Renderer/src/main/java/electrosphere/renderer/meshgen/TerrainChunkModelGeneration.java
2024-06-22 16:10:30 -04:00

954 lines
44 KiB
Java

package electrosphere.renderer.meshgen;
import java.nio.FloatBuffer;
import java.util.HashMap;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import org.joml.Vector3f;
import org.lwjgl.BufferUtils;
import static org.lwjgl.opengl.GL30.glBindVertexArray;
import electrosphere.client.terrain.cells.VoxelTextureAtlas;
import electrosphere.engine.Globals;
import electrosphere.entity.types.terrain.TerrainChunkData;
import electrosphere.renderer.model.Material;
import electrosphere.renderer.model.Mesh;
import electrosphere.renderer.model.Model;
import electrosphere.server.terrain.manager.ServerTerrainChunk;
public class TerrainChunkModelGeneration {
//http://paulbourke.net/geometry/polygonise/
public static int edgeTable[]={
0x0 , 0x109, 0x203, 0x30a, 0x406, 0x50f, 0x605, 0x70c,
0x80c, 0x905, 0xa0f, 0xb06, 0xc0a, 0xd03, 0xe09, 0xf00,
0x190, 0x99 , 0x393, 0x29a, 0x596, 0x49f, 0x795, 0x69c,
0x99c, 0x895, 0xb9f, 0xa96, 0xd9a, 0xc93, 0xf99, 0xe90,
0x230, 0x339, 0x33 , 0x13a, 0x636, 0x73f, 0x435, 0x53c,
0xa3c, 0xb35, 0x83f, 0x936, 0xe3a, 0xf33, 0xc39, 0xd30,
0x3a0, 0x2a9, 0x1a3, 0xaa , 0x7a6, 0x6af, 0x5a5, 0x4ac,
0xbac, 0xaa5, 0x9af, 0x8a6, 0xfaa, 0xea3, 0xda9, 0xca0,
0x460, 0x569, 0x663, 0x76a, 0x66 , 0x16f, 0x265, 0x36c,
0xc6c, 0xd65, 0xe6f, 0xf66, 0x86a, 0x963, 0xa69, 0xb60,
0x5f0, 0x4f9, 0x7f3, 0x6fa, 0x1f6, 0xff , 0x3f5, 0x2fc,
0xdfc, 0xcf5, 0xfff, 0xef6, 0x9fa, 0x8f3, 0xbf9, 0xaf0,
0x650, 0x759, 0x453, 0x55a, 0x256, 0x35f, 0x55 , 0x15c,
0xe5c, 0xf55, 0xc5f, 0xd56, 0xa5a, 0xb53, 0x859, 0x950,
0x7c0, 0x6c9, 0x5c3, 0x4ca, 0x3c6, 0x2cf, 0x1c5, 0xcc ,
0xfcc, 0xec5, 0xdcf, 0xcc6, 0xbca, 0xac3, 0x9c9, 0x8c0,
0x8c0, 0x9c9, 0xac3, 0xbca, 0xcc6, 0xdcf, 0xec5, 0xfcc,
0xcc , 0x1c5, 0x2cf, 0x3c6, 0x4ca, 0x5c3, 0x6c9, 0x7c0,
0x950, 0x859, 0xb53, 0xa5a, 0xd56, 0xc5f, 0xf55, 0xe5c,
0x15c, 0x55 , 0x35f, 0x256, 0x55a, 0x453, 0x759, 0x650,
0xaf0, 0xbf9, 0x8f3, 0x9fa, 0xef6, 0xfff, 0xcf5, 0xdfc,
0x2fc, 0x3f5, 0xff , 0x1f6, 0x6fa, 0x7f3, 0x4f9, 0x5f0,
0xb60, 0xa69, 0x963, 0x86a, 0xf66, 0xe6f, 0xd65, 0xc6c,
0x36c, 0x265, 0x16f, 0x66 , 0x76a, 0x663, 0x569, 0x460,
0xca0, 0xda9, 0xea3, 0xfaa, 0x8a6, 0x9af, 0xaa5, 0xbac,
0x4ac, 0x5a5, 0x6af, 0x7a6, 0xaa , 0x1a3, 0x2a9, 0x3a0,
0xd30, 0xc39, 0xf33, 0xe3a, 0x936, 0x83f, 0xb35, 0xa3c,
0x53c, 0x435, 0x73f, 0x636, 0x13a, 0x33 , 0x339, 0x230,
0xe90, 0xf99, 0xc93, 0xd9a, 0xa96, 0xb9f, 0x895, 0x99c,
0x69c, 0x795, 0x49f, 0x596, 0x29a, 0x393, 0x99 , 0x190,
0xf00, 0xe09, 0xd03, 0xc0a, 0xb06, 0xa0f, 0x905, 0x80c,
0x70c, 0x605, 0x50f, 0x406, 0x30a, 0x203, 0x109, 0x0
};
//256 by 16
public static int triTable[][] = {
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1},
{3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1},
{3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1},
{3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1},
{9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
{2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1},
{8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
{4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1},
{3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1},
{1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1},
{4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1},
{4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
{5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1},
{2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1},
{9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1},
{0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1},
{2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1},
{10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1},
{5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1},
{5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1},
{9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1},
{1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1},
{10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1},
{8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1},
{2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1},
{7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1},
{2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1},
{11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1},
{5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1},
{11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1},
{11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1},
{9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1},
{2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1},
{6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1},
{3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1},
{6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1},
{10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1},
{6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1},
{8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1},
{7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1},
{3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1},
{5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1},
{0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1},
{9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1},
{8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1},
{5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1},
{0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1},
{6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1},
{10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1},
{10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1},
{8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1},
{1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1},
{0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1},
{10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1},
{3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1},
{6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1},
{9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1},
{8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1},
{3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1},
{6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1},
{0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1},
{10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1},
{10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1},
{2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1},
{7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1},
{7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1},
{2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1},
{1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1},
{11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1},
{8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1},
{0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1},
{7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
{10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
{2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1},
{6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1},
{7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1},
{2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1},
{1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1},
{10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1},
{10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1},
{0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1},
{7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1},
{6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1},
{8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1},
{9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1},
{6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1},
{4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1},
{10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1},
{8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1},
{0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1},
{1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1},
{8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1},
{10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1},
{4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1},
{10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1},
{5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
{11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1},
{9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1},
{6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1},
{7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1},
{3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1},
{7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1},
{3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1},
{6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1},
{9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1},
{1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1},
{4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1},
{7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1},
{6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1},
{3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1},
{0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1},
{6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1},
{0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1},
{11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1},
{6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1},
{5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1},
{9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1},
{1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1},
{1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1},
{10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1},
{0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1},
{5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1},
{10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1},
{11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1},
{9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1},
{7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1},
{2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1},
{8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1},
{9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1},
{9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1},
{1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1},
{9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1},
{9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1},
{5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1},
{0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1},
{10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1},
{2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1},
{0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1},
{0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1},
{9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1},
{5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1},
{3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1},
{5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1},
{8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1},
{0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1},
{9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1},
{0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1},
{1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1},
{3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1},
{4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1},
{9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1},
{11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1},
{11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1},
{2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1},
{9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1},
{3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1},
{1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1},
{4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1},
{4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1},
{0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1},
{3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1},
{3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1},
{0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1},
{9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1},
{1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1},
{-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1}
};
private static final byte[] BLOCK_PICK_BITS_BY_VERT_INDEX = new byte[]{
(byte)0x67,
(byte)0x26,
(byte)0x23,
(byte)0x37,
(byte)0x45,
(byte)0x04,
(byte)0x01,
(byte)0x15,
(byte)0x57,
(byte)0x46,
(byte)0x02,
(byte)0x13
};
/**
* A single generated triangle
*/
static class Triangle {
//the indices
int[] indices = new int[3]; //array of size 3
/**
* Creates a triangle object
* @param index0
* @param index1
* @param index2
*/
public Triangle(int index0, int index1, int index2){
indices[0] = index0;
indices[1] = index1;
indices[2] = index2;
}
}
/**
* The grid cell currently being looked at
*/
static class GridCell {
Vector3f[] points = new Vector3f[8]; //array of size 8
double[] val = new double[8]; //array of size 8
int[] atlasValues = new int[8]; //array of size 8
public void setValues(
Vector3f p1, Vector3f p2, Vector3f p3, Vector3f p4,
Vector3f p5, Vector3f p6, Vector3f p7, Vector3f p8,
double val1, double val2, double val3, double val4,
double val5, double val6, double val7, double val8,
int atl1, int atl2, int atl3, int atl4,
int atl5, int atl6, int atl7, int atl8
){
//triangle points
points[0] = p1; points[1] = p2; points[2] = p3; points[3] = p4;
points[4] = p5; points[5] = p6; points[6] = p7; points[7] = p8;
//iso values
val[0] = val1; val[1] = val2; val[2] = val3; val[3] = val4;
val[4] = val5; val[5] = val6; val[6] = val7; val[7] = val8;
//atlas values
atlasValues[0] = atl1; atlasValues[1] = atl2; atlasValues[2] = atl3; atlasValues[3] = atl4;
atlasValues[4] = atl5; atlasValues[5] = atl6; atlasValues[6] = atl7; atlasValues[7] = atl8;
}
}
//location of the sampler index data in the shader
public static final int SAMPLER_INDEX_ATTRIB_LOC = 5;
//the ratio vectors of how much to pull from each texture
public static final int SAMPLER_RATIO_ATTRIB_LOC = 6;
protected static int polygonize(
GridCell grid,
double isolevel,
List<Triangle> triangles,
List<Vector3f> samplerIndices,
Map<String,Integer> vertMap,
List<Vector3f> verts,
List<Vector3f> normals,
List<Integer> trianglesSharingVert
){
int i;
int ntriang;
int cubeIndex = 0;
Vector3f[] vertList = new Vector3f[12];
int[] samplerIndex = new int[12];
//get lookup key (index) for edge table
//edge table tells us which vertices are inside of the surface
if (grid.val[0] < isolevel) cubeIndex |= 1;
if (grid.val[1] < isolevel) cubeIndex |= 2;
if (grid.val[2] < isolevel) cubeIndex |= 4;
if (grid.val[3] < isolevel) cubeIndex |= 8;
if (grid.val[4] < isolevel) cubeIndex |= 16;
if (grid.val[5] < isolevel) cubeIndex |= 32;
if (grid.val[6] < isolevel) cubeIndex |= 64;
if (grid.val[7] < isolevel) cubeIndex |= 128;
//Cube is entirely in/out of the surface
if (edgeTable[cubeIndex] == 0)
return(0);
//instead of having all intersections be perfectly at the midpoint,
//for each edge this code calculates where along the edge to place the vertex
//this should dramatically smooth the surface
if((edgeTable[cubeIndex] & 1) > 0){
vertList[0] = VertexInterp(isolevel,grid.points[0],grid.points[1],grid.val[0],grid.val[1]);
}
if((edgeTable[cubeIndex] & 2) > 0){
vertList[1] = VertexInterp(isolevel,grid.points[1],grid.points[2],grid.val[1],grid.val[2]);
}
if((edgeTable[cubeIndex] & 4) > 0){
vertList[2] = VertexInterp(isolevel,grid.points[2],grid.points[3],grid.val[2],grid.val[3]);
}
if((edgeTable[cubeIndex] & 8) > 0){
vertList[3] = VertexInterp(isolevel,grid.points[3],grid.points[0],grid.val[3],grid.val[0]);
}
if((edgeTable[cubeIndex] & 16) > 0){
vertList[4] = VertexInterp(isolevel,grid.points[4],grid.points[5],grid.val[4],grid.val[5]);
}
if((edgeTable[cubeIndex] & 32) > 0){
vertList[5] = VertexInterp(isolevel,grid.points[5],grid.points[6],grid.val[5],grid.val[6]);
}
if((edgeTable[cubeIndex] & 64) > 0){
vertList[6] = VertexInterp(isolevel,grid.points[6],grid.points[7],grid.val[6],grid.val[7]);
}
if((edgeTable[cubeIndex] & 128) > 0){
vertList[7] = VertexInterp(isolevel,grid.points[7],grid.points[4],grid.val[7],grid.val[4]);
}
if((edgeTable[cubeIndex] & 256) > 0){
vertList[8] = VertexInterp(isolevel,grid.points[0],grid.points[4],grid.val[0],grid.val[4]);
}
if((edgeTable[cubeIndex] & 512) > 0){
vertList[9] = VertexInterp(isolevel,grid.points[1],grid.points[5],grid.val[1],grid.val[5]);
}
if((edgeTable[cubeIndex] & 1024) > 0){
vertList[10] = VertexInterp(isolevel,grid.points[2],grid.points[6],grid.val[2],grid.val[6]);
}
if((edgeTable[cubeIndex] & 2048) > 0){
vertList[11] = VertexInterp(isolevel,grid.points[3],grid.points[7],grid.val[3],grid.val[7]);
}
if(grid.val[0] > isolevel){ samplerIndex[0] = 0; } else { samplerIndex[0] = 1; }
if(grid.val[1] > isolevel){ samplerIndex[1] = 1; } else { samplerIndex[1] = 2; }
if(grid.val[2] > isolevel){ samplerIndex[2] = 2; } else { samplerIndex[2] = 3; }
if(grid.val[3] > isolevel){ samplerIndex[3] = 3; } else { samplerIndex[3] = 0; }
if(grid.val[4] > isolevel){ samplerIndex[4] = 4; } else { samplerIndex[4] = 5; }
if(grid.val[5] > isolevel){ samplerIndex[5] = 5; } else { samplerIndex[5] = 6; }
if(grid.val[6] > isolevel){ samplerIndex[6] = 6; } else { samplerIndex[6] = 7; }
if(grid.val[7] > isolevel){ samplerIndex[7] = 7; } else { samplerIndex[7] = 4; }
if(grid.val[0] > isolevel){ samplerIndex[8] = 0; } else { samplerIndex[8] = 4; }
if(grid.val[1] > isolevel){ samplerIndex[9] = 1; } else { samplerIndex[9] = 5; }
if(grid.val[2] > isolevel){ samplerIndex[10] = 2; } else { samplerIndex[10] = 6; }
if(grid.val[3] > isolevel){ samplerIndex[11] = 3; } else { samplerIndex[11] = 7; }
//Create the triangle
ntriang = 0;
for (i=0; triTable[cubeIndex][i]!=-1; i+=3) {
//
// Triangles calculation
//
//get indices
Vector3f vert0 = vertList[triTable[cubeIndex][i+0]];
Vector3f vert1 = vertList[triTable[cubeIndex][i+1]];
Vector3f vert2 = vertList[triTable[cubeIndex][i+2]];
int index0 = getVertIndex(vert0,vertMap,verts);
int index1 = getVertIndex(vert1,vertMap,verts);
int index2 = getVertIndex(vert2,vertMap,verts);
//add 0's to normals until it matches vert count
while(trianglesSharingVert.size() < verts.size()){
trianglesSharingVert.add(0);
normals.add(new Vector3f());
}
//add new triangle
Triangle newTriangle = new Triangle(index0,index1,index2);
triangles.add(newTriangle);
ntriang++;
//
//Sampler triangles
//
for(int j = 0; j < 3; j++){
//we add the triangle three times so all three vertices have the same values
//that way they don't interpolate when you're in a middle point of the fragment
//this could eventually potentially be optimized to send 1/3rd the data, but
//the current approach is easier to reason about
Vector3f samplerTriangle = new Vector3f(
grid.atlasValues[samplerIndex[triTable[cubeIndex][i+0]]],
grid.atlasValues[samplerIndex[triTable[cubeIndex][i+1]]],
grid.atlasValues[samplerIndex[triTable[cubeIndex][i+2]]]
);
samplerIndices.add(samplerTriangle);
}
//
// Normals calculation
//
//calculate normal for new triangle
Vector3f u = verts.get(index1).sub(verts.get(index0), new Vector3f());
Vector3f v = verts.get(index2).sub(verts.get(index1), new Vector3f());
Vector3f n = new Vector3f(u.y * v.z - u.z * v.y, u.z * v.x - u.x * v.z, u.x * v.y - u.y * v.x).normalize();
//for each vertex, average the new normal with the normals that are already there
int trianglesSharingIndex0 = trianglesSharingVert.get(index0);
//calculate proportion of each normal
float oldProportion = trianglesSharingIndex0 / (float)(trianglesSharingIndex0 + 1);
float newProportion = 1.0f / (float)(trianglesSharingIndex0 + 1);
//increment number of triangles sharing vert
trianglesSharingVert.set(index0, trianglesSharingIndex0 + 1);
Vector3f currentNormal = normals.get(index0);
currentNormal = averageNormals(currentNormal,oldProportion,n,newProportion);
normals.get(index0).set(currentNormal);
int trianglesSharingIndex1 = trianglesSharingVert.get(index1);
//calculate proportion of each normal
oldProportion = trianglesSharingIndex1 / (float)(trianglesSharingIndex1 + 1);
newProportion = 1.0f / (float)(trianglesSharingIndex1 + 1);
//increment number of triangles sharing vert
trianglesSharingVert.set(index1, trianglesSharingIndex1 + 1);
currentNormal = normals.get(index1);
currentNormal = averageNormals(currentNormal,oldProportion,n,newProportion);
normals.get(index1).set(currentNormal);
int trianglesSharingIndex2 = trianglesSharingVert.get(index2);
//calculate proportion of each normal
oldProportion = trianglesSharingIndex2 / (float)(trianglesSharingIndex2 + 1);
newProportion = 1.0f / (float)(trianglesSharingIndex2 + 1);
//increment number of triangles sharing vert
trianglesSharingVert.set(index2, trianglesSharingIndex2 + 1);
currentNormal = normals.get(index2);
currentNormal = averageNormals(currentNormal,oldProportion,n,newProportion);
normals.get(index2).set(currentNormal);
}
return(ntriang);
}
//interpolates the location that the edge gets cut based on the magnitudes of the scalars of the vertices at either end of the edge
static Vector3f VertexInterp(double isolevel, Vector3f p1, Vector3f p2, double valp1, double valp2){
double mu;
float x, y, z;
if (Math.abs(isolevel-valp1) < 0.00001)
return(p1);
if (Math.abs(isolevel-valp2) < 0.00001)
return(p2);
if (Math.abs(valp1-valp2) < 0.00001)
return(p1);
mu = (isolevel - valp1) / (valp2 - valp1);
x = (float)(p1.x + mu * (p2.x - p1.x));
y = (float)(p1.y + mu * (p2.y - p1.y));
z = (float)(p1.z + mu * (p2.z - p1.z));
return new Vector3f(x,y,z);
}
public static TerrainChunkData generateTerrainChunkData(float[][][] terrainGrid, int[][][] textureGrid, int lod){
// 5 6
// +-------------+ +-----5-------+ ^ Y
// / | / | / | /| | _
// / | / | 4 9 6 10 | /\ Z
// 4 +-----+-------+ 7 | +-----+7------+ | | /
// | 1 +-------+-----+ 2 | +-----1-+-----+ | /
// | / | / 8 0 11 2 | /
// | / | / | / | / |/
// 0 +-------------+ 3 +------3------+ +---------------> X
//the current grid cell
GridCell currentCell = new GridCell();
//the list of all triangles
List<Triangle> triangles = new LinkedList<Triangle>();
//the map of vertex to index
Map<String,Integer> vertMap = new HashMap<String,Integer>();
//the list of all verts
List<Vector3f> verts = new LinkedList<Vector3f>();
//the list of all normals
List<Vector3f> normals = new LinkedList<Vector3f>();
//the list of number of triangles that share a vert
List<Integer> trianglesSharingVert = new LinkedList<Integer>();
//List of texture sampler values
List<Vector3f> samplerTriangles = new LinkedList<Vector3f>();
//List of UVs
List<Float> UVs = new LinkedList<Float>();
for(int x = 0; x < terrainGrid.length - 1; x++){
for(int y = 0; y < terrainGrid[0].length - 1; y++){
for(int z = 0; z < terrainGrid[0][0].length - 1; z++){
//push the current cell's values into the gridcell
currentCell.setValues(
new Vector3f(x+0,y+0,z+0), new Vector3f(x+0,y+0,z+1), new Vector3f(x+1,y+0,z+1), new Vector3f(x+1,y+0,z+0),
new Vector3f(x+0,y+1,z+0), new Vector3f(x+0,y+1,z+1), new Vector3f(x+1,y+1,z+1), new Vector3f(x+1,y+1,z+0),
terrainGrid[x+0][y+0][z+0], terrainGrid[x+0][y+0][z+1], terrainGrid[x+1][y+0][z+1], terrainGrid[x+1][y+0][z+0],
terrainGrid[x+0][y+1][z+0], terrainGrid[x+0][y+1][z+1], terrainGrid[x+1][y+1][z+1], terrainGrid[x+1][y+1][z+0],
textureGrid[x+0][y+0][z+0], textureGrid[x+0][y+0][z+1], textureGrid[x+1][y+0][z+1], textureGrid[x+1][y+0][z+0],
textureGrid[x+0][y+1][z+0], textureGrid[x+0][y+1][z+1], textureGrid[x+1][y+1][z+1], textureGrid[x+1][y+1][z+0]
);
//polygonize the current gridcell
polygonize(currentCell, 0.01f, triangles, samplerTriangles, vertMap, verts, normals, trianglesSharingVert);
}
}
}
//all verts in order, flattened as an array of floats instead of vecs
List<Float> vertsFlat = new LinkedList<Float>();
//all normals in order, flattened as an array of floats instead of vecs
List<Float> normalsFlat = new LinkedList<Float>();
//all elements of faces in order
List<Integer> elementsFlat = new LinkedList<Integer>();
//List of texture sampler values
List<Float> textureSamplers = new LinkedList<Float>();
//List of texture ratio values
List<Float> textureRatioData = new LinkedList<Float>();
//flatten verts + normals
for(Vector3f vert : verts){
vertsFlat.add(vert.x);
vertsFlat.add(vert.y);
vertsFlat.add(vert.z);
}
for(Vector3f normal : normals){
normalsFlat.add(normal.x);
normalsFlat.add(normal.y);
normalsFlat.add(normal.z);
}
for(Triangle triangle : triangles){
elementsFlat.add(triangle.indices[0]);
elementsFlat.add(triangle.indices[1]);
elementsFlat.add(triangle.indices[2]);
}
float[] temp = new float[3];
int i = 0;
for(Vector3f normal : normals){
Vector3f vert = verts.get(i);
float absX = Math.abs(normal.x);
float absY = Math.abs(normal.y);
float absZ = Math.abs(normal.z);
float uvX = vert.z * absX + vert.x * absY + vert.x * absZ;
float uvY = vert.y * absX + vert.z * absY + vert.y * absZ;
temp[0] = uvX;
temp[1] = uvY;
// if(absX >= absZ && absX >= absY){
// temp[0] = normal.z / 2.0f + 0.5f + vert.z * (absX / (absX + absZ)) + vert.x * (absZ / (absX + absZ));
// temp[1] = normal.y / 2.0f + 0.5f + vert.x * (absY / (absX + absY)) + vert.y * (absX / (absX + absY));
// } else if(absZ >= absX && absZ >= absY){
// temp[0] = normal.x / 2.0f + 0.5f + vert.z * (absX / (absX + absZ)) + vert.x * (absZ / (absX + absZ));
// temp[1] = normal.y / 2.0f + 0.5f + vert.z * (absY / (absZ + absY)) + vert.y * (absZ / (absZ + absY));
// } else if(absY >= absX && absY >= absZ){
// temp[0] = normal.x / 2.0f + 0.5f + vert.y * (absX / (absX + absY)) + vert.x * (absY / (absX + absY));
// temp[1] = normal.z / 2.0f + 0.5f + vert.y * (absZ / (absZ + absY)) + vert.z * (absY / (absZ + absY));
// } else {
// temp[0] = vert.x / 1.5f + vert.z / 1.5f;
// temp[1] = vert.y / 1.5f + vert.z / 1.5f;
// }
i++;
UVs.add(temp[0]);
UVs.add(temp[1]);
}
//flatten sampler indices
for(Vector3f samplerVec : samplerTriangles){
textureSamplers.add((float)Globals.voxelTextureAtlas.getVoxelTypeOffset((int)samplerVec.x));
textureSamplers.add((float)Globals.voxelTextureAtlas.getVoxelTypeOffset((int)samplerVec.y));
textureSamplers.add((float)Globals.voxelTextureAtlas.getVoxelTypeOffset((int)samplerVec.z));
}
//set ratio dat
for(Triangle triangle : triangles){
//first vertex
textureRatioData.add(1.0f);
textureRatioData.add(0.0f);
textureRatioData.add(0.0f);
//second vertex
textureRatioData.add(0.0f);
textureRatioData.add(1.0f);
textureRatioData.add(0.0f);
//third vertex
textureRatioData.add(0.0f);
textureRatioData.add(0.0f);
textureRatioData.add(1.0f);
}
//List<Float> vertices, List<Float> normals, List<Integer> faceElements, List<Float> uvs
TerrainChunkData rVal = new TerrainChunkData(vertsFlat, normalsFlat, elementsFlat, UVs, textureSamplers, textureRatioData);
return rVal;
}
/**
* Generates a mesh based on a terrainchunkdata object
* @param data The terrain chunk data object
* @return The mesh
*/
protected static Mesh generateTerrainMesh(TerrainChunkData data){
Mesh mesh = new Mesh("terrainChunk");
//
// VAO
//
mesh.generateVAO();
//
// Buffer data to GPU
//
int elementCount = data.getFaceElements().size();
try {
FloatBuffer VertexArrayBufferData = BufferUtils.createFloatBuffer(elementCount * 3);
FloatBuffer NormalArrayBufferData = BufferUtils.createFloatBuffer(elementCount * 3);
FloatBuffer TextureArrayBufferData = BufferUtils.createFloatBuffer(elementCount * 2);
for(int element : data.getFaceElements()){
//for each element, need to push vert, normal, etc
//push current vertex
VertexArrayBufferData.put(data.getVertices().get(element*3+0));
VertexArrayBufferData.put(data.getVertices().get(element*3+1));
VertexArrayBufferData.put(data.getVertices().get(element*3+2));
//push current normals
NormalArrayBufferData.put(data.getNormals().get(element*3+0));
NormalArrayBufferData.put(data.getNormals().get(element*3+1));
NormalArrayBufferData.put(data.getNormals().get(element*3+2));
//push current uvs
TextureArrayBufferData.put(data.getUVs().get(element*2+0));
TextureArrayBufferData.put(data.getUVs().get(element*2+1));
}
//actually buffer vertices
VertexArrayBufferData.flip();
mesh.bufferVertices(VertexArrayBufferData, 3);
//actually buffer normals
NormalArrayBufferData.flip();
mesh.bufferNormals(NormalArrayBufferData, 3);
//actually buffer UVs
TextureArrayBufferData.flip();
mesh.bufferTextureCoords(TextureArrayBufferData, 2);
} catch (NullPointerException ex){
ex.printStackTrace();
}
//alert mesh to use direct array access and set the number of elements in the direct arrays
mesh.setUseElementArray(false);
mesh.setDirectArraySize(elementCount);
//
// SAMPLER INDICES
//
try {
int vertexCount = data.getTextureSamplers().size() / 3;
FloatBuffer samplerBuffer = BufferUtils.createFloatBuffer(vertexCount * 3);
for(float samplerVec : data.getTextureSamplers()){
samplerBuffer.put(samplerVec);
}
samplerBuffer.flip();
mesh.bufferCustomFloatAttribArray(samplerBuffer, 3, SAMPLER_INDEX_ATTRIB_LOC);
} catch (NullPointerException ex){
ex.printStackTrace();
}
//
// SAMPLER RATIO DATA
//
try {
int vertexCount = data.getTextureRatioVectors().size() / 3;
FloatBuffer samplerBuffer = BufferUtils.createFloatBuffer(vertexCount * 3);
for(float samplerVec : data.getTextureRatioVectors()){
samplerBuffer.put(samplerVec);
}
samplerBuffer.flip();
mesh.bufferCustomFloatAttribArray(samplerBuffer, 3, SAMPLER_RATIO_ATTRIB_LOC);
} catch (NullPointerException ex){
ex.printStackTrace();
}
//bounding sphere logic
float halfChunk = ServerTerrainChunk.CHUNK_DIMENSION / 2.0f;
mesh.updateBoundingSphere(
halfChunk,
halfChunk,
halfChunk,
(float)Math.sqrt(halfChunk * halfChunk + halfChunk * halfChunk + halfChunk * halfChunk)
);
glBindVertexArray(0);
return mesh;
}
/**
* Generates a model based on a terrainchunkdata object
* @param data The terrain chunk data object
* @param atlas The atlas texture for the chunk
* @return The model
*/
public static Model generateTerrainModel(TerrainChunkData data, VoxelTextureAtlas atlas){
Model rVal = new Model();
Mesh m = generateTerrainMesh(data);
//construct the material for the chunk
Material groundMat = new Material();
groundMat.setTexturePointer(atlas.getSpecular().getTexturePointer());
groundMat.setNormalTexturePointer(atlas.getNormal().getTexturePointer());
m.setMaterial(groundMat);
//shader logic
m.setShader(Globals.terrainShaderProgram);
m.setParent(rVal);
rVal.getMeshes().add(m);
rVal.setBoundingSphere(m.getBoundingSphere());
return rVal;
}
//TODO: more optimal key creation
private static String getVertKeyFromPoints(float x, float y, float z){
return x + "_" + y + "_" + z;
}
/**
* Gets the already existing index of this point
* @param vert the vertex's raw position
* @param vertMap the map of key ->Vert index
* @param verts
* @return
*/
private static int getVertIndex(Vector3f vert, Map<String,Integer> vertMap, List<Vector3f> verts){
int rVal = -1;
String vertKey = getVertKeyFromPoints(vert.x,vert.y,vert.z);
if(vertMap.containsKey(vertKey)){
return vertMap.get(vertKey);
} else {
rVal = verts.size();
verts.add(vert);
vertMap.put(vertKey,rVal);
return rVal;
}
}
private static Vector3f averageNormals(Vector3f normal0, float proportion0, Vector3f normal1, float proportion1){
Vector3f rVal = new Vector3f(normal0);
rVal = rVal.mul(proportion0).add(new Vector3f(normal1).mul(proportion1));
return rVal;
}
private static final int pickBlockIdForVertex(long blockIds, int vertIndex){
int bits = BLOCK_PICK_BITS_BY_VERT_INDEX[vertIndex];
int blockIndexA = bits >> 4;
int blockIndexB = bits & 0xf;
int blockIdA = (int)(blockIds >> 8 * blockIndexA) & 0xff;
int blockIdB = (int)(blockIds >> 8 * blockIndexB) & 0xff;
//assert (blockIdA == airBlockId) != (blockIdB == airBlockId);
//return blockIdA - nonZeroAirBlockId + blockIdB;
return blockIdA + blockIdB;
}
}