Marc Gilleron
051034fc51
Improve transition mask calculation on world borders.
...
It fixes a case where a block at world border would remain with
a transition mask of 0 when a neighbor block of lower LOD becomes visible.
Now a block side bordered by an empty area will assume transition.
2020-01-07 00:22:58 +00:00
Marc Gilleron
a06de157bf
Tweaked calculation to better ensure no null normals will be produced
2020-01-06 21:48:07 +00:00
Marc Gilleron
b1c38a40c0
Fix something that prevented GCC from compiling
2020-01-06 20:08:51 +00:00
Marc Gilleron
5e066fa7cd
Fix compilation
2020-01-06 00:46:58 +00:00
Marc Gilleron
04d15fe843
Merge branch 'master' into depth
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# Conflicts:
# meshers/blocky/voxel_mesher_blocky.cpp
# meshers/transvoxel/voxel_mesher_transvoxel.cpp
2020-01-05 23:40:44 +00:00
Marc Gilleron
dacd18b772
Added function to debug pointed blocks
2020-01-05 23:27:43 +00:00
Marc Gilleron
3ead96f06e
Added option to tweak how VoxelStreamImage samples the heightmap
2020-01-05 22:42:02 +00:00
Marc Gilleron
462e453cf4
Fix thin cracks caused by pooled material params not being reset when reused
2020-01-05 04:57:40 +00:00
Marc Gilleron
ebe62cde69
Forgot this
2020-01-04 23:30:51 +00:00
Marc Gilleron
8056f7e679
Fix transition meshes not being scaled with LOD, provide LOD in mesher API
2020-01-04 23:24:33 +00:00
Marc Gilleron
a8f8a03439
Added customizable bit depth to VoxelBuffer. UNTESTED
2020-01-04 19:20:49 +00:00
Marc Gilleron
716b820599
Remove VoxelIsoSurfaceTool, superseded by VoxelTool
2020-01-02 21:07:23 +00:00
Marc Gilleron
a11a95bcce
Renamed CHANNEL_ISOLEVEL => CHANNEL_SDF
2020-01-02 21:03:44 +00:00
Marc Gilleron
3c3fe017d8
Remove channel enum from Voxel, it was redundant with VoxelBuffer
2020-01-02 20:46:27 +00:00
Marc Gilleron
a4b806a9f2
Optimize uniform buffers generated by VoxelStreamImage
2020-01-02 20:31:43 +00:00
Marc Gilleron
f2975e517a
Add memory pool for VoxelBuffer channels
2020-01-02 20:31:05 +00:00
Marc Gilleron
d8677cd663
Fix heavy stuttering caused by ShaderMaterial
2020-01-02 20:29:40 +00:00
Marc Gilleron
31f588c1a1
Add profiling scopes to VoxelLodTerrain, also fix usage in VoxelStream
2020-01-02 20:29:02 +00:00
Marc Gilleron
68e35744b2
Rewrite profiler dump to not use Godot API, also allow to use a singleton
2020-01-02 20:24:20 +00:00
Marc Gilleron
d4986489cf
Fix rare bug with vertex sharing causing long spiky artifacts
...
Basically we were checking case code of the ReuseCell to know if we can
re-use a vertex from it, but sometimes the associated cell did not write
a re-usable vertex, and we were not resetting such vertex indices.
So in some cases, we were accessing a very old index.
The case code doesn't need to be remembered, we just reset the first vertex.
No need to check if the ReuseCell was empty, we can read the vertex directly,
as it will be -1 anyways if it isn't re-usable. At least, this fixed the bug
and did not reproduce after testing a lot of noise data sets.
2020-01-01 00:41:21 +00:00
Marc Gilleron
ee8a70bc75
Attempt to tweak normals calculation to avoid some cases of null normals
2019-12-31 20:00:39 +00:00
Marc Gilleron
ebc6be35d1
Implement LOD transitions in VoxelLodTerrain
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- VoxelBlock contains 6 optional transition meshes
- VoxelLodTerrain calculates transition masks when block visibility changes
- VoxelMesher can now specify different min and max paddings
- Fix Cube::SIDE_POSITIVE/NEGATIVE_X/Y/Z enum not matching Cube::g_side_normals
- Convert transition masks to make up for the Cube:: inconsistency for now
2019-12-31 16:48:46 +00:00
Marc Gilleron
44f84a9422
Template max() so places using int don't have to go through float
2019-12-31 16:37:40 +00:00
Marc Gilleron
2d32eebed5
Remove VoxelStreamNoise buffering optimization, it was introducing LOD cracks
2019-12-31 16:32:16 +00:00
Marc Gilleron
e8bb2fa5e1
Implement rotated transition meshes for all 6 sides,
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and fix miscalculated secondary positions on max edges
2019-12-28 21:38:32 +00:00
Marc Gilleron
fe3475e81e
Project secondary position along normal as described by the paper
2019-12-27 23:51:20 +00:00
Marc Gilleron
b226c14284
Compute secondary positions and a second border mask to deal with edges
2019-12-27 17:33:30 +00:00
Marc Gilleron
6b05b9c9ce
Expose VoxelBuffer.downscale_to
2019-12-26 20:30:20 +00:00
Marc Gilleron
a9952179a7
Transition meshes WIP and bug fixes
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- Allow meshers to specify compression flags
- Use uncompressed COLOR to fit extra vertex data for transition meshes
- Simplify a few interpolations
- Fix a few buffer overruns which were not detected by the debugger
- Use array wrappers to better detect overrun mistakes
2019-12-26 20:29:55 +00:00
Marc Gilleron
d768af5bdd
Implemented transition meshes, in very basic form.
...
Work remains to be done:
- Transform the mesh into proper orientation
- Introduce secondary positions to make it fit in a regular block
- Make it available in the API and use it in terrain nodes
2019-12-23 21:44:25 +00:00
Marc Gilleron
6977133006
Forked Transvoxel mesher into an MC one with overlap seam mode.
...
It's mostly because the transvoxel mesher is going to change,
and the MC mesher will only act as a simplified legacy mesher.
It has experimental support for overlap seams, but it didn't work
well due to Z-buffer precision being too weak.
2019-12-23 21:41:30 +00:00
Marc Gilleron
9dcf8c83cb
Did not need to be included in header
2019-12-23 21:36:34 +00:00
Marc Gilleron
28d45fa758
Was using wrong triangle table for marching squares. Didn't see any difference tho.
2019-12-16 19:55:35 +00:00
Marc Gilleron
3e52295279
Comment about asymetry
2019-12-15 03:24:03 +00:00
Marc Gilleron
a79404f96c
Use proper name in include guard
2019-12-15 03:23:23 +00:00
Marc Gilleron
6568ce3a5f
Expose minimum padding
2019-12-15 03:23:06 +00:00
Marc Gilleron
56dc78b8cc
Align transvoxel with other meshers, its results were offset cuz its padding is asymetric
2019-12-15 03:22:37 +00:00
Marc Gilleron
8322617110
Merge branch 'master' of https://github.com/Zylann/godot_voxel
2019-12-14 21:35:10 +00:00
Marc Gilleron
2e974444c6
Implement VoxelTool for VoxelBuffer
2019-12-14 21:34:41 +00:00
Marc Gilleron
add32f89a9
Invert SDF in Transvoxel mesher, otherwise it was producing inverted results...
2019-12-14 21:34:08 +00:00
Marc Gilleron
28cb74e9b1
Fix invalid normals causing occasional shading artifacts
2019-12-14 21:32:30 +00:00
Marc
cfe6eb3313
Merge pull request #85 from tinmanjuggernaut/fix_macro_errors
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Fix build errors due to Godot macro change
2019-11-18 14:29:09 +01:00
Cory Petkovsek
4820998c56
Fix build errors due to Godot macro change
2019-11-13 13:20:05 +08:00
Marc
d70dfca8ea
Merge pull request #76 from tinmanjuggernaut/doc_update
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Update docs
2019-10-05 18:54:38 +02:00
Cory Petkovsek
629631e1d9
Update docs
2019-10-05 22:35:13 +08:00
Marc
bd857dcdfc
Merge pull request #65 from tinmanjuggernaut/mono-build-errors
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Fix mono & gcc build issues
2019-10-03 20:24:31 +02:00
Cory Petkovsek
9a06cdd3ef
Fix mono build warnings
2019-10-04 02:17:44 +08:00
Marc Gilleron
2b15ca6457
Remove `for_all_blocks` from header, it causes compilation error due to `map` not being fully defined. Move logic to .cpp file to keep it forward-declared.
2019-10-03 18:55:13 +01:00
Marc Gilleron
e783c75242
Register missing class to fix C# binding
2019-09-24 18:48:30 +01:00
Marc Gilleron
1a1b46cfd8
Don't use individual set_voxel edits in do_sphere
2019-09-11 21:30:26 +01:00