#include "transvoxel.h" #include "../../constants/cube_tables.h" #include "../../util/funcs.h" #include "../../util/godot/funcs.h" #include "../../util/profiling.h" #include "transvoxel_tables.cpp" namespace zylann::voxel::transvoxel { static const float TRANSITION_CELL_SCALE = 0.25; // SDF values considered negative have a sign bit of 1 in this algorithm inline uint8_t sign_f(float v) { return v < 0.f; } Vector3f get_border_offset(const Vector3f pos, const int lod_index, const Vector3i block_size) { // When transition meshes are inserted between blocks of different LOD, we need to make space for them. // Secondary vertex positions can be calculated by linearly transforming positions inside boundary cells // so that the full-size cell is scaled to a smaller size that allows space for between one and three // transition cells, as necessary, depending on the location with respect to the edges and corners of the // entire block. This can be accomplished by computing offsets (Δx, Δy, Δz) for the coordinates (x, y, z) // in any boundary cell. Vector3f delta; const float p2k = 1 << lod_index; // 2 ^ lod const float p2mk = 1.f / p2k; // 2 ^ (-lod) const float wk = TRANSITION_CELL_SCALE * p2k; // 2 ^ (lod - 2), if scale is 0.25 for (unsigned int i = 0; i < Vector3iUtil::AXIS_COUNT; ++i) { const float p = pos[i]; const float s = block_size[i]; if (p < p2k) { // The vertex is inside the minimum cell. delta[i] = (1.0f - p2mk * p) * wk; } else if (p > (p2k * (s - 1))) { // The vertex is inside the maximum cell. delta[i] = ((p2k * s) - 1.0f - p) * wk; } } return delta; } inline Vector3f project_border_offset(Vector3f delta, Vector3f normal) { // Secondary position can be obtained with the following formula: // // | x | | 1 - nx² , -nx * ny , -nx * nz | | Δx | // | y | + | -nx * ny , 1 - ny² , -ny * nz | * | Δy | // | z | | -nx * nz , -ny * nz , 1 - nz² | | Δz | // return Vector3f((1 - normal.x * normal.x) * delta.x /**/ - normal.y * normal.x * delta.y /* */ - normal.z * normal.x * delta.z, /**/ -normal.x * normal.y * delta.x + (1 - normal.y * normal.y) * delta.y /* */ - normal.z * normal.y * delta.z, /**/ -normal.x * normal.z * delta.x /**/ - normal.y * normal.z * delta.y /**/ + (1 - normal.z * normal.z) * delta.z); } inline Vector3f get_secondary_position( const Vector3f primary, const Vector3f normal, const int lod_index, const Vector3i block_size) { Vector3f delta = get_border_offset(primary, lod_index, block_size); delta = project_border_offset(delta, normal); return primary + delta; } inline uint8_t get_border_mask(const Vector3i &pos, const Vector3i &block_size) { uint8_t mask = 0; // 1: -X // 2: +X // 4: -Y // 8: +Y // 16: -Z // 32: +Z for (unsigned int i = 0; i < Vector3iUtil::AXIS_COUNT; i++) { // Close to negative face. if (pos[i] == 0) { mask |= (1 << (i * 2)); } // Close to positive face. if (pos[i] == block_size[i]) { mask |= (1 << (i * 2 + 1)); } } return mask; } inline Vector3f normalized_not_null(Vector3f n) { const float lengthsq = n.length_squared(); if (lengthsq == 0) { return Vector3f(0, 1, 0); } else { const float length = Math::sqrt(lengthsq); return Vector3f(n.x / length, n.y / length, n.z / length); } } inline Vector3i dir_to_prev_vec(uint8_t dir) { //return g_corner_dirs[mask] - Vector3f(1,1,1); return Vector3i(-(dir & 1), -((dir >> 1) & 1), -((dir >> 2) & 1)); } inline float sdf_as_float(int8_t v) { return -s8_to_snorm_noclamp(v); } inline float sdf_as_float(int16_t v) { return -s16_to_snorm_noclamp(v); } inline float sdf_as_float(float v) { return -v; } inline float sdf_as_float(double v) { return -v; } template inline Vector3f get_corner_gradient(unsigned int data_index, Span sdf_data, const Vector3i block_size) { const unsigned int n010 = 1; // Y+1 const unsigned int n100 = block_size.y; // X+1 const unsigned int n001 = block_size.y * block_size.x; // Z+1 const float nx = sdf_as_float(sdf_data[data_index - n100]); const float px = sdf_as_float(sdf_data[data_index + n100]); const float ny = sdf_as_float(sdf_data[data_index - n010]); const float py = sdf_as_float(sdf_data[data_index + n010]); const float nz = sdf_as_float(sdf_data[data_index - n001]); const float pz = sdf_as_float(sdf_data[data_index + n001]); //get_gradient_normal(nx, px, ny, py, nz, pz, cell_samples[i]); return Vector3f(nx - px, ny - py, nz - pz); } inline uint32_t pack_bytes(const FixedArray &a) { return (a[0] | (a[1] << 8) | (a[2] << 16) | (a[3] << 24)); } void add_texture_data( std::vector &uv, unsigned int packed_indices, FixedArray weights) { struct IntUV { uint32_t x; uint32_t y; }; static_assert(sizeof(IntUV) == sizeof(Vector2f), "Expected same binary size"); uv.push_back(Vector2f()); IntUV &iuv = *(reinterpret_cast(&uv.back())); //print_line(String("{0}, {1}, {2}, {3}").format(varray(weights[0], weights[1], weights[2], weights[3]))); iuv.x = packed_indices; iuv.y = pack_bytes(weights); } template struct CellTextureDatas { uint32_t packed_indices = 0; FixedArray indices; FixedArray, NVoxels> weights; }; template CellTextureDatas select_textures_4_per_voxel(const FixedArray &voxel_indices, Span indices_data, const WeightSampler_T &weights_sampler) { // TODO Optimization: this function takes almost half of the time when polygonizing non-empty cells. // I wonder how it can be optimized further? struct IndexAndWeight { unsigned int index; unsigned int weight; }; FixedArray, NVoxels> cell_texture_weights_temp; FixedArray indexed_weight_sums; // Find 4 most-used indices in voxels for (unsigned int i = 0; i < indexed_weight_sums.size(); ++i) { indexed_weight_sums[i] = IndexAndWeight{ i, 0 }; } for (unsigned int ci = 0; ci < voxel_indices.size(); ++ci) { //VOXEL_PROFILE_SCOPE(); const unsigned int data_index = voxel_indices[ci]; const FixedArray indices = decode_indices_from_packed_u16(indices_data[data_index]); const FixedArray weights = weights_sampler.get_weights(data_index); FixedArray &weights_temp = cell_texture_weights_temp[ci]; weights_temp.fill(0); for (unsigned int j = 0; j < indices.size(); ++j) { const unsigned int ti = indices[j]; indexed_weight_sums[ti].weight += weights[j]; weights_temp[ti] = weights[j]; } } struct IndexAndWeightComparator { inline bool operator()(const IndexAndWeight &a, const IndexAndWeight &b) const { return a.weight > b.weight; } }; SortArray sorter; sorter.sort(indexed_weight_sums.data(), indexed_weight_sums.size()); CellTextureDatas cell_textures; // Assign indices for (unsigned int i = 0; i < cell_textures.indices.size(); ++i) { cell_textures.indices[i] = indexed_weight_sums[i].index; } // Sort indices to avoid cases that are ambiguous for blending, like 1,2,3,4 and 2,1,3,4 // TODO maybe we could require this sorting to be done up front? // Or maybe could be done after meshing so we do it less times? sort(cell_textures.indices[0], cell_textures.indices[1], cell_textures.indices[2], cell_textures.indices[3]); cell_textures.packed_indices = pack_bytes(cell_textures.indices); // Remap weights to follow the indices we selected for (unsigned int ci = 0; ci < cell_texture_weights_temp.size(); ++ci) { //VOXEL_PROFILE_SCOPE(); const FixedArray &src_weights = cell_texture_weights_temp[ci]; FixedArray &dst_weights = cell_textures.weights[ci]; for (unsigned int i = 0; i < cell_textures.indices.size(); ++i) { const unsigned int ti = cell_textures.indices[i]; dst_weights[i] = src_weights[ti]; } } return cell_textures; } struct TextureIndicesData { Span buffer; FixedArray default_indices; uint32_t packed_default_indices; }; template inline void get_cell_texture_data(CellTextureDatas &cell_textures, const TextureIndicesData &texture_indices_data, const FixedArray &voxel_indices, const WeightSampler_T &weights_data) { if (texture_indices_data.buffer.size() == 0) { // Indices are known for the whole block, just read weights directly cell_textures.indices = texture_indices_data.default_indices; cell_textures.packed_indices = texture_indices_data.packed_default_indices; for (unsigned int ci = 0; ci < voxel_indices.size(); ++ci) { const unsigned int wi = voxel_indices[ci]; cell_textures.weights[ci] = weights_data.get_weights(wi); } } else { // There can be more than 4 indices or they are not known, so we have to select them cell_textures = select_textures_4_per_voxel(voxel_indices, texture_indices_data.buffer, weights_data); } } template inline Sdf_T get_isolevel() = delete; template <> inline int8_t get_isolevel() { return 0; } template <> inline int16_t get_isolevel() { return 0; } template <> inline float get_isolevel() { return 0.f; } Vector3f binary_search_interpolate(const IDeepSDFSampler &sampler, float s0, float s1, Vector3i p0, Vector3i p1, uint32_t initial_lod_index, uint32_t min_lod_index) { for (uint32_t lod_index = initial_lod_index; lod_index > min_lod_index; --lod_index) { const Vector3i pm = (p0 + p1) >> 1; // TODO Optimization: this is quite slow for a small difference in the result. // Could be improved somewhat, but for now I don't think it's worth it const float sm = -sampler.get_single(pm, lod_index - 1); if (sign_f(s0) != sign_f(sm)) { p1 = pm; s1 = sm; } else { p0 = pm; s0 = sm; } } const float t = s1 / (s1 - s0); const float t0 = t; const float t1 = 1.f - t; return to_vec3f(p0) * t0 + to_vec3f(p1) * t1; } // This function is template so we avoid branches and checks when sampling voxels template void build_regular_mesh(Span sdf_data, TextureIndicesData texture_indices_data, const WeightSampler_T &weights_sampler, const Vector3i block_size_with_padding, uint32_t lod_index, TexturingMode texturing_mode, Cache &cache, MeshArrays &output, const IDeepSDFSampler *deep_sdf_sampler) { VOXEL_PROFILE_SCOPE(); // This function has some comments as quotes from the Transvoxel paper. const Vector3i block_size = block_size_with_padding - Vector3iUtil::create(MIN_PADDING + MAX_PADDING); const Vector3i block_size_scaled = block_size << lod_index; // Prepare vertex reuse cache cache.reset_reuse_cells(block_size_with_padding); // We iterate 2x2x2 voxel groups, which the paper calls "cells". // We also reach one voxel further to compute normals, so we adjust the iterated area const Vector3i min_pos = Vector3iUtil::create(MIN_PADDING); const Vector3i max_pos = block_size_with_padding - Vector3iUtil::create(MAX_PADDING); // How much to advance in the data array to get neighbor voxels const unsigned int n010 = 1; // Y+1 const unsigned int n100 = block_size_with_padding.y; // X+1 const unsigned int n001 = block_size_with_padding.y * block_size_with_padding.x; // Z+1 const unsigned int n110 = n010 + n100; const unsigned int n101 = n100 + n001; const unsigned int n011 = n010 + n001; const unsigned int n111 = n100 + n010 + n001; // Get direct representation of the isolevel (not always zero since we are not using signed integers yet) const Sdf_T isolevel = get_isolevel(); // Iterate all cells with padding (expected to be neighbors) Vector3i pos; for (pos.z = min_pos.z; pos.z < max_pos.z; ++pos.z) { for (pos.y = min_pos.y; pos.y < max_pos.y; ++pos.y) { // TODO Optimization: change iteration to be ZXY? (Data is laid out with Y as deepest coordinate) unsigned int data_index = Vector3iUtil::get_zxy_index(Vector3i(min_pos.x, pos.y, pos.z), block_size_with_padding); for (pos.x = min_pos.x; pos.x < max_pos.x; ++pos.x, data_index += block_size_with_padding.y) { { // The chosen comparison here is very important. This relates to case selections where 4 samples // are equal to the isolevel and 4 others are above or below: // In one of these two cases, there has to be a surface to extract, otherwise no surface will be // allowed to appear if it happens to line up with integer coordinates. // If we used `<` instead of `>`, it would appear to work, but would break those edge cases. // `>` is chosen because it must match the comparison we do with case selection (in Transvoxel // it is inverted). const bool s = sdf_data[data_index] > isolevel; if ( // (sdf_data[data_index + n010] > isolevel) == s && (sdf_data[data_index + n100] > isolevel) == s && (sdf_data[data_index + n110] > isolevel) == s && (sdf_data[data_index + n001] > isolevel) == s && (sdf_data[data_index + n011] > isolevel) == s && (sdf_data[data_index + n101] > isolevel) == s && (sdf_data[data_index + n111] > isolevel) == s) { // Not crossing the isolevel, this cell won't produce any geometry. // We must figure this out as fast as possible, because it will happen a lot. continue; } } //VOXEL_PROFILE_SCOPE(); // 6-------7 // /| /| // / | / | Corners // 4-------5 | // | 2----|--3 // | / | / z y // |/ |/ |/ // 0-------1 o--x FixedArray corner_data_indices; corner_data_indices[0] = data_index; corner_data_indices[1] = data_index + n100; corner_data_indices[2] = data_index + n010; corner_data_indices[3] = data_index + n110; corner_data_indices[4] = data_index + n001; corner_data_indices[5] = data_index + n101; corner_data_indices[6] = data_index + n011; corner_data_indices[7] = data_index + n111; FixedArray cell_samples_sdf; for (unsigned int i = 0; i < corner_data_indices.size(); ++i) { cell_samples_sdf[i] = sdf_as_float(sdf_data[corner_data_indices[i]]); } // Concatenate the sign of cell values to obtain the case code. // Index 0 is the less significant bit, and index 7 is the most significant bit. uint8_t case_code = sign_f(cell_samples_sdf[0]); case_code |= (sign_f(cell_samples_sdf[1]) << 1); case_code |= (sign_f(cell_samples_sdf[2]) << 2); case_code |= (sign_f(cell_samples_sdf[3]) << 3); case_code |= (sign_f(cell_samples_sdf[4]) << 4); case_code |= (sign_f(cell_samples_sdf[5]) << 5); case_code |= (sign_f(cell_samples_sdf[6]) << 6); case_code |= (sign_f(cell_samples_sdf[7]) << 7); // TODO Is this really needed now that we check isolevel earlier? if (case_code == 0 || case_code == 255) { // If the case_code is 0 or 255, there is no triangulation to do. continue; } ReuseCell ¤t_reuse_cell = cache.get_reuse_cell(pos); #if DEBUG_ENABLED CRASH_COND(case_code > 255); #endif FixedArray padded_corner_positions; padded_corner_positions[0] = Vector3i(pos.x, pos.y, pos.z); padded_corner_positions[1] = Vector3i(pos.x + 1, pos.y, pos.z); padded_corner_positions[2] = Vector3i(pos.x, pos.y + 1, pos.z); padded_corner_positions[3] = Vector3i(pos.x + 1, pos.y + 1, pos.z); padded_corner_positions[4] = Vector3i(pos.x, pos.y, pos.z + 1); padded_corner_positions[5] = Vector3i(pos.x + 1, pos.y, pos.z + 1); padded_corner_positions[6] = Vector3i(pos.x, pos.y + 1, pos.z + 1); padded_corner_positions[7] = Vector3i(pos.x + 1, pos.y + 1, pos.z + 1); CellTextureDatas<8> cell_textures; if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { get_cell_texture_data(cell_textures, texture_indices_data, corner_data_indices, weights_sampler); current_reuse_cell.packed_texture_indices = cell_textures.packed_indices; } FixedArray corner_positions; for (unsigned int i = 0; i < padded_corner_positions.size(); ++i) { const Vector3i p = padded_corner_positions[i]; // Undo padding here. From this point, corner positions are actual positions. corner_positions[i] = (p - min_pos) << lod_index; } // For cells occurring along the minimal boundaries of a block, // the preceding cells needed for vertex reuse may not exist. // In these cases, we allow new vertex creation on additional edges of a cell. // While iterating through the cells in a block, a 3-bit mask is maintained whose bits indicate // whether corresponding bits in a direction code are valid const uint8_t direction_validity_mask = (pos.x > min_pos.x ? 1 : 0) | ((pos.y > min_pos.y ? 1 : 0) << 1) | ((pos.z > min_pos.z ? 1 : 0) << 2); const uint8_t regular_cell_class_index = tables::get_regular_cell_class(case_code); const tables::RegularCellData ®ular_cell_data = tables::get_regular_cell_data(regular_cell_class_index); const uint8_t triangle_count = regular_cell_data.geometryCounts & 0x0f; const uint8_t vertex_count = (regular_cell_data.geometryCounts & 0xf0) >> 4; FixedArray cell_vertex_indices(-1); const uint8_t cell_border_mask = get_border_mask(pos - min_pos, block_size - Vector3i(1, 1, 1)); // For each vertex in the case for (unsigned int vertex_index = 0; vertex_index < vertex_count; ++vertex_index) { // The case index maps to a list of 16-bit codes providing information about the edges on which the // vertices lie. The low byte of each 16-bit code contains the corner indexes of the edge’s // endpoints in one nibble each, and the high byte contains the mapping code shown in Figure 3.8(b) const unsigned short rvd = tables::get_regular_vertex_data(case_code, vertex_index); const uint8_t edge_code_low = rvd & 0xff; const uint8_t edge_code_high = (rvd >> 8) & 0xff; // Get corner indexes in the low nibble (always ordered so the higher comes last) const uint8_t v0 = (edge_code_low >> 4) & 0xf; const uint8_t v1 = edge_code_low & 0xf; #ifdef DEBUG_ENABLED ERR_FAIL_COND(v1 <= v0); #endif // Get voxel values at the corners const float sample0 = cell_samples_sdf[v0]; // called d0 in the paper const float sample1 = cell_samples_sdf[v1]; // called d1 in the paper #ifdef DEBUG_ENABLED // TODO Zero-division is not mentionned in the paper?? (never happens tho) ERR_FAIL_COND(sample1 == sample0); ERR_FAIL_COND(sample1 == 0 && sample0 == 0); #endif // Get interpolation position // We use an 8-bit fraction, allowing the new vertex to be located at one of 257 possible // positions along the edge when both endpoints are included. //const int t = (sample1 << 8) / (sample1 - sample0); const float t = sample1 / (sample1 - sample0); const Vector3i p0 = corner_positions[v0]; const Vector3i p1 = corner_positions[v1]; if (t > 0.f && t < 1.f) { // Vertex is between p0 and p1 (inside the edge) // Each edge of a cell is assigned an 8-bit code, as shown in Figure 3.8(b), // that provides a mapping to a preceding cell and the coincident edge on that preceding cell // for which new vertex creation was allowed. // The high nibble of this code indicates which direction to go in order to reach the correct // preceding cell. The bit values 1, 2, and 4 in this nibble indicate that we must subtract one // from the x, y, and/or z coordinate, respectively. const uint8_t reuse_dir = (edge_code_high >> 4) & 0xf; const uint8_t reuse_vertex_index = edge_code_high & 0xf; // TODO Some re-use opportunities are missed on negative sides of the block, // but I don't really know how to fix it... // You can check by "shaking" every vertex randomly in a shader based on its index, // you will see vertices touching the -X, -Y or -Z sides of the block aren't connected const bool present = (reuse_dir & direction_validity_mask) == reuse_dir; if (present) { const Vector3i cache_pos = pos + dir_to_prev_vec(reuse_dir); const ReuseCell &prev_cell = cache.get_reuse_cell(cache_pos); if (prev_cell.packed_texture_indices == cell_textures.packed_indices) { // Will reuse a previous vertice cell_vertex_indices[vertex_index] = prev_cell.vertices[reuse_vertex_index]; } } if (!present || cell_vertex_indices[vertex_index] == -1) { // Create new vertex const float t0 = t; //static_cast(t) / 256.f; const float t1 = 1.f - t; //static_cast(0x100 - t) / 256.f; //const int ti0 = t; //const int ti1 = 0x100 - t; //const Vector3i primary = p0 * ti0 + p1 * ti1; Vector3f primaryf; if (deep_sdf_sampler != nullptr) { primaryf = binary_search_interpolate( *deep_sdf_sampler, sample0, sample1, p0, p1, lod_index, 0); } else { primaryf = to_vec3f(p0) * t0 + to_vec3f(p1) * t1; } // TODO Binary search gives better positional results, but does not improve normals. // I'm not sure how to overcome this because if we sample low-detail normals, we get a // "blocky" result due to SDF clipping. If we sample high-detail gradients, we get details, // but if details are bumpy, we also get noisy results. const Vector3f cg0 = get_corner_gradient( corner_data_indices[v0], sdf_data, block_size_with_padding); const Vector3f cg1 = get_corner_gradient( corner_data_indices[v1], sdf_data, block_size_with_padding); const Vector3f normal = normalized_not_null(cg0 * t0 + cg1 * t1); Vector3f secondary; uint16_t border_mask = cell_border_mask; if (cell_border_mask > 0) { secondary = get_secondary_position(primaryf, normal, 0, block_size_scaled); border_mask |= (get_border_mask(p0, block_size_scaled) & get_border_mask(p1, block_size_scaled)) << 6; } cell_vertex_indices[vertex_index] = output.add_vertex(primaryf, normal, border_mask, secondary); if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { const FixedArray weights0 = cell_textures.weights[v0]; const FixedArray weights1 = cell_textures.weights[v1]; FixedArray weights; for (unsigned int i = 0; i < MAX_TEXTURE_BLENDS; ++i) { weights[i] = static_cast( math::clamp(Math::lerp(weights0[i], weights1[i], t1), 0.f, 255.f)); } add_texture_data(output.texturing_data, cell_textures.packed_indices, weights); } if (reuse_dir & 8) { // Store the generated vertex so that other cells can reuse it. current_reuse_cell.vertices[reuse_vertex_index] = cell_vertex_indices[vertex_index]; } } } else if (t == 0 && v1 == 7) { // t == 0: the vertex is on p1 // v1 == 7: p1 on the max corner of the cell // This cell owns the vertex, so it should be created. const Vector3i primary = p1; const Vector3f primaryf = to_vec3f(primary); const Vector3f cg1 = get_corner_gradient(corner_data_indices[v1], sdf_data, block_size_with_padding); const Vector3f normal = normalized_not_null(cg1); Vector3f secondary; uint16_t border_mask = cell_border_mask; if (cell_border_mask > 0) { secondary = get_secondary_position(primaryf, normal, 0, block_size_scaled); border_mask |= get_border_mask(p1, block_size_scaled) << 6; } cell_vertex_indices[vertex_index] = output.add_vertex(primaryf, normal, border_mask, secondary); if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { const FixedArray weights1 = cell_textures.weights[v1]; add_texture_data(output.texturing_data, cell_textures.packed_indices, weights1); } current_reuse_cell.vertices[0] = cell_vertex_indices[vertex_index]; } else { // The vertex is either on p0 or p1 // Always try to reuse previous vertices in these cases // A 3-bit direction code leading to the proper cell can easily be obtained by // inverting the 3-bit corner index (bitwise, by exclusive ORing with the number 7). // The corner index depends on the value of t, t = 0 means that we're at the higher // numbered endpoint. const uint8_t reuse_dir = (t == 0 ? v1 ^ 7 : v0 ^ 7); const bool present = (reuse_dir & direction_validity_mask) == reuse_dir; // Note: the only difference with similar code above is that we take vertice 0 in the `else` if (present) { const Vector3i cache_pos = pos + dir_to_prev_vec(reuse_dir); const ReuseCell &prev_cell = cache.get_reuse_cell(cache_pos); cell_vertex_indices[vertex_index] = prev_cell.vertices[0]; } if (!present || cell_vertex_indices[vertex_index] < 0) { // Create new vertex // TODO Earlier we associated t==0 to p0, why are we doing p1 here? const unsigned int vi = t == 0 ? v1 : v0; const Vector3i primary = t == 0 ? p1 : p0; const Vector3f primaryf = to_vec3f(primary); const Vector3f cg = get_corner_gradient( corner_data_indices[vi], sdf_data, block_size_with_padding); const Vector3f normal = normalized_not_null(cg); // TODO This bit of code is repeated several times, factor it? Vector3f secondary; uint16_t border_mask = cell_border_mask; if (cell_border_mask > 0) { secondary = get_secondary_position(primaryf, normal, 0, block_size_scaled); border_mask |= get_border_mask(primary, block_size_scaled) << 6; } cell_vertex_indices[vertex_index] = output.add_vertex(primaryf, normal, border_mask, secondary); if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { const FixedArray weights = cell_textures.weights[vi]; add_texture_data(output.texturing_data, cell_textures.packed_indices, weights); } } } } // for each cell vertex for (int t = 0; t < triangle_count; ++t) { const int t0 = t * 3; const int i0 = cell_vertex_indices[regular_cell_data.get_vertex_index(t0)]; const int i1 = cell_vertex_indices[regular_cell_data.get_vertex_index(t0 + 1)]; const int i2 = cell_vertex_indices[regular_cell_data.get_vertex_index(t0 + 2)]; output.indices.push_back(i0); output.indices.push_back(i1); output.indices.push_back(i2); } } // x } // y } // z } // y y // | | z // | |/ OpenGL axis convention // o---x x---o // / // z // Convert from face-space to block-space coordinates, considering which face we are working on. inline Vector3i face_to_block(int x, int y, int z, int dir, const Vector3i &bs) { // There are several possible solutions to this, because we can rotate the axes. // We'll take configurations where XY map different axes at the same relative orientations, // so only Z is flipped in half cases. switch (dir) { case Cube::SIDE_NEGATIVE_X: return Vector3i(z, x, y); case Cube::SIDE_POSITIVE_X: return Vector3i(bs.x - 1 - z, y, x); case Cube::SIDE_NEGATIVE_Y: return Vector3i(y, z, x); case Cube::SIDE_POSITIVE_Y: return Vector3i(x, bs.y - 1 - z, y); case Cube::SIDE_NEGATIVE_Z: return Vector3i(x, y, z); case Cube::SIDE_POSITIVE_Z: return Vector3i(y, x, bs.z - 1 - z); default: CRASH_NOW(); return Vector3i(); } } // I took the choice of supporting non-cubic area, so... inline void get_face_axes(int &ax, int &ay, int dir) { switch (dir) { case Cube::SIDE_NEGATIVE_X: ax = Vector3i::AXIS_Y; ay = Vector3i::AXIS_Z; break; case Cube::SIDE_POSITIVE_X: ax = Vector3i::AXIS_Z; ay = Vector3i::AXIS_Y; break; case Cube::SIDE_NEGATIVE_Y: ax = Vector3i::AXIS_Z; ay = Vector3i::AXIS_X; break; case Cube::SIDE_POSITIVE_Y: ax = Vector3i::AXIS_X; ay = Vector3i::AXIS_Z; break; case Cube::SIDE_NEGATIVE_Z: ax = Vector3i::AXIS_X; ay = Vector3i::AXIS_Y; break; case Cube::SIDE_POSITIVE_Z: ax = Vector3i::AXIS_Y; ay = Vector3i::AXIS_X; break; default: CRASH_COND(true); } } template void build_transition_mesh(Span sdf_data, TextureIndicesData texture_indices_data, const WeightSampler_T &weights_sampler, const Vector3i block_size_with_padding, int direction, int lod_index, TexturingMode texturing_mode, Cache &cache, MeshArrays &output) { // From this point, we expect the buffer to contain allocated data. // This function has some comments as quotes from the Transvoxel paper. const Vector3i block_size_without_padding = block_size_with_padding - Vector3iUtil::create(MIN_PADDING + MAX_PADDING); const Vector3i block_size_scaled = block_size_without_padding << lod_index; ERR_FAIL_COND(block_size_with_padding.x < 3); ERR_FAIL_COND(block_size_with_padding.y < 3); ERR_FAIL_COND(block_size_with_padding.z < 3); cache.reset_reuse_cells_2d(block_size_with_padding); // This part works in "face space", which is 2D along local X and Y axes. // In this space, -Z points towards the half resolution cells, while +Z points towards full-resolution cells. // Conversion is used to map this space to block space using a direction enum. // Note: I made a few changes compared to the paper. // Instead of making transition meshes go from low-res blocks to high-res blocks, // I do the opposite, going from high-res to low-res. It's easier because half-res voxels are available for free, // if we compute the transition meshes right after the regular mesh, with the same voxel data. // TODO One issue with this change however, is a "bump" of mesh density which can be noticeable. // This represents the actual box of voxels we are working on. // It also represents positions of the minimum and maximum vertices that can be generated. // Padding is present to allow reaching 1 voxel further for calculating normals const Vector3i min_pos = Vector3iUtil::create(MIN_PADDING); const Vector3i max_pos = block_size_with_padding - Vector3iUtil::create(MAX_PADDING); int axis_x, axis_y; get_face_axes(axis_x, axis_y, direction); const int min_fpos_x = min_pos[axis_x]; const int min_fpos_y = min_pos[axis_y]; const int max_fpos_x = max_pos[axis_x] - 1; // Another -1 here, because the 2D kernel is 3x3 const int max_fpos_y = max_pos[axis_y] - 1; // How much to advance in the data array to get neighbor voxels const unsigned int n010 = 1; // Y+1 const unsigned int n100 = block_size_with_padding.y; // X+1 const unsigned int n001 = block_size_with_padding.y * block_size_with_padding.x; // Z+1 // const unsigned int n110 = n010 + n100; // const unsigned int n101 = n100 + n001; // const unsigned int n011 = n010 + n001; // const unsigned int n111 = n100 + n010 + n001; // Using temporay locals otherwise clang-format makes it hard to read const Vector3i ftb_000 = face_to_block(0, 0, 0, direction, block_size_with_padding); const Vector3i ftb_x00 = face_to_block(1, 0, 0, direction, block_size_with_padding); const Vector3i ftb_0y0 = face_to_block(0, 1, 0, direction, block_size_with_padding); // How much to advance in the data array to get neighbor voxels, using face coordinates const int fn00 = Vector3iUtil::get_zxy_index(ftb_000, block_size_with_padding); const int fn10 = Vector3iUtil::get_zxy_index(ftb_x00, block_size_with_padding) - fn00; const int fn01 = Vector3iUtil::get_zxy_index(ftb_0y0, block_size_with_padding) - fn00; const int fn11 = fn10 + fn01; const int fn21 = 2 * fn10 + fn01; const int fn22 = 2 * fn10 + 2 * fn01; const int fn12 = fn10 + 2 * fn01; const int fn20 = 2 * fn10; const int fn02 = 2 * fn01; FixedArray cell_positions; const int fz = MIN_PADDING; const Sdf_T isolevel = get_isolevel(); // Iterating in face space for (int fy = min_fpos_y; fy < max_fpos_y; fy += 2) { for (int fx = min_fpos_x; fx < max_fpos_x; fx += 2) { // Cell positions in block space // Warning: temporarily includes padding. It is undone later. cell_positions[0] = face_to_block(fx, fy, fz, direction, block_size_with_padding); const int data_index = Vector3iUtil::get_zxy_index(cell_positions[0], block_size_with_padding); { const bool s = sdf_data[data_index] < isolevel; // `//` prevents clang-format from messing up if ( // (sdf_data[data_index + fn10] < isolevel) == s && // (sdf_data[data_index + fn20] < isolevel) == s && // (sdf_data[data_index + fn01] < isolevel) == s && // (sdf_data[data_index + fn11] < isolevel) == s && // (sdf_data[data_index + fn21] < isolevel) == s && // (sdf_data[data_index + fn02] < isolevel) == s && // (sdf_data[data_index + fn12] < isolevel) == s && // (sdf_data[data_index + fn22] < isolevel) == s) { // Not crossing the isolevel, this cell won't produce any geometry. // We must figure this out as fast as possible, because it will happen a lot. continue; } } FixedArray cell_data_indices; cell_data_indices[0] = data_index; cell_data_indices[1] = data_index + fn10; cell_data_indices[2] = data_index + fn20; cell_data_indices[3] = data_index + fn01; cell_data_indices[4] = data_index + fn11; cell_data_indices[5] = data_index + fn21; cell_data_indices[6] = data_index + fn02; cell_data_indices[7] = data_index + fn12; cell_data_indices[8] = data_index + fn22; // 6---7---8 // | | | // 3---4---5 // | | | // 0---1---2 // Full-resolution samples 0..8 FixedArray cell_samples; for (unsigned int i = 0; i < 9; ++i) { cell_samples[i] = sdf_as_float(sdf_data[cell_data_indices[i]]); } // B-------C // | | // | | // | | // 9-------A // Half-resolution samples 9..C: they are the same cell_samples[0x9] = cell_samples[0]; cell_samples[0xA] = cell_samples[2]; cell_samples[0xB] = cell_samples[6]; cell_samples[0xC] = cell_samples[8]; uint16_t case_code = sign_f(cell_samples[0]); case_code |= (sign_f(cell_samples[1]) << 1); case_code |= (sign_f(cell_samples[2]) << 2); case_code |= (sign_f(cell_samples[5]) << 3); case_code |= (sign_f(cell_samples[8]) << 4); case_code |= (sign_f(cell_samples[7]) << 5); case_code |= (sign_f(cell_samples[6]) << 6); case_code |= (sign_f(cell_samples[3]) << 7); case_code |= (sign_f(cell_samples[4]) << 8); if (case_code == 0 || case_code == 511) { // The cell contains no triangles. continue; } CellTextureDatas<13> cell_textures; if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { CellTextureDatas<9> cell_textures_partial; get_cell_texture_data(cell_textures_partial, texture_indices_data, cell_data_indices, weights_sampler); cell_textures.indices = cell_textures_partial.indices; cell_textures.packed_indices = cell_textures_partial.packed_indices; for (unsigned int i = 0; i < cell_textures_partial.weights.size(); ++i) { cell_textures.weights[i] = cell_textures_partial.weights[i]; } cell_textures.weights[0x9] = cell_textures_partial.weights[0]; cell_textures.weights[0xA] = cell_textures_partial.weights[2]; cell_textures.weights[0xB] = cell_textures_partial.weights[6]; cell_textures.weights[0xC] = cell_textures_partial.weights[8]; ReuseTransitionCell ¤t_reuse_cell = cache.get_reuse_cell_2d(fx, fy); current_reuse_cell.packed_texture_indices = cell_textures.packed_indices; } CRASH_COND(case_code > 511); // TODO We may not need all of them! FixedArray cell_gradients; for (unsigned int i = 0; i < 9; ++i) { const unsigned int di = cell_data_indices[i]; const float nx = sdf_as_float(sdf_data[di - n100]); const float ny = sdf_as_float(sdf_data[di - n010]); const float nz = sdf_as_float(sdf_data[di - n001]); const float px = sdf_as_float(sdf_data[di + n100]); const float py = sdf_as_float(sdf_data[di + n010]); const float pz = sdf_as_float(sdf_data[di + n001]); cell_gradients[i] = Vector3f(nx - px, ny - py, nz - pz); } cell_gradients[0x9] = cell_gradients[0]; cell_gradients[0xA] = cell_gradients[2]; cell_gradients[0xB] = cell_gradients[6]; cell_gradients[0xC] = cell_gradients[8]; // TODO Optimization: get rid of conditionals involved in face_to_block cell_positions[1] = face_to_block(fx + 1, fy + 0, fz, direction, block_size_with_padding); cell_positions[2] = face_to_block(fx + 2, fy + 0, fz, direction, block_size_with_padding); cell_positions[3] = face_to_block(fx + 0, fy + 1, fz, direction, block_size_with_padding); cell_positions[4] = face_to_block(fx + 1, fy + 1, fz, direction, block_size_with_padding); cell_positions[5] = face_to_block(fx + 2, fy + 1, fz, direction, block_size_with_padding); cell_positions[6] = face_to_block(fx + 0, fy + 2, fz, direction, block_size_with_padding); cell_positions[7] = face_to_block(fx + 1, fy + 2, fz, direction, block_size_with_padding); cell_positions[8] = face_to_block(fx + 2, fy + 2, fz, direction, block_size_with_padding); for (unsigned int i = 0; i < 9; ++i) { cell_positions[i] = (cell_positions[i] - min_pos) << lod_index; } cell_positions[0x9] = cell_positions[0]; cell_positions[0xA] = cell_positions[2]; cell_positions[0xB] = cell_positions[6]; cell_positions[0xC] = cell_positions[8]; const uint8_t cell_class = tables::get_transition_cell_class(case_code); CRASH_COND((cell_class & 0x7f) > 55); const tables::TransitionCellData cell_data = tables::get_transition_cell_data(cell_class & 0x7f); const bool flip_triangles = ((cell_class & 128) != 0); const unsigned int vertex_count = cell_data.GetVertexCount(); FixedArray cell_vertex_indices(-1); CRASH_COND(vertex_count > cell_vertex_indices.size()); const uint8_t direction_validity_mask = (fx > min_fpos_x ? 1 : 0) | ((fy > min_fpos_y ? 1 : 0) << 1); const uint8_t cell_border_mask = get_border_mask(cell_positions[0], block_size_scaled); for (unsigned int vertex_index = 0; vertex_index < vertex_count; ++vertex_index) { const uint16_t edge_code = tables::get_transition_vertex_data(case_code, vertex_index); const uint8_t index_vertex_a = (edge_code >> 4) & 0xf; const uint8_t index_vertex_b = (edge_code & 0xf); const float sample_a = cell_samples[index_vertex_a]; // d0 and d1 in the paper const float sample_b = cell_samples[index_vertex_b]; // TODO Zero-division is not mentionned in the paper?? ERR_FAIL_COND(sample_a == sample_b); ERR_FAIL_COND(sample_a == 0 && sample_b == 0); // Get interpolation position // We use an 8-bit fraction, allowing the new vertex to be located at one of 257 possible // positions along the edge when both endpoints are included. //const int t = (sample_b << 8) / (sample_b - sample_a); const float t = sample_b / (sample_b - sample_a); const float t0 = t; //static_cast(t) / 256.f; const float t1 = 1.f - t; //static_cast(0x100 - t) / 256.f; // const int ti0 = t; // const int ti1 = 0x100 - t; if (t > 0.f && t < 1.f) { // Vertex lies in the interior of the edge. // (i.e t is either 0 or 257, meaning it's either directly on vertex a or vertex b) const uint8_t vertex_index_to_reuse_or_create = (edge_code >> 8) & 0xf; // The bit values 1 and 2 in this nibble indicate that we must subtract one from the x or y // coordinate, respectively, and these two bits are never simultaneously set. // The bit value 4 indicates that a new vertex is to be created on an interior edge // where it cannot be reused, and the bit value 8 indicates that a new vertex is to be created on a // maximal edge where it can be reused. // // Bit 0 (0x1): need to subtract one to X // Bit 1 (0x2): need to subtract one to Y // Bit 2 (0x4): vertex is on an interior edge, won't be reused // Bit 3 (0x8): vertex is on a maximal edge, it can be reused const uint8_t reuse_direction = (edge_code >> 12); const bool present = (reuse_direction & direction_validity_mask) == reuse_direction; if (present) { // The previous cell is available. Retrieve the cached cell // from which to retrieve the reused vertex index from. const ReuseTransitionCell &prev = cache.get_reuse_cell_2d(fx - (reuse_direction & 1), fy - ((reuse_direction >> 1) & 1)); if (prev.packed_texture_indices == cell_textures.packed_indices) { // Reuse the vertex index from the previous cell. cell_vertex_indices[vertex_index] = prev.vertices[vertex_index_to_reuse_or_create]; } } if (!present || cell_vertex_indices[vertex_index] == -1) { // Going to create a new vertex const Vector3i p0 = cell_positions[index_vertex_a]; const Vector3i p1 = cell_positions[index_vertex_b]; const Vector3f n0 = cell_gradients[index_vertex_a]; const Vector3f n1 = cell_gradients[index_vertex_b]; //Vector3i primary = p0 * ti0 + p1 * ti1; const Vector3f primaryf = to_vec3f(p0) * t0 + to_vec3f(p1) * t1; const Vector3f normal = normalized_not_null(n0 * t0 + n1 * t1); const bool fullres_side = (index_vertex_a < 9 || index_vertex_b < 9); uint16_t border_mask = cell_border_mask; Vector3f secondary; if (fullres_side) { secondary = get_secondary_position(primaryf, normal, 0, block_size_scaled); border_mask |= (get_border_mask(p0, block_size_scaled) & get_border_mask(p1, block_size_scaled)) << 6; } else { // If the vertex is on the half-res side (in our implementation, // it's the side of the block), then we make the mask 0 so that the vertex is never moved. // We only move the full-res side to connect with the regular mesh, // which will also be moved by the same amount to fit the transition mesh. border_mask = 0; } cell_vertex_indices[vertex_index] = output.add_vertex(primaryf, normal, border_mask, secondary); if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { const FixedArray weights0 = cell_textures.weights[index_vertex_a]; const FixedArray weights1 = cell_textures.weights[index_vertex_b]; FixedArray weights; for (unsigned int i = 0; i < cell_textures.indices.size(); ++i) { weights[i] = static_cast( math::clamp(Math::lerp(weights0[i], weights1[i], t1), 0.f, 255.f)); } add_texture_data(output.texturing_data, cell_textures.packed_indices, weights); } if (reuse_direction & 0x8) { // The vertex can be re-used later ReuseTransitionCell &r = cache.get_reuse_cell_2d(fx, fy); r.vertices[vertex_index_to_reuse_or_create] = cell_vertex_indices[vertex_index]; } } } else { // The vertex is exactly on one of the edge endpoints. // Try to reuse corner vertex from a preceding cell. // Use the reuse information in transitionCornerData. const uint8_t cell_index = (t == 0 ? index_vertex_b : index_vertex_a); CRASH_COND(cell_index >= 13); const uint8_t corner_data = tables::get_transition_corner_data(cell_index); const uint8_t vertex_index_to_reuse_or_create = (corner_data & 0xf); const uint8_t reuse_direction = ((corner_data >> 4) & 0xf); const bool present = (reuse_direction & direction_validity_mask) == reuse_direction; if (present) { // The previous cell is available. Retrieve the cached cell // from which to retrieve the reused vertex index from. const ReuseTransitionCell &prev = cache.get_reuse_cell_2d(fx - (reuse_direction & 1), fy - ((reuse_direction >> 1) & 1)); // Reuse the vertex index from the previous cell. cell_vertex_indices[vertex_index] = prev.vertices[vertex_index_to_reuse_or_create]; } if (!present || cell_vertex_indices[vertex_index] == -1) { // Going to create a new vertex const Vector3i primary = cell_positions[cell_index]; const Vector3f primaryf = to_vec3f(primary); const Vector3f normal = normalized_not_null(cell_gradients[cell_index]); const bool fullres_side = (cell_index < 9); uint16_t border_mask = cell_border_mask; Vector3f secondary; if (fullres_side) { secondary = get_secondary_position(primaryf, normal, 0, block_size_scaled); border_mask |= get_border_mask(primary, block_size_scaled) << 6; } else { border_mask = 0; } cell_vertex_indices[vertex_index] = output.add_vertex(primaryf, normal, border_mask, secondary); if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { const FixedArray weights = cell_textures.weights[cell_index]; add_texture_data(output.texturing_data, cell_textures.packed_indices, weights); } // We are on a corner so the vertex will be re-usable later ReuseTransitionCell &r = cache.get_reuse_cell_2d(fx, fy); r.vertices[vertex_index_to_reuse_or_create] = cell_vertex_indices[vertex_index]; } } } // for vertex const unsigned int triangle_count = cell_data.GetTriangleCount(); for (unsigned int ti = 0; ti < triangle_count; ++ti) { if (flip_triangles) { output.indices.push_back(cell_vertex_indices[cell_data.get_vertex_index(ti * 3)]); output.indices.push_back(cell_vertex_indices[cell_data.get_vertex_index(ti * 3 + 1)]); output.indices.push_back(cell_vertex_indices[cell_data.get_vertex_index(ti * 3 + 2)]); } else { output.indices.push_back(cell_vertex_indices[cell_data.get_vertex_index(ti * 3 + 2)]); output.indices.push_back(cell_vertex_indices[cell_data.get_vertex_index(ti * 3 + 1)]); output.indices.push_back(cell_vertex_indices[cell_data.get_vertex_index(ti * 3)]); } } } // for x } // for y } template Span get_or_decompress_channel( const VoxelBufferInternal &voxels, std::vector &backing_buffer, unsigned int channel) { // ERR_FAIL_COND_V( voxels.get_channel_depth(channel) != VoxelBufferInternal::get_depth_from_size(sizeof(T)), Span()); if (voxels.get_channel_compression(channel) == VoxelBufferInternal::COMPRESSION_UNIFORM) { backing_buffer.resize(Vector3iUtil::get_volume(voxels.get_size())); const T v = voxels.get_voxel(Vector3i(), channel); // TODO Could use a fast fill using 8-byte blocks or intrinsics? for (unsigned int i = 0; i < backing_buffer.size(); ++i) { backing_buffer[i] = v; } return to_span_const(backing_buffer); } else { Span data_bytes; CRASH_COND(voxels.get_channel_raw(channel, data_bytes) == false); return data_bytes.reinterpret_cast_to(); } } TextureIndicesData get_texture_indices_data(const VoxelBufferInternal &voxels, unsigned int channel, DefaultTextureIndicesData &out_default_texture_indices_data) { ERR_FAIL_COND_V(voxels.get_channel_depth(channel) != VoxelBufferInternal::DEPTH_16_BIT, TextureIndicesData()); TextureIndicesData data; if (voxels.is_uniform(channel)) { const uint16_t encoded_indices = voxels.get_voxel(Vector3i(), channel); data.default_indices = decode_indices_from_packed_u16(encoded_indices); data.packed_default_indices = pack_bytes(data.default_indices); out_default_texture_indices_data.indices = data.default_indices; out_default_texture_indices_data.packed_indices = data.packed_default_indices; out_default_texture_indices_data.use = true; } else { Span data_bytes; CRASH_COND(voxels.get_channel_raw(channel, data_bytes) == false); data.buffer = data_bytes.reinterpret_cast_to(); out_default_texture_indices_data.use = false; } return data; } // I'm not really decided if doing this is better or not yet? //#define USE_TRICHANNEL #ifdef USE_TRICHANNEL // TODO Is this a faster/equivalent option with better precision? struct WeightSampler3U8 { Span u8_data0; Span u8_data1; Span u8_data2; inline FixedArray get_weights(int i) const { FixedArray w; w[0] = u8_data0[i]; w[1] = u8_data1[i]; w[2] = u8_data2[i]; w[3] = 255 - (w[0] + w[1] + w[2]); return w; } }; thread_local std::vector s_weights_backing_buffer_u8_0; thread_local std::vector s_weights_backing_buffer_u8_1; thread_local std::vector s_weights_backing_buffer_u8_2; #else struct WeightSamplerPackedU16 { Span u16_data; inline FixedArray get_weights(int i) const { return decode_weights_from_packed_u16(u16_data[i]); } }; thread_local std::vector s_weights_backing_buffer_u16; #endif // Presence of zeroes in samples occurs more often when precision is scarce // (8-bit, scaled SDF, or slow gradients). // This causes two symptoms: // - Degenerate triangles. Potentially bad for systems using the mesh later (MeshOptimizer, physics) // - Glitched triangles. Wrong vertices get re-used. // Needs closer investigation to know why, maybe related to case selection // // See also https://github.com/zeux/meshoptimizer/issues/312 // // A quick fix to avoid it is to add a tiny offset to values equal to the isolevel. // It must be done on the whole buffer to ensure consistency (and not after early cell rejection), // otherwise it can create gaps in the final mesh. // // Not used anymore for now, but if we get this problem again we may have to investigate // /*template Span apply_zero_sdf_fix(Span p_sdf_data) { VOXEL_PROFILE_SCOPE(); static thread_local std::vector s_sdf_backing_buffer; std::vector &sdf_data = s_sdf_backing_buffer; sdf_data.resize(p_sdf_data.size()); memcpy(sdf_data.data(), p_sdf_data.data(), p_sdf_data.size()); for (auto it = sdf_data.begin(); it != sdf_data.end(); ++it) { if (*it == get_isolevel()) { // Assuming Sdf_T is an integer. Might not be needed for floats. *it += 1; } } return to_span_const(sdf_data); }*/ DefaultTextureIndicesData build_regular_mesh(const VoxelBufferInternal &voxels, unsigned int sdf_channel, uint32_t lod_index, TexturingMode texturing_mode, Cache &cache, MeshArrays &output, const IDeepSDFSampler *deep_sdf_sampler) { VOXEL_PROFILE_SCOPE(); // From this point, we expect the buffer to contain allocated data in the relevant channels. Span sdf_data_raw; CRASH_COND(voxels.get_channel_raw(sdf_channel, sdf_data_raw) == false); const unsigned int voxels_count = Vector3iUtil::get_volume(voxels.get_size()); DefaultTextureIndicesData default_texture_indices_data; default_texture_indices_data.use = false; TextureIndicesData indices_data; #ifdef USE_TRICHANNEL WeightSampler3U8 weights_data; if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { // From this point we know SDF is not uniform so it has an allocated buffer, // but it might have uniform indices or weights so we need to ensure there is a backing buffer. indices_data = get_texture_indices_data(voxels, VoxelBufferInternal::CHANNEL_INDICES, default_texture_indices_data); weights_data.u8_data0 = get_or_decompress_channel(voxels, s_weights_backing_buffer_u8_0, VoxelBufferInternal::CHANNEL_WEIGHTS); weights_data.u8_data1 = get_or_decompress_channel(voxels, s_weights_backing_buffer_u8_1, VoxelBufferInternal::CHANNEL_DATA5); weights_data.u8_data2 = get_or_decompress_channel(voxels, s_weights_backing_buffer_u8_2, VoxelBufferInternal::CHANNEL_DATA6); ERR_FAIL_COND_V(weights_data.u8_data0.size() != voxels_count, default_texture_indices_data); ERR_FAIL_COND_V(weights_data.u8_data1.size() != voxels_count, default_texture_indices_data); ERR_FAIL_COND_V(weights_data.u8_data2.size() != voxels_count, default_texture_indices_data); } #else WeightSamplerPackedU16 weights_data; if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { // From this point we know SDF is not uniform so it has an allocated buffer, // but it might have uniform indices or weights so we need to ensure there is a backing buffer. indices_data = get_texture_indices_data(voxels, VoxelBufferInternal::CHANNEL_INDICES, default_texture_indices_data); weights_data.u16_data = get_or_decompress_channel(voxels, s_weights_backing_buffer_u16, VoxelBufferInternal::CHANNEL_WEIGHTS); ERR_FAIL_COND_V(weights_data.u16_data.size() != voxels_count, default_texture_indices_data); } #endif // We settle data types up-front so we can get rid of abstraction layers and conditionals, // which would otherwise harm performance in tight iterations switch (voxels.get_channel_depth(sdf_channel)) { case VoxelBufferInternal::DEPTH_8_BIT: { Span sdf_data = sdf_data_raw.reinterpret_cast_to(); build_regular_mesh(sdf_data, indices_data, weights_data, voxels.get_size(), lod_index, texturing_mode, cache, output, deep_sdf_sampler); } break; case VoxelBufferInternal::DEPTH_16_BIT: { Span sdf_data = sdf_data_raw.reinterpret_cast_to(); build_regular_mesh(sdf_data, indices_data, weights_data, voxels.get_size(), lod_index, texturing_mode, cache, output, deep_sdf_sampler); } break; // TODO Remove support for 32-bit SDF in Transvoxel? // I don't think it's worth it. And it could reduce executable size significantly // (the optimized obj size for just transvoxel.cpp is 1.2 Mb on Windows) case VoxelBufferInternal::DEPTH_32_BIT: { Span sdf_data = sdf_data_raw.reinterpret_cast_to(); build_regular_mesh(sdf_data, indices_data, weights_data, voxels.get_size(), lod_index, texturing_mode, cache, output, deep_sdf_sampler); } break; case VoxelBufferInternal::DEPTH_64_BIT: ERR_PRINT("Double-precision SDF channel is not supported"); // Not worth growing executable size for relatively pointless double-precision sdf break; default: ERR_PRINT("Invalid channel"); break; } return default_texture_indices_data; } void build_transition_mesh(const VoxelBufferInternal &voxels, unsigned int sdf_channel, int direction, uint32_t lod_index, TexturingMode texturing_mode, Cache &cache, MeshArrays &output, DefaultTextureIndicesData default_texture_indices_data) { VOXEL_PROFILE_SCOPE(); // From this point, we expect the buffer to contain allocated data in the relevant channels. Span sdf_data_raw; CRASH_COND(voxels.get_channel_raw(sdf_channel, sdf_data_raw) == false); const unsigned int voxels_count = Vector3iUtil::get_volume(voxels.get_size()); // TODO Support more texturing data configurations TextureIndicesData indices_data; #ifdef USE_TRICHANNEL WeightSampler3U8 weights_data; if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { if (default_texture_indices_data.use) { indices_data.default_indices = default_texture_indices_data.indices; indices_data.packed_default_indices = default_texture_indices_data.packed_indices; } else { // From this point we know SDF is not uniform so it has an allocated buffer, // but it might have uniform indices or weights so we need to ensure there is a backing buffer. // TODO Is it worth doing conditionnals instead during meshing? indices_data = get_texture_indices_data( voxels, VoxelBufferInternal::CHANNEL_INDICES, default_texture_indices_data); } weights_data.u8_data0 = get_or_decompress_channel(voxels, s_weights_backing_buffer_u8_0, VoxelBufferInternal::CHANNEL_WEIGHTS); weights_data.u8_data1 = get_or_decompress_channel(voxels, s_weights_backing_buffer_u8_1, VoxelBufferInternal::CHANNEL_DATA5); weights_data.u8_data2 = get_or_decompress_channel(voxels, s_weights_backing_buffer_u8_2, VoxelBufferInternal::CHANNEL_DATA6); ERR_FAIL_COND(weights_data.u8_data0.size() != voxels_count); ERR_FAIL_COND(weights_data.u8_data1.size() != voxels_count); ERR_FAIL_COND(weights_data.u8_data2.size() != voxels_count); } #else WeightSamplerPackedU16 weights_data; if (texturing_mode == TEXTURES_BLEND_4_OVER_16) { if (default_texture_indices_data.use) { indices_data.default_indices = default_texture_indices_data.indices; indices_data.packed_default_indices = default_texture_indices_data.packed_indices; } else { // From this point we know SDF is not uniform so it has an allocated buffer, // but it might have uniform indices or weights so we need to ensure there is a backing buffer. // TODO Is it worth doing conditionnals instead during meshing? indices_data = get_texture_indices_data( voxels, VoxelBufferInternal::CHANNEL_INDICES, default_texture_indices_data); } weights_data.u16_data = get_or_decompress_channel(voxels, s_weights_backing_buffer_u16, VoxelBufferInternal::CHANNEL_WEIGHTS); ERR_FAIL_COND(weights_data.u16_data.size() != voxels_count); } #endif switch (voxels.get_channel_depth(sdf_channel)) { case VoxelBufferInternal::DEPTH_8_BIT: { Span sdf_data = sdf_data_raw.reinterpret_cast_to(); build_transition_mesh(sdf_data, indices_data, weights_data, voxels.get_size(), direction, lod_index, texturing_mode, cache, output); } break; case VoxelBufferInternal::DEPTH_16_BIT: { Span sdf_data = sdf_data_raw.reinterpret_cast_to(); build_transition_mesh(sdf_data, indices_data, weights_data, voxels.get_size(), direction, lod_index, texturing_mode, cache, output); } break; case VoxelBufferInternal::DEPTH_32_BIT: { Span sdf_data = sdf_data_raw.reinterpret_cast_to(); build_transition_mesh(sdf_data, indices_data, weights_data, voxels.get_size(), direction, lod_index, texturing_mode, cache, output); } break; case VoxelBufferInternal::DEPTH_64_BIT: ERR_FAIL_MSG("Double-precision SDF channel is not supported"); // Not worth growing executable size for relatively pointless double-precision sdf break; default: ERR_PRINT("Invalid channel"); break; } } } // namespace zylann::voxel::transvoxel