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@@ -1,10 +1,14 @@
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-// stb_voxel_render.h - v0.75 - Sean Barrett, 2015 - public domain
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+// stb_voxel_render.h - v0.76 - Sean Barrett, 2015 - public domain
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//
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// This library helps render large-scale "voxel" worlds for games,
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// in this case, one with blocks that can have textures and that
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// can also be a few shapes other than cubes.
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//
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-// Video introduction: https://www.youtube.com/watch?v=2vnTtiLrV1w
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+// Video introduction:
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+// http://www.youtube.com/watch?v=2vnTtiLrV1w
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+//
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+// Minecraft-viewer sample app:
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+// http://github.com/nothings/stb/tree/master/tests/caveview
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//
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// It works by creating triangle meshes. The library includes
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//
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@@ -16,9 +20,12 @@
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// the 3D graphics API. (At the moment, it's not actually portable
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// since the shaders are GLSL only, but patches are welcome.)
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//
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-// Currently the preferred vertex format is 20 bytes per quad.
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-// There are plans to allow more compact formats with a slight
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-// reduction in features.
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+// You have to do all the caching and tracking of vertex buffers
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+// yourself. However, you could also try making a game with
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+// a small enough world that it's fully loaded rather than
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+// streaming. Currently the preferred vertex format is 20 bytes
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+// per quad. There are plans to allow much more compact formats
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+// with a slight reduction in shader features.
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//
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//
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// USAGE
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@@ -152,6 +159,20 @@
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// zmc engine 96-byte quads 2011/10
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// zmc engine 32-byte quads 2013/12
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// stb_voxel_render 20-byte quads 2015/01
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+//
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+//
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+// CONTRIBUTORS
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+//
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+// Features Porting Bugfixes & Warnings
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+// Sean Barrett github:r-leyh Jesus Fernandez
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+// Miguel Lechon
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+//
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+// VERSION HISTORY
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+//
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+// 0.76 typos, signed/unsigned shader issue, more documentation
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+// 0.75 initial release
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+//
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+//
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#ifndef INCLUDE_STB_VOXEL_RENDER_H
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#define INCLUDE_STB_VOXEL_RENDER_H
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@@ -171,11 +192,106 @@ typedef struct stbvox_input_description stbvox_input_description;
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extern "C" {
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#endif
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+//////////////////////////////////////////////////////////////////////////////
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+//
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+// CONFIGURATION MACROS
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+//
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+// #define STBVOX_CONFIG_MODE <integer>
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+// Configures the overall behavior of stb_voxel_render. This
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+// can affect the shaders, the uniform info, and other things.
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+// (If you need more than one mode in the same app, you can
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+// use STBVOX_STATIC_IMPLEMENTATION to create multiple versions
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+// in separate files, and then wrap them.)
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+//
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+// Mode value Meaning
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+// 0 Textured blocks, 32-byte quads
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+// 1 Textured blocks, 20-byte quads
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+// 20 Untextured blocks, 32-byte quads
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+// 21 Untextured blocks, 20-byte quads
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+//
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+//
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+// #define STBVOX_CONFIG_PRECISION_Z <integer>
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+// Defines the number of bits of fractional position for Z.
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+// Only 0 or 1 are valid. If 0, then a single mesh has
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+// twice the legal Z range; e.g. in modes 0,1,20,21,
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+// Z in the mesh can extend to 511 instead of 255.
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+// However, half-height blocks cannot be used.
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+//
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+//
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+// All of the following just #ifdef tested so need no values.
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+//
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+// STBVOX_CONFIG_BLOCKTYPE_SHORT
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+// use unsigned 16-bit values for 'blocktype' in the input instead of 8-bit values
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+//
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+// STBVOX_CONFIG_OPENGL_MODELVIEW
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+// use the gl_ModelView matrix rather than the explicit uniform
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+//
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+// STBVOX_CONFIG_HLSL
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+// NOT IMPLEMENTED! Define HLSL shaders instead of GLSL shaders
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+//
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+// STBVOX_CONFIG_PREFER_TEXBUFFER
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+// Stores many of the uniform arrays in texture buffers intead,
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+// so they can be larger and may be more efficient on some hardware.
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+//
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+// STBVOX_CONFIG_LIGHTING_SIMPLE
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+// Creates a simple lighting engine with a single point light source
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+// in addition to the default half-lambert ambient light.
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+//
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+// STBVOX_CONFIG_LIGHTING
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+// Declares a lighting function hook; you must append a lighting function
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+// to the shader before compiling it:
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+// vec3 compute_lighting(vec3 pos, vec3 norm, vec3 albedo, vec3 ambient);
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+// 'ambient' is the half-lambert ambient light with vertex ao applied
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+//
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+// STBVOX_CONFIG_FOG_SMOOTHSTEP
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+// Defines a simple unrealistic fog system designed to maximize
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+// unobscured view distance while not looking to weird when things
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+// emerge from the fog. Configured using an extra array element
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+// in the STBVOX_UNIFORM_ambient uniform.
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+//
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+// STBVOX_CONFIG_FOG
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+// Defines a fog function hook; you must append a fog function to
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+// the shader before compiling it:
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+// vec3 compute_fog(vec3 color, vec3 relative_pos, float fragment_alpha);
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+// "color" is the incoming pre-fogged color, fragment_alpha is the alpha value,
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+// and relative_pos is the vector from the point to the camera in worldspace
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+//
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+// STBVOX_CONFIG_DISABLE_TEX2
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+// This disables all processing of texture 2 in the shader in case
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+// you don't use it. Eventually this will be replaced with a mode
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+// that omits the unused data entirely.
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+//
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+// STBVOX_CONFIG_TEX1_EDGE_CLAMP
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+// STBVOX_CONFIG_TEX2_EDGE_CLAMP
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+// If you want to edge clamp the textures, instead of letting them wrap,
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+// set this flag. By default stb_voxel_render relies on texture wrapping
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+// to simplify texture coordinate generation. This flag forces it to do
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+// it correctly, although there can still be minor artifacts.
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+//
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+// STBVOX_CONFIG_ROTATION_IN_LIGHTING
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+// Changes the meaning of the 'lighting' mesher input variable to also
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+// store the rotation; see later discussion.
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+//
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+// STBVOX_CONFIG_PREMULTIPLIED_ALPHA
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+// Adjusts the shader calculations on the assumption that tex1.rgba,
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+// tex2.rgba, and color.rgba all use premultiplied values, and that
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+// the output of the fragment shader should be premultiplied.
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+//
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+// STBVOX_CONFIG_UNPREMULTIPLY
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+// Only meaningful if STBVOX_CONFIG_PREMULTIPLIED_ALPHA is defined.
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+// Changes the behavior described above so that the inputs are
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+// still premultiplied alpha, but the output of the fragment
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+// shader is not premultiplied alpha. This is needed when allowing
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+// non-unit alpha values but not doing alpha-blending (for example
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+// when alpha testing).
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+//
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+
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+
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//////////////////////////////////////////////////////////////////////////////
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//
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// MESHING
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//
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-// A mesh represents a (typically) small chunk of a larger level.
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+// A mesh represents a (typically) small chunk of a larger world.
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// Meshes encode coordinates using small integers, so those
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// coordinates must be relative to some base location.
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// All of the coordinates in the functions below use
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@@ -218,8 +334,10 @@ STBVXDEC int stbvox_get_buffer_count(stbvox_mesh_maker *mm);
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// Returns the number of buffers needed per mesh as described above.
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STBVXDEC int stbvox_get_buffer_size_per_quad(stbvox_mesh_maker *mm, int slot);
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-// Returns how much of a given buffer will get used per quad.
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-// This allows you to choose correct relative sizes for each buffer.
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+// Returns how much of a given buffer will get used per quad. This
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+// allows you to choose correct relative sizes for each buffer, although
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+// the values are fixed based on the configuration you've selected at
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+// compile time, and the details are described in stbvox_set_buffer.
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STBVXDEC void stbvox_set_default_mesh(stbvox_mesh_maker *mm, int mesh);
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// Selects which mesh the mesher will output to (see previous function)
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@@ -359,7 +477,8 @@ typedef struct stbvox_uniform_info stbvox_uniform_info;
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STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform);
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// Gets the information about a uniform necessary for you to
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// set up each uniform with a minimal amount of explicit code.
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-// See the sample code for examples.
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+// See the sample code after the structure definition for stbvox_uniform_info,
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+// further down in this header section.
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//
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// "uniform" is from the list immediately following. For many
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// of these, default values are provided which you can set.
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@@ -367,8 +486,6 @@ STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform);
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// APIs you can set most of the state only once. Only
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// STBVOX_UNIFORM_transform needs to change per draw call.
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//
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-// The info from this function allows you to cal
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-//
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// STBVOX_UNIFORM_texscale
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// 64- or 128-long vec4 array. (128 only if STBVOX_CONFIG_PREFER_TEXBUFFER)
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// x: scale factor to apply to texture #1. must be a power of two. 1.0 means 'face-sized'
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@@ -378,7 +495,9 @@ STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform);
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//
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// Texscale is indexed by the bottom 6 or 7 bits of the texture id; thus for
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// example the texture at index 0 in the array and the texture in index 128 of
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-// the array must be scaled the same.
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+// the array must be scaled the same. This means that if you only have 64 or 128
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+// unique textures, they all get distinct values anyway; otherwise you have
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+// to group them in pairs or sets of four.
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//
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// STBVOX_UNIFORM_ambient
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// 4-long vec4 array:
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@@ -390,19 +509,19 @@ STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform);
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// ambient[3].a - reciprocal of squared distance of farthest fog point (viewing distance)
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- // +----- has a default value
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- // | +-- always use the default value
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-enum // V V
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-{ // ------------------------------------------------
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- STBVOX_UNIFORM_face_data, // n the sampler with the face texture buffer
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- STBVOX_UNIFORM_transform, // n the transform data from stbvox_get_transform
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- STBVOX_UNIFORM_tex_array, // n an array of two texture samplers containing the two texture arrays
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- STBVOX_UNIFORM_texscale, // Y a table of texture properties, see above
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- STBVOX_UNIFORM_color_table, // Y 64 vec4 RGBA values; a default palette is provided
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- STBVOX_UNIFORM_normals, // Y Y table of normals, internal-only
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- STBVOX_UNIFORM_texgen, // Y Y table of texgen vectors, internal-only
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- STBVOX_UNIFORM_ambient, // n lighting & fog info, see above
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- STBVOX_UNIFORM_camera_pos, // Y camera position in global voxel space (for lighting & fog)
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+ // +----- has a default value
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+ // | +-- you should always use the default value
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+enum // V V
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+{ // ------------------------------------------------
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+ STBVOX_UNIFORM_face_data, // n the sampler with the face texture buffer
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+ STBVOX_UNIFORM_transform, // n the transform data from stbvox_get_transform
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+ STBVOX_UNIFORM_tex_array, // n an array of two texture samplers containing the two texture arrays
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+ STBVOX_UNIFORM_texscale, // Y a table of texture properties, see above
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+ STBVOX_UNIFORM_color_table, // Y 64 vec4 RGBA values; a default palette is provided; if A > 1.0, fullbright
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+ STBVOX_UNIFORM_normals, // Y Y table of normals, internal-only
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+ STBVOX_UNIFORM_texgen, // Y Y table of texgen vectors, internal-only
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+ STBVOX_UNIFORM_ambient, // n lighting & fog info, see above
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+ STBVOX_UNIFORM_camera_pos, // Y camera position in global voxel space (for lighting & fog)
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STBVOX_UNIFORM_count,
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};
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@@ -426,6 +545,59 @@ struct stbvox_uniform_info
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int use_tex_buffer; // if true, then the uniform is a sampler but the data can come from default_value
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};
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+//////////////////////////////////////////////////////////////////////////////
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+//
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+// Uniform sample code
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+//
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+
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+#if 0
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+// Run this once per frame before drawing all the meshes.
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+// You still need to set the 'transform' uniform for every mesh, etc.
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+void setup_uniforms(GLuint shader, float camera_pos[4], GLuint tex1, GLuint tex2)
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+{
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+ int i;
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+ glUseProgram(shader); // so uniform binding works
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+ for (i=0; i < STBVOX_UNIFORM_count; ++i) {
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+ stbvox_uniform_info sui;
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+ if (stbvox_get_uniform_info(&sui, i)) {
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+ GLint loc = glGetUniformLocation(shader, sui.name);
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+ if (loc != 0) {
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+ switch (i) {
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+ case STBVOX_UNIFORM_camera_pos: // only needed for fog
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+ glUniform4fv(loc, sui.array_length, camera_pos);
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+ break;
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+
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+ case STBVOX_UNIFORM_tex_array: {
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+ GLuint tex_unit[2] = { 0, 1 }; // your choice of samplers
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+ glUniform1iv(loc, 2, tex_unit);
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+
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+ glActiveTexture(GL_TEXTURE0 + tex_unit[0]); glBindTexture(GL_TEXTURE_2D_ARRAY, tex1);
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+ glActiveTexture(GL_TEXTURE0 + tex_unit[1]); glBindTexture(GL_TEXTURE_2D_ARRAY, tex2);
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+ glActiveTexture(GL_TEXTURE0); // reset to default
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+ break;
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+ }
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+
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+ case STBVOX_UNIFORM_face_data:
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+ glUniform1i(loc, SAMPLER_YOU_WILL_BIND_PER_MESH_FACE_DATA_TO);
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+ break;
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+
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+ case STBVOX_UNIFORM_ambient: // you definitely want to override this
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+ case STBVOX_UNIFORM_color_table: // you might want to override this
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+ case STBVOX_UNIFORM_texscale: // you may want to override this
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+ glUniform4fv(loc, sui.array_length, sui.default_value);
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+ break;
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+
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+ case STBVOX_UNIFORM_normals: // you never want to override this
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+ case STBVOX_UNIFORM_texgen: // you never want to override this
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+ glUniform3fv(loc, sui.array_length, sui.default_value);
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+ break;
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+ }
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+ }
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+ }
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+ }
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+}
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+#endif
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+
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#ifdef __cplusplus
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}
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#endif
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@@ -475,43 +647,68 @@ enum
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STBVOX_FACE_count,
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};
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-// 24-bit color
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-typedef struct
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-{
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- unsigned char r,g,b;
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-} stbvox_rgb;
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-
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#ifdef STBVOX_CONFIG_BLOCKTYPE_SHORT
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typedef unsigned short stbvox_block_type;
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#else
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typedef unsigned char stbvox_block_type;
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#endif
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+// 24-bit color
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+typedef struct
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+{
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+ unsigned char r,g,b;
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+} stbvox_rgb;
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+
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#define STBVOX_COLOR_TEX1_ENABLE 64
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#define STBVOX_COLOR_TEX2_ENABLE 128
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-// This is the data structure you fill out
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+// This is the data structure you fill out. Most of the arrays can be
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+// NULL, except when one is required to get the value to index another.
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struct stbvox_input_description
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{
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unsigned char lighting_at_vertices;
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// The default is lighting values (i.e. ambient occlusion) are at block
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- // center, and the vertex light is gathered from the adjacent block
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- // centers the vertex faces. This makes smooth lighting consistent
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- // on adjacent faces with the same orientation.
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+ // center, and the vertex light is gathered from those adjacent block
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+ // centers that the vertex is facing. This makes smooth lighting
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+ // consistent across adjacent faces with the same orientation.
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//
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// Setting this flag to non-zero gives you explicit control
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- // of light at each vertex; now the lighting/ao will be shared by
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- // all vertices at the same point, even if they have different normals.
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+ // of light at each vertex, but now the lighting/ao will be
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+ // shared by all vertices at the same point, even if they
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+ // have different normals.
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- // these are 3D maps you use to define your voxel world, using x_stride and y_stride
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+ // these are mostly 3D maps you use to define your voxel world, using x_stride and y_stride
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// note that for cache efficiency, you want to use the block_foo palettes as much as possible instead
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stbvox_rgb *rgb;
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+ // Indexed by 3D coordinate.
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// 24-bit voxel color for STBVOX_CONFIG_MODE = 20 or 21 only
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- stbvox_block_type *blocktype; // index into palettes listed below
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- // This is a core "block type" value, which is used to index into
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- // other arrays.
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+ unsigned char *lighting;
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+ // Indexed by 3D coordinate. The lighting value / ambient occlusion
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+ // value that is used to define the vertex lighting values.
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+ // The raw lighting values are defined at the center of blocks
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+ // (or at vertex if 'lighting_at_vertices' is true).
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+ //
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+ // If the macro STBVOX_ROTATION_IN_LIGHTING is defined,
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+ // then an additional 2-bit block rotation value is stored
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+ // 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.)
|
|
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+
|
|
|
+ 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)
|
|
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+
|
|
|
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
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|
// 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.
|
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+
|
|
|
+ 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)
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|
|
+
|
|
|
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
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|
|
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))
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@@ -947,7 +1261,7 @@ static float stbvox_default_ambient[4][4] =
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{ 0,0,1 ,0 }, // reversed lighting direction
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{ 0.5,0.5,0.5,0 }, // directional color
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{ 0.5,0.5,0.5,0 }, // constant color
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- { 0.5,0.5,0.5,1.0f/1000.0f }, // fog data for simple_fog
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+ { 0.5,0.5,0.5,1.0f/1000.0f/1000.0f }, // fog data for simple_fog
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};
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static unsigned char stbvox_default_palette_compact[64][3];
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@@ -1036,7 +1350,7 @@ static char *stbvox_vertex_program =
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" amb_occ = float( (attr_vertex >> 23u) & 63u ) / 63.0;\n" // a[23..28]
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" texlerp = float( (attr_vertex >> 29u) ) / 7.0;\n" // a[29..31]
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- " vnormal = normal_table[(facedata.w>>2) & 31u];\n"
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+ " vnormal = normal_table[(facedata.w>>2u) & 31u];\n"
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" voxelspace_pos = offset * transform[0];\n" // mesh-to-object scale
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" vec3 position = voxelspace_pos + transform[1];\n" // mesh-to-object translate
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@@ -1428,11 +1742,10 @@ STBVXDEC int stbvox_get_uniform_info(stbvox_uniform_info *info, int uniform)
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typedef struct
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{
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- unsigned char block;
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- unsigned char overlay;
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- unsigned char facerot:4;
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- unsigned char ecolor:4;
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- unsigned char tex2;
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+ unsigned char block:2;
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+ unsigned char overlay:2;
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+ unsigned char facerot:2;
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+ unsigned char ecolor:2;
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} stbvox_rotate;
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typedef struct
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@@ -1505,24 +1818,26 @@ stbvox_mesh_face stbvox_compute_mesh_face_value(stbvox_mesh_maker *mm, stbvox_ro
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if (mm->input.overlay) {
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int over_face = STBVOX_ROTATE(face, rot.overlay);
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unsigned char over = mm->input.overlay[v_off];
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- if (mm->input.overlay_tex1) {
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- unsigned char rep1 = mm->input.overlay_tex1[over][over_face];
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- if (rep1)
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- face_data.tex1 = rep1;
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- }
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- if (mm->input.overlay_tex2) {
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- unsigned char rep2 = mm->input.overlay_tex1[over][over_face];
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- if (rep2)
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- face_data.tex2 = rep2;
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- }
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- if (mm->input.overlay_color) {
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- unsigned char rep3 = mm->input.overlay_color[over][over_face];
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- if (rep3)
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- face_data.color = rep3;
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- }
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+ if (over) {
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+ if (mm->input.overlay_tex1) {
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+ unsigned char rep1 = mm->input.overlay_tex1[over][over_face];
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+ if (rep1)
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+ face_data.tex1 = rep1;
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+ }
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+ if (mm->input.overlay_tex2) {
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+ unsigned char rep2 = mm->input.overlay_tex1[over][over_face];
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+ if (rep2)
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+ face_data.tex2 = rep2;
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+ }
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+ if (mm->input.overlay_color) {
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+ unsigned char rep3 = mm->input.overlay_color[over][over_face];
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+ if (rep3)
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+ face_data.color = rep3;
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+ }
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- if (face <= STBVOX_FACE_south)
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- facerot = mm->input.overlay_side_texrot[over] >> (2*over_face);
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+ if (mm->input.overlay_side_texrot && face <= STBVOX_FACE_south)
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+ facerot = mm->input.overlay_side_texrot[over] >> (2*over_face);
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+ }
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}
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if (mm->input.tex2_for_tex1)
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@@ -1530,8 +1845,7 @@ stbvox_mesh_face stbvox_compute_mesh_face_value(stbvox_mesh_maker *mm, stbvox_ro
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if (mm->input.tex2)
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face_data.tex2 = mm->input.tex2[v_off];
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if (mm->input.tex2_replace) {
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- int tex2_face = STBVOX_ROTATE(face, rot.tex2);
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- if (mm->input.tex2_facemask[v_off] & (1 << tex2_face))
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+ if (mm->input.tex2_facemask[v_off] & (1 << face))
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face_data.tex2 = mm->input.tex2_replace[v_off];
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}
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@@ -1555,11 +1869,11 @@ stbvox_mesh_face stbvox_compute_mesh_face_value(stbvox_mesh_maker *mm, stbvox_ro
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}
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static unsigned char stbvox_face_lerp[6] = { 0,2,0,2,4,4 };
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-static unsigned char stbvox_vert3_lerp[6] = { 0,3,6,9,12,12 };
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+static unsigned char stbvox_vert3_lerp[5] = { 0,3,6,9,12 };
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static unsigned char stbvox_vert_lerp_for_face_lerp[4] = { 0, 4, 7, 7 };
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static unsigned char stbvox_face3_lerp[6] = { 0,3,6,9,12,14 };
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-static unsigned char stbvox_face3_updown[8] = { 0,2,4,7,0,2,4,7 };
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static unsigned char stbvox_vert_lerp_for_simple[4] = { 0,2,5,7 };
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+static unsigned char stbvox_face3_updown[8] = { 0,2,5,7,0,2,5,7 }; // ignore top bit
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// vertex offsets for face vertices
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static unsigned char stbvox_vertex_vector[6][4][3];
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static stbvox_mesh_vertex stbvox_vmesh_delta_normal[6][4];
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@@ -1615,7 +1929,7 @@ void stbvox_make_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int fac
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p1[0] = p1[1] = p1[2] = p1[3] = stbvox_vertex_encode(0,0,0,0,val);
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} else if (mm->input.texlerp_face3) {
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unsigned char val = (mm->input.texlerp_face3[v_off] >> stbvox_face3_lerp[face]) & 7;
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- if (face >= 4)
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+ if (face >= STBVOX_FACE_up)
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val = stbvox_face3_updown[val];
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p1[0] = p1[1] = p1[2] = p1[3] = stbvox_vertex_encode(0,0,0,0,val);
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} else if (mm->input.texlerp_simple) {
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@@ -1636,7 +1950,7 @@ void stbvox_make_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int fac
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}
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} else if (mm->input.texlerp) {
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unsigned char facelerp = (mm->input.texlerp[v_off] >> stbvox_face_lerp[face]) & 3;
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- if (facelerp == STBVOX_TEXLERP_use_vert) {
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+ if (facelerp == STBVOX_TEXLERP_FACE_use_vert) {
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if (mm->input.texlerp_vert3 && face != STBVOX_FACE_down) {
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unsigned char shift = stbvox_vert3_lerp[face];
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p1[0] = (mm->input.texlerp_vert3[mm->cube_vertex_offset[face][0]] >> shift) & 7;
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@@ -1644,10 +1958,10 @@ void stbvox_make_mesh_for_face(stbvox_mesh_maker *mm, stbvox_rotate rot, int fac
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p1[2] = (mm->input.texlerp_vert3[mm->cube_vertex_offset[face][2]] >> shift) & 7;
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p1[3] = (mm->input.texlerp_vert3[mm->cube_vertex_offset[face][3]] >> shift) & 7;
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} else {
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- p1[0] = stbvox_vert_lerp_for_face_lerp[mm->input.texlerp[mm->cube_vertex_offset[face][0]]>>6];
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- p1[1] = stbvox_vert_lerp_for_face_lerp[mm->input.texlerp[mm->cube_vertex_offset[face][1]]>>6];
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- p1[2] = stbvox_vert_lerp_for_face_lerp[mm->input.texlerp[mm->cube_vertex_offset[face][2]]>>6];
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- p1[3] = stbvox_vert_lerp_for_face_lerp[mm->input.texlerp[mm->cube_vertex_offset[face][3]]>>6];
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+ p1[0] = stbvox_vert_lerp_for_simple[mm->input.texlerp[mm->cube_vertex_offset[face][0]]>>6];
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+ p1[1] = stbvox_vert_lerp_for_simple[mm->input.texlerp[mm->cube_vertex_offset[face][1]]>>6];
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+ p1[2] = stbvox_vert_lerp_for_simple[mm->input.texlerp[mm->cube_vertex_offset[face][2]]>>6];
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+ p1[3] = stbvox_vert_lerp_for_simple[mm->input.texlerp[mm->cube_vertex_offset[face][3]]>>6];
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}
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p1[0] = stbvox_vertex_encode(0,0,0,0,p1[0]);
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p1[1] = stbvox_vertex_encode(0,0,0,0,p1[1]);
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@@ -1785,7 +2099,7 @@ static void stbvox_make_mesh_for_block(stbvox_mesh_maker *mm, stbvox_pos pos, in
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unsigned char *blockptr = &mm->input.blocktype[v_off];
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stbvox_mesh_vertex basevert = stbvox_vertex_encode(pos.x, pos.y, pos.z << STBVOX_CONFIG_PRECISION_Z , 0,0);
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- stbvox_rotate rot = { 0,0,0,0,0 };
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+ stbvox_rotate rot = { 0,0,0,0 };
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unsigned char simple_rot = 0;
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unsigned char mesh = mm->default_mesh;
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@@ -1816,10 +2130,10 @@ static void stbvox_make_mesh_for_block(stbvox_mesh_maker *mm, stbvox_pos pos, in
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unsigned char val = mm->input.rotate[v_off];
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rot.block = (val >> 0) & 3;
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rot.overlay = (val >> 2) & 3;
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- rot.tex2 = (val >> 4) & 3;
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+ //rot.tex2 = (val >> 4) & 3;
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rot.ecolor = (val >> 6) & 3;
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} else {
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- rot.block = rot.overlay = rot.tex2 = rot.ecolor = simple_rot;
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+ rot.block = rot.overlay = rot.ecolor = simple_rot;
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}
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rot.facerot = 0;
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@@ -2044,7 +2358,7 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po
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// this is the simple case, we can just use regular block gen with special vmesh calculated with vheight
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stbvox_mesh_vertex basevert;
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stbvox_mesh_vertex vmesh[6][4];
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- stbvox_rotate rotate = { 0,0,0,0,0 };
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+ stbvox_rotate rotate = { 0,0,0,0 };
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unsigned char simple_rot = rot;
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int i;
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// we only need to do this for the displayed faces, but it's easier
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@@ -2094,10 +2408,10 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po
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unsigned char val = mm->input.rotate[v_off];
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rotate.block = (val >> 0) & 3;
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rotate.overlay = (val >> 2) & 3;
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- rotate.tex2 = (val >> 4) & 3;
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+ //rotate.tex2 = (val >> 4) & 3;
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rotate.ecolor = (val >> 6) & 3;
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} else {
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- rotate.block = rotate.overlay = rotate.tex2 = rotate.ecolor = simple_rot;
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+ rotate.block = rotate.overlay = rotate.ecolor = simple_rot;
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}
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rotate.facerot = 0;
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@@ -2119,7 +2433,7 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po
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stbvox_mesh_vertex vmesh[6][4];
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stbvox_mesh_vertex cube[8];
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stbvox_mesh_vertex basevert;
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- stbvox_rotate rotate = { 0,0,0,0,0 };
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+ stbvox_rotate rotate = { 0,0,0,0 };
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unsigned char simple_rot = rot;
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unsigned char ht[4];
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int extreme;
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@@ -2237,10 +2551,10 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po
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unsigned char val = mm->input.rotate[v_off];
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rotate.block = (val >> 0) & 3;
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rotate.overlay = (val >> 2) & 3;
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- rotate.tex2 = (val >> 4) & 3;
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+ //rotate.tex2 = (val >> 4) & 3;
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rotate.ecolor = (val >> 6) & 3;
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} else if (mm->input.selector) {
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- rotate.block = rotate.overlay = rotate.tex2 = rotate.ecolor = simple_rot;
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+ rotate.block = rotate.overlay = rotate.ecolor = simple_rot;
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}
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if ((visible_faces & (1 << STBVOX_FACE_north)) || (extreme && (ht[2] == 3 || ht[3] == 3)))
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@@ -2257,7 +2571,7 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po
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// this can be generated with a special vmesh
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stbvox_mesh_vertex basevert = stbvox_vertex_encode(pos.x, pos.y, pos.z << STBVOX_CONFIG_PRECISION_Z , 0,0);
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unsigned char simple_rot=0;
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- stbvox_rotate rot = { 0,0,0,0,0 };
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+ stbvox_rotate rot = { 0,0,0,0 };
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unsigned char mesh = mm->default_mesh;
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if (mm->input.selector) {
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mesh = mm->input.selector[v_off];
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@@ -2275,10 +2589,10 @@ static void stbvox_make_mesh_for_block_with_geo(stbvox_mesh_maker *mm, stbvox_po
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unsigned char val = mm->input.rotate[v_off];
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rot.block = (val >> 0) & 3;
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rot.overlay = (val >> 2) & 3;
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- rot.tex2 = (val >> 4) & 3;
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+ //rot.tex2 = (val >> 4) & 3;
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rot.ecolor = (val >> 6) & 3;
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} else if (mm->input.selector) {
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- rot.block = rot.overlay = rot.tex2 = rot.ecolor = simple_rot;
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+ rot.block = rot.overlay = rot.ecolor = simple_rot;
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}
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rot.facerot = 0;
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