bvle-voxels/src/voxel/TopingSystem.cpp

296 lines
12 KiB
C++
Raw Normal View History

#include "TopingSystem.h"
#include "VoxelWorld.h"
#include <cmath>
#include <cstring>
namespace voxel {
// ── Edge definitions for +Y face ────────────────────────────────
// Each edge sits on one side of the unit square [0,1]² (the XZ plane at y=1).
// The bevel strip runs along the edge, with a wedge cross-section
// rising from the voxel face (y=1) to a peak (y=1+h) and sloping
// inward by width w.
//
// Cross-section (looking along the strip):
//
// peak (edge, 1+h)
// /|
// / |
// / | slope face (visible from above)
// / |
// / | outer wall (visible from the side)
// / |
// inner outer
// (1-w,1) (edge,1)
//
struct EdgeDef {
float sx, sz; // strip start point (on the voxel face)
float ex, ez; // strip end point
float ix, iz; // inward direction (unit, perpendicular to strip)
float nx, nz; // outer wall normal (points outward)
};
static const EdgeDef kEdges[4] = {
// sx sz ex ez ix iz nx nz
{ 1.0f, 0.0f, 1.0f, 1.0f,-1.0f, 0.0f, 1.0f, 0.0f }, // bit 0: +X edge
{ 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 0.0f,-1.0f, 0.0f }, // bit 1: -X edge
{ 0.0f, 1.0f, 1.0f, 1.0f, 0.0f,-1.0f, 0.0f, 1.0f }, // bit 2: +Z edge
{ 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f,-1.0f }, // bit 3: -Z edge
};
// ── Helper: emit one triangle with auto-corrected winding ───────
// Compares the geometric normal (from vertex cross product) to the
// desired shading normal. If they disagree, swaps B and C to flip
// the winding so the triangle is front-facing (CCW in Wicked Engine).
static void emitTri(std::vector<TopingVertex>& v,
float ax, float ay, float az,
float bx, float by, float bz,
float cx, float cy, float cz,
float nx, float ny, float nz)
{
// Geometric normal = cross(AB, AC)
float abx = bx - ax, aby = by - ay, abz = bz - az;
float acx = cx - ax, acy = cy - ay, acz = cz - az;
float gnx = aby * acz - abz * acy;
float gny = abz * acx - abx * acz;
float gnz = abx * acy - aby * acx;
// If geometric normal disagrees with desired normal, swap B↔C
if (gnx * nx + gny * ny + gnz * nz > 0.0f) {
v.push_back({ ax, ay, az, nx, ny, nz });
v.push_back({ cx, cy, cz, nx, ny, nz });
v.push_back({ bx, by, bz, nx, ny, nz });
} else {
v.push_back({ ax, ay, az, nx, ny, nz });
v.push_back({ bx, by, bz, nx, ny, nz });
v.push_back({ cx, cy, cz, nx, ny, nz });
}
}
// ═════════════════════════════════════════════════════════════════
// TopingSystem implementation
// ═════════════════════════════════════════════════════════════════
void TopingSystem::initialize() {
registerDefs();
generateMeshes();
}
// ── Register toping types ───────────────────────────────────────
void TopingSystem::registerDefs() {
defs_.clear();
// Type 0: Stone bevel — clean angular ridge along open edges
// Applied to stone (materialID=3), face +Y
// Priority 0 (low): yields to grass at material boundaries
{
TopingDef def{};
def.materialID = 3;
def.face = FACE_POS_Y;
def.priority = 0;
def.height = 0.06f; // subtle bevel
def.width = 0.12f;
def.segments = 1; // single smooth segment per edge
defs_.push_back(def);
}
// Type 1: Grass edge — organic bumpy tufts along open edges
// Applied to grass (materialID=1), face +Y
// Priority 1 (high): generates bevels over stone at boundaries
{
TopingDef def{};
def.materialID = 1;
def.face = FACE_POS_Y;
def.priority = 1;
def.height = 0.12f; // taller, more visible
def.width = 0.18f;
def.segments = 4; // subdivided for bumpy profile
defs_.push_back(def);
}
}
// ── Generate all 16 mesh variants per def ───────────────────────
void TopingSystem::generateMeshes() {
vertices_.clear();
for (auto& def : defs_) {
for (int bitmask = 0; bitmask < 16; bitmask++) {
generateVariant(def, (uint8_t)bitmask);
}
}
}
// ── Generate mesh for one (def, bitmask) pair ───────────────────
// An UNSET bit means the edge is open → add bevel strip.
// A SET bit means a neighbor is present → no bevel (toping connects).
void TopingSystem::generateVariant(TopingDef& def, uint8_t bitmask) {
const uint32_t startOffset = (uint32_t)vertices_.size();
for (int edge = 0; edge < 4; edge++) {
if (bitmask & (1 << edge)) continue; // neighbor present → skip
const EdgeDef& e = kEdges[edge];
const float w = def.width;
const int segs = def.segments;
// Build height profile along the strip
std::vector<float> heights(segs + 1);
if (segs <= 1) {
// Stone: constant height (smooth bevel)
heights[0] = def.height;
heights[1] = def.height;
} else {
// Grass: sinusoidal bumps, phase offset per edge for variety
for (int j = 0; j <= segs; j++) {
float t = (float)j / segs;
float bump = sinf((t * 2.5f + edge * 0.31f) * 3.14159f);
heights[j] = def.height * (0.5f + 0.5f * std::abs(bump));
if (heights[j] < 0.02f) heights[j] = 0.02f;
}
}
// Strip direction
const float dx = e.ex - e.sx;
const float dz = e.ez - e.sz;
for (int i = 0; i < segs; i++) {
const float t0 = (float)i / segs;
const float t1 = (float)(i + 1) / segs;
const float h0 = heights[i];
const float h1 = heights[i + 1];
// Points at t0 along the strip (all at y=1, the voxel face)
const float x0 = e.sx + t0 * dx;
const float z0 = e.sz + t0 * dz;
// Points at t1
const float x1 = e.sx + t1 * dx;
const float z1 = e.sz + t1 * dz;
// Cross-section at t0:
// outerBot = (x0, 1, z0) — on the voxel face, at the edge
// peak = (x0, 1+h0, z0) — raised at the edge
// inner = (x0+w*ix, 1, z0+w*iz) — on the face, inward
const float pk0y = 1.0f + h0;
const float in0x = x0 + w * e.ix;
const float in0z = z0 + w * e.iz;
// Cross-section at t1:
const float pk1y = 1.0f + h1;
const float in1x = x1 + w * e.ix;
const float in1z = z1 + w * e.iz;
// ── Outer wall face (vertical, facing outward) ──────
// Normal points outward: (nx, 0, nz)
// Winding: emit both orderings — CW from outside view
// Empirically CW = front-facing in our engine (see CLAUDE.md)
emitTri(vertices_,
x0, pk0y, z0, x1, pk1y, z1, x0, 1.0f, z0,
e.nx, 0.0f, e.nz);
emitTri(vertices_,
x1, pk1y, z1, x1, 1.0f, z1, x0, 1.0f, z0,
e.nx, 0.0f, e.nz);
// ── Slope face (from peak down to inner edge) ───────
// Slope normal: the slope rises from inner (y=1) to peak (y=1+h) at the edge.
// Since it tilts outward, the normal points INWARD and UP.
// Normal = inward_dir * (h/L) + up * (w/L), where L = sqrt(h²+w²).
const float avgH = (h0 + h1) * 0.5f;
float slopeLen = sqrtf(avgH * avgH + w * w);
if (slopeLen < 0.0001f) slopeLen = 1.0f;
float cnx = e.ix * (avgH / slopeLen);
float cny = w / slopeLen;
float cnz = e.iz * (avgH / slopeLen);
// Slope: peak → inner, strip direction
// CW winding from normal direction
emitTri(vertices_,
x0, pk0y, z0, in0x, 1.0f, in0z, x1, pk1y, z1,
cnx, cny, cnz);
emitTri(vertices_,
x1, pk1y, z1, in0x, 1.0f, in0z, in1x, 1.0f, in1z,
cnx, cny, cnz);
}
}
const uint32_t count = (uint32_t)vertices_.size() - startOffset;
def.variants[bitmask] = { startOffset, count };
}
// ── Collect toping instances from the world ─────────────────────
// Scans every exposed voxel face that matches a registered TopingDef,
// computes the 4-bit adjacency bitmask, and emits a TopingInstance.
//
// Currently only supports FACE_POS_Y (top face). For other faces,
// the adjacency directions would need to be adapted to the face plane.
void TopingSystem::collectInstances(const VoxelWorld& world) {
instances_.clear();
// Quick lookup: material → toping def index (-1 if none)
int8_t matToDef[256];
memset(matToDef, -1, sizeof(matToDef));
for (size_t i = 0; i < defs_.size(); i++) {
matToDef[defs_[i].materialID] = (int8_t)i;
}
world.forEachChunk([&](const ChunkPos& cpos, const Chunk& chunk) {
for (int z = 0; z < CHUNK_SIZE; z++) {
for (int y = 0; y < CHUNK_SIZE; y++) {
for (int x = 0; x < CHUNK_SIZE; x++) {
const VoxelData& v = chunk.at(x, y, z);
if (v.isEmpty()) continue;
const uint8_t mat = v.getMaterialID();
const int8_t defIdx = matToDef[mat];
if (defIdx < 0) continue;
const TopingDef& def = defs_[defIdx];
// World coordinates
const int wx = cpos.x * CHUNK_SIZE + x;
const int wy = cpos.y * CHUNK_SIZE + y;
const int wz = cpos.z * CHUNK_SIZE + z;
// Check if the target face is exposed (neighbor in face direction is empty)
// Currently only FACE_POS_Y is supported
if (def.face == FACE_POS_Y) {
if (!world.getVoxel(wx, wy + 1, wz).isEmpty()) continue;
// Face exposed. Compute 4-bit adjacency bitmask.
// A neighbor "connects" (bit SET → no bevel on that edge) if:
// - Same material AND its +Y face is also exposed (same toping type)
// - OR different material with a toping of HIGHER or EQUAL priority
// AND its +Y face is exposed (the dominant toping wins at the boundary)
uint8_t adj = 0;
const uint8_t myPriority = def.priority;
auto checkNeighbor = [&](int nx, int nz) -> bool {
uint8_t nMat = world.getVoxel(nx, wy, nz).getMaterialID();
if (nMat == 0) return false; // empty
if (!world.getVoxel(nx, wy + 1, nz).isEmpty()) return false; // +Y not exposed
// Same material → connect (no bevel)
if (nMat == mat) return true;
// Different material with toping: check priority
int8_t nDefIdx = matToDef[nMat];
if (nDefIdx >= 0 && defs_[nDefIdx].priority >= myPriority) return true;
return false;
};
if (checkNeighbor(wx + 1, wz)) adj |= 1; // +X
if (checkNeighbor(wx - 1, wz)) adj |= 2; // -X
if (checkNeighbor(wx, wz + 1)) adj |= 4; // +Z
if (checkNeighbor(wx, wz - 1)) adj |= 8; // -Z
instances_.push_back({
(float)wx, (float)wy, (float)wz,
(uint16_t)defIdx, adj
});
}
// TODO: support other face directions (FACE_NEG_Y, FACE_POS_X, etc.)
// Each face direction needs different adjacency directions in its plane.
}
}
}
});
}
} // namespace voxel