1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402140314041405140614071408140914101411141214131414141514161417141814191420142114221423142414251426142714281429143014311432143314341435143614371438143914401441144214431444144514461447144814491450145114521453145414551456145714581459146014611462146314641465146614671468146914701471147214731474147514761477147814791480148114821483148414851486148714881489149014911492149314941495149614971498149915001501150215031504150515061507150815091510151115121513151415151516151715181519152015211522152315241525152615271528152915301531153215331534153515361537153815391540154115421543154415451546154715481549155015511552155315541555155615571558155915601561156215631564156515661567156815691570157115721573157415751576157715781579158015811582158315841585158615871588158915901591159215931594159515961597159815991600160116021603160416051606160716081609161016111612161316141615161616171618161916201621162216231624162516261627162816291630163116321633163416351636163716381639164016411642164316441645164616471648164916501651165216531654165516561657165816591660166116621663166416651666166716681669167016711672167316741675167616771678167916801681168216831684168516861687168816891690169116921693169416951696169716981699170017011702170317041705170617071708170917101711171217131714171517161717171817191720172117221723172417251726172717281729173017311732173317341735173617371738173917401741174217431744174517461747174817491750175117521753175417551756175717581759176017611762176317641765176617671768176917701771177217731774177517761777177817791780178117821783178417851786178717881789179017911792179317941795179617971798179918001801180218031804180518061807180818091810181118121813181418151816181718181819182018211822182318241825182618271828182918301831183218331834183518361837183818391840184118421843184418451846184718481849185018511852185318541855185618571858185918601861186218631864186518661867186818691870187118721873187418751876187718781879188018811882188318841885188618871888188918901891189218931894189518961897189818991900190119021903190419051906190719081909191019111912191319141915191619171918191919201921192219231924192519261927192819291930193119321933193419351936193719381939194019411942194319441945194619471948194919501951195219531954195519561957195819591960196119621963196419651966196719681969197019711972197319741975197619771978197919801981198219831984198519861987198819891990199119921993199419951996199719981999200020012002200320042005200620072008200920102011201220132014201520162017201820192020202120222023202420252026202720282029203020312032203320342035203620372038203920402041204220432044204520462047204820492050205120522053205420552056205720582059206020612062206320642065206620672068206920702071207220732074207520762077207820792080208120822083208420852086208720882089209020912092209320942095209620972098209921002101210221032104210521062107210821092110211121122113211421152116211721182119212021212122212321242125212621272128212921302131213221332134213521362137213821392140214121422143214421452146214721482149215021512152215321542155215621572158215921602161216221632164216521662167216821692170217121722173217421752176217721782179218021812182218321842185218621872188218921902191219221932194219521962197219821992200220122022203220422052206220722082209221022112212221322142215221622172218221922202221222222232224222522262227222822292230223122322233223422352236223722382239224022412242224322442245224622472248224922502251225222532254225522562257225822592260226122622263226422652266226722682269227022712272227322742275227622772278227922802281228222832284228522862287228822892290229122922293229422952296229722982299230023012302230323042305230623072308230923102311231223132314231523162317231823192320232123222323232423252326232723282329233023312332233323342335233623372338233923402341234223432344234523462347234823492350235123522353235423552356235723582359236023612362236323642365236623672368236923702371237223732374237523762377237823792380238123822383238423852386238723882389239023912392239323942395239623972398239924002401240224032404240524062407240824092410241124122413241424152416241724182419242024212422242324242425242624272428242924302431243224332434243524362437243824392440244124422443244424452446244724482449245024512452245324542455245624572458245924602461246224632464246524662467246824692470247124722473247424752476247724782479248024812482248324842485248624872488248924902491249224932494249524962497249824992500250125022503250425052506250725082509251025112512251325142515251625172518251925202521252225232524252525262527252825292530253125322533253425352536253725382539254025412542254325442545254625472548254925502551255225532554255525562557255825592560256125622563256425652566256725682569257025712572257325742575257625772578257925802581258225832584258525862587258825892590259125922593259425952596259725982599260026012602260326042605260626072608260926102611261226132614261526162617261826192620262126222623262426252626262726282629263026312632263326342635263626372638263926402641264226432644264526462647264826492650265126522653265426552656265726582659266026612662266326642665266626672668266926702671267226732674267526762677267826792680268126822683268426852686268726882689269026912692269326942695269626972698269927002701270227032704270527062707270827092710271127122713271427152716271727182719272027212722272327242725272627272728272927302731273227332734273527362737273827392740274127422743274427452746274727482749275027512752275327542755275627572758275927602761276227632764276527662767276827692770277127722773277427752776277727782779278027812782278327842785278627872788278927902791279227932794279527962797279827992800280128022803280428052806280728082809281028112812281328142815281628172818281928202821282228232824282528262827282828292830283128322833283428352836283728382839284028412842284328442845284628472848284928502851285228532854285528562857285828592860286128622863286428652866286728682869287028712872287328742875287628772878287928802881288228832884288528862887288828892890289128922893289428952896289728982899290029012902290329042905290629072908290929102911291229132914291529162917291829192920292129222923292429252926292729282929293029312932293329342935293629372938293929402941294229432944294529462947294829492950295129522953295429552956295729582959296029612962296329642965296629672968296929702971297229732974297529762977297829792980298129822983298429852986298729882989299029912992299329942995299629972998299930003001300230033004300530063007300830093010301130123013301430153016301730183019302030213022302330243025302630273028302930303031303230333034303530363037303830393040304130423043304430453046304730483049305030513052305330543055305630573058305930603061306230633064306530663067306830693070307130723073307430753076307730783079308030813082308330843085308630873088308930903091309230933094309530963097309830993100310131023103310431053106310731083109311031113112311331143115311631173118311931203121312231233124312531263127312831293130313131323133313431353136313731383139314031413142314331443145314631473148314931503151315231533154315531563157315831593160316131623163316431653166316731683169317031713172317331743175317631773178317931803181318231833184318531863187318831893190319131923193319431953196319731983199320032013202320332043205320632073208320932103211321232133214321532163217321832193220322132223223322432253226322732283229323032313232323332343235323632373238323932403241324232433244324532463247324832493250325132523253325432553256325732583259326032613262326332643265326632673268326932703271327232733274327532763277327832793280328132823283328432853286328732883289329032913292329332943295329632973298329933003301330233033304330533063307330833093310331133123313331433153316331733183319332033213322332333243325332633273328332933303331333233333334333533363337333833393340334133423343334433453346334733483349335033513352335333543355335633573358335933603361336233633364336533663367336833693370337133723373337433753376337733783379338033813382338333843385338633873388338933903391339233933394339533963397339833993400340134023403340434053406340734083409341034113412341334143415341634173418341934203421342234233424342534263427342834293430343134323433343434353436343734383439344034413442344334443445344634473448344934503451345234533454345534563457345834593460346134623463346434653466346734683469347034713472347334743475347634773478347934803481348234833484348534863487348834893490349134923493349434953496349734983499350035013502350335043505350635073508350935103511351235133514351535163517351835193520352135223523352435253526352735283529353035313532353335343535353635373538353935403541354235433544354535463547354835493550355135523553355435553556355735583559356035613562356335643565356635673568356935703571357235733574357535763577357835793580358135823583358435853586358735883589359035913592359335943595359635973598359936003601360236033604360536063607360836093610361136123613361436153616361736183619362036213622362336243625362636273628362936303631363236333634363536363637363836393640364136423643364436453646364736483649365036513652365336543655365636573658365936603661366236633664366536663667366836693670367136723673367436753676367736783679368036813682368336843685368636873688368936903691369236933694369536963697369836993700370137023703370437053706370737083709371037113712371337143715371637173718371937203721372237233724372537263727372837293730373137323733373437353736373737383739374037413742374337443745374637473748374937503751375237533754375537563757375837593760376137623763376437653766376737683769377037713772377337743775377637773778377937803781378237833784378537863787378837893790379137923793379437953796379737983799380038013802380338043805380638073808 |
- // stb_voxel_render.h - v0.89 - 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
- // - vertex & fragment shaders 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 designs to allow much more compact formats
- // with a slight reduction in shader features, but no roadmap
- // for actually implementing them.
- //
- //
- // 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 might 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 github:guitarfreak
- //
- // VERSION HISTORY
- //
- // 0.89 (2020-02-02) bugfix in sample code
- // 0.88 (2019-03-04) fix warnings
- // 0.87 (2019-02-25) fix warning
- // 0.86 (2019-02-07) fix typos in comments
- // 0.85 (2017-03-03) add block_selector (by guitarfreak)
- // 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
- //
- // See end of file for license information.
- #ifndef INCLUDE_STB_VOXEL_RENDER_H
- #define INCLUDE_STB_VOXEL_RENDER_H
- #include <stdlib.h>
- 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 <integer> // 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 <integer> // 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 are 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 instead,
- // 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 could 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 != -1) {
- 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 between 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 <stdlib.h>
- #include <assert.h>
- #include <string.h> // memset
- // have to use our own names to avoid the _MSC_VER path having conflicting type names
- #ifndef _MSC_VER
- #include <stdint.h>
- 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) ((~0x07ffu )<<5), // none is completely obscured by everything
- (unsigned short) ((~((1u<<STBVOX_FT_solid) | (1<<STBVOX_FT_upper) ))<<5), // upper
- (unsigned short) ((~((1u<<STBVOX_FT_solid) | (1<<STBVOX_FT_lower) ))<<5), // lower
- (unsigned short) ((~((1u<<STBVOX_FT_solid) ))<<5), // solid is only completely obscured only by solid
- (unsigned short) ((~((1u<<STBVOX_FT_solid) | (1<<STBVOX_FT_diag_013)))<<5), // diag012 matches diag013
- (unsigned short) ((~((1u<<STBVOX_FT_solid) | (1<<STBVOX_FT_diag_123)))<<5), // diag023 matches diag123
- (unsigned short) ((~((1u<<STBVOX_FT_solid) | (1<<STBVOX_FT_diag_012)))<<5), // diag013 matches diag012
- (unsigned short) ((~((1u<<STBVOX_FT_solid) | (1<<STBVOX_FT_diag_023)))<<5), // diag123 matches diag023
- (unsigned short) ((~0u )<<5), // force is always rendered regardless, always forces neighbor
- (unsigned short) ((~((1u<<STBVOX_FT_solid) ))<<5), // partial is only completely obscured only by solid
- };
- // the vertex heights of the block types, in binary vertex order (zyx):
- // lower: SW, SE, NW, NE; upper: SW, SE, NW, NE
- static stbvox_mesh_vertex stbvox_geometry_vheight[8][8] =
- {
- #define STBVOX_HEIGHTS(a,b,c,d,e,f,g,h) \
- { stbvox_vertex_encode(0,0,a,0,0), \
- stbvox_vertex_encode(0,0,b,0,0), \
- stbvox_vertex_encode(0,0,c,0,0), \
- stbvox_vertex_encode(0,0,d,0,0), \
- stbvox_vertex_encode(0,0,e,0,0), \
- stbvox_vertex_encode(0,0,f,0,0), \
- stbvox_vertex_encode(0,0,g,0,0), \
- stbvox_vertex_encode(0,0,h,0,0) }
- STBVOX_HEIGHTS(0,0,0,0, 2,2,2,2),
- STBVOX_HEIGHTS(0,0,0,0, 2,2,2,2),
- STBVOX_HEIGHTS(0,0,0,0, 2,2,2,2),
- STBVOX_HEIGHTS(0,0,0,0, 2,2,2,2),
- STBVOX_HEIGHTS(1,1,1,1, 2,2,2,2),
- STBVOX_HEIGHTS(0,0,0,0, 1,1,1,1),
- STBVOX_HEIGHTS(0,0,0,0, 0,0,2,2),
- STBVOX_HEIGHTS(2,2,0,0, 2,2,2,2),
- };
- // rotate vertices defined as [z][y][x] coords
- static unsigned char stbvox_rotate_vertex[8][4] =
- {
- { 0,1,3,2 }, // zyx=000
- { 1,3,2,0 }, // zyx=001
- { 2,0,1,3 }, // zyx=010
- { 3,2,0,1 }, // zyx=011
- { 4,5,7,6 }, // zyx=100
- { 5,7,6,4 }, // zyx=101
- { 6,4,5,7 }, // zyx=110
- { 7,6,4,5 }, // zyx=111
- };
- #ifdef STBVOX_CONFIG_OPTIMIZED_VHEIGHT
- // optimized vheight generates a single normal over the entire face, even if it's not planar
- static unsigned char stbvox_optimized_face_up_normal[4][4][4][4] =
- {
- {
- {
- { STBVF_u , STBVF_ne_u, STBVF_ne_u, STBVF_ne_u, },
- { STBVF_nw_u, STBVF_nu , STBVF_nu , STBVF_ne_u, },
- { STBVF_nw_u, STBVF_nu , STBVF_nu , STBVF_nu , },
- { STBVF_nw_u, STBVF_nw_u, STBVF_nu , STBVF_nu , },
- },{
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_ne_u, },
- { STBVF_u , STBVF_ne_u, STBVF_ne_u, STBVF_ne_u, },
- { STBVF_nw_u, STBVF_nu , STBVF_nu , STBVF_ne_u, },
- { STBVF_nw_u, STBVF_nu , STBVF_nu , STBVF_nu , },
- },{
- { STBVF_eu , STBVF_eu , STBVF_eu , STBVF_eu , },
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_ne_u, },
- { STBVF_u , STBVF_ne_u, STBVF_ne_u, STBVF_ne_u, },
- { STBVF_nw_u, STBVF_nu , STBVF_nu , STBVF_ne_u, },
- },{
- { STBVF_eu , STBVF_eu , STBVF_eu , STBVF_eu , },
- { STBVF_eu , STBVF_eu , STBVF_eu , STBVF_eu , },
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_ne_u, },
- { STBVF_u , STBVF_ne_u, STBVF_ne_u, STBVF_ne_u, },
- },
- },{
- {
- { STBVF_sw_u, STBVF_u , STBVF_ne_u, STBVF_ne_u, },
- { STBVF_wu , STBVF_nw_u, STBVF_nu , STBVF_nu , },
- { STBVF_wu , STBVF_nw_u, STBVF_nu , STBVF_nu , },
- { STBVF_nw_u, STBVF_nw_u, STBVF_nw_u, STBVF_nu , },
- },{
- { STBVF_su , STBVF_su , STBVF_eu , STBVF_eu , },
- { STBVF_sw_u, STBVF_u , STBVF_ne_u, STBVF_ne_u, },
- { STBVF_wu , STBVF_nw_u, STBVF_nu , STBVF_nu , },
- { STBVF_wu , STBVF_nw_u, STBVF_nu , STBVF_nu , },
- },{
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_eu , },
- { STBVF_su , STBVF_su , STBVF_eu , STBVF_eu , },
- { STBVF_sw_u, STBVF_u , STBVF_ne_u, STBVF_ne_u, },
- { STBVF_wu , STBVF_nw_u, STBVF_nu , STBVF_nu , },
- },{
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_eu , },
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_eu , },
- { STBVF_su , STBVF_su , STBVF_eu , STBVF_eu , },
- { STBVF_sw_u, STBVF_u , STBVF_ne_u, STBVF_ne_u, },
- },
- },{
- {
- { STBVF_sw_u, STBVF_sw_u, STBVF_u , STBVF_ne_u, },
- { STBVF_wu , STBVF_wu , STBVF_nw_u, STBVF_nu , },
- { STBVF_wu , STBVF_wu , STBVF_nw_u, STBVF_nu , },
- { STBVF_wu , STBVF_nw_u, STBVF_nw_u, STBVF_nw_u, },
- },{
- { STBVF_su , STBVF_su , STBVF_su , STBVF_eu , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_u , STBVF_ne_u, },
- { STBVF_wu , STBVF_wu , STBVF_nw_u, STBVF_nu , },
- { STBVF_wu , STBVF_wu , STBVF_nw_u, STBVF_nu , },
- },{
- { STBVF_su , STBVF_su , STBVF_eu , STBVF_eu , },
- { STBVF_su , STBVF_su , STBVF_su , STBVF_eu , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_u , STBVF_ne_u, },
- { STBVF_wu , STBVF_wu , STBVF_nw_u, STBVF_nu , },
- },{
- { STBVF_su , STBVF_su , STBVF_eu , STBVF_eu , },
- { STBVF_su , STBVF_su , STBVF_eu , STBVF_eu , },
- { STBVF_su , STBVF_su , STBVF_su , STBVF_eu , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_u , STBVF_ne_u, },
- },
- },{
- {
- { STBVF_sw_u, STBVF_sw_u, STBVF_sw_u, STBVF_u , },
- { STBVF_sw_u, STBVF_wu , STBVF_wu , STBVF_nw_u, },
- { STBVF_wu , STBVF_wu , STBVF_wu , STBVF_nw_u, },
- { STBVF_wu , STBVF_wu , STBVF_nw_u, STBVF_nw_u, },
- },{
- { STBVF_sw_u, STBVF_su , STBVF_su , STBVF_su , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_sw_u, STBVF_u , },
- { STBVF_sw_u, STBVF_wu , STBVF_wu , STBVF_nw_u, },
- { STBVF_wu , STBVF_wu , STBVF_wu , STBVF_nw_u, },
- },{
- { STBVF_su , STBVF_su , STBVF_su , STBVF_eu , },
- { STBVF_sw_u, STBVF_su , STBVF_su , STBVF_su , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_sw_u, STBVF_u , },
- { STBVF_sw_u, STBVF_wu , STBVF_wu , STBVF_nw_u, },
- },{
- { STBVF_su , STBVF_su , STBVF_su , STBVF_eu , },
- { STBVF_su , STBVF_su , STBVF_su , STBVF_eu , },
- { STBVF_sw_u, STBVF_su , STBVF_su , STBVF_su , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_sw_u, STBVF_u , },
- },
- },
- };
- #else
- // which normal to use for a given vheight that's planar
- // @TODO: this table was constructed by hand and may have bugs
- // nw se sw
- static unsigned char stbvox_planar_face_up_normal[4][4][4] =
- {
- { // sw,se,nw,ne; ne = se+nw-sw
- { STBVF_u , 0 , 0 , 0 }, // 0,0,0,0; 1,0,0,-1; 2,0,0,-2; 3,0,0,-3;
- { STBVF_u , STBVF_u , 0 , 0 }, // 0,1,0,1; 1,1,0, 0; 2,1,0,-1; 3,1,0,-2;
- { STBVF_wu , STBVF_nw_u, STBVF_nu , 0 }, // 0,2,0,2; 1,2,0, 1; 2,2,0, 0; 3,2,0,-1;
- { STBVF_wu , STBVF_nw_u, STBVF_nw_u, STBVF_nu }, // 0,3,0,3; 1,3,0, 2; 2,3,0, 1; 3,3,0, 0;
- },{
- { STBVF_u , STBVF_u , 0 , 0 }, // 0,0,1,1; 1,0,1, 0; 2,0,1,-1; 3,0,1,-2;
- { STBVF_sw_u, STBVF_u , STBVF_ne_u, 0 }, // 0,1,1,2; 1,1,1, 1; 2,1,1, 0; 3,1,1,-1;
- { STBVF_sw_u, STBVF_u , STBVF_u , STBVF_ne_u }, // 0,2,1,3; 1,2,1, 2; 2,2,1, 1; 3,2,1, 0;
- { 0 , STBVF_wu , STBVF_nw_u, STBVF_nu }, // 0,3,1,4; 1,3,1, 3; 2,3,1, 2; 3,3,1, 1;
- },{
- { STBVF_su , STBVF_se_u, STBVF_eu , 0 }, // 0,0,2,2; 1,0,2, 1; 2,0,2, 0; 3,0,2,-1;
- { STBVF_sw_u, STBVF_u , STBVF_u , STBVF_ne_u }, // 0,1,2,3; 1,1,2, 2; 2,1,2, 1; 3,1,2, 0;
- { 0 , STBVF_sw_u, STBVF_u , STBVF_ne_u }, // 0,2,2,4; 1,2,2, 3; 2,2,2, 2; 3,2,2, 1;
- { 0 , 0 , STBVF_u , STBVF_u }, // 0,3,2,5; 1,3,2, 4; 2,3,2, 3; 3,3,2, 2;
- },{
- { STBVF_su , STBVF_se_u, STBVF_se_u, STBVF_eu }, // 0,0,3,3; 1,0,3, 2; 2,0,3, 1; 3,0,3, 0;
- { 0 , STBVF_su , STBVF_se_u, STBVF_eu }, // 0,1,3,4; 1,1,3, 3; 2,1,3, 2; 3,1,3, 1;
- { 0 , 0 , STBVF_u , STBVF_u }, // 0,2,3,5; 1,2,3, 4; 2,2,3, 3; 3,2,3, 2;
- { 0 , 0 , 0 , STBVF_u }, // 0,3,3,6; 1,3,3, 5; 2,3,3, 4; 3,3,3, 3;
- }
- };
- // these tables were constructed automatically using a variant of the code
- // below; however, they seem wrong, so who knows
- static unsigned char stbvox_face_up_normal_012[4][4][4] =
- {
- {
- { STBVF_u , STBVF_ne_u, STBVF_ne_u, STBVF_ne_u, },
- { STBVF_wu , STBVF_nu , STBVF_ne_u, STBVF_ne_u, },
- { STBVF_wu , STBVF_nw_u, STBVF_nu , STBVF_ne_u, },
- { STBVF_wu , STBVF_nw_u, STBVF_nw_u, STBVF_nu , },
- },{
- { STBVF_su , STBVF_eu , STBVF_ne_u, STBVF_ne_u, },
- { STBVF_sw_u, STBVF_u , STBVF_ne_u, STBVF_ne_u, },
- { STBVF_sw_u, STBVF_wu , STBVF_nu , STBVF_ne_u, },
- { STBVF_sw_u, STBVF_wu , STBVF_nw_u, STBVF_nu , },
- },{
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_ne_u, },
- { STBVF_sw_u, STBVF_su , STBVF_eu , STBVF_ne_u, },
- { STBVF_sw_u, STBVF_sw_u, STBVF_u , STBVF_ne_u, },
- { STBVF_sw_u, STBVF_sw_u, STBVF_wu , STBVF_nu , },
- },{
- { STBVF_su , STBVF_su , STBVF_eu , STBVF_eu , },
- { STBVF_sw_u, STBVF_su , STBVF_eu , STBVF_eu , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_su , STBVF_eu , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_sw_u, STBVF_u , },
- }
- };
- static unsigned char stbvox_face_up_normal_013[4][4][4] =
- {
- {
- { STBVF_u , STBVF_eu , STBVF_eu , STBVF_eu , },
- { STBVF_nw_u, STBVF_nu , STBVF_ne_u, STBVF_ne_u, },
- { STBVF_nw_u, STBVF_nw_u, STBVF_nu , STBVF_ne_u, },
- { STBVF_nw_u, STBVF_nw_u, STBVF_nw_u, STBVF_nu , },
- },{
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_eu , },
- { STBVF_wu , STBVF_u , STBVF_eu , STBVF_eu , },
- { STBVF_nw_u, STBVF_nw_u, STBVF_nu , STBVF_ne_u, },
- { STBVF_nw_u, STBVF_nw_u, STBVF_nw_u, STBVF_nu , },
- },{
- { STBVF_su , STBVF_su , STBVF_su , STBVF_eu , },
- { STBVF_sw_u, STBVF_su , STBVF_eu , STBVF_eu , },
- { STBVF_wu , STBVF_wu , STBVF_u , STBVF_eu , },
- { STBVF_nw_u, STBVF_nw_u, STBVF_nw_u, STBVF_nu , },
- },{
- { STBVF_su , STBVF_su , STBVF_su , STBVF_eu , },
- { STBVF_sw_u, STBVF_su , STBVF_su , STBVF_su , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_su , STBVF_eu , },
- { STBVF_wu , STBVF_wu , STBVF_wu , STBVF_u , },
- }
- };
- static unsigned char stbvox_face_up_normal_023[4][4][4] =
- {
- {
- { STBVF_u , STBVF_nu , STBVF_nu , STBVF_nu , },
- { STBVF_eu , STBVF_eu , STBVF_ne_u, STBVF_ne_u, },
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_ne_u, },
- { STBVF_eu , STBVF_eu , STBVF_eu , STBVF_eu , },
- },{
- { STBVF_wu , STBVF_nw_u, STBVF_nw_u, STBVF_nw_u, },
- { STBVF_su , STBVF_u , STBVF_nu , STBVF_nu , },
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_ne_u, },
- { STBVF_su , STBVF_su , STBVF_eu , STBVF_eu , },
- },{
- { STBVF_wu , STBVF_nw_u, STBVF_nw_u, STBVF_nw_u, },
- { STBVF_sw_u, STBVF_wu , STBVF_nw_u, STBVF_nw_u, },
- { STBVF_su , STBVF_su , STBVF_u , STBVF_nu , },
- { STBVF_su , STBVF_su , STBVF_eu , STBVF_eu , },
- },{
- { STBVF_wu , STBVF_nw_u, STBVF_nw_u, STBVF_nw_u, },
- { STBVF_sw_u, STBVF_wu , STBVF_nw_u, STBVF_nw_u, },
- { STBVF_sw_u, STBVF_sw_u, STBVF_wu , STBVF_nw_u, },
- { STBVF_su , STBVF_su , STBVF_su , STBVF_u , },
- }
- };
- static unsigned char stbvox_face_up_normal_123[4][4][4] =
- {
- {
- { STBVF_u , STBVF_nu , STBVF_nu , STBVF_nu , },
- { STBVF_eu , STBVF_ne_u, STBVF_ne_u, STBVF_ne_u, },
- { STBVF_eu , STBVF_ne_u, STBVF_ne_u, STBVF_ne_u, },
- { STBVF_eu , STBVF_ne_u, STBVF_ne_u, STBVF_ne_u, },
- },{
- { STBVF_sw_u, STBVF_wu , STBVF_nw_u, STBVF_nw_u, },
- { STBVF_su , STBVF_u , STBVF_nu , STBVF_nu , },
- { STBVF_eu , STBVF_eu , STBVF_ne_u, STBVF_ne_u, },
- { STBVF_eu , STBVF_eu , STBVF_ne_u, STBVF_ne_u, },
- },{
- { STBVF_sw_u, STBVF_sw_u, STBVF_wu , STBVF_nw_u, },
- { STBVF_sw_u, STBVF_sw_u, STBVF_wu , STBVF_nw_u, },
- { STBVF_su , STBVF_su , STBVF_u , STBVF_nu , },
- { STBVF_su , STBVF_eu , STBVF_eu , STBVF_ne_u, },
- },{
- { STBVF_sw_u, STBVF_sw_u, STBVF_sw_u, STBVF_wu , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_sw_u, STBVF_wu , },
- { STBVF_sw_u, STBVF_sw_u, STBVF_sw_u, STBVF_wu , },
- { STBVF_su , STBVF_su , STBVF_su , STBVF_u , },
- }
- };
- #endif
- void stbvox_get_quad_vertex_pointer(stbvox_mesh_maker *mm, int mesh, stbvox_mesh_vertex **vertices, stbvox_mesh_face face)
- {
- char *p = mm->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];
- else if (mm->input.block_selector)
- mesh = mm->input.block_selector[mm->input.blocktype[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];
- else if (mm->input.block_selector)
- mesh = mm->input.block_selector[bt];
- 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];
- } else if (mm->input.block_selector)
- mesh = mm->input.block_selector[bt];
- // 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;
- }
- if (mm->input.block_selector) {
- mesh = mm->input.block_selector[bt];
- }
- // 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] = (int) 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 (int) ((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
- /*
- ------------------------------------------------------------------------------
- This software is available under 2 licenses -- choose whichever you prefer.
- ------------------------------------------------------------------------------
- ALTERNATIVE A - MIT License
- Copyright (c) 2017 Sean Barrett
- Permission is hereby granted, free of charge, to any person obtaining a copy of
- this software and associated documentation files (the "Software"), to deal in
- the Software without restriction, including without limitation the rights to
- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
- of the Software, and to permit persons to whom the Software is furnished to do
- so, subject to the following conditions:
- The above copyright notice and this permission notice shall be included in all
- copies or substantial portions of the Software.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
- SOFTWARE.
- ------------------------------------------------------------------------------
- ALTERNATIVE B - Public Domain (www.unlicense.org)
- This is free and unencumbered software released into the public domain.
- Anyone is free to copy, modify, publish, use, compile, sell, or distribute this
- software, either in source code form or as a compiled binary, for any purpose,
- commercial or non-commercial, and by any means.
- In jurisdictions that recognize copyright laws, the author or authors of this
- software dedicate any and all copyright interest in the software to the public
- domain. We make this dedication for the benefit of the public at large and to
- the detriment of our heirs and successors. We intend this dedication to be an
- overt act of relinquishment in perpetuity of all present and future rights to
- this software under copyright law.
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
- ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION
- WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
- ------------------------------------------------------------------------------
- */
|