][4]; // this allows access per-vertex data stored block-centered (like texlerp, ambient) int vertex_gather_offset[6][4]; int pos_x,pos_y,pos_z; int full; // computed from user input char *output_cur [STBVOX_MAX_MESHES][STBVOX_MAX_MESH_SLOTS]; char *output_end [STBVOX_MAX_MESHES][STBVOX_MAX_MESH_SLOTS]; char *output_buffer[STBVOX_MAX_MESHES][STBVOX_MAX_MESH_SLOTS]; int output_len [STBVOX_MAX_MESHES][STBVOX_MAX_MESH_SLOTS]; // computed from config int output_size [STBVOX_MAX_MESHES][STBVOX_MAX_MESH_SLOTS]; // per quad int output_step [STBVOX_MAX_MESHES][STBVOX_MAX_MESH_SLOTS]; // per vertex or per face, depending int num_mesh_slots; float default_tex_scale[128][2]; }; #endif // INCLUDE_STB_VOXEL_RENDER_H #ifdef STB_VOXEL_RENDER_IMPLEMENTATION #include #include #include // memset // have to use our own names to avoid the _MSC_VER path having conflicting type names #ifndef _MSC_VER #include typedef uint16_t stbvox_uint16; typedef uint32_t stbvox_uint32; #else typedef unsigned short stbvox_uint16; typedef unsigned int stbvox_uint32; #endif #ifdef _MSC_VER #define STBVOX_NOTUSED(v) (void)(v) #else #define STBVOX_NOTUSED(v) (void)sizeof(v) #endif #ifndef STBVOX_CONFIG_MODE #error "Must defined STBVOX_CONFIG_MODE to select the mode" #endif #if defined(STBVOX_CONFIG_ROTATION_IN_LIGHTING) && defined(STBVOX_CONFIG_VHEIGHT_IN_LIGHTING) #error "Can't store both rotation and vheight in lighting" #endif // The following are candidate voxel modes. Only modes 0, 1, and 20, and 21 are // currently implemented. Reducing the storage-per-quad further // shouldn't improve performance, although obviously it allow you // to create larger worlds without streaming. // // // ----------- Two textures ----------- -- One texture -- ---- Color only ---- // Mode: 0 1 2 3 4 5 6 10 11 12 20 21 22 23 24 // ============================================================================================================ // uses Tex Buffer n Y Y Y Y Y Y Y Y Y n Y Y Y Y // bytes per quad 32 20 14 12 10 6 6 8 8 4 32 20 10 6 4 // non-blocks all all some some some slabs stairs some some none all all slabs slabs none // tex1 256 256 256 256 256 256 256 256 256 256 n n n n n // tex2 256 256 256 256 256 256 128 n n n n n n n n // colors 64 64 64 64 64 64 64 8 n n 2^24 2^24 2^24 2^24 256 // vertex ao Y Y Y Y Y n n Y Y n Y Y Y n n // vertex texlerp Y Y Y n n n n - - - - - - - - // x&y extents 127 127 128 64 64 128 64 64 128 128 127 127 128 128 128 // z extents 255 255 128 64? 64? 64 64 32 64 128 255 255 128 64 128 // not sure why I only wrote down the above "result data" and didn't preserve // the vertex formats, but here I've tried to reconstruct the designs... // mode # 3 is wrong, one byte too large, but they may have been an error originally // Mode: 0 1 2 3 4 5 6 10 11 12 20 21 22 23 24 // ============================================================================================================= // bytes per quad 32 20 14 12 10 6 6 8 8 4 20 10 6 4 // // vertex x bits 7 7 0 6 0 0 0 0 0 0 7 0 0 0 // vertex y bits 7 7 0 0 0 0 0 0 0 0 7 0 0 0 // vertex z bits 9 9 7 4 2 0 0 2 2 0 9 2 0 0 // vertex ao bits 6 6 6 6 6 0 0 6 6 0 6 6 0 0 // vertex txl bits 3 3 3 0 0 0 0 0 0 0 (3) 0 0 0 // // face tex1 bits (8) 8 8 8 8 8 8 8 8 8 // face tex2 bits (8) 8 8 8 8 8 7 - - - // face color bits (8) 8 8 8 8 8 8 3 0 0 24 24 24 8 // face normal bits (8) 8 8 8 6 4 7 4 4 3 8 3 4 3 // face x bits 7 0 6 7 6 6 7 7 0 7 7 7 // face y bits 7 6 6 7 6 6 7 7 0 7 7 7 // face z bits 2 2 6 6 6 5 6 7 0 7 6 7 #if STBVOX_CONFIG_MODE==0 || STBVOX_CONFIG_MODE==1 #define STBVOX_ICONFIG_VERTEX_32 #define STBVOX_ICONFIG_FACE1_1 #elif STBVOX_CONFIG_MODE==20 || STBVOX_CONFIG_MODE==21 #define STBVOX_ICONFIG_VERTEX_32 #define STBVOX_ICONFIG_FACE1_1 #define STBVOX_ICONFIG_UNTEXTURED #else #error "Selected value of STBVOX_CONFIG_MODE is not supported" #endif #if STBVOX_CONFIG_MODE==0 || STBVOX_CONFIG_MODE==20 #define STBVOX_ICONFIG_FACE_ATTRIBUTE #endif #ifndef STBVOX_CONFIG_HLSL // the fallback if all others are exhausted is GLSL #define STBVOX_ICONFIG_GLSL #endif #ifdef STBVOX_CONFIG_OPENGL_MODELVIEW #define STBVOX_ICONFIG_OPENGL_3_1_COMPATIBILITY #endif #if defined(STBVOX_ICONFIG_VERTEX_32) typedef stbvox_uint32 stbvox_mesh_vertex; #define stbvox_vertex_encode(x,y,z,ao,texlerp) \ ((stbvox_uint32) ((x)+((y)<<7)+((z)<<14)+((ao)<<23)+((texlerp)<<29))) #elif defined(STBVOX_ICONFIG_VERTEX_16_1) // mode=2 typedef stbvox_uint16 stbvox_mesh_vertex; #define stbvox_vertex_encode(x,y,z,ao,texlerp) \ ((stbvox_uint16) ((z)+((ao)<<7)+((texlerp)<<13) #elif defined(STBVOX_ICONFIG_VERTEX_16_2) // mode=3 typedef stbvox_uint16 stbvox_mesh_vertex; #define stbvox_vertex_encode(x,y,z,ao,texlerp) \ ((stbvox_uint16) ((x)+((z)<<6))+((ao)<<10)) #elif defined(STBVOX_ICONFIG_VERTEX_8) typedef stbvox_uint8 stbvox_mesh_vertex; #define stbvox_vertex_encode(x,y,z,ao,texlerp) \ ((stbvox_uint8) ((z)+((ao)<<6)) #else #error "internal error, no vertex type" #endif #ifdef STBVOX_ICONFIG_FACE1_1 typedef struct { unsigned char tex1,tex2,color,face_info; } stbvox_mesh_face; #else #error "internal error, no face type" #endif // 20-byte quad format: // // per vertex: // // x:7 // y:7 // z:9 // ao:6 // tex_lerp:3 // // per face: // // tex1:8 // tex2:8 // face:8 // color:8 // Faces: // // Faces use the bottom 3 bits to choose the texgen // mode, and all the bits to choose the normal. // Thus the bottom 3 bits have to be: // e, n, w, s, u, d, u, d // // These use compact names so tables are readable enum { STBVF_e, STBVF_n, STBVF_w, STBVF_s, STBVF_u, STBVF_d, STBVF_eu, STBVF_ed, STBVF_eu_wall, STBVF_nu_wall, STBVF_wu_wall, STBVF_su_wall, STBVF_ne_u, STBVF_ne_d, STBVF_nu, STBVF_nd, STBVF_ed_wall, STBVF_nd_wall, STBVF_wd_wall, STBVF_sd_wall, STBVF_nw_u, STBVF_nw_d, STBVF_wu, STBVF_wd, STBVF_ne_u_cross, STBVF_nw_u_cross, STBVF_sw_u_cross, STBVF_se_u_cross, STBVF_sw_u, STBVF_sw_d, STBVF_su, STBVF_sd, // @TODO we need more than 5 bits to encode the normal to fit the following // so for now we use the right projection but the wrong normal STBVF_se_u = STBVF_su, STBVF_se_d = STBVF_sd, STBVF_count, }; ///////////////////////////////////////////////////////////////////////////// // // tables -- i'd prefer if these were at the end of the file, but: C++ // static float stbvox_default_texgen[2][32][3] = { { { 0, 1,0 }, { 0, 0, 1 }, { 0,-1,0 }, { 0, 0,-1 }, { -1, 0,0 }, { 0, 0, 1 }, { 1, 0,0 }, { 0, 0,-1 }, { 0,-1,0 }, { 0, 0, 1 }, { 0, 1,0 }, { 0, 0,-1 }, { 1, 0,0 }, { 0, 0, 1 }, { -1, 0,0 }, { 0, 0,-1 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, }, { { 0, 0,-1 }, { 0, 1,0 }, { 0, 0, 1 }, { 0,-1,0 }, { 0, 0,-1 }, { -1, 0,0 }, { 0, 0, 1 }, { 1, 0,0 }, { 0, 0,-1 }, { 0,-1,0 }, { 0, 0, 1 }, { 0, 1,0 }, { 0, 0,-1 }, { 1, 0,0 }, { 0, 0, 1 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0, 1, 0 }, { -1, 0,0 }, { 0,-1, 0 }, { 1, 0,0 }, }, }; #define STBVOX_RSQRT2 0.7071067811865f #define STBVOX_RSQRT3 0.5773502691896f static float stbvox_default_normals[32][3] = { { 1,0,0 }, // east { 0,1,0 }, // north { -1,0,0 }, // west { 0,-1,0 }, // south { 0,0,1 }, // up { 0,0,-1 }, // down { STBVOX_RSQRT2,0, STBVOX_RSQRT2 }, // east & up { STBVOX_RSQRT2,0, -STBVOX_RSQRT2 }, // east & down { STBVOX_RSQRT2,0, STBVOX_RSQRT2 }, // east & up { 0, STBVOX_RSQRT2, STBVOX_RSQRT2 }, // north & up { -STBVOX_RSQRT2,0, STBVOX_RSQRT2 }, // west & up { 0,-STBVOX_RSQRT2, STBVOX_RSQRT2 }, // south & up { STBVOX_RSQRT3, STBVOX_RSQRT3, STBVOX_RSQRT3 }, // ne & up { STBVOX_RSQRT3, STBVOX_RSQRT3,-STBVOX_RSQRT3 }, // ne & down { 0, STBVOX_RSQRT2, STBVOX_RSQRT2 }, // north & up { 0, STBVOX_RSQRT2, -STBVOX_RSQRT2 }, // north & down { STBVOX_RSQRT2,0, -STBVOX_RSQRT2 }, // east & down { 0, STBVOX_RSQRT2, -STBVOX_RSQRT2 }, // north & down { -STBVOX_RSQRT2,0, -STBVOX_RSQRT2 }, // west & down { 0,-STBVOX_RSQRT2, -STBVOX_RSQRT2 }, // south & down { -STBVOX_RSQRT3, STBVOX_RSQRT3, STBVOX_RSQRT3 }, // NW & up { -STBVOX_RSQRT3, STBVOX_RSQRT3,-STBVOX_RSQRT3 }, // NW & down { -STBVOX_RSQRT2,0, STBVOX_RSQRT2 }, // west & up { -STBVOX_RSQRT2,0, -STBVOX_RSQRT2 }, // west & down { STBVOX_RSQRT3, STBVOX_RSQRT3,STBVOX_RSQRT3 }, // NE & up crossed { -STBVOX_RSQRT3, STBVOX_RSQRT3,STBVOX_RSQRT3 }, // NW & up crossed { -STBVOX_RSQRT3,-STBVOX_RSQRT3,STBVOX_RSQRT3 }, // SW & up crossed { STBVOX_RSQRT3,-STBVOX_RSQRT3,STBVOX_RSQRT3 }, // SE & up crossed { -STBVOX_RSQRT3,-STBVOX_RSQRT3, STBVOX_RSQRT3 }, // SW & up { -STBVOX_RSQRT3,-STBVOX_RSQRT3,-STBVOX_RSQRT3 }, // SW & up { 0,-STBVOX_RSQRT2, STBVOX_RSQRT2 }, // south & up { 0,-STBVOX_RSQRT2, -STBVOX_RSQRT2 }, // south & down }; static float stbvox_default_texscale[128][4] = { {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, {1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0},{1,1,0,0}, }; static unsigned char stbvox_default_palette_compact[64][3] = { { 255,255,255 }, { 238,238,238 }, { 221,221,221 }, { 204,204,204 }, { 187,187,187 }, { 170,170,170 }, { 153,153,153 }, { 136,136,136 }, { 119,119,119 }, { 102,102,102 }, { 85, 85, 85 }, { 68, 68, 68 }, { 51, 51, 51 }, { 34, 34, 34 }, { 17, 17, 17 }, { 0, 0, 0 }, { 255,240,240 }, { 255,220,220 }, { 255,160,160 }, { 255, 32, 32 }, { 200,120,160 }, { 200, 60,150 }, { 220,100,130 }, { 255, 0,128 }, { 240,240,255 }, { 220,220,255 }, { 160,160,255 }, { 32, 32,255 }, { 120,160,200 }, { 60,150,200 }, { 100,130,220 }, { 0,128,255 }, { 240,255,240 }, { 220,255,220 }, { 160,255,160 }, { 32,255, 32 }, { 160,200,120 }, { 150,200, 60 }, { 130,220,100 }, { 128,255, 0 }, { 255,255,240 }, { 255,255,220 }, { 220,220,180 }, { 255,255, 32 }, { 200,160,120 }, { 200,150, 60 }, { 220,130,100 }, { 255,128, 0 }, { 255,240,255 }, { 255,220,255 }, { 220,180,220 }, { 255, 32,255 }, { 160,120,200 }, { 150, 60,200 }, { 130,100,220 }, { 128, 0,255 }, { 240,255,255 }, { 220,255,255 }, { 180,220,220 }, { 32,255,255 }, { 120,200,160 }, { 60,200,150 }, { 100,220,130 }, { 0,255,128 }, }; static float stbvox_default_ambient[4][4] = { { 0,0,1 ,0 }, // reversed lighting direction { 0.5,0.5,0.5,0 }, // directional color { 0.5,0.5,0.5,0 }, // constant color { 0.5,0.5,0.5,1.0f/1000.0f/1000.0f }, // fog data for simple_fog }; static float stbvox_default_palette[64][4]; static void stbvox_build_default_palette(void) { int i; for (i=0; i < 64; ++i) { stbvox_default_palette[i][0] = stbvox_default_palette_compact[i][0] / 255.0f; stbvox_default_palette[i][1] = stbvox_default_palette_compact[i][1] / 255.0f; stbvox_default_palette[i][2] = stbvox_default_palette_compact[i][2] / 255.0f; stbvox_default_palette[i][3] = 1.0f; } } ////////////////////////////////////////////////////////////////////////////// // // Shaders // #if defined(STBVOX_ICONFIG_OPENGL_3_1_COMPATIBILITY) #define STBVOX_SHADER_VERSION "#version 150 compatibility\n" #elif defined(STBVOX_ICONFIG_OPENGL_3_0) #define STBVOX_SHADER_VERSION "#version 130\n" #elif defined(STBVOX_ICONFIG_GLSL) #define STBVOX_SHADER_VERSION "#version 150\n" #else #define STBVOX_SHADER_VERSION "" #endif static const char *stbvox_vertex_program = { STBVOX_SHADER_VERSION #ifdef STBVOX_ICONFIG_FACE_ATTRIBUTE // NOT TAG_face_sampled "in uvec4 attr_face;\n" #else "uniform usamplerBuffer facearray;\n" #endif #ifdef STBVOX_ICONFIG_FACE_ARRAY_2 "uniform usamplerBuffer facearray2;\n" #endif // vertex input data "in uint attr_vertex;\n" // per-buffer data "uniform vec3 transform[3];\n" // per-frame data "uniform vec4 camera_pos;\n" // 4th value is used for arbitrary hacking // to simplify things, we avoid using more than 256 uniform vectors // in fragment shader to avoid possible 1024 component limit, so // we access this table in the fragment shader. "uniform vec3 normal_table[32];\n" #ifndef STBVOX_CONFIG_OPENGL_MODELVIEW "uniform mat4x4 model_view;\n" #endif // fragment output data "flat out uvec4 facedata;\n" " out vec3 voxelspace_pos;\n" " out vec3 vnormal;\n" " out float texlerp;\n" " out float amb_occ;\n" // @TODO handle the HLSL way to do this "void main()\n" "{\n" #ifdef STBVOX_ICONFIG_FACE_ATTRIBUTE " facedata = attr_face;\n" #else " int faceID = gl_VertexID >> 2;\n" " facedata = texelFetch(facearray, faceID);\n" #endif // extract data for vertex " vec3 offset;\n" " offset.x = float( (attr_vertex ) & 127u );\n" // a[0..6] " offset.y = float( (attr_vertex >> 7u) & 127u );\n" // a[7..13] " offset.z = float( (attr_vertex >> 14u) & 511u );\n" // a[14..22] " amb_occ = float( (attr_vertex >> 23u) & 63u ) / 63.0;\n" // a[23..28] " texlerp = float( (attr_vertex >> 29u) ) / 7.0;\n" // a[29..31] " vnormal = normal_table[(facedata.w>>2u) & 31u];\n" " voxelspace_pos = offset * transform[0];\n" // mesh-to-object scale " vec3 position = voxelspace_pos + transform[1];\n" // mesh-to-object translate #ifdef STBVOX_DEBUG_TEST_NORMALS " if ((facedata.w & 28u) == 16u || (facedata.w & 28u) == 24u)\n" " position += vnormal.xyz * camera_pos.w;\n" #endif #ifndef STBVOX_CONFIG_OPENGL_MODELVIEW " gl_Position = model_view * vec4(position,1.0);\n" #else " gl_Position = gl_ModelViewProjectionMatrix * vec4(position,1.0);\n" #endif "}\n" }; static const char *stbvox_fragment_program = { STBVOX_SHADER_VERSION // rlerp is lerp but with t on the left, like god intended #if defined(STBVOX_ICONFIG_GLSL) "#define rlerp(t,x,y) mix(x,y,t)\n" #elif defined(STBVOX_CONFIG_HLSL) "#define rlerp(t,x,y) lerp(x,y,t)\n" #else #error "need definition of rlerp()" #endif // vertex-shader output data "flat in uvec4 facedata;\n" " in vec3 voxelspace_pos;\n" " in vec3 vnormal;\n" " in float texlerp;\n" " in float amb_occ;\n" // per-buffer data "uniform vec3 transform[3];\n" // per-frame data "uniform vec4 camera_pos;\n" // 4th value is used for arbitrary hacking // probably constant data "uniform vec4 ambient[4];\n" #ifndef STBVOX_ICONFIG_UNTEXTURED // generally constant data "uniform sampler2DArray tex_array[2];\n" #ifdef STBVOX_CONFIG_PREFER_TEXBUFFER "uniform samplerBuffer color_table;\n" "uniform samplerBuffer texscale;\n" "uniform samplerBuffer texgen;\n" #else "uniform vec4 color_table[64];\n" "uniform vec4 texscale[64];\n" // instead of 128, to avoid running out of uniforms "uniform vec3 texgen[64];\n" #endif #endif "out vec4 outcolor;\n" #if defined(STBVOX_CONFIG_LIGHTING) || defined(STBVOX_CONFIG_LIGHTING_SIMPLE) "vec3 compute_lighting(vec3 pos, vec3 norm, vec3 albedo, vec3 ambient);\n" #endif #if defined(STBVOX_CONFIG_FOG) || defined(STBVOX_CONFIG_FOG_SMOOTHSTEP) "vec3 compute_fog(vec3 color, vec3 relative_pos, float fragment_alpha);\n" #endif "void main()\n" "{\n" " vec3 albedo;\n" " float fragment_alpha;\n" #ifndef STBVOX_ICONFIG_UNTEXTURED // unpack the values " uint tex1_id = facedata.x;\n" " uint tex2_id = facedata.y;\n" " uint texprojid = facedata.w & 31u;\n" " uint color_id = facedata.z;\n" #ifndef STBVOX_CONFIG_PREFER_TEXBUFFER // load from uniforms / texture buffers " vec3 texgen_s = texgen[texprojid];\n" " vec3 texgen_t = texgen[texprojid+32u];\n" " float tex1_scale = texscale[tex1_id & 63u].x;\n" " vec4 color = color_table[color_id & 63u];\n" #ifndef STBVOX_CONFIG_DISABLE_TEX2 " vec4 tex2_props = texscale[tex2_id & 63u];\n" #endif #else " vec3 texgen_s = texelFetch(texgen, int(texprojid)).xyz;\n" " vec3 texgen_t = texelFetch(texgen, int(texprojid+32u)).xyz;\n" " float tex1_scale = texelFetch(texscale, int(tex1_id & 127u)).x;\n" " vec4 color = texelFetch(color_table, int(color_id & 63u));\n" #ifndef STBVOX_CONFIG_DISABLE_TEX2 " vec4 tex2_props = texelFetch(texscale, int(tex1_id & 127u));\n" #endif #endif #ifndef STBVOX_CONFIG_DISABLE_TEX2 " float tex2_scale = tex2_props.y;\n" " bool texblend_mode = tex2_props.z != 0.0;\n" #endif " vec2 texcoord;\n" " vec3 texturespace_pos = voxelspace_pos + transform[2].xyz;\n" " texcoord.s = dot(texturespace_pos, texgen_s);\n" " texcoord.t = dot(texturespace_pos, texgen_t);\n" " vec2 texcoord_1 = tex1_scale * texcoord;\n" #ifndef STBVOX_CONFIG_DISABLE_TEX2 " vec2 texcoord_2 = tex2_scale * texcoord;\n" #endif #ifdef STBVOX_CONFIG_TEX1_EDGE_CLAMP " texcoord_1 = texcoord_1 - floor(texcoord_1);\n" " vec4 tex1 = textureGrad(tex_array[0], vec3(texcoord_1, float(tex1_id)), dFdx(tex1_scale*texcoord), dFdy(tex1_scale*texcoord));\n" #else " vec4 tex1 = texture(tex_array[0], vec3(texcoord_1, float(tex1_id)));\n" #endif #ifndef STBVOX_CONFIG_DISABLE_TEX2 #ifdef STBVOX_CONFIG_TEX2_EDGE_CLAMP " texcoord_2 = texcoord_2 - floor(texcoord_2);\n" " vec4 tex2 = textureGrad(tex_array[0], vec3(texcoord_2, float(tex2_id)), dFdx(tex2_scale*texcoord), dFdy(tex2_scale*texcoord));\n" #else " vec4 tex2 = texture(tex_array[1], vec3(texcoord_2, float(tex2_id)));\n" #endif #endif " bool emissive = (color.a > 1.0);\n" " color.a = min(color.a, 1.0);\n" // recolor textures " if ((color_id & 64u) != 0u) tex1.rgba *= color.rgba;\n" " fragment_alpha = tex1.a;\n" #ifndef STBVOX_CONFIG_DISABLE_TEX2 " if ((color_id & 128u) != 0u) tex2.rgba *= color.rgba;\n" #ifdef STBVOX_CONFIG_PREMULTIPLIED_ALPHA " tex2.rgba *= texlerp;\n" #else " tex2.a *= texlerp;\n" #endif " if (texblend_mode)\n" " albedo = tex1.xyz * rlerp(tex2.a, vec3(1.0,1.0,1.0), 2.0*tex2.xyz);\n" " else {\n" #ifdef STBVOX_CONFIG_PREMULTIPLIED_ALPHA " albedo = (1.0-tex2.a)*tex1.xyz + tex2.xyz;\n" #else " albedo = rlerp(tex2.a, tex1.xyz, tex2.xyz);\n" #endif " fragment_alpha = tex1.a*(1-tex2.a)+tex2.a;\n" " }\n" #else " albedo = tex1.xyz;\n" #endif #else // UNTEXTURED " vec4 color;" " color.xyz = vec3(facedata.xyz) / 255.0;\n" " bool emissive = false;\n" " albedo = color.xyz;\n" " fragment_alpha = 1.0;\n" #endif #ifdef STBVOX_ICONFIG_VARYING_VERTEX_NORMALS // currently, there are no modes that trigger this path; idea is that there // could be a couple of bits per vertex to perturb the normal to e.g. get curved look " vec3 normal = normalize(vnormal);\n" #else " vec3 normal = vnormal;\n" #endif " vec3 ambient_color = dot(normal, ambient[0].xyz) * ambient[1].xyz + ambient[2].xyz;\n" " ambient_color = clamp(ambient_color, 0.0, 1.0);" " ambient_color *= amb_occ;\n" " vec3 lit_color;\n" " if (!emissive)\n" #if defined(STBVOX_ICONFIG_LIGHTING) || defined(STBVOX_CONFIG_LIGHTING_SIMPLE) " lit_color = compute_lighting(voxelspace_pos + transform[1], normal, albedo, ambient_color);\n" #else " lit_color = albedo * ambient_color ;\n" #endif " else\n" " lit_color = albedo;\n" #if defined(STBVOX_ICONFIG_FOG) || defined(STBVOX_CONFIG_FOG_SMOOTHSTEP) " vec3 dist = voxelspace_pos + (transform[1] - camera_pos.xyz);\n" " lit_color = compute_fog(lit_color, dist, fragment_alpha);\n" #endif #ifdef STBVOX_CONFIG_UNPREMULTIPLY " vec4 final_color = vec4(lit_color/fragment_alpha, fragment_alpha);\n" #else " vec4 final_color = vec4(lit_color, fragment_alpha);\n" #endif " outcolor = final_color;\n" "}\n" #ifdef STBVOX_CONFIG_LIGHTING_SIMPLE "\n" "uniform vec3 light_source[2];\n" "vec3 compute_lighting(vec3 pos, vec3 norm, vec3 albedo, vec3 ambient)\n" "{\n" " vec3 light_dir = light_source[0] - pos;\n" " float lambert = dot(light_dir, norm) / dot(light_dir, light_dir);\n" " vec3 diffuse = clamp(light_source[1] * clamp(lambert, 0.0, 1.0), 0.0, 1.0);\n" " return (diffuse + ambient) * albedo;\n" "}\n" #endif #ifdef STBVOX_CONFIG_FOG_SMOOTHSTEP "\n" "vec3 compute_fog(vec3 color, vec3 relative_pos, float fragment_alpha)\n" "{\n" " float f = dot(relative_pos,relative_pos)*ambient[3].w;\n" //" f = rlerp(f, -2,1);\n" " f = clamp(f, 0.0, 1.0);\n" " f = 3.0*f*f - 2.0*f*f*f;\n" // smoothstep //" f = f*f;\n" // fade in more smoothly #ifdef STBVOX_CONFIG_PREMULTIPLIED_ALPHA " return rlerp(f, color.xyz, ambient[3].xyz*fragment_alpha);\n" #else " return rlerp(f, color.xyz, ambient[3].xyz);\n" #endif "}\n" #endif }; // still requires full alpha lookups, including tex2 if texblend is enabled static const char *stbvox_fragment_program_alpha_only = { STBVOX_SHADER_VERSION // vertex-shader output data "flat in uvec4 facedata;\n" " in vec3 voxelspace_pos;\n" " in float texlerp;\n" // per-buffer data "uniform vec3 transform[3];\n" #ifndef STBVOX_ICONFIG_UNTEXTURED // generally constant data "uniform sampler2DArray tex_array[2];\n" #ifdef STBVOX_CONFIG_PREFER_TEXBUFFER "uniform samplerBuffer texscale;\n" "uniform samplerBuffer texgen;\n" #else "uniform vec4 texscale[64];\n" // instead of 128, to avoid running out of uniforms "uniform vec3 texgen[64];\n" #endif #endif "out vec4 outcolor;\n" "void main()\n" "{\n" " vec3 albedo;\n" " float fragment_alpha;\n" #ifndef STBVOX_ICONFIG_UNTEXTURED // unpack the values " uint tex1_id = facedata.x;\n" " uint tex2_id = facedata.y;\n" " uint texprojid = facedata.w & 31u;\n" " uint color_id = facedata.z;\n" #ifndef STBVOX_CONFIG_PREFER_TEXBUFFER // load from uniforms / texture buffers " vec3 texgen_s = texgen[texprojid];\n" " vec3 texgen_t = texgen[texprojid+32u];\n" " float tex1_scale = texscale[tex1_id & 63u].x;\n" " vec4 color = color_table[color_id & 63u];\n" " vec4 tex2_props = texscale[tex2_id & 63u];\n" #else " vec3 texgen_s = texelFetch(texgen, int(texprojid)).xyz;\n" " vec3 texgen_t = texelFetch(texgen, int(texprojid+32u)).xyz;\n" " float tex1_scale = texelFetch(texscale, int(tex1_id & 127u)).x;\n" " vec4 color = texelFetch(color_table, int(color_id & 63u));\n" " vec4 tex2_props = texelFetch(texscale, int(tex2_id & 127u));\n" #endif #ifndef STBVOX_CONFIG_DISABLE_TEX2 " float tex2_scale = tex2_props.y;\n" " bool texblend_mode = tex2_props.z &((facedata.w & 128u) != 0u);\n" #endif " color.a = min(color.a, 1.0);\n" " vec2 texcoord;\n" " vec3 texturespace_pos = voxelspace_pos + transform[2].xyz;\n" " texcoord.s = dot(texturespace_pos, texgen_s);\n" " texcoord.t = dot(texturespace_pos, texgen_t);\n" " vec2 texcoord_1 = tex1_scale * texcoord;\n" " vec2 texcoord_2 = tex2_scale * texcoord;\n" #ifdef STBVOX_CONFIG_TEX1_EDGE_CLAMP " texcoord_1 = texcoord_1 - floor(texcoord_1);\n" " vec4 tex1 = textureGrad(tex_array[0], vec3(texcoord_1, float(tex1_id)), dFdx(tex1_scale*texcoord), dFdy(tex1_scale*texcoord));\n" #else " vec4 tex1 = texture(tex_array[0], vec3(texcoord_1, float(tex1_id)));\n" #endif " if ((color_id & 64u) != 0u) tex1.a *= color.a;\n" " fragment_alpha = tex1.a;\n" #ifndef STBVOX_CONFIG_DISABLE_TEX2 " if (!texblend_mode) {\n" #ifdef STBVOX_CONFIG_TEX2_EDGE_CLAMP " texcoord_2 = texcoord_2 - floor(texcoord_2);\n" " vec4 tex2 = textureGrad(tex_array[0], vec3(texcoord_2, float(tex2_id)), dFdx(tex2_scale*texcoord), dFdy(tex2_scale*texcoord));\n" #else " vec4 tex2 = texture(tex_array[1], vec3(texcoord_2, float(tex2_id)));\n" #endif " tex2.a *= texlerp;\n" " if ((color_id & 128u) != 0u) tex2.rgba *= color.a;\n" " fragment_alpha = tex1.a*(1-tex2.a)+tex2.a;\n" "}\n" "\n" #endif #else // UNTEXTURED " fragment_alpha = 1.0;\n" #endif " outcolor = vec4(0.0, 0.0, 0.0, fragment_alpha);\n" "}\n" }; STBVXDEC char *stbvox_get_vertex_shader(void) { return (char *) stbvox_vertex_program; } STBVXDEC char *stbvox_get_fragment_shader(void) { return (char *) stbvox_fragment_program; } STBVXDEC char *stbvox_get_fragment_shader_alpha_only(void) { return (char *) stbvox_fragment_program_alpha_only; } static float stbvox_dummy_transform[3][3]; #ifdef STBVOX_CONFIG_PREFER_TEXBUFFER #define STBVOX_TEXBUF 1 #else #define STBVOX_TEXBUF 0 #endif static stbvox_uniform_info stbvox_uniforms[] = { { STBVOX_UNIFORM_TYPE_sampler , 4, 1, (char*) "facearray" , 0 }, { STBVOX_UNIFORM_TYPE_vec3 , 12, 3, (char*) "transform" , stbvox_dummy_transform[0] }, { STBVOX_UNIFORM_TYPE_sampler , 4, 2, (char*) "tex_array" , 0 }, { STBVOX_UNIFORM_TYPE_vec4 , 16, 128, (char*) "texscale" , stbvox_default_texscale[0] , STBVOX_TEXBUF }, { STBVOX_UNIFORM_TYPE_vec4 , 16, 64, (char*) "color_table" , stbvox_default_palette[0] , STBVOX_TEXBUF }, { STBVOX_UNIFORM_TYPE_vec3 , 12, 32, (char*) "normal_table" , stbvox_default_normals[0] }, { STBVOX_UNIFORM_TYPE_vec3 , 12, 64, (char*) "texgen" , stbvox_default_texgen[0][0], STBVOX_TEXBUF }, { STBVOX_UNIFORM_TYPE_vec4 , 16, 4, (char*) "ambient" , stbvox_default_ambient[0] }, { STBVOX_UNIFORM_TYPE_vec4 , 16, 1, (char*) "camera_pos" , stbvox_dummy_transform[0] }, }; STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform) { if (uniform < 0 || uniform >= STBVOX_UNIFORM_count) return 0; *info = stbvox_uniforms[uniform]; return 1; } #define STBVOX_GET_GEO(geom_data) ((geom_data) & 15) typedef struct { unsigned char block:2; unsigned char overlay:2; unsigned char facerot:2; unsigned char ecolor:2; } stbvox_rotate; typedef struct { unsigned char x,y,z; } stbvox_pos; static unsigned char stbvox_rotate_face[6][4] = { { 0,1,2,3 }, { 1,2,3,0 }, { 2,3,0,1 }, { 3,0,1,2 }, { 4,4,4,4 }, { 5,5,5,5 }, }; #define STBVOX_ROTATE(x,r) stbvox_rotate_face[x][r] // (((x)+(r))&3) stbvox_mesh_face stbvox_compute_mesh_face_value(stbvox_mesh_maker *mm, stbvox_rotate rot, int face, int v_off, int normal) { stbvox_mesh_face face_data = { 0 }; stbvox_block_type bt = mm->input.blocktype[v_off]; unsigned char bt_face = STBVOX_ROTATE(face, rot.block); int facerot = rot.facerot; #ifdef STBVOX_ICONFIG_UNTEXTURED if (mm->input.rgb) { face_data.tex1 = mm->input.rgb[v_off].r; face_data.tex2 = mm->input.rgb[v_off].g; face_data.color = mm->input.rgb[v_off].b; face_data.face_info = (normal<<2); return face_data; } #else unsigned char color_face; if (mm->input.color) face_data.color = mm->input.color[v_off]; if (mm->input.block_tex1) face_data.tex1 = mm->input.block_tex1[bt]; else if (mm->input.block_tex1_face) face_data.tex1 = mm->input.block_tex1_face[bt][bt_face]; else face_data.tex1 = bt; if (mm->input.block_tex2) face_data.tex2 = mm->input.block_tex2[bt]; else if (mm->input.block_tex2_face) face_data.tex2 = mm->input.block_tex2_face[bt][bt_face]; if (mm->input.block_color) { unsigned char mcol = mm->input.block_color[bt]; if (mcol) face_data.color = mcol; } else if (mm->input.block_color_face) { unsigned char mcol = mm->input.block_color_face[bt][bt_face]; if (mcol) face_data.color = mcol; } if (face <= STBVOX_FACE_south) { if (mm->input.side_texrot) facerot = mm->input.side_texrot[v_off] >> (2 * face); else if (mm->input.block_side_texrot) facerot = mm->input.block_side_texrot[v_off] >> (2 * bt_face); } if (mm->input.overlay) { int over_face = STBVOX_ROTATE(face, rot.overlay); unsigned char over = mm->input.overlay[v_off]; if (over) { if (mm->input.overlay_tex1) { unsigned char rep1 = mm->input.overlay_tex1[over][over_face]; if (rep1) face_data.tex1 = rep1; } if (mm->input.overlay_tex2) { unsigned char rep2 = mm->input.overlay_tex2[over][over_face]; if (rep2) face_data.tex2 = rep2; } if (mm->input.overlay_color) { unsigned char rep3 = mm->input.overlay_color[over][over_face]; if (rep3) face_data.color = rep3; } if (mm->input.overlay_side_texrot && face <= STBVOX_FACE_south) facerot = mm->input.overlay_side_texrot[over] >> (2*over_face); } } if (mm->input.tex2_for_tex1) face_data.tex2 = mm->input.tex2_for_tex1[face_data.tex1]; if (mm->input.tex2) face_data.tex2 = mm->input.tex2[v_off]; if (mm->input.tex2_replace) { if (mm->input.tex2_facemask[v_off] & (1 << face)) face_data.tex2 = mm->input.tex2_replace[v_off]; } color_face = STBVOX_ROTATE(face, rot.ecolor); if (mm->input.extended_color) { unsigned char ec = mm->input.extended_color[v_off]; if (mm->input.ecolor_facemask[ec] & (1 << color_face)) face_data.color = mm->input.ecolor_color[ec]; } if (mm->input.color2) { if (mm->input.color2_facemask[v_off] & (1 << color_face)) face_data.color = mm->input.color2[v_off]; if (mm->input.color3 && (mm->input.color3_facemask[v_off] & (1 << color_face))) face_data.color = mm->input.color3[v_off]; } #endif face_data.face_info = (normal<<2) + facerot; return face_data; } // these are the types of faces each block can have enum { STBVOX_FT_none , STBVOX_FT_upper , STBVOX_FT_lower , STBVOX_FT_solid , STBVOX_FT_diag_012, STBVOX_FT_diag_023, STBVOX_FT_diag_013, STBVOX_FT_diag_123, STBVOX_FT_force , // can't be covered up, used for internal faces, also hides nothing STBVOX_FT_partial , // only covered by solid, never covers anything else STBVOX_FT_count }; static unsigned char stbvox_face_lerp[6] = { 0,2,0,2,4,4 }; static unsigned char stbvox_vert3_lerp[5] = { 0,3,6,9,12 }; static unsigned char stbvox_vert_lerp_for_face_lerp[4] = { 0, 4, 7, 7 }; static unsigned char stbvox_face3_lerp[6] = { 0,3,6,9,12,14 }; static unsigned char stbvox_vert_lerp_for_simple[4] = { 0,2,5,7 }; static unsigned char stbvox_face3_updown[8] = { 0,2,5,7,0,2,5,7 }; // ignore top bit // vertex offsets for face vertices static unsigned char stbvox_vertex_vector[6][4][3] = { { { 1,0,1 }, { 1,1,1 }, { 1,1,0 }, { 1,0,0 } }, // east { { 1,1,1 }, { 0,1,1 }, { 0,1,0 }, { 1,1,0 } }, // north { { 0,1,1 }, { 0,0,1 }, { 0,0,0 }, { 0,1,0 } }, // west { { 0,0,1 }, { 1,0,1 }, { 1,0,0 }, { 0,0,0 } }, // south { { 0,1,1 }, { 1,1,1 }, { 1,0,1 }, { 0,0,1 } }, // up { { 0,0,0 }, { 1,0,0 }, { 1,1,0 }, { 0,1,0 } }, // down }; // stbvox_vertex_vector, but read coordinates as binary numbers, zyx static unsigned char stbvox_vertex_selector[6][4] = { { 5,7,3,1 }, { 7,6,2,3 }, { 6,4,0,2 }, { 4,5,1,0 }, { 6,7,5,4 }, { 0,1,3,2 }, }; static stbvox_mesh_vertex stbvox_vmesh_delta_normal[6][4] = { { stbvox_vertex_encode(1,0,1,0,0) , stbvox_vertex_encode(1,1,1,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) }, { stbvox_vertex_encode(1,1,1,0,0) , stbvox_vertex_encode(0,1,1,0,0) , stbvox_vertex_encode(0,1,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) }, { stbvox_vertex_encode(0,1,1,0,0) , stbvox_vertex_encode(0,0,1,0,0) , stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) }, { stbvox_vertex_encode(0,0,1,0,0) , stbvox_vertex_encode(1,0,1,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(0,0,0,0,0) }, { stbvox_vertex_encode(0,1,1,0,0) , stbvox_vertex_encode(1,1,1,0,0) , stbvox_vertex_encode(1,0,1,0,0) , stbvox_vertex_encode(0,0,1,0,0) }, { stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) } }; static stbvox_mesh_vertex stbvox_vmesh_pre_vheight[6][4] = { { stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) }, { stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) }, { stbvox_vertex_encode(0,1,0,0,0) , stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) }, { stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(0,0,0,0,0) }, { stbvox_vertex_encode(0,1,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(0,0,0,0,0) }, { stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) } }; static stbvox_mesh_vertex stbvox_vmesh_delta_half_z[6][4] = { { stbvox_vertex_encode(1,0,2,0,0) , stbvox_vertex_encode(1,1,2,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) }, { stbvox_vertex_encode(1,1,2,0,0) , stbvox_vertex_encode(0,1,2,0,0) , stbvox_vertex_encode(0,1,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) }, { stbvox_vertex_encode(0,1,2,0,0) , stbvox_vertex_encode(0,0,2,0,0) , stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) }, { stbvox_vertex_encode(0,0,2,0,0) , stbvox_vertex_encode(1,0,2,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(0,0,0,0,0) }, { stbvox_vertex_encode(0,1,2,0,0) , stbvox_vertex_encode(1,1,2,0,0) , stbvox_vertex_encode(1,0,2,0,0) , stbvox_vertex_encode(0,0,2,0,0) }, { stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) } }; static stbvox_mesh_vertex stbvox_vmesh_crossed_pair[6][4] = { { stbvox_vertex_encode(1,0,2,0,0) , stbvox_vertex_encode(0,1,2,0,0) , stbvox_vertex_encode(0,1,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) }, { stbvox_vertex_encode(1,1,2,0,0) , stbvox_vertex_encode(0,0,2,0,0) , stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) }, { stbvox_vertex_encode(0,1,2,0,0) , stbvox_vertex_encode(1,0,2,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) }, { stbvox_vertex_encode(0,0,2,0,0) , stbvox_vertex_encode(1,1,2,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(0,0,0,0,0) }, // not used, so we leave it non-degenerate to make sure it doesn't get gen'd accidentally { stbvox_vertex_encode(0,1,2,0,0) , stbvox_vertex_encode(1,1,2,0,0) , stbvox_vertex_encode(1,0,2,0,0) , stbvox_vertex_encode(0,0,2,0,0) }, { stbvox_vertex_encode(0,0,0,0,0) , stbvox_vertex_encode(1,0,0,0,0) , stbvox_vertex_encode(1,1,0,0,0) , stbvox_vertex_encode(0,1,0,0,0) } }; #define STBVOX_MAX_GEOM 16 #define STBVOX_NUM_ROTATION 4 // this is used to determine if a face is ever generated at all static unsigned char stbvox_hasface[STBVOX_MAX_GEOM][STBVOX_NUM_ROTATION] = { { 0,0,0,0 }, // empty { 0,0,0,0 }, // knockout { 63,63,63,63 }, // solid { 63,63,63,63 }, // transp { 63,63,63,63 }, // slab { 63,63,63,63 }, // slab { 1|2|4|48, 8|1|2|48, 4|8|1|48, 2|4|8|48, }, // floor slopes { 1|2|4|48, 8|1|2|48, 4|8|1|48, 2|4|8|48, }, // ceil slopes { 47,47,47,47 }, // wall-projected diagonal with down face { 31,31,31,31 }, // wall-projected diagonal with up face { 63,63,63,63 }, // crossed-pair has special handling, but avoid early-out { 63,63,63,63 }, // force { 63,63,63,63 }, // vheight { 63,63,63,63 }, // vheight { 63,63,63,63 }, // vheight { 63,63,63,63 }, // vheight }; // this determines which face type above is visible on each side of the geometry static unsigned char stbvox_facetype[STBVOX_GEOM_count][6] = { { 0, }, // STBVOX_GEOM_empty { STBVOX_FT_solid, STBVOX_FT_solid, STBVOX_FT_solid, STBVOX_FT_solid, STBVOX_FT_solid, STBVOX_FT_solid }, // knockout { STBVOX_FT_solid, STBVOX_FT_solid, STBVOX_FT_solid, STBVOX_FT_solid, STBVOX_FT_solid, STBVOX_FT_solid }, // solid { STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force }, // transp { STBVOX_FT_upper, STBVOX_FT_upper, STBVOX_FT_upper, STBVOX_FT_upper, STBVOX_FT_solid, STBVOX_FT_force }, { STBVOX_FT_lower, STBVOX_FT_lower, STBVOX_FT_lower, STBVOX_FT_lower, STBVOX_FT_force, STBVOX_FT_solid }, { STBVOX_FT_diag_123, STBVOX_FT_solid, STBVOX_FT_diag_023, STBVOX_FT_none, STBVOX_FT_force, STBVOX_FT_solid }, { STBVOX_FT_diag_012, STBVOX_FT_solid, STBVOX_FT_diag_013, STBVOX_FT_none, STBVOX_FT_solid, STBVOX_FT_force }, { STBVOX_FT_diag_123, STBVOX_FT_solid, STBVOX_FT_diag_023, STBVOX_FT_force, STBVOX_FT_none, STBVOX_FT_solid }, { STBVOX_FT_diag_012, STBVOX_FT_solid, STBVOX_FT_diag_013, STBVOX_FT_force, STBVOX_FT_solid, STBVOX_FT_none }, { STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force, 0,0 }, // crossed pair { STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force, STBVOX_FT_force }, // GEOM_force { STBVOX_FT_partial,STBVOX_FT_partial,STBVOX_FT_partial,STBVOX_FT_partial, STBVOX_FT_force, STBVOX_FT_solid }, // floor vheight, all neighbors forced { STBVOX_FT_partial,STBVOX_FT_partial,STBVOX_FT_partial,STBVOX_FT_partial, STBVOX_FT_force, STBVOX_FT_solid }, // floor vheight, all neighbors forced { STBVOX_FT_partial,STBVOX_FT_partial,STBVOX_FT_partial,STBVOX_FT_partial, STBVOX_FT_solid, STBVOX_FT_force }, // ceil vheight, all neighbors forced { STBVOX_FT_partial,STBVOX_FT_partial,STBVOX_FT_partial,STBVOX_FT_partial, STBVOX_FT_solid, STBVOX_FT_force }, // ceil vheight, all neighbors forced }; // This table indicates what normal to use for the "up" face of a sloped geom // @TODO this could be done with math given the current arrangement of the enum, but let's not require it static unsigned char stbvox_floor_slope_for_rot[4] = { STBVF_su, STBVF_wu, // @TODO: why is this reversed from what it should be? this is a north-is-up face, so slope should be south&up STBVF_nu, STBVF_eu, }; static unsigned char stbvox_ceil_slope_for_rot[4] = { STBVF_sd, STBVF_ed, STBVF_nd, STBVF_wd, }; // this table indicates whether, for each pair of types above, a face is visible. // each value indicates whether a given type is visible for all neighbor types static unsigned short stbvox_face_visible[STBVOX_FT_count] = { // we encode the table by listing which cases cause *obscuration*, and bitwise inverting that // table is pre-shifted by 5 to save a shift when it's accessed (unsigned short) ((~0x07ff )<<5), // none is completely obscured by everything (unsigned short) ((~((1<output_cur[mesh][0]; int step = mm->output_step[mesh][0]; // allocate a new quad from the mesh vertices[0] = (stbvox_mesh_vertex *) p; p += step; vertices[1] = (stbvox_mesh_vertex *) p; p += step; vertices[2] = (stbvox_mesh_vertex *) p; p += step; vertices[3] = (stbvox_mesh_vertex *) p; p += step; mm->output_cur[mesh][0] = p; // output the face #ifdef STBVOX_ICONFIG_FACE_ATTRIBUTE // write face as interleaved vertex data *(stbvox_mesh_face *) (vertices[0]+1) = face; *(stbvox_mesh_face *) (vertices[1]+1) = face; *(stbvox_mesh_face *) (vertices[2]+1) = face; *(stbvox_mesh_face *) (vertices[3]+1) = face; #else *(stbvox_mesh_face *) mm->output_cur[mesh][1] = face; mm->output_cur[mesh][1] += 4; #endif } void stbvox_make_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int face, int v_off, stbvox_pos pos, stbvox_mesh_vertex vertbase, stbvox_mesh_vertex *face_coord, unsigned char mesh, int normal) { stbvox_mesh_face face_data = stbvox_compute_mesh_face_value(mm,rot,face,v_off, normal); // still need to compute ao & texlerp for each vertex // first compute texlerp into p1 stbvox_mesh_vertex p1[4] = { 0 }; #if defined(STBVOX_CONFIG_DOWN_TEXLERP_PACKED) && defined(STBVOX_CONFIG_UP_TEXLERP_PACKED) #define STBVOX_USE_PACKED(f) ((f) == STBVOX_FACE_up || (f) == STBVOX_FACE_down) #elif defined(STBVOX_CONFIG_UP_TEXLERP_PACKED) #define STBVOX_USE_PACKED(f) ((f) == STBVOX_FACE_up ) #elif defined(STBVOX_CONFIG_DOWN_TEXLERP_PACKED) #define STBVOX_USE_PACKED(f) ( (f) == STBVOX_FACE_down) #endif #if defined(STBVOX_CONFIG_DOWN_TEXLERP_PACKED) || defined(STBVOX_CONFIG_UP_TEXLERP_PACKED) if (STBVOX_USE_PACKED(face)) { if (!mm->input.packed_compact || 0==(mm->input.packed_compact[v_off]&16)) goto set_default; p1[0] = (mm->input.packed_compact[v_off + mm->cube_vertex_offset[face][0]] >> 5); p1[1] = (mm->input.packed_compact[v_off + mm->cube_vertex_offset[face][1]] >> 5); p1[2] = (mm->input.packed_compact[v_off + mm->cube_vertex_offset[face][2]] >> 5); p1[3] = (mm->input.packed_compact[v_off + mm->cube_vertex_offset[face][3]] >> 5); p1[0] = stbvox_vertex_encode(0,0,0,0,p1[0]); p1[1] = stbvox_vertex_encode(0,0,0,0,p1[1]); p1[2] = stbvox_vertex_encode(0,0,0,0,p1[2]); p1[3] = stbvox_vertex_encode(0,0,0,0,p1[3]); goto skip; } #endif if (mm->input.block_texlerp) { stbvox_block_type bt = mm->input.blocktype[v_off]; unsigned char val = mm->input.block_texlerp[bt]; p1[0] = p1[1] = p1[2] = p1[3] = stbvox_vertex_encode(0,0,0,0,val); } else if (mm->input.block_texlerp_face) { stbvox_block_type bt = mm->input.blocktype[v_off]; unsigned char bt_face = STBVOX_ROTATE(face, rot.block); unsigned char val = mm->input.block_texlerp_face[bt][bt_face]; p1[0] = p1[1] = p1[2] = p1[3] = stbvox_vertex_encode(0,0,0,0,val); } else if (mm->input.texlerp_face3) { unsigned char val = (mm->input.texlerp_face3[v_off] >> stbvox_face3_lerp[face]) & 7; if (face >= STBVOX_FACE_up) val = stbvox_face3_updown[val]; p1[0] = p1[1] = p1[2] = p1[3] = stbvox_vertex_encode(0,0,0,0,val); } else if (mm->input.texlerp_simple) { unsigned char val = mm->input.texlerp_simple[v_off]; unsigned char lerp_face = (val >> 2) & 7; if (lerp_face == face) { p1[0] = (mm->input.texlerp_simple[v_off + mm->cube_vertex_offset[face][0]] >> 5) & 7; p1[1] = (mm->input.texlerp_simple[v_off + mm->cube_vertex_offset[face][1]] >> 5) & 7; p1[2] = (mm->input.texlerp_simple[v_off + mm->cube_vertex_offset[face][2]] >> 5) & 7; p1[3] = (mm->input.texlerp_simple[v_off + mm->cube_vertex_offset[face][3]] >> 5) & 7; p1[0] = stbvox_vertex_encode(0,0,0,0,p1[0]); p1[1] = stbvox_vertex_encode(0,0,0,0,p1[1]); p1[2] = stbvox_vertex_encode(0,0,0,0,p1[2]); p1[3] = stbvox_vertex_encode(0,0,0,0,p1[3]); } else { unsigned char base = stbvox_vert_lerp_for_simple[val&3]; p1[0] = p1[1] = p1[2] = p1[3] = stbvox_vertex_encode(0,0,0,0,base); } } else if (mm->input.texlerp) { unsigned char facelerp = (mm->input.texlerp[v_off] >> stbvox_face_lerp[face]) & 3; if (facelerp == STBVOX_TEXLERP_FACE_use_vert) { if (mm->input.texlerp_vert3 && face != STBVOX_FACE_down) { unsigned char shift = stbvox_vert3_lerp[face]; p1[0] = (mm->input.texlerp_vert3[mm->cube_vertex_offset[face][0]] >> shift) & 7; p1[1] = (mm->input.texlerp_vert3[mm->cube_vertex_offset[face][1]] >> shift) & 7; p1[2] = (mm->input.texlerp_vert3[mm->cube_vertex_offset[face][2]] >> shift) & 7; p1[3] = (mm->input.texlerp_vert3[mm->cube_vertex_offset[face][3]] >> shift) & 7; } else { p1[0] = stbvox_vert_lerp_for_simple[mm->input.texlerp[mm->cube_vertex_offset[face][0]]>>6]; p1[1] = stbvox_vert_lerp_for_simple[mm->input.texlerp[mm->cube_vertex_offset[face][1]]>>6]; p1[2] = stbvox_vert_lerp_for_simple[mm->input.texlerp[mm->cube_vertex_offset[face][2]]>>6]; p1[3] = stbvox_vert_lerp_for_simple[mm->input.texlerp[mm->cube_vertex_offset[face][3]]>>6]; } p1[0] = stbvox_vertex_encode(0,0,0,0,p1[0]); p1[1] = stbvox_vertex_encode(0,0,0,0,p1[1]); p1[2] = stbvox_vertex_encode(0,0,0,0,p1[2]); p1[3] = stbvox_vertex_encode(0,0,0,0,p1[3]); } else { p1[0] = p1[1] = p1[2] = p1[3] = stbvox_vertex_encode(0,0,0,0,stbvox_vert_lerp_for_face_lerp[facelerp]); } } else { #if defined(STBVOX_CONFIG_UP_TEXLERP_PACKED) || defined(STBVOX_CONFIG_DOWN_TEXLERP_PACKED) set_default: #endif p1[0] = p1[1] = p1[2] = p1[3] = stbvox_vertex_encode(0,0,0,0,7); // @TODO make this configurable } #if defined(STBVOX_CONFIG_UP_TEXLERP_PACKED) || defined(STBVOX_CONFIG_DOWN_TEXLERP_PACKED) skip: #endif // now compute lighting and store to vertices { stbvox_mesh_vertex *mv[4]; stbvox_get_quad_vertex_pointer(mm, mesh, mv, face_data); if (mm->input.lighting) { // @TODO: lighting at block centers, but not gathered, instead constant-per-face if (mm->input.lighting_at_vertices) { int i; for (i=0; i < 4; ++i) { *mv[i] = vertbase + face_coord[i] + stbvox_vertex_encode(0,0,0,mm->input.lighting[v_off + mm->cube_vertex_offset[face][i]] & 63,0) + p1[i]; } } else { unsigned char *amb = &mm->input.lighting[v_off]; int i,j; #if defined(STBVOX_CONFIG_ROTATION_IN_LIGHTING) || defined(STBVOX_CONFIG_VHEIGHT_IN_LIGHTING) #define STBVOX_GET_LIGHTING(light) ((light) & ~3) #define STBVOX_LIGHTING_ROUNDOFF 8 #else #define STBVOX_GET_LIGHTING(light) (light) #define STBVOX_LIGHTING_ROUNDOFF 2 #endif for (i=0; i < 4; ++i) { // for each vertex, gather from the four neighbor blocks it's facing unsigned char *vamb = &amb[mm->cube_vertex_offset[face][i]]; int total=0; for (j=0; j < 4; ++j) total += STBVOX_GET_LIGHTING(vamb[mm->vertex_gather_offset[face][j]]); *mv[i] = vertbase + face_coord[i] + stbvox_vertex_encode(0,0,0,(total+STBVOX_LIGHTING_ROUNDOFF)>>4,0) + p1[i]; // >> 4 is because: // >> 2 to divide by 4 to get average over 4 samples // >> 2 because input is 8 bits, output is 6 bits } // @TODO: note that gathering baked *lighting* // is different from gathering baked ao; baked ao can count // solid blocks as 0 ao, but baked lighting wants average // of non-blocked--not take average & treat blocked as 0. And // we can't bake the right value into the solid blocks // because they can have different lighting values on // different sides. So we need to actually gather and // then divide by 0..4 (which we can do with a table-driven // multiply, or have an 'if' for the 3 case) } } else { vertbase += stbvox_vertex_encode(0,0,0,63,0); *mv[0] = vertbase + face_coord[0] + p1[0]; *mv[1] = vertbase + face_coord[1] + p1[1]; *mv[2] = vertbase + face_coord[2] + p1[2]; *mv[3] = vertbase + face_coord[3] + p1[3]; } } } // get opposite-facing normal & texgen for opposite face, used to map up-facing vheight data to down-facing data static unsigned char stbvox_reverse_face[STBVF_count] = { STBVF_w, STBVF_s, STBVF_e, STBVF_n, STBVF_d , STBVF_u , STBVF_wd, STBVF_wu, 0, 0, 0, 0, STBVF_sw_d, STBVF_sw_u, STBVF_sd, STBVF_su, 0, 0, 0, 0, STBVF_se_d, STBVF_se_u, STBVF_ed, STBVF_eu, 0, 0, 0, 0, STBVF_ne_d, STBVF_ne_d, STBVF_nd, STBVF_nu }; #ifndef STBVOX_CONFIG_OPTIMIZED_VHEIGHT // render non-planar quads by splitting into two triangles, rendering each as a degenerate quad static void stbvox_make_12_split_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int face, int v_off, stbvox_pos pos, stbvox_mesh_vertex vertbase, stbvox_mesh_vertex *face_coord, unsigned char mesh, unsigned char *ht) { stbvox_mesh_vertex v[4]; unsigned char normal1 = stbvox_face_up_normal_012[ht[2]][ht[1]][ht[0]]; unsigned char normal2 = stbvox_face_up_normal_123[ht[3]][ht[2]][ht[1]]; if (face == STBVOX_FACE_down) { normal1 = stbvox_reverse_face[normal1]; normal2 = stbvox_reverse_face[normal2]; } // the floor side face_coord is stored in order NW,NE,SE,SW, but ht[] is stored SW,SE,NW,NE v[0] = face_coord[2]; v[1] = face_coord[3]; v[2] = face_coord[0]; v[3] = face_coord[2]; stbvox_make_mesh_for_face(mm, rot, face, v_off, pos, vertbase, v, mesh, normal1); v[1] = face_coord[0]; v[2] = face_coord[1]; stbvox_make_mesh_for_face(mm, rot, face, v_off, pos, vertbase, v, mesh, normal2); } static void stbvox_make_03_split_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int face, int v_off, stbvox_pos pos, stbvox_mesh_vertex vertbase, stbvox_mesh_vertex *face_coord, unsigned char mesh, unsigned char *ht) { stbvox_mesh_vertex v[4]; unsigned char normal1 = stbvox_face_up_normal_013[ht[3]][ht[1]][ht[0]]; unsigned char normal2 = stbvox_face_up_normal_023[ht[3]][ht[2]][ht[0]]; if (face == STBVOX_FACE_down) { normal1 = stbvox_reverse_face[normal1]; normal2 = stbvox_reverse_face[normal2]; } v[0] = face_coord[1]; v[1] = face_coord[2]; v[2] = face_coord[3]; v[3] = face_coord[1]; stbvox_make_mesh_for_face(mm, rot, face, v_off, pos, vertbase, v, mesh, normal1); v[1] = face_coord[3]; v[2] = face_coord[0]; stbvox_make_mesh_for_face(mm, rot, face, v_off, pos, vertbase, v, mesh, normal2); // this one is correct! } #endif #ifndef STBVOX_CONFIG_PRECISION_Z #define STBVOX_CONFIG_PRECISION_Z 1 #endif // simple case for mesh generation: we have only solid and empty blocks static void stbvox_make_mesh_for_block(stbvox_mesh_maker *mm, stbvox_pos pos, int v_off, stbvox_mesh_vertex *vmesh) { int ns_off = mm->y_stride_in_bytes; int ew_off = mm->x_stride_in_bytes; unsigned char *blockptr = &mm->input.blocktype[v_off]; stbvox_mesh_vertex basevert = stbvox_vertex_encode(pos.x, pos.y, pos.z << STBVOX_CONFIG_PRECISION_Z , 0,0); stbvox_rotate rot = { 0,0,0,0 }; unsigned char simple_rot = 0; unsigned char mesh = mm->default_mesh; if (mm->input.selector) mesh = mm->input.selector[v_off]; // check if we're going off the end if (mm->output_cur[mesh][0] + mm->output_size[mesh][0]*6 > mm->output_end[mesh][0]) { mm->full = 1; return; } #ifdef STBVOX_CONFIG_ROTATION_IN_LIGHTING simple_rot = mm->input.lighting[v_off] & 3; #endif if (mm->input.packed_compact) simple_rot = mm->input.packed_compact[v_off] & 3; if (blockptr[ 1]==0) { rot.facerot = simple_rot; stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_up , v_off, pos, basevert, vmesh+4*STBVOX_FACE_up, mesh, STBVOX_FACE_up); } if (blockptr[-1]==0) { rot.facerot = (-simple_rot) & 3; stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_down, v_off, pos, basevert, vmesh+4*STBVOX_FACE_down, mesh, STBVOX_FACE_down); } if (mm->input.rotate) { unsigned char val = mm->input.rotate[v_off]; rot.block = (val >> 0) & 3; rot.overlay = (val >> 2) & 3; //rot.tex2 = (val >> 4) & 3; rot.ecolor = (val >> 6) & 3; } else { rot.block = rot.overlay = rot.ecolor = simple_rot; } rot.facerot = 0; if (blockptr[ ns_off]==0) stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_north, v_off, pos, basevert, vmesh+4*STBVOX_FACE_north, mesh, STBVOX_FACE_north); if (blockptr[-ns_off]==0) stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_south, v_off, pos, basevert, vmesh+4*STBVOX_FACE_south, mesh, STBVOX_FACE_south); if (blockptr[ ew_off]==0) stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_east , v_off, pos, basevert, vmesh+4*STBVOX_FACE_east, mesh, STBVOX_FACE_east); if (blockptr[-ew_off]==0) stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_west , v_off, pos, basevert, vmesh+4*STBVOX_FACE_west, mesh, STBVOX_FACE_west); } // complex case for mesh generation: we have lots of different // block types, and we don't want to generate faces of blocks // if they're hidden by neighbors. // // we use lots of tables to determine this: we have a table // which tells us what face type is generated for each type of // geometry, and then a table that tells us whether that type // is hidden by a neighbor. static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_pos pos, int v_off) { int ns_off = mm->y_stride_in_bytes; int ew_off = mm->x_stride_in_bytes; int visible_faces, visible_base; unsigned char mesh; // first gather the geometry info for this block and all neighbors unsigned char bt, nbt[6]; unsigned char geo, ngeo[6]; unsigned char rot, nrot[6]; bt = mm->input.blocktype[v_off]; nbt[0] = mm->input.blocktype[v_off + ew_off]; nbt[1] = mm->input.blocktype[v_off + ns_off]; nbt[2] = mm->input.blocktype[v_off - ew_off]; nbt[3] = mm->input.blocktype[v_off - ns_off]; nbt[4] = mm->input.blocktype[v_off + 1]; nbt[5] = mm->input.blocktype[v_off - 1]; if (mm->input.geometry) { int i; geo = mm->input.geometry[v_off]; ngeo[0] = mm->input.geometry[v_off + ew_off]; ngeo[1] = mm->input.geometry[v_off + ns_off]; ngeo[2] = mm->input.geometry[v_off - ew_off]; ngeo[3] = mm->input.geometry[v_off - ns_off]; ngeo[4] = mm->input.geometry[v_off + 1]; ngeo[5] = mm->input.geometry[v_off - 1]; rot = (geo >> 4) & 3; geo &= 15; for (i=0; i < 6; ++i) { nrot[i] = (ngeo[i] >> 4) & 3; ngeo[i] &= 15; } } else { int i; assert(mm->input.block_geometry); geo = mm->input.block_geometry[bt]; for (i=0; i < 6; ++i) ngeo[i] = mm->input.block_geometry[nbt[i]]; if (mm->input.selector) { #ifndef STBVOX_CONFIG_ROTATION_IN_LIGHTING if (mm->input.packed_compact == NULL) { rot = (mm->input.selector[v_off ] >> 4) & 3; nrot[0] = (mm->input.selector[v_off + ew_off] >> 4) & 3; nrot[1] = (mm->input.selector[v_off + ns_off] >> 4) & 3; nrot[2] = (mm->input.selector[v_off - ew_off] >> 4) & 3; nrot[3] = (mm->input.selector[v_off - ns_off] >> 4) & 3; nrot[4] = (mm->input.selector[v_off + 1] >> 4) & 3; nrot[5] = (mm->input.selector[v_off - 1] >> 4) & 3; } #endif } else { #ifndef STBVOX_CONFIG_ROTATION_IN_LIGHTING if (mm->input.packed_compact == NULL) { rot = (geo>>4)&3; geo &= 15; for (i=0; i < 6; ++i) { nrot[i] = (ngeo[i]>>4)&3; ngeo[i] &= 15; } } #endif } } #ifndef STBVOX_CONFIG_ROTATION_IN_LIGHTING if (mm->input.packed_compact) { rot = mm->input.packed_compact[rot] & 3; nrot[0] = mm->input.packed_compact[v_off + ew_off] & 3; nrot[1] = mm->input.packed_compact[v_off + ns_off] & 3; nrot[2] = mm->input.packed_compact[v_off - ew_off] & 3; nrot[3] = mm->input.packed_compact[v_off - ns_off] & 3; nrot[4] = mm->input.packed_compact[v_off + 1] & 3; nrot[5] = mm->input.packed_compact[v_off - 1] & 3; } #else rot = mm->input.lighting[v_off] & 3; nrot[0] = (mm->input.lighting[v_off + ew_off]) & 3; nrot[1] = (mm->input.lighting[v_off + ns_off]) & 3; nrot[2] = (mm->input.lighting[v_off - ew_off]) & 3; nrot[3] = (mm->input.lighting[v_off - ns_off]) & 3; nrot[4] = (mm->input.lighting[v_off + 1]) & 3; nrot[5] = (mm->input.lighting[v_off - 1]) & 3; #endif if (geo == STBVOX_GEOM_transp) { // transparency has a special rule: if the blocktype is the same, // and the faces are compatible, then can hide them; otherwise, // force them on // Note that this means we don't support any transparentshapes other // than solid blocks, since detecting them is too complicated. If // you wanted to do something like minecraft water, you probably // should just do that with a separate renderer anyway. (We don't // support transparency sorting so you need to use alpha test // anyway) int i; for (i=0; i < 6; ++i) if (nbt[i] != bt) { nbt[i] = 0; ngeo[i] = STBVOX_GEOM_empty; } else ngeo[i] = STBVOX_GEOM_solid; geo = STBVOX_GEOM_solid; } // now compute the face visibility visible_base = stbvox_hasface[geo][rot]; // @TODO: assert(visible_base != 0); // we should have early-outted earlier in this case visible_faces = 0; // now, for every face that might be visible, check if neighbor hides it if (visible_base & (1 << STBVOX_FACE_east)) { int type = stbvox_facetype[ geo ][(STBVOX_FACE_east+ rot )&3]; int ntype = stbvox_facetype[ngeo[0]][(STBVOX_FACE_west+nrot[0])&3]; visible_faces |= ((stbvox_face_visible[type]) >> (ntype + 5 - STBVOX_FACE_east)) & (1 << STBVOX_FACE_east); } if (visible_base & (1 << STBVOX_FACE_north)) { int type = stbvox_facetype[ geo ][(STBVOX_FACE_north+ rot )&3]; int ntype = stbvox_facetype[ngeo[1]][(STBVOX_FACE_south+nrot[1])&3]; visible_faces |= ((stbvox_face_visible[type]) >> (ntype + 5 - STBVOX_FACE_north)) & (1 << STBVOX_FACE_north); } if (visible_base & (1 << STBVOX_FACE_west)) { int type = stbvox_facetype[ geo ][(STBVOX_FACE_west+ rot )&3]; int ntype = stbvox_facetype[ngeo[2]][(STBVOX_FACE_east+nrot[2])&3]; visible_faces |= ((stbvox_face_visible[type]) >> (ntype + 5 - STBVOX_FACE_west)) & (1 << STBVOX_FACE_west); } if (visible_base & (1 << STBVOX_FACE_south)) { int type = stbvox_facetype[ geo ][(STBVOX_FACE_south+ rot )&3]; int ntype = stbvox_facetype[ngeo[3]][(STBVOX_FACE_north+nrot[3])&3]; visible_faces |= ((stbvox_face_visible[type]) >> (ntype + 5 - STBVOX_FACE_south)) & (1 << STBVOX_FACE_south); } if (visible_base & (1 << STBVOX_FACE_up)) { int type = stbvox_facetype[ geo ][STBVOX_FACE_up]; int ntype = stbvox_facetype[ngeo[4]][STBVOX_FACE_down]; visible_faces |= ((stbvox_face_visible[type]) >> (ntype + 5 - STBVOX_FACE_up)) & (1 << STBVOX_FACE_up); } if (visible_base & (1 << STBVOX_FACE_down)) { int type = stbvox_facetype[ geo ][STBVOX_FACE_down]; int ntype = stbvox_facetype[ngeo[5]][STBVOX_FACE_up]; visible_faces |= ((stbvox_face_visible[type]) >> (ntype + 5 - STBVOX_FACE_down)) & (1 << STBVOX_FACE_down); } if (geo == STBVOX_GEOM_force) geo = STBVOX_GEOM_solid; assert((geo == STBVOX_GEOM_crossed_pair) ? (visible_faces == 15) : 1); // now we finally know for sure which faces are getting generated if (visible_faces == 0) return; mesh = mm->default_mesh; if (mm->input.selector) mesh = mm->input.selector[v_off]; if (geo <= STBVOX_GEOM_ceil_slope_north_is_bottom) { // this is the simple case, we can just use regular block gen with special vmesh calculated with vheight stbvox_mesh_vertex basevert; stbvox_mesh_vertex vmesh[6][4]; stbvox_rotate rotate = { 0,0,0,0 }; unsigned char simple_rot = rot; int i; // we only need to do this for the displayed faces, but it's easier // to just do it up front; @OPTIMIZE check if it's faster to do it // for visible faces only for (i=0; i < 6*4; ++i) { int vert = stbvox_vertex_selector[0][i]; vert = stbvox_rotate_vertex[vert][rot]; vmesh[0][i] = stbvox_vmesh_pre_vheight[0][i] + stbvox_geometry_vheight[geo][vert]; } basevert = stbvox_vertex_encode(pos.x, pos.y, pos.z << STBVOX_CONFIG_PRECISION_Z, 0,0); if (mm->input.selector) { mesh = mm->input.selector[v_off]; } // check if we're going off the end if (mm->output_cur[mesh][0] + mm->output_size[mesh][0]*6 > mm->output_end[mesh][0]) { mm->full = 1; return; } if (geo >= STBVOX_GEOM_floor_slope_north_is_top) { if (visible_faces & (1 << STBVOX_FACE_up)) { int normal = geo == STBVOX_GEOM_floor_slope_north_is_top ? stbvox_floor_slope_for_rot[simple_rot] : STBVOX_FACE_up; rotate.facerot = simple_rot; stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_up , v_off, pos, basevert, vmesh[STBVOX_FACE_up], mesh, normal); } if (visible_faces & (1 << STBVOX_FACE_down)) { int normal = geo == STBVOX_GEOM_ceil_slope_north_is_bottom ? stbvox_ceil_slope_for_rot[simple_rot] : STBVOX_FACE_down; rotate.facerot = (-rotate.facerot) & 3; stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_down, v_off, pos, basevert, vmesh[STBVOX_FACE_down], mesh, normal); } } else { if (visible_faces & (1 << STBVOX_FACE_up)) { rotate.facerot = simple_rot; stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_up , v_off, pos, basevert, vmesh[STBVOX_FACE_up], mesh, STBVOX_FACE_up); } if (visible_faces & (1 << STBVOX_FACE_down)) { rotate.facerot = (-rotate.facerot) & 3; stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_down, v_off, pos, basevert, vmesh[STBVOX_FACE_down], mesh, STBVOX_FACE_down); } } if (mm->input.rotate) { unsigned char val = mm->input.rotate[v_off]; rotate.block = (val >> 0) & 3; rotate.overlay = (val >> 2) & 3; //rotate.tex2 = (val >> 4) & 3; rotate.ecolor = (val >> 6) & 3; } else { rotate.block = rotate.overlay = rotate.ecolor = simple_rot; } rotate.facerot = 0; if (visible_faces & (1 << STBVOX_FACE_north)) stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_north, v_off, pos, basevert, vmesh[STBVOX_FACE_north], mesh, STBVOX_FACE_north); if (visible_faces & (1 << STBVOX_FACE_south)) stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_south, v_off, pos, basevert, vmesh[STBVOX_FACE_south], mesh, STBVOX_FACE_south); if (visible_faces & (1 << STBVOX_FACE_east)) stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_east , v_off, pos, basevert, vmesh[STBVOX_FACE_east ], mesh, STBVOX_FACE_east); if (visible_faces & (1 << STBVOX_FACE_west)) stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_west , v_off, pos, basevert, vmesh[STBVOX_FACE_west ], mesh, STBVOX_FACE_west); } if (geo >= STBVOX_GEOM_floor_vheight_03) { // this case can also be generated with regular block gen with special vmesh, // except: // if we want to generate middle diagonal for 'weird' blocks // it's more complicated to detect neighbor matchups stbvox_mesh_vertex vmesh[6][4]; stbvox_mesh_vertex cube[8]; stbvox_mesh_vertex basevert; stbvox_rotate rotate = { 0,0,0,0 }; unsigned char simple_rot = rot; unsigned char ht[4]; int extreme; // extract the heights #ifdef STBVOX_CONFIG_VHEIGHT_IN_LIGHTING ht[0] = mm->input.lighting[v_off ] & 3; ht[1] = mm->input.lighting[v_off+ew_off ] & 3; ht[2] = mm->input.lighting[v_off +ns_off] & 3; ht[3] = mm->input.lighting[v_off+ew_off+ns_off] & 3; #else if (mm->input.vheight) { unsigned char v = mm->input.vheight[v_off]; ht[0] = (v >> 0) & 3; ht[1] = (v >> 2) & 3; ht[2] = (v >> 4) & 3; ht[3] = (v >> 6) & 3; } else if (mm->input.block_vheight) { unsigned char v = mm->input.block_vheight[bt]; unsigned char raw[4]; int i; raw[0] = (v >> 0) & 3; raw[1] = (v >> 2) & 3; raw[2] = (v >> 4) & 3; raw[3] = (v >> 6) & 3; for (i=0; i < 4; ++i) ht[i] = raw[stbvox_rotate_vertex[i][rot]]; } else if (mm->input.packed_compact) { ht[0] = (mm->input.packed_compact[v_off ] >> 2) & 3; ht[1] = (mm->input.packed_compact[v_off+ew_off ] >> 2) & 3; ht[2] = (mm->input.packed_compact[v_off +ns_off] >> 2) & 3; ht[3] = (mm->input.packed_compact[v_off+ew_off+ns_off] >> 2) & 3; } else if (mm->input.geometry) { ht[0] = mm->input.geometry[v_off ] >> 6; ht[1] = mm->input.geometry[v_off+ew_off ] >> 6; ht[2] = mm->input.geometry[v_off +ns_off] >> 6; ht[3] = mm->input.geometry[v_off+ew_off+ns_off] >> 6; } else { assert(0); } #endif // flag whether any sides go off the top of the block, which means // our visible_faces test was wrong extreme = (ht[0] == 3 || ht[1] == 3 || ht[2] == 3 || ht[3] == 3); if (geo >= STBVOX_GEOM_ceil_vheight_03) { cube[0] = stbvox_vertex_encode(0,0,ht[0],0,0); cube[1] = stbvox_vertex_encode(0,0,ht[1],0,0); cube[2] = stbvox_vertex_encode(0,0,ht[2],0,0); cube[3] = stbvox_vertex_encode(0,0,ht[3],0,0); cube[4] = stbvox_vertex_encode(0,0,2,0,0); cube[5] = stbvox_vertex_encode(0,0,2,0,0); cube[6] = stbvox_vertex_encode(0,0,2,0,0); cube[7] = stbvox_vertex_encode(0,0,2,0,0); } else { cube[0] = stbvox_vertex_encode(0,0,0,0,0); cube[1] = stbvox_vertex_encode(0,0,0,0,0); cube[2] = stbvox_vertex_encode(0,0,0,0,0); cube[3] = stbvox_vertex_encode(0,0,0,0,0); cube[4] = stbvox_vertex_encode(0,0,ht[0],0,0); cube[5] = stbvox_vertex_encode(0,0,ht[1],0,0); cube[6] = stbvox_vertex_encode(0,0,ht[2],0,0); cube[7] = stbvox_vertex_encode(0,0,ht[3],0,0); } if (!mm->input.vheight && mm->input.block_vheight) { // @TODO: support block vheight here, I've forgotten what needs to be done specially } // build vertex mesh { int i; for (i=0; i < 6*4; ++i) { int vert = stbvox_vertex_selector[0][i]; vmesh[0][i] = stbvox_vmesh_pre_vheight[0][i] + cube[vert]; } } basevert = stbvox_vertex_encode(pos.x, pos.y, pos.z << STBVOX_CONFIG_PRECISION_Z, 0,0); // check if we're going off the end if (mm->output_cur[mesh][0] + mm->output_size[mesh][0]*6 > mm->output_end[mesh][0]) { mm->full = 1; return; } // @TODO generate split faces if (visible_faces & (1 << STBVOX_FACE_up)) { if (geo >= STBVOX_GEOM_ceil_vheight_03) // flat stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_up , v_off, pos, basevert, vmesh[STBVOX_FACE_up], mesh, STBVOX_FACE_up); else { #ifndef STBVOX_CONFIG_OPTIMIZED_VHEIGHT // check if it's non-planar if (cube[5] + cube[6] != cube[4] + cube[7]) { // not planar, split along diagonal and make degenerate quads if (geo == STBVOX_GEOM_floor_vheight_03) stbvox_make_03_split_mesh_for_face(mm, rotate, STBVOX_FACE_up, v_off, pos, basevert, vmesh[STBVOX_FACE_up], mesh, ht); else stbvox_make_12_split_mesh_for_face(mm, rotate, STBVOX_FACE_up, v_off, pos, basevert, vmesh[STBVOX_FACE_up], mesh, ht); } else stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_up , v_off, pos, basevert, vmesh[STBVOX_FACE_up], mesh, stbvox_planar_face_up_normal[ht[2]][ht[1]][ht[0]]); #else stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_up , v_off, pos, basevert, vmesh[STBVOX_FACE_up], mesh, stbvox_optimized_face_up_normal[ht[3]][ht[2]][ht[1]][ht[0]]); #endif } } if (visible_faces & (1 << STBVOX_FACE_down)) { if (geo < STBVOX_GEOM_ceil_vheight_03) // flat stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_down, v_off, pos, basevert, vmesh[STBVOX_FACE_down], mesh, STBVOX_FACE_down); else { #ifndef STBVOX_CONFIG_OPTIMIZED_VHEIGHT // check if it's non-planar if (cube[1] + cube[2] != cube[0] + cube[3]) { // not planar, split along diagonal and make degenerate quads if (geo == STBVOX_GEOM_ceil_vheight_03) stbvox_make_03_split_mesh_for_face(mm, rotate, STBVOX_FACE_down, v_off, pos, basevert, vmesh[STBVOX_FACE_down], mesh, ht); else stbvox_make_12_split_mesh_for_face(mm, rotate, STBVOX_FACE_down, v_off, pos, basevert, vmesh[STBVOX_FACE_down], mesh, ht); } else stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_down, v_off, pos, basevert, vmesh[STBVOX_FACE_down], mesh, stbvox_reverse_face[stbvox_planar_face_up_normal[ht[2]][ht[1]][ht[0]]]); #else stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_down, v_off, pos, basevert, vmesh[STBVOX_FACE_down], mesh, stbvox_reverse_face[stbvox_optimized_face_up_normal[ht[3]][ht[2]][ht[1]][ht[0]]]); #endif } } if (mm->input.rotate) { unsigned char val = mm->input.rotate[v_off]; rotate.block = (val >> 0) & 3; rotate.overlay = (val >> 2) & 3; //rotate.tex2 = (val >> 4) & 3; rotate.ecolor = (val >> 6) & 3; } else if (mm->input.selector) { rotate.block = rotate.overlay = rotate.ecolor = simple_rot; } if ((visible_faces & (1 << STBVOX_FACE_north)) || (extreme && (ht[2] == 3 || ht[3] == 3))) stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_north, v_off, pos, basevert, vmesh[STBVOX_FACE_north], mesh, STBVOX_FACE_north); if ((visible_faces & (1 << STBVOX_FACE_south)) || (extreme && (ht[0] == 3 || ht[1] == 3))) stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_south, v_off, pos, basevert, vmesh[STBVOX_FACE_south], mesh, STBVOX_FACE_south); if ((visible_faces & (1 << STBVOX_FACE_east)) || (extreme && (ht[1] == 3 || ht[3] == 3))) stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_east , v_off, pos, basevert, vmesh[STBVOX_FACE_east ], mesh, STBVOX_FACE_east); if ((visible_faces & (1 << STBVOX_FACE_west)) || (extreme && (ht[0] == 3 || ht[2] == 3))) stbvox_make_mesh_for_face(mm, rotate, STBVOX_FACE_west , v_off, pos, basevert, vmesh[STBVOX_FACE_west ], mesh, STBVOX_FACE_west); } if (geo == STBVOX_GEOM_crossed_pair) { // this can be generated with a special vmesh stbvox_mesh_vertex basevert = stbvox_vertex_encode(pos.x, pos.y, pos.z << STBVOX_CONFIG_PRECISION_Z , 0,0); unsigned char simple_rot=0; stbvox_rotate rot = { 0,0,0,0 }; unsigned char mesh = mm->default_mesh; if (mm->input.selector) { mesh = mm->input.selector[v_off]; simple_rot = mesh >> 4; mesh &= 15; } // check if we're going off the end if (mm->output_cur[mesh][0] + mm->output_size[mesh][0]*4 > mm->output_end[mesh][0]) { mm->full = 1; return; } if (mm->input.rotate) { unsigned char val = mm->input.rotate[v_off]; rot.block = (val >> 0) & 3; rot.overlay = (val >> 2) & 3; //rot.tex2 = (val >> 4) & 3; rot.ecolor = (val >> 6) & 3; } else if (mm->input.selector) { rot.block = rot.overlay = rot.ecolor = simple_rot; } rot.facerot = 0; stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_north, v_off, pos, basevert, stbvox_vmesh_crossed_pair[STBVOX_FACE_north], mesh, STBVF_ne_u_cross); stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_south, v_off, pos, basevert, stbvox_vmesh_crossed_pair[STBVOX_FACE_south], mesh, STBVF_sw_u_cross); stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_east , v_off, pos, basevert, stbvox_vmesh_crossed_pair[STBVOX_FACE_east ], mesh, STBVF_se_u_cross); stbvox_make_mesh_for_face(mm, rot, STBVOX_FACE_west , v_off, pos, basevert, stbvox_vmesh_crossed_pair[STBVOX_FACE_west ], mesh, STBVF_nw_u_cross); } // @TODO // STBVOX_GEOM_floor_slope_north_is_top_as_wall, // STBVOX_GEOM_ceil_slope_north_is_bottom_as_wall, } static void stbvox_make_mesh_for_column(stbvox_mesh_maker *mm, int x, int y, int z0) { stbvox_pos pos; int v_off = x * mm->x_stride_in_bytes + y * mm->y_stride_in_bytes; int ns_off = mm->y_stride_in_bytes; int ew_off = mm->x_stride_in_bytes; pos.x = x; pos.y = y; pos.z = 0; if (mm->input.geometry) { unsigned char *bt = mm->input.blocktype + v_off; unsigned char *geo = mm->input.geometry + v_off; int z; for (z=z0; z < mm->z1; ++z) { if (bt[z] && ( !bt[z+ns_off] || !STBVOX_GET_GEO(geo[z+ns_off]) || !bt[z-ns_off] || !STBVOX_GET_GEO(geo[z-ns_off]) || !bt[z+ew_off] || !STBVOX_GET_GEO(geo[z+ew_off]) || !bt[z-ew_off] || !STBVOX_GET_GEO(geo[z-ew_off]) || !bt[z-1] || !STBVOX_GET_GEO(geo[z-1]) || !bt[z+1] || !STBVOX_GET_GEO(geo[z+1]))) { // TODO check up and down pos.z = z; stbvox_make_mesh_for_block_with_geo(mm, pos, v_off+z); if (mm->full) { mm->cur_z = z; return; } } } } else if (mm->input.block_geometry) { int z; unsigned char *bt = mm->input.blocktype + v_off; unsigned char *geo = mm->input.block_geometry; for (z=z0; z < mm->z1; ++z) { if (bt[z] && ( geo[bt[z+ns_off]] != STBVOX_GEOM_solid || geo[bt[z-ns_off]] != STBVOX_GEOM_solid || geo[bt[z+ew_off]] != STBVOX_GEOM_solid || geo[bt[z-ew_off]] != STBVOX_GEOM_solid || geo[bt[z-1]] != STBVOX_GEOM_solid || geo[bt[z+1]] != STBVOX_GEOM_solid)) { pos.z = z; stbvox_make_mesh_for_block_with_geo(mm, pos, v_off+z); if (mm->full) { mm->cur_z = z; return; } } } } else { unsigned char *bt = mm->input.blocktype + v_off; int z; #if STBVOX_CONFIG_PRECISION_Z == 1 stbvox_mesh_vertex *vmesh = stbvox_vmesh_delta_half_z[0]; #else stbvox_mesh_vertex *vmesh = stbvox_vmesh_delta_normal[0]; #endif for (z=z0; z < mm->z1; ++z) { // if it's solid and at least one neighbor isn't solid if (bt[z] && (!bt[z+ns_off] || !bt[z-ns_off] || !bt[z+ew_off] || !bt[z-ew_off] || !bt[z-1] || !bt[z+1])) { pos.z = z; stbvox_make_mesh_for_block(mm, pos, v_off+z, vmesh); if (mm->full) { mm->cur_z = z; return; } } } } } static void stbvox_bring_up_to_date(stbvox_mesh_maker *mm) { if (mm->config_dirty) { int i; #ifdef STBVOX_ICONFIG_FACE_ATTRIBUTE mm->num_mesh_slots = 1; for (i=0; i < STBVOX_MAX_MESHES; ++i) { mm->output_size[i][0] = 32; mm->output_step[i][0] = 8; } #else mm->num_mesh_slots = 2; for (i=0; i < STBVOX_MAX_MESHES; ++i) { mm->output_size[i][0] = 16; mm->output_step[i][0] = 4; mm->output_size[i][1] = 4; mm->output_step[i][1] = 4; } #endif mm->config_dirty = 0; } } int stbvox_make_mesh(stbvox_mesh_maker *mm) { int x,y; stbvox_bring_up_to_date(mm); mm->full = 0; if (mm->cur_x > mm->x0 || mm->cur_y > mm->y0 || mm->cur_z > mm->z0) { stbvox_make_mesh_for_column(mm, mm->cur_x, mm->cur_y, mm->cur_z); if (mm->full) return 0; ++mm->cur_y; while (mm->cur_y < mm->y1 && !mm->full) { stbvox_make_mesh_for_column(mm, mm->cur_x, mm->cur_y, mm->z0); if (mm->full) return 0; ++mm->cur_y; } ++mm->cur_x; } for (x=mm->cur_x; x < mm->x1; ++x) { for (y=mm->y0; y < mm->y1; ++y) { stbvox_make_mesh_for_column(mm, x, y, mm->z0); if (mm->full) { mm->cur_x = x; mm->cur_y = y; return 0; } } } return 1; } void stbvox_init_mesh_maker(stbvox_mesh_maker *mm) { memset(mm, 0, sizeof(*mm)); stbvox_build_default_palette(); mm->config_dirty = 1; mm->default_mesh = 0; } int stbvox_get_buffer_count(stbvox_mesh_maker *mm) { stbvox_bring_up_to_date(mm); return mm->num_mesh_slots; } int stbvox_get_buffer_size_per_quad(stbvox_mesh_maker *mm, int n) { return mm->output_size[0][n]; } void stbvox_reset_buffers(stbvox_mesh_maker *mm) { int i; for (i=0; i < STBVOX_MAX_MESHES*STBVOX_MAX_MESH_SLOTS; ++i) { mm->output_cur[0][i] = 0; mm->output_buffer[0][i] = 0; } } void stbvox_set_buffer(stbvox_mesh_maker *mm, int mesh, int slot, void *buffer, size_t len) { int i; stbvox_bring_up_to_date(mm); mm->output_buffer[mesh][slot] = (char *) buffer; mm->output_cur [mesh][slot] = (char *) buffer; mm->output_len [mesh][slot] = len; mm->output_end [mesh][slot] = (char *) buffer + len; for (i=0; i < STBVOX_MAX_MESH_SLOTS; ++i) { if (mm->output_buffer[mesh][i]) { assert(mm->output_len[mesh][i] / mm->output_size[mesh][i] == mm->output_len[mesh][slot] / mm->output_size[mesh][slot]); } } } void stbvox_set_default_mesh(stbvox_mesh_maker *mm, int mesh) { mm->default_mesh = mesh; } int stbvox_get_quad_count(stbvox_mesh_maker *mm, int mesh) { return (mm->output_cur[mesh][0] - mm->output_buffer[mesh][0]) / mm->output_size[mesh][0]; } stbvox_input_description *stbvox_get_input_description(stbvox_mesh_maker *mm) { return &mm->input; } void stbvox_set_input_range(stbvox_mesh_maker *mm, int x0, int y0, int z0, int x1, int y1, int z1) { mm->x0 = x0; mm->y0 = y0; mm->z0 = z0; mm->x1 = x1; mm->y1 = y1; mm->z1 = z1; mm->cur_x = x0; mm->cur_y = y0; mm->cur_z = z0; // @TODO validate that this range is representable in this mode } void stbvox_get_transform(stbvox_mesh_maker *mm, float transform[3][3]) { // scale transform[0][0] = 1.0; transform[0][1] = 1.0; #if STBVOX_CONFIG_PRECISION_Z==1 transform[0][2] = 0.5f; #else transform[0][2] = 1.0f; #endif // translation transform[1][0] = (float) (mm->pos_x); transform[1][1] = (float) (mm->pos_y); transform[1][2] = (float) (mm->pos_z); // texture coordinate projection translation transform[2][0] = (float) (mm->pos_x & 255); // @TODO depends on max texture scale transform[2][1] = (float) (mm->pos_y & 255); transform[2][2] = (float) (mm->pos_z & 255); } void stbvox_get_bounds(stbvox_mesh_maker *mm, float bounds[2][3]) { bounds[0][0] = (float) (mm->pos_x + mm->x0); bounds[0][1] = (float) (mm->pos_y + mm->y0); bounds[0][2] = (float) (mm->pos_z + mm->z0); bounds[1][0] = (float) (mm->pos_x + mm->x1); bounds[1][1] = (float) (mm->pos_y + mm->y1); bounds[1][2] = (float) (mm->pos_z + mm->z1); } void stbvox_set_mesh_coordinates(stbvox_mesh_maker *mm, int x, int y, int z) { mm->pos_x = x; mm->pos_y = y; mm->pos_z = z; } void stbvox_set_input_stride(stbvox_mesh_maker *mm, int x_stride_in_bytes, int y_stride_in_bytes) { int f,v; mm->x_stride_in_bytes = x_stride_in_bytes; mm->y_stride_in_bytes = y_stride_in_bytes; for (f=0; f < 6; ++f) { for (v=0; v < 4; ++v) { mm->cube_vertex_offset[f][v] = stbvox_vertex_vector[f][v][0] * mm->x_stride_in_bytes + stbvox_vertex_vector[f][v][1] * mm->y_stride_in_bytes + stbvox_vertex_vector[f][v][2] ; mm->vertex_gather_offset[f][v] = (stbvox_vertex_vector[f][v][0]-1) * mm->x_stride_in_bytes + (stbvox_vertex_vector[f][v][1]-1) * mm->y_stride_in_bytes + (stbvox_vertex_vector[f][v][2]-1) ; } } } ///////////////////////////////////////////////////////////////////////////// // // offline computation of tables // #if 0 // compute optimized vheight table static char *normal_names[32] = { 0,0,0,0,"u ",0, "eu ",0, 0,0,0,0,"ne_u",0, "nu ",0, 0,0,0,0,"nw_u",0, "wu ",0, 0,0,0,0,"sw_u",0, "su ",0, }; static char *find_best_normal(float x, float y, float z) { int best_slot = 4; float best_dot = 0; int i; for (i=0; i < 32; ++i) { if (normal_names[i]) { float dot = x * stbvox_default_normals[i][0] + y * stbvox_default_normals[i][1] + z * stbvox_default_normals[i][2]; if (dot > best_dot) { best_dot = dot; best_slot = i; } } } return normal_names[best_slot]; } int main(int argc, char **argv) { int sw,se,nw,ne; for (ne=0; ne < 4; ++ne) { for (nw=0; nw < 4; ++nw) { for (se=0; se < 4; ++se) { printf(" { "); for (sw=0; sw < 4; ++sw) { float x = (float) (nw + sw - ne - se); float y = (float) (sw + se - nw - ne); float z = 2; printf("STBVF_%s, ", find_best_normal(x,y,z)); } printf("},\n"); } } } return 0; } #endif // @TODO // // - test API for texture rotation on side faces // - API for texture rotation on top & bottom // - better culling of vheight faces with vheight neighbors // - better culling of non-vheight faces with vheight neighbors // - gather vertex lighting from slopes correctly // - better support texture edge_clamp: currently if you fall // exactly on 1.0 you get wrapped incorrectly; this is rare, but // can avoid: compute texcoords in vertex shader, offset towards // center before modding, need 2 bits per vertex to know offset direction) // - other mesh modes (10,6,4-byte quads) // // // With TexBuffer for the fixed vertex data, we can actually do // minecrafty non-blocks like stairs -- we still probably only // want 256 or so, so we can't do the equivalent of all the vheight // combos, but that's ok. The 256 includes baked rotations, but only // some of them need it, and lots of block types share some faces. // // mode 5 (6 bytes): mode 6 (6 bytes) // x:7 x:6 // y:7 y:6 // z:6 z:6 // tex1:8 tex1:8 // tex2:8 tex2:7 // color:8 color:8 // face:4 face:7 // // // side faces (all x4) top&bottom faces (2x) internal faces (1x) // 1 regular 1 regular // 2 slabs 2 // 8 stairs 4 stairs 16 // 4 diag side 8 // 4 upper diag side 8 // 4 lower diag side 8 // 4 crossed pairs // // 23*4 + 5*4 + 46 // == 92 + 20 + 46 = 158 // // Must drop 30 of them to fit in 7 bits: // ceiling half diagonals: 16+8 = 24 // Need to get rid of 6 more. // ceiling diagonals: 8+4 = 12 // This brings it to 122, so can add a crossed-pair variant. // (diagonal and non-diagonal, or randomly offset) // Or carpet, which would be 5 more. // // // Mode 4 (10 bytes): // v: z:2,light:6 // f: x:6,y:6,z:7, t1:8,t2:8,c:8,f:5 // // Mode ? (10 bytes) // v: xyz:5 (27 values), light:3 // f: x:7,y:7,z:6, t1:8,t2:8,c:8,f:4 // (v: x:2,y:2,z:2,light:2) #endif // STB_VOXEL_RENDER_IMPLEMENTATION