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use std::{sync::Arc, time::Instant};
use crossbeam_channel::{unbounded, Receiver, Sender, TryRecvError};
use hashbrown::HashMap;
use itertools::izip;
use log::info;
use rayon::{ThreadPool, ThreadPoolBuilder};
use crate::{
Block, BlockFace, BlockRotation, Chunk, CornerData, Geometry, LightUtils, MeshProtocol,
Registry, Space, Vec3, VoxelAccess, WorldConfig, UV,
};
use super::lights::Lights;
fn vertex_ao(side1: bool, side2: bool, corner: bool) -> i32 {
let num_s1 = !side1 as i32;
let num_s2 = !side2 as i32;
let num_c = !corner as i32;
if num_s1 == 1 && num_s2 == 1 {
0
} else {
3 - (num_s1 + num_s2 + num_c)
}
}
fn get_block_by_voxel<'a>(
vx: i32,
vy: i32,
vz: i32,
space: &Space,
registry: &'a Registry,
) -> &'a Block {
registry.get_block_by_id(space.get_voxel(vx, vy, vz))
}
/// A meshing helper to mesh chunks.
pub struct Mesher {
sender: Arc<Sender<Vec<Chunk>>>,
receiver: Arc<Receiver<Vec<Chunk>>>,
pool: ThreadPool,
}
impl Mesher {
/// Create a new chunk meshing system.
pub fn new() -> Self {
let (sender, receiver) = unbounded();
Self {
sender: Arc::new(sender),
receiver: Arc::new(receiver),
pool: ThreadPoolBuilder::new()
.thread_name(|index| format!("chunk-meshing-{index}"))
.build()
.unwrap(),
}
}
pub fn process(
&mut self,
processes: Vec<(Chunk, Space)>,
registry: &Registry,
config: &WorldConfig,
) {
let sender = Arc::clone(&self.sender);
let registry = registry.to_owned();
let config = config.to_owned();
self.pool.spawn(move || {
let chunks: Vec<Chunk> = processes
.into_iter()
.map(|(mut chunk, mut space)| {
if chunk.meshes.is_none() {
let min = space.min.to_owned();
let coords = space.coords.to_owned();
let shape = space.shape.to_owned();
chunk.lights = Lights::propagate(
&mut space, &min, &coords, &shape, ®istry, &config,
);
}
let sub_chunks = chunk.updated_levels.to_owned();
space.updated_levels.clear();
chunk.updated_levels.clear();
let Vec3(min_x, min_y, min_z) = chunk.min;
let Vec3(max_x, _, max_z) = chunk.max;
let blocks_per_sub_chunk =
(space.params.max_height / space.params.sub_chunks) as i32;
sub_chunks.into_iter().for_each(|level| {
let level = level as i32;
let min = Vec3(min_x, min_y + level * blocks_per_sub_chunk, min_z);
let max = Vec3(max_x, min_y + (level + 1) * blocks_per_sub_chunk, max_z);
let opaque = Self::mesh_space(&min, &max, &space, ®istry, false);
let transparent = Self::mesh_space(&min, &max, &space, ®istry, true);
if chunk.meshes.is_none() {
chunk.meshes = Some(HashMap::new());
}
chunk.meshes.as_mut().unwrap().insert(
level as u32,
MeshProtocol {
level,
opaque,
transparent,
},
);
});
chunk
})
.collect();
sender.send(chunks).unwrap();
})
}
/// Attempt to retrieve the results from `pipeline.process`
pub fn results(&self) -> Result<Vec<Chunk>, TryRecvError> {
self.receiver.try_recv()
}
/// Mesh a Space struct from specified voxel coordinates, generating the 3D data needed
/// to render a chunk/space.
// #[allow(clippy::all)]
pub fn mesh_space(
min: &Vec3<i32>,
max: &Vec3<i32>,
space: &Space,
registry: &Registry,
transparent: bool,
) -> Option<Geometry> {
let mut positions = Vec::<f32>::new();
let mut indices = Vec::<i32>::new();
let mut uvs = Vec::<f32>::new();
let mut lights = Vec::<i32>::new();
let &Vec3(min_x, min_y, min_z) = min;
let &Vec3(max_x, max_y, max_z) = max;
for vx in min_x..max_x {
for vz in min_z..max_z {
let height = space.get_max_height(vx, vz) as i32;
if min_y > height {
continue;
}
let mut process_face =
|vx: i32,
vy: i32,
vz: i32,
voxel_id: u32,
rotation: &BlockRotation,
face: &BlockFace,
block: &Block,
uv_map: &HashMap<String, &UV>| {
let &Block {
is_fluid,
is_transparent,
is_full_block,
rotatable,
..
} = block;
let BlockFace { dir, corners, .. } = face;
let mut dir = [dir[0] as f32, dir[1] as f32, dir[2] as f32];
if rotatable {
rotation.rotate(&mut dir, false);
}
let dir = [
dir[0].round() as i32,
dir[1].round() as i32,
dir[2].round() as i32,
];
let nvx = vx + dir[0];
let nvy = vy + dir[1];
let nvz = vz + dir[2];
let is_void = !space.contains(nvx, nvy, nvz);
let neighbor_id = space.get_voxel(nvx, nvy, nvz);
let n_block_type = registry.get_block_by_id(neighbor_id);
if is_void
|| (!is_full_block && !is_transparent)
|| (!n_block_type.is_full_block && !n_block_type.is_transparent)
|| ((n_block_type.is_transparent && !n_block_type.is_fluid)
|| (n_block_type.is_fluid && !is_fluid))
&& (!transparent
|| n_block_type.is_empty
|| neighbor_id != voxel_id
|| (n_block_type.transparent_standalone
&& (dir[0] + dir[1] + dir[2]) as i32 >= 1))
{
let UV {
start_u,
end_u,
start_v,
end_v,
} = uv_map.get(&face.name).unwrap();
let ndx = (positions.len() as f32 / 3.0).floor() as i32;
let mut face_aos = vec![];
let mut four_sunlights = vec![];
let mut four_red_lights = vec![];
let mut four_green_lights = vec![];
let mut four_blue_lights = vec![];
for CornerData { mut pos, uv } in corners.iter() {
if rotatable {
rotation.rotate(&mut pos, true);
}
let pos_x = pos[0] + vx as f32;
let pos_y = pos[1] + vy as f32;
let pos_z = pos[2] + vz as f32;
let scale = if !is_full_block { 0.0001 } else { 0.0 };
positions.push(pos_x - min_x as f32 - dir[0] as f32 * scale);
positions.push(pos_y - dir[1] as f32 * scale);
positions.push(pos_z - min_z as f32 - dir[2] as f32 * scale);
uvs.push(uv[0] * (end_u - start_u) + start_u);
uvs.push(uv[1] * (end_v - start_v) + start_v);
// calculating the 8 voxels around this vertex
let dx = pos[0].round() as i32;
let dy = pos[1].round() as i32;
let dz = pos[2].round() as i32;
let dx = if dx == 0 {
-1
} else if dx == 1 {
1
} else {
0
};
let dy = if dy == 0 {
-1
} else if dy == 1 {
1
} else {
0
};
let dz = if dz == 0 {
-1
} else if dz == 1 {
1
} else {
0
};
let mut sum_sunlight = vec![];
let mut sum_red_lights = vec![];
let mut sum_green_lights = vec![];
let mut sum_blue_lights = vec![];
let b011 =
get_block_by_voxel(vx, vy + dy, vz + dz, space, registry);
let b011 = b011.is_transparent || !b011.is_full_block;
let b101 =
get_block_by_voxel(vx + dx, vy, vz + dz, space, registry);
let b101 = b101.is_transparent || !b101.is_full_block;
let b110 =
get_block_by_voxel(vx + dx, vy + dy, vz, space, registry);
let b110 = b110.is_transparent || !b110.is_full_block;
let b111 =
get_block_by_voxel(vx + dx, vy + dy, vz + dz, space, registry);
let b111 = b111.is_transparent || !b111.is_full_block;
if is_transparent {
face_aos.push(3)
} else if dir[0].abs() == 1 {
face_aos.push(vertex_ao(b110, b101, b111));
} else if dir[1].abs() == 1 {
face_aos.push(vertex_ao(b110, b011, b111));
} else {
face_aos.push(vertex_ao(b011, b101, b111));
}
if is_transparent {
let [dx, dy, dz] = dir;
sum_sunlight.push(space.get_sunlight(
vx + dx,
vy + dy,
vz + dz,
));
sum_red_lights.push(space.get_raw_light(
vx + dx,
vy + dy,
vz + dz,
));
sum_green_lights.push(space.get_green_light(
vx + dx,
vy + dy,
vz + dz,
));
sum_blue_lights.push(space.get_blue_light(
vx + dx,
vy + dy,
vz + dz,
));
} else {
// Loop through all 8 neighbors of this vertex.
for ddx in if dx > 0 { 0..=dx } else { dx..=0 } {
for ddy in if dy > 0 { 0..=dy } else { dy..=0 } {
for ddz in if dz > 0 { 0..=dz } else { dz..=0 } {
// The block that we're checking is on the side that the face is facing, so
// check if the diagonal block would be blocking this block's potential light.
// Perpendicular check done by crossing the vectors.
if dir[0] * ddx + dir[1] * ddy + dir[2] * ddz == 0 {
let facing = get_block_by_voxel(
vx + ddx * dir[0],
vy + ddy * dir[1],
vz + ddz * dir[2],
space,
registry,
);
if !facing.is_transparent
&& facing.is_full_block
{
continue;
}
}
// Diagonal light leaking fix.
if ddx.abs() + ddy.abs() + ddz.abs() == 3 {
let diagonal_yz = get_block_by_voxel(
vx,
vy + ddy,
vz + ddz,
space,
registry,
);
let diagonal_xz = get_block_by_voxel(
vx + ddx,
vy,
vz + ddz,
space,
registry,
);
let diagonal_xy = get_block_by_voxel(
vx + ddx,
vy + ddy,
vz,
space,
registry,
);
if (!diagonal_yz.is_transparent
&& diagonal_yz.is_full_block)
&& (!diagonal_xz.is_transparent
&& diagonal_xz.is_full_block)
&& (!diagonal_xy.is_transparent
&& diagonal_xy.is_full_block)
{
continue;
}
}
let diagonal4 = get_block_by_voxel(
vx + ddx,
vy + ddy,
vz + ddz,
space,
registry,
);
let is_transparent = diagonal4.is_transparent
|| !diagonal4.is_full_block;
if is_transparent {
sum_sunlight.push(space.get_sunlight(
vx + ddx,
vy + ddy,
vz + ddz,
));
sum_red_lights.push(space.get_red_light(
vx + ddx,
vy + ddy,
vz + ddz,
));
sum_green_lights.push(space.get_green_light(
vx + ddx,
vy + ddy,
vz + ddz,
));
sum_blue_lights.push(space.get_blue_light(
vx + ddx,
vy + ddy,
vz + ddz,
));
}
}
}
}
}
four_sunlights.push(
(sum_sunlight.iter().sum::<u32>() as f32
/ sum_sunlight.len() as f32)
as i32,
);
four_red_lights.push(
(sum_red_lights.iter().sum::<u32>() as f32
/ sum_red_lights.len() as f32)
as i32,
);
four_green_lights.push(
(sum_green_lights.iter().sum::<u32>() as f32
/ sum_green_lights.len() as f32)
as i32,
);
four_blue_lights.push(
(sum_blue_lights.iter().sum::<u32>() as f32
/ sum_blue_lights.len() as f32)
as i32,
);
}
let a_rt = four_red_lights[0];
let b_rt = four_red_lights[1];
let c_rt = four_red_lights[2];
let d_rt = four_red_lights[3];
let a_gt = four_green_lights[0];
let b_gt = four_green_lights[1];
let c_gt = four_green_lights[2];
let d_gt = four_green_lights[3];
let a_bt = four_blue_lights[0];
let b_bt = four_blue_lights[1];
let c_bt = four_blue_lights[2];
let d_bt = four_blue_lights[3];
let threshold = 0;
/* -------------------------------------------------------------------------- */
/* I KNOW THIS IS UGLY, BUT IT WORKS! */
/* -------------------------------------------------------------------------- */
// at least one zero
let one_tr0 = a_rt <= threshold
|| b_rt <= threshold
|| c_rt <= threshold
|| d_rt <= threshold;
let one_tg0 = a_gt <= threshold
|| b_gt <= threshold
|| c_gt <= threshold
|| d_gt <= threshold;
let one_tb0 = a_bt <= threshold
|| b_bt <= threshold
|| c_bt <= threshold
|| d_bt <= threshold;
// one is zero, and ao rule, but only for zero AO's
let fequals =
(face_aos[0] + face_aos[3]) == (face_aos[1] + face_aos[2]);
let ozao_r = a_rt + d_rt < b_rt + c_rt && fequals;
let ozao_g = a_gt + d_gt < b_gt + c_gt && fequals;
let ozao_b = a_bt + d_bt < b_bt + c_bt && fequals;
// all not zero, 4 parts
let anzp1_r = (b_rt as f32 > (a_rt + d_rt) as f32 / 2.0
&& (a_rt + d_rt) as f32 / 2.0 > c_rt as f32)
|| (c_rt as f32 > (a_rt + d_rt) as f32 / 2.0
&& (a_rt + d_rt) as f32 / 2.0 > b_rt as f32);
let anzp1_g = (b_gt as f32 > (a_gt + d_gt) as f32 / 2.0
&& (a_gt + d_gt) as f32 / 2.0 > c_gt as f32)
|| (c_gt as f32 > (a_gt + d_gt) as f32 / 2.0
&& (a_gt + d_gt) as f32 / 2.0 > b_gt as f32);
let anzp1_b = (b_bt as f32 > (a_bt + d_bt) as f32 / 2.0
&& (a_bt + d_bt) as f32 / 2.0 > c_bt as f32)
|| (c_bt as f32 > (a_bt + d_bt) as f32 / 2.0
&& (a_bt + d_bt) as f32 / 2.0 > b_bt as f32);
// fixed two light sources colliding
let anz_r = one_tr0 && anzp1_r;
let anz_g = one_tg0 && anzp1_g;
let anz_b = one_tb0 && anzp1_b;
// common starting indices
indices.push(ndx);
indices.push(ndx + 1);
if face_aos[0] + face_aos[3] > face_aos[1] + face_aos[2]
|| (ozao_r || ozao_g || ozao_b)
|| (anz_r || anz_g || anz_b)
{
// generate flipped quad
indices.push(ndx + 3);
indices.push(ndx + 3);
indices.push(ndx + 2);
indices.push(ndx);
} else {
indices.push(ndx + 2);
indices.push(ndx + 2);
indices.push(ndx + 1);
indices.push(ndx + 3);
}
let mut ao_i = 0;
for (s, r, g, b) in izip!(
&four_sunlights,
&four_red_lights,
&four_green_lights,
&four_blue_lights
) {
let mut light = 0;
light = LightUtils::insert_red_light(light, *r as u32);
light = LightUtils::insert_green_light(light, *g as u32);
light = LightUtils::insert_blue_light(light, *b as u32);
light = LightUtils::insert_sunlight(light, *s as u32);
lights.push(light as i32 | face_aos[ao_i] << 16);
ao_i += 1;
}
}
};
for vy in (min_y..=max_y.min(height) as i32).rev() {
let voxel_id = space.get_voxel(vx, vy, vz);
let rotation = space.get_voxel_rotation(vx, vy, vz);
let block = registry.get_block_by_id(voxel_id);
let Block {
is_transparent,
is_block,
..
} = block.to_owned();
if if transparent {
is_transparent
} else {
!is_transparent
} {
if is_block {
let Block { faces, .. } = block.to_owned();
let uv_map = registry.get_uv_map(block);
faces.iter().for_each(|face| {
process_face(vx, vy, vz, voxel_id, &rotation, face, block, &uv_map)
});
}
}
}
}
}
if indices.is_empty() {
return None;
}
Some(Geometry {
positions,
indices,
uvs,
lights,
})
}
}