|
|
|
@ -1,10 +1,14 @@ |
|
|
|
|
// stb_voxel_render.h - v0.75 - Sean Barrett, 2015 - public domain
|
|
|
|
|
// stb_voxel_render.h - v0.76 - 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: https://www.youtube.com/watch?v=2vnTtiLrV1w
|
|
|
|
|
// Video introduction:
|
|
|
|
|
// http://www.youtube.com/watch?v=2vnTtiLrV1w
|
|
|
|
|
//
|
|
|
|
|
// Minecraft-viewer sample app:
|
|
|
|
|
// http://github.com/nothings/stb/tree/master/tests/caveview
|
|
|
|
|
//
|
|
|
|
|
// It works by creating triangle meshes. The library includes
|
|
|
|
|
//
|
|
|
|
@ -16,9 +20,12 @@ |
|
|
|
|
// the 3D graphics API. (At the moment, it's not actually portable
|
|
|
|
|
// since the shaders are GLSL only, but patches are welcome.)
|
|
|
|
|
//
|
|
|
|
|
// Currently the preferred vertex format is 20 bytes per quad.
|
|
|
|
|
// There are plans to allow more compact formats with a slight
|
|
|
|
|
// reduction in features.
|
|
|
|
|
// You have to do all the caching and tracking of vertex buffers
|
|
|
|
|
// yourself. However, you could also try making a game with
|
|
|
|
|
// a small enough world that it's fully loaded rather than
|
|
|
|
|
// streaming. Currently the preferred vertex format is 20 bytes
|
|
|
|
|
// per quad. There are plans to allow much more compact formats
|
|
|
|
|
// with a slight reduction in shader features.
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// USAGE
|
|
|
|
@ -152,6 +159,20 @@ |
|
|
|
|
// zmc engine 96-byte quads 2011/10
|
|
|
|
|
// zmc engine 32-byte quads 2013/12
|
|
|
|
|
// stb_voxel_render 20-byte quads 2015/01
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// CONTRIBUTORS
|
|
|
|
|
//
|
|
|
|
|
// Features Porting Bugfixes & Warnings
|
|
|
|
|
// Sean Barrett github:r-leyh Jesus Fernandez
|
|
|
|
|
// Miguel Lechon
|
|
|
|
|
//
|
|
|
|
|
// VERSION HISTORY
|
|
|
|
|
//
|
|
|
|
|
// 0.76 typos, signed/unsigned shader issue, more documentation
|
|
|
|
|
// 0.75 initial release
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
|
|
|
|
|
#ifndef INCLUDE_STB_VOXEL_RENDER_H |
|
|
|
|
#define INCLUDE_STB_VOXEL_RENDER_H |
|
|
|
@ -171,11 +192,106 @@ typedef struct stbvox_input_description stbvox_input_description; |
|
|
|
|
extern "C" { |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
//
|
|
|
|
|
// CONFIGURATION MACROS
|
|
|
|
|
//
|
|
|
|
|
// #define STBVOX_CONFIG_MODE <integer>
|
|
|
|
|
// 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 STBVOX_STATIC_IMPLEMENTATION 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>
|
|
|
|
|
// Defines the number of bits of fractional position for Z.
|
|
|
|
|
// Only 0 or 1 are valid. If 0, then a single mesh has
|
|
|
|
|
// twice the legal Z range; e.g. in modes 0,1,20,21,
|
|
|
|
|
// Z in the mesh can extend to 511 instead of 255.
|
|
|
|
|
// However, half-height blocks cannot be used.
|
|
|
|
|
//
|
|
|
|
|
//
|
|
|
|
|
// All of the following just #ifdef tested so need no values.
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_BLOCKTYPE_SHORT
|
|
|
|
|
// use unsigned 16-bit values for 'blocktype' in the input instead of 8-bit values
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_OPENGL_MODELVIEW
|
|
|
|
|
// use the gl_ModelView matrix rather than the explicit uniform
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_HLSL
|
|
|
|
|
// NOT IMPLEMENTED! Define HLSL shaders instead of GLSL shaders
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_PREFER_TEXBUFFER
|
|
|
|
|
// Stores many of the uniform arrays in texture buffers intead,
|
|
|
|
|
// so they can be larger and may be more efficient on some hardware.
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_LIGHTING_SIMPLE
|
|
|
|
|
// Creates a simple lighting engine with a single point light source
|
|
|
|
|
// in addition to the default half-lambert ambient light.
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_LIGHTING
|
|
|
|
|
// Declares a lighting function hook; you must append a lighting function
|
|
|
|
|
// to the shader before compiling it:
|
|
|
|
|
// vec3 compute_lighting(vec3 pos, vec3 norm, vec3 albedo, vec3 ambient);
|
|
|
|
|
// 'ambient' is the half-lambert ambient light with vertex ao applied
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_FOG_SMOOTHSTEP
|
|
|
|
|
// Defines a simple unrealistic fog system designed to maximize
|
|
|
|
|
// unobscured view distance while not looking to weird when things
|
|
|
|
|
// emerge from the fog. Configured using an extra array element
|
|
|
|
|
// in the STBVOX_UNIFORM_ambient uniform.
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_FOG
|
|
|
|
|
// Defines a fog function hook; you must append a fog function to
|
|
|
|
|
// the shader before compiling it:
|
|
|
|
|
// vec3 compute_fog(vec3 color, vec3 relative_pos, float fragment_alpha);
|
|
|
|
|
// "color" is the incoming pre-fogged color, fragment_alpha is the alpha value,
|
|
|
|
|
// and relative_pos is the vector from the point to the camera in worldspace
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_DISABLE_TEX2
|
|
|
|
|
// This disables all processing of texture 2 in the shader in case
|
|
|
|
|
// you don't use it. Eventually this will be replaced with a mode
|
|
|
|
|
// that omits the unused data entirely.
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_TEX1_EDGE_CLAMP
|
|
|
|
|
// STBVOX_CONFIG_TEX2_EDGE_CLAMP
|
|
|
|
|
// If you want to edge clamp the textures, instead of letting them wrap,
|
|
|
|
|
// set this flag. By default stb_voxel_render relies on texture wrapping
|
|
|
|
|
// to simplify texture coordinate generation. This flag forces it to do
|
|
|
|
|
// it correctly, although there can still be minor artifacts.
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_ROTATION_IN_LIGHTING
|
|
|
|
|
// Changes the meaning of the 'lighting' mesher input variable to also
|
|
|
|
|
// store the rotation; see later discussion.
|
|
|
|
|
//
|
|
|
|
|
// STBVOX_CONFIG_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 level.
|
|
|
|
|
// 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
|
|
|
|
@ -218,8 +334,10 @@ 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.
|
|
|
|
|
// 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)
|
|
|
|
@ -359,7 +477,8 @@ 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 for examples.
|
|
|
|
|
// 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.
|
|
|
|
@ -367,8 +486,6 @@ STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform); |
|
|
|
|
// APIs you can set most of the state only once. Only
|
|
|
|
|
// STBVOX_UNIFORM_transform needs to change per draw call.
|
|
|
|
|
//
|
|
|
|
|
// The info from this function allows you to cal
|
|
|
|
|
//
|
|
|
|
|
// 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'
|
|
|
|
@ -378,7 +495,9 @@ STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform); |
|
|
|
|
//
|
|
|
|
|
// 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.
|
|
|
|
|
// 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:
|
|
|
|
@ -390,19 +509,19 @@ STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform); |
|
|
|
|
// ambient[3].a - reciprocal of squared distance of farthest fog point (viewing distance)
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// +----- has a default value
|
|
|
|
|
// | +-- 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
|
|
|
|
|
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)
|
|
|
|
|
// +----- 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, |
|
|
|
|
}; |
|
|
|
@ -426,6 +545,59 @@ struct stbvox_uniform_info |
|
|
|
|
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 set the 'transform' uniform for every mesh, etc.
|
|
|
|
|
void setup_uniforms(GLuint shader, float camera_pos[4], GLuint tex1, GLuint tex2) |
|
|
|
|
{ |
|
|
|
|
int i; |
|
|
|
|
glUseProgram(shader); // so uniform binding works
|
|
|
|
|
for (i=0; i < STBVOX_UNIFORM_count; ++i) { |
|
|
|
|
stbvox_uniform_info sui; |
|
|
|
|
if (stbvox_get_uniform_info(&sui, i)) { |
|
|
|
|
GLint loc = glGetUniformLocation(shader, sui.name); |
|
|
|
|
if (loc != 0) { |
|
|
|
|
switch (i) { |
|
|
|
|
case STBVOX_UNIFORM_camera_pos: // only needed for fog
|
|
|
|
|
glUniform4fv(loc, sui.array_length, camera_pos); |
|
|
|
|
break; |
|
|
|
|
|
|
|
|
|
case STBVOX_UNIFORM_tex_array: { |
|
|
|
|
GLuint tex_unit[2] = { 0, 1 }; // your choice of samplers
|
|
|
|
|
glUniform1iv(loc, 2, tex_unit); |
|
|
|
|
|
|
|
|
|
glActiveTexture(GL_TEXTURE0 + tex_unit[0]); glBindTexture(GL_TEXTURE_2D_ARRAY, tex1); |
|
|
|
|
glActiveTexture(GL_TEXTURE0 + tex_unit[1]); glBindTexture(GL_TEXTURE_2D_ARRAY, tex2); |
|
|
|
|
glActiveTexture(GL_TEXTURE0); // reset to default
|
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
case STBVOX_UNIFORM_face_data: |
|
|
|
|
glUniform1i(loc, SAMPLER_YOU_WILL_BIND_PER_MESH_FACE_DATA_TO); |
|
|
|
|
break; |
|
|
|
|
|
|
|
|
|
case STBVOX_UNIFORM_ambient: // you definitely want to override this
|
|
|
|
|
case STBVOX_UNIFORM_color_table: // you might want to override this
|
|
|
|
|
case STBVOX_UNIFORM_texscale: // you may want to override this
|
|
|
|
|
glUniform4fv(loc, sui.array_length, sui.default_value); |
|
|
|
|
break; |
|
|
|
|
|
|
|
|
|
case STBVOX_UNIFORM_normals: // you never want to override this
|
|
|
|
|
case STBVOX_UNIFORM_texgen: // you never want to override this
|
|
|
|
|
glUniform3fv(loc, sui.array_length, sui.default_value); |
|
|
|
|
break; |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
} |
|
|
|
|
#endif |
|
|
|
|
|
|
|
|
|
#ifdef __cplusplus |
|
|
|
|
} |
|
|
|
|
#endif |
|
|
|
@ -475,43 +647,68 @@ enum |
|
|
|
|
STBVOX_FACE_count, |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
// 24-bit color
|
|
|
|
|
typedef struct |
|
|
|
|
{ |
|
|
|
|
unsigned char r,g,b; |
|
|
|
|
} stbvox_rgb; |
|
|
|
|
|
|
|
|
|
#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
|
|
|
|
|
// 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.
|
|
|
|
|
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 the adjacent block
|
|
|
|
|
// centers the vertex faces. This makes smooth lighting consistent
|
|
|
|
|
// on adjacent faces with the same orientation.
|
|
|
|
|
// 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; now the lighting/ao will be shared by
|
|
|
|
|
// all vertices at the same point, even if they have different normals.
|
|
|
|
|
// 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 3D maps you use to define your voxel world, using x_stride and y_stride
|
|
|
|
|
// 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
|
|
|
|
|
|
|
|
|
|
stbvox_block_type *blocktype; // index into palettes listed below
|
|
|
|
|
// This is a core "block type" value, which is used to index into
|
|
|
|
|
// other arrays.
|
|
|
|
|
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_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(lighting,rot)--here
|
|
|
|
|
// 'lighting' should still be 8 bits, as the macro will
|
|
|
|
|
// discard the bottom bits automatically.
|
|
|
|
|
//
|
|
|
|
|
// (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
|
|
|
|
@ -520,6 +717,13 @@ struct stbvox_input_description |
|
|
|
|
// 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
|
|
|
|
@ -534,6 +738,12 @@ struct stbvox_input_description |
|
|
|
|
// 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.
|
|
|
|
@ -543,6 +753,11 @@ struct stbvox_input_description |
|
|
|
|
// 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.
|
|
|
|
@ -565,69 +780,166 @@ struct stbvox_input_description |
|
|
|
|
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.
|
|
|
|
|
// 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-bin texture rotations for the faces
|
|
|
|
|
// 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.
|
|
|
|
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
// X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X//
|
|
|
|
|
//X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X //
|
|
|
|
|
// X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X//
|
|
|
|
|
//X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X //
|
|
|
|
|
// X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X//
|
|
|
|
|
//X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X //
|
|
|
|
|
// X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X//
|
|
|
|
|
//X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X //
|
|
|
|
|
//////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
// Note the detailed documentation runs out here, I still have to finish this
|
|
|
|
|
// and document all the #define STBVOX_CONFIGs as well
|
|
|
|
|
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 *overlay; // index into palettes listed below
|
|
|
|
|
unsigned char *selector; // raw selector (chooses which mesh to write to)
|
|
|
|
|
unsigned char *geometry; // STBVOX_MAKE_GEOMETRY -- geom:4, rot:2, vheight:2
|
|
|
|
|
unsigned char *rotate; // STBVOX_MAKE_MATROT -- block:2, overlay:2, tex2:2, color:2
|
|
|
|
|
unsigned char *tex2; // raw tex2 value to use on all sides of block
|
|
|
|
|
unsigned char *tex2_replace; // STBVOX_MAKE_TEX2_REPLACE -- tex2:6, face_1:2
|
|
|
|
|
unsigned char *tex2_facemask; // facemask:6 (use all bits of tex2_replace as texture)
|
|
|
|
|
unsigned char *side_texrot; // e:2,n:2,w:2,s:2 texture rotation
|
|
|
|
|
unsigned char *vheight; // STBVOX_MAKE_VHEIGHT -- sw:2, se:2, nw:2, ne:2, doesn't rotate
|
|
|
|
|
unsigned char *texlerp; // STBVOX_MAKE_TEXLERP -- vert:2, ud:2, ew:2, ns:2
|
|
|
|
|
unsigned char *texlerp2; // STBVOX_MAKE_TEXLERP2 (and use STBVOX_MAKE_TEXLERP1 for 'texlerp' -- e:2, n:2, u:3, unused:1
|
|
|
|
|
unsigned char *texlerp_simple; // STBVOX_MAKE_TEXLERP_SIMPLE -- baselerp:2, vert_lerp:3, face_to_use_vert_lerp:3
|
|
|
|
|
unsigned short *texlerp_vert3; // e:3,n:3,w:3,s:3,u:3 (down comes from 'texlerp')
|
|
|
|
|
unsigned short *texlerp_face3; // e:3,n:3,w:3,s:3,u:2,d:2
|
|
|
|
|
unsigned char *lighting; // lighting:8
|
|
|
|
|
unsigned char *color; // color for entire block
|
|
|
|
|
unsigned char *extended_color; // index into ecolor palettes
|
|
|
|
|
unsigned char *color2, *color2_facemask;// additional override colors with face bitmask
|
|
|
|
|
unsigned char *color3, *color3_facemask;// additional override colors with face bitmask
|
|
|
|
|
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)
|
|
|
|
|
|
|
|
|
|
// indexed by tex1, used to determine tex2 if not otherwise specified
|
|
|
|
|
unsigned char *tex2_for_tex1; // 256
|
|
|
|
|
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)
|
|
|
|
|
|
|
|
|
|
// @TODO: when specializing, build a single struct with all of the
|
|
|
|
|
// below values, so it's AoS instead of SoA for better cache efficiency
|
|
|
|
|
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)
|
|
|
|
|
|
|
|
|
|
// indexed by overlay*6+side; in all cases 0 means 'nochange'
|
|
|
|
|
unsigned char (*overlay_tex1)[6]; |
|
|
|
|
unsigned char (*overlay_tex2)[6]; |
|
|
|
|
unsigned char (*overlay_color)[6]; |
|
|
|
|
unsigned char *overlay_side_texrot; |
|
|
|
|
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)
|
|
|
|
|
|
|
|
|
|
// indexed by extended_color
|
|
|
|
|
unsigned char *ecolor_color; // 256
|
|
|
|
|
unsigned char *ecolor_facemask; // 256
|
|
|
|
|
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.
|
|
|
|
|
}; |
|
|
|
|
// @OPTIMIZE when specializing, build a single struct with all of the
|
|
|
|
|
// 3D-indexed so it's AoS instead of SoA for better cache efficiency
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
enum |
|
|
|
@ -639,10 +951,10 @@ enum |
|
|
|
|
|
|
|
|
|
enum |
|
|
|
|
{ |
|
|
|
|
STBVOX_TEXLERP_0, |
|
|
|
|
STBVOX_TEXLERP_half, |
|
|
|
|
STBVOX_TEXLERP_1, |
|
|
|
|
STBVOX_TEXLERP_use_vert, |
|
|
|
|
STBVOX_TEXLERP_FACE_0, |
|
|
|
|
STBVOX_TEXLERP_FACE_half, |
|
|
|
|
STBVOX_TEXLERP_FACE_1, |
|
|
|
|
STBVOX_TEXLERP_FACE_use_vert, |
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
enum |
|
|
|
@ -677,7 +989,7 @@ enum |
|
|
|
|
|
|
|
|
|
#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, tex2, color) ((block) + (overlay)*4 + (tex2)*16 + (color)*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)) |
|
|
|
@ -686,6 +998,8 @@ enum |
|
|
|
|
#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) |
|
|
|
|
|
|
|
|
|
#ifdef STBVOX_ROTATION_IN_LIGHTING |
|
|
|
|
#define STBVOX_MAKE_LIGHTING(lighting, rot) (((lighting)&~3)+(rot)) |
|
|
|
@ -947,7 +1261,7 @@ 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 }, // fog data for simple_fog
|
|
|
|
|
{ 0.5,0.5,0.5,1.0f/1000.0f/1000.0f }, // fog data for simple_fog
|
|
|
|
|
}; |
|
|
|
|
|
|
|
|
|
static unsigned char stbvox_default_palette_compact[64][3]; |
|
|
|
@ -1036,7 +1350,7 @@ static char *stbvox_vertex_program = |
|
|
|
|
" 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>>2) & 31u];\n" |
|
|
|
|
" 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
|
|
|
|
|
|
|
|
|
@ -1428,11 +1742,10 @@ STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform) |
|
|
|
|
|
|
|
|
|
typedef struct |
|
|
|
|
{ |
|
|
|
|
unsigned char block; |
|
|
|
|
unsigned char overlay; |
|
|
|
|
unsigned char facerot:4; |
|
|
|
|
unsigned char ecolor:4; |
|
|
|
|
unsigned char tex2; |
|
|
|
|
unsigned char block:2; |
|
|
|
|
unsigned char overlay:2; |
|
|
|
|
unsigned char facerot:2; |
|
|
|
|
unsigned char ecolor:2; |
|
|
|
|
} stbvox_rotate; |
|
|
|
|
|
|
|
|
|
typedef struct |
|
|
|
@ -1505,24 +1818,26 @@ stbvox_mesh_face stbvox_compute_mesh_face_value(stbvox_mesh_maker *mm, stbvox_ro |
|
|
|
|
if (mm->input.overlay) { |
|
|
|
|
int over_face = STBVOX_ROTATE(face, rot.overlay); |
|
|
|
|
unsigned char over = mm->input.overlay[v_off]; |
|
|
|
|
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_tex1[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 (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_tex1[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 (face <= STBVOX_FACE_south) |
|
|
|
|
facerot = mm->input.overlay_side_texrot[over] >> (2*over_face); |
|
|
|
|
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) |
|
|
|
@ -1530,8 +1845,7 @@ stbvox_mesh_face stbvox_compute_mesh_face_value(stbvox_mesh_maker *mm, stbvox_ro |
|
|
|
|
if (mm->input.tex2) |
|
|
|
|
face_data.tex2 = mm->input.tex2[v_off]; |
|
|
|
|
if (mm->input.tex2_replace) { |
|
|
|
|
int tex2_face = STBVOX_ROTATE(face, rot.tex2); |
|
|
|
|
if (mm->input.tex2_facemask[v_off] & (1 << tex2_face)) |
|
|
|
|
if (mm->input.tex2_facemask[v_off] & (1 << face)) |
|
|
|
|
face_data.tex2 = mm->input.tex2_replace[v_off]; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
@ -1555,11 +1869,11 @@ stbvox_mesh_face stbvox_compute_mesh_face_value(stbvox_mesh_maker *mm, stbvox_ro |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
static unsigned char stbvox_face_lerp[6] = { 0,2,0,2,4,4 }; |
|
|
|
|
static unsigned char stbvox_vert3_lerp[6] = { 0,3,6,9,12,12 }; |
|
|
|
|
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_face3_updown[8] = { 0,2,4,7,0,2,4,7 }; |
|
|
|
|
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]; |
|
|
|
|
static stbvox_mesh_vertex stbvox_vmesh_delta_normal[6][4]; |
|
|
|
@ -1615,7 +1929,7 @@ void stbvox_make_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int fac |
|
|
|
|
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 >= 4) |
|
|
|
|
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) { |
|
|
|
@ -1636,7 +1950,7 @@ void stbvox_make_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int fac |
|
|
|
|
} |
|
|
|
|
} else if (mm->input.texlerp) { |
|
|
|
|
unsigned char facelerp = (mm->input.texlerp[v_off] >> stbvox_face_lerp[face]) & 3; |
|
|
|
|
if (facelerp == STBVOX_TEXLERP_use_vert) { |
|
|
|
|
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; |
|
|
|
@ -1644,10 +1958,10 @@ void stbvox_make_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int fac |
|
|
|
|
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_face_lerp[mm->input.texlerp[mm->cube_vertex_offset[face][0]]>>6]; |
|
|
|
|
p1[1] = stbvox_vert_lerp_for_face_lerp[mm->input.texlerp[mm->cube_vertex_offset[face][1]]>>6]; |
|
|
|
|
p1[2] = stbvox_vert_lerp_for_face_lerp[mm->input.texlerp[mm->cube_vertex_offset[face][2]]>>6]; |
|
|
|
|
p1[3] = stbvox_vert_lerp_for_face_lerp[mm->input.texlerp[mm->cube_vertex_offset[face][3]]>>6]; |
|
|
|
|
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]); |
|
|
|
@ -1785,7 +2099,7 @@ static void stbvox_make_mesh_for_block(stbvox_mesh_maker *mm, stbvox_pos pos, in |
|
|
|
|
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 = { 0,0,0,0,0 }; |
|
|
|
|
stbvox_rotate rot = { 0,0,0,0 }; |
|
|
|
|
unsigned char simple_rot = 0; |
|
|
|
|
|
|
|
|
|
unsigned char mesh = mm->default_mesh; |
|
|
|
@ -1816,10 +2130,10 @@ static void stbvox_make_mesh_for_block(stbvox_mesh_maker *mm, stbvox_pos pos, in |
|
|
|
|
unsigned char val = mm->input.rotate[v_off]; |
|
|
|
|
rot.block = (val >> 0) & 3; |
|
|
|
|
rot.overlay = (val >> 2) & 3; |
|
|
|
|
rot.tex2 = (val >> 4) & 3; |
|
|
|
|
//rot.tex2 = (val >> 4) & 3;
|
|
|
|
|
rot.ecolor = (val >> 6) & 3; |
|
|
|
|
} else { |
|
|
|
|
rot.block = rot.overlay = rot.tex2 = rot.ecolor = simple_rot; |
|
|
|
|
rot.block = rot.overlay = rot.ecolor = simple_rot; |
|
|
|
|
} |
|
|
|
|
rot.facerot = 0; |
|
|
|
|
|
|
|
|
@ -2044,7 +2358,7 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po |
|
|
|
|
// 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 = { 0,0,0,0,0 }; |
|
|
|
|
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
|
|
|
|
@ -2094,10 +2408,10 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po |
|
|
|
|
unsigned char val = mm->input.rotate[v_off]; |
|
|
|
|
rotate.block = (val >> 0) & 3; |
|
|
|
|
rotate.overlay = (val >> 2) & 3; |
|
|
|
|
rotate.tex2 = (val >> 4) & 3; |
|
|
|
|
//rotate.tex2 = (val >> 4) & 3;
|
|
|
|
|
rotate.ecolor = (val >> 6) & 3; |
|
|
|
|
} else { |
|
|
|
|
rotate.block = rotate.overlay = rotate.tex2 = rotate.ecolor = simple_rot; |
|
|
|
|
rotate.block = rotate.overlay = rotate.ecolor = simple_rot; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
rotate.facerot = 0; |
|
|
|
@ -2119,7 +2433,7 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po |
|
|
|
|
stbvox_mesh_vertex vmesh[6][4]; |
|
|
|
|
stbvox_mesh_vertex cube[8]; |
|
|
|
|
stbvox_mesh_vertex basevert; |
|
|
|
|
stbvox_rotate rotate = { 0,0,0,0,0 }; |
|
|
|
|
stbvox_rotate rotate = { 0,0,0,0 }; |
|
|
|
|
unsigned char simple_rot = rot; |
|
|
|
|
unsigned char ht[4]; |
|
|
|
|
int extreme; |
|
|
|
@ -2237,10 +2551,10 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po |
|
|
|
|
unsigned char val = mm->input.rotate[v_off]; |
|
|
|
|
rotate.block = (val >> 0) & 3; |
|
|
|
|
rotate.overlay = (val >> 2) & 3; |
|
|
|
|
rotate.tex2 = (val >> 4) & 3; |
|
|
|
|
//rotate.tex2 = (val >> 4) & 3;
|
|
|
|
|
rotate.ecolor = (val >> 6) & 3; |
|
|
|
|
} else if (mm->input.selector) { |
|
|
|
|
rotate.block = rotate.overlay = rotate.tex2 = rotate.ecolor = simple_rot; |
|
|
|
|
rotate.block = rotate.overlay = rotate.ecolor = simple_rot; |
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
if ((visible_faces & (1 << STBVOX_FACE_north)) || (extreme && (ht[2] == 3 || ht[3] == 3))) |
|
|
|
@ -2257,7 +2571,7 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po |
|
|
|
|
// 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 = { 0,0,0,0,0 }; |
|
|
|
|
stbvox_rotate rot = { 0,0,0,0 }; |
|
|
|
|
unsigned char mesh = mm->default_mesh; |
|
|
|
|
if (mm->input.selector) { |
|
|
|
|
mesh = mm->input.selector[v_off]; |
|
|
|
@ -2275,10 +2589,10 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po |
|
|
|
|
unsigned char val = mm->input.rotate[v_off]; |
|
|
|
|
rot.block = (val >> 0) & 3; |
|
|
|
|
rot.overlay = (val >> 2) & 3; |
|
|
|
|
rot.tex2 = (val >> 4) & 3; |
|
|
|
|
//rot.tex2 = (val >> 4) & 3;
|
|
|
|
|
rot.ecolor = (val >> 6) & 3; |
|
|
|
|
} else if (mm->input.selector) { |
|
|
|
|
rot.block = rot.overlay = rot.tex2 = rot.ecolor = simple_rot; |
|
|
|
|
rot.block = rot.overlay = rot.ecolor = simple_rot; |
|
|
|
|
} |
|
|
|
|
rot.facerot = 0; |
|
|
|
|
|
|
|
|
|