Some old voxel lighting code

If you look at some of the previous posts you will see this code or a variant of it in use. It may be useful to some. It is very much a hack and i hope to revisit it perhaps in c++ or java.

 public static void SpreadChunkLight(Chunk chunk)
    {

        int x, y, z; byte l;


        using (new Timer("Spread Light"))
        {
            while (chunk.lightSources.Count > 0)
            {
                LightUnit lu = chunk.lightSources.Dequeue();
                x = lu.pos.X; y = lu.pos.Y; z = lu.pos.Z;
                l = lu.val;
                if (IsolatedSunlight(lu.pos.X, lu.pos.Y, lu.pos.Z)) { continue; }

                Spread(x - 1, y, z, l, chunk);
                Spread(x + 1, y, z, l, chunk);
                Spread(x, y + 1, z, l, chunk);
                Spread(x, y - 1, z, l, chunk);
                Spread(x, y, z + 1, l, chunk);
                Spread(x, y, z - 1, l, chunk);
            }
        }


        chunk.State = ChunkState.SpreadLight; chunk.working = false;
        chunk.StateCheck();

    }

    static void Spread(int x, int y, int z, byte l, Chunk pchunk)
    {

        if (l <2) { return; }
        if (World.IsOpaque(x, y, z)) { return; }

        Chunk chunk = World.GetChunkFromHit(x, y, z);
       
        if (chunk == null) { return; }
        byte blocklight = GetBlockLightIndex(x, y, z);
        if (blocklight > (byte)(l - 2)) { return; }


        if (World.loadedChunks >= World.totalChunks)
        {
          
            if (chunk.X != pchunk.X || chunk.Y != pchunk.Y || chunk.Z != pchunk.Z)
            {
             //   Debug.Log("light into chunk");

              //  if (!Pool.toCheckState.Contains(chunk) && chunk.State == ChunkState.Render) { chunk.working = false; chunk.State = ChunkState.SpreadLight; Pool.toCheckState.Enqueue(chunk); }
            }
        }

        lightspreadcount++;
        l = (byte)(l - 1);

        CoreLighting.SetBlockLight(x, y, z, l);

        Spread(x - 1, y, z, l, pchunk);
        Spread(x + 1, y, z, l, pchunk);
        Spread(x, y + 1, z, l, pchunk);
        Spread(x, y - 1, z, l, pchunk);
        Spread(x, y, z + 1, l, pchunk);
        Spread(x, y, z - 1, l, pchunk);

    }

LWJGL OpenGL VBO Issue on Linux

I struggled for a while with some code that generates 2 triangles using indices with more modern OpenGL methods. It worked fine when run on my windows boxes but not on my 2011 MBP running linux. There were no errors or anything i could see (i may not have configured the error checking correctly)

The issue was resolved by replacing the video driver. The xorg driver while it did support some OpenGL functions, did not apparently allow VBO. So if you notice issue with VBO/VBA code on linux where it runs fine on windows, try swapping out your graphics card drivers.

Below is the code used for the loader class thanks to ThinMatrix @ youtube who has some excellent tutorials for lwjgl.

package Engine;

import org.lwjgl.BufferUtils;
import org.lwjgl.opengl.*;
import java.nio.FloatBuffer;
import java.nio.IntBuffer;
import java.util.ArrayList;
import java.util.List;


public class Loader {

    private List<Integer> vaos = new ArrayList<Integer>();
    private List<Integer> vbos = new ArrayList<Integer>();

    public Model LoadToVAO(float[] points, int[]indicies)throws OpenGLException
    {
        int vaoID = CreateVAO();
        BindIndiciesBuffer(indicies);
        StoreDataInAttributeList(0,points);
        UnBindVAO();
        return new Model(vaoID,indicies.length);
    }

    private void BindIndiciesBuffer(int[] indicies){

        int vboID= GL15.glGenBuffers();
        vbos.add(vboID);
        GL15.glBindBuffer(GL15.GL_ELEMENT_ARRAY_BUFFER,vboID);
        IntBuffer buffer  =StoreDataInIntBuffer(indicies);
        GL15.glBufferData(GL15.GL_ELEMENT_ARRAY_BUFFER,buffer, GL15.GL_STATIC_DRAW);
    }
    private IntBuffer StoreDataInIntBuffer(int[] data){
        IntBuffer buffer = BufferUtils.createIntBuffer(data.length);
        buffer.put(data);
        buffer.flip();
        return buffer;

    }
    private int CreateVAO() throws OpenGLException {

        int vaoID = GL30.glGenVertexArrays();
        vaos.add(vaoID);
        GL30.glBindVertexArray(vaoID);
        return vaoID;
    }

    private void StoreDataInAttributeList(int attributeNumber, float[] data) throws OpenGLException{

        int vboID = GL15.glGenBuffers();
        vbos.add(vboID);

        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, vboID);
        FloatBuffer buffer = storeDataInFloatBuffer(data);

        GL15.glBufferData(GL15.GL_ARRAY_BUFFER, buffer, GL15.GL_STATIC_DRAW);
        GL20.glVertexAttribPointer(attributeNumber, 3, GL11.GL_FLOAT, false, 0, 0); //stride here maybe
        GL15.glBindBuffer(GL15.GL_ARRAY_BUFFER, 0);
    }

    private FloatBuffer storeDataInFloatBuffer(float[] data) {
        FloatBuffer buffer = BufferUtils.createFloatBuffer(data.length);
        buffer.put(data);
        buffer.flip();
        return buffer;
    }

    private void UnBindVAO() {
        GL30.glBindVertexArray(0);
    }

    public void Clean() {
        for (int vao : vaos) {
            GL30.glDeleteVertexArrays(vao);
        }

        for (int vbo : vbos) {
            GL15.glDeleteBuffers(vbo);
        }
    }

}

Compressing Voxel Data

My first attempt at saving and loading voxel data seems to work reasonably well. It manages to save approx 4 million voxel points in about 64kb which seems reasonable. The compression ratio would decrease as the usefulness of RLE (Run Length Encoding) wanes due to excessive fragmentation. What remains to be done is to only save those blocks that have changed along with the seed. I’m not building never ending minecraft type worlds so i’m dealing with known quantities here. Currently it just saves and loads everything, surprising quickly.

public static void SaveWorld()
    {
        string saveFile = Directory.GetCurrentDirectory() + @"SavesSave000.txt";
        byte[] wb = new byte[World.blocks.Length];       
        int i = 0;
        for (int x = 0; x < World.maxX - 1; x++)
        {
            for (int y = 0; y < World.maxY - 1; y++)
            {
                for (int z = 0; z < World.maxZ - 1; z++)
                {
                    wb[i] = (byte)World.blocks[x, y, z].blocktype;
                    i++;
                }
            }
        }

        wb = CLZF2.Compress(wb);
        using (BinaryWriter writer = new BinaryWriter(File.Open(saveFile, FileMode.Create)))
        {
            writer.Write(wb);
        }
    }
/*
 * Improved version to C# LibLZF Port:
 * Copyright (c) 2010 Roman Atachiants 
 *
 * Original CLZF Port:
 * Copyright (c) 2005 Oren J. Maurice 
 *
 * Original LibLZF Library  Algorithm:
 * Copyright (c) 2000-2008 Marc Alexander Lehmann 
 *
 * Redistribution and use in source and binary forms, with or without modifica-
 * tion, are permitted provided that the following conditions are met:
 *
 *   1.  Redistributions of source code must retain the above copyright notice,
 *       this list of conditions and the following disclaimer.
 *
 *   2.  Redistributions in binary form must reproduce the above copyright
 *       notice, this list of conditions and the following disclaimer in the
 *       documentation and/or other materials provided with the distribution.
 *
 *   3.  The name of the author may not be used to endorse or promote products
 *       derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MER-
 * CHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.  IN NO
 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPE-
 * CIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTH-
 * ERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
 * OF THE POSSIBILITY OF SUCH DAMAGE.
 *
 * Alternatively, the contents of this file may be used under the terms of
 * the GNU General Public License version 2 (the "GPL"), in which case the
 * provisions of the GPL are applicable instead of the above. If you wish to
 * allow the use of your version of this file only under the terms of the
 * GPL and not to allow others to use your version of this file under the
 * BSD license, indicate your decision by deleting the provisions above and
 * replace them with the notice and other provisions required by the GPL. If
 * you do not delete the provisions above, a recipient may use your version
 * of this file under either the BSD or the GPL.
 */
using System;

/* Benchmark with Alice29 Canterbury Corpus
        ---------------------------------------
        (Compression) Original CLZF C#
        Raw = 152089, Compressed = 101092
         8292,4743 ms.
        ---------------------------------------
        (Compression) My LZF C#
        Raw = 152089, Compressed = 101092
         33,0019 ms.
        ---------------------------------------
        (Compression) Zlib using SharpZipLib
        Raw = 152089, Compressed = 54388
         8389,4799 ms.
        ---------------------------------------
        (Compression) QuickLZ C#
        Raw = 152089, Compressed = 83494
         80,0046 ms.
        ---------------------------------------
        (Decompression) Original CLZF C#
        Decompressed = 152089
         16,0009 ms.
        ---------------------------------------
        (Decompression) My LZF C#
        Decompressed = 152089
         15,0009 ms.
        ---------------------------------------
        (Decompression) Zlib using SharpZipLib
        Decompressed = 152089
         3577,2046 ms.
        ---------------------------------------
        (Decompression) QuickLZ C#
        Decompressed = 152089
         21,0012 ms.
    */


/// 
/// Improved C# LZF Compressor, a very small data compression library. The compression algorithm is extremely fast.
public static class CLZF2
{
	private static readonly uint HLOG = 14;
	private static readonly uint HSIZE = (1 << 14);
	private static readonly uint MAX_LIT = (1 << 5);
	private static readonly uint MAX_OFF = (1 << 13);
	private static readonly uint MAX_REF = ((1 << 8) + (1 << 3));
	
	/// 
	/// Hashtable, that can be allocated only once
	/// 
	private static readonly long[] HashTable = new long[HSIZE];
	
	// Compresses inputBytes
	public static byte[] Compress(byte[] inputBytes)
	{
		// Starting guess, increase it later if needed
		int outputByteCountGuess = inputBytes.Length * 2;
		byte[] tempBuffer = new byte[outputByteCountGuess];
		int byteCount = lzf_compress (inputBytes, ref tempBuffer);
		
		// If byteCount is 0, then increase buffer and try again
		while (byteCount == 0)
		{
			outputByteCountGuess *=2;
			tempBuffer = new byte[outputByteCountGuess];
			byteCount = lzf_compress (inputBytes, ref tempBuffer);
		}
		
		byte[] outputBytes = new byte[byteCount];
		Buffer.BlockCopy(tempBuffer, 0, outputBytes, 0, byteCount);
		return outputBytes;
	}
	
	// Decompress outputBytes
	public static byte[] Decompress(byte[] inputBytes)
	{
		// Starting guess, increase it later if needed
		int outputByteCountGuess = inputBytes.Length * 2;
		byte[] tempBuffer = new byte[outputByteCountGuess];
		int byteCount = lzf_decompress (inputBytes, ref tempBuffer);
		
		// If byteCount is 0, then increase buffer and try again
		while (byteCount == 0)
		{
			outputByteCountGuess *=2;
			tempBuffer = new byte[outputByteCountGuess];
			byteCount = lzf_decompress (inputBytes, ref tempBuffer);
		}
		
		byte[] outputBytes = new byte[byteCount];
		Buffer.BlockCopy(tempBuffer, 0, outputBytes, 0, byteCount);
		return outputBytes;
	}
	
	/// 
	/// Compresses the data using LibLZF algorithm
	/// 
	/// Reference to the data to compress
	/// Reference to a buffer which will contain the compressed data
	/// The size of the compressed archive in the output buffer
	public static int lzf_compress(byte[] input, ref byte[] output)
	{
		int inputLength = input.Length;
		int outputLength = output.Length;
		
		Array.Clear(HashTable, 0, (int)HSIZE);
		
		long hslot;
		uint iidx = 0;
		uint oidx = 0;
		long reference;
		
		uint hval = (uint)(((input[iidx]) << 8) | input[iidx + 1]); // FRST(in_data, iidx);
		long off;
		int lit = 0;
		
		for (; 😉
		{
			if (iidx < inputLength - 2)
			{
				hval = (hval << 8) | input[iidx + 2];
				hslot = ((hval ^ (hval <> (int)(((3 * 8 - HLOG)) - hval * 5) & (HSIZE - 1));
				reference = HashTable[hslot];
				HashTable[hslot] = (long)iidx;
				
				
				if ((off = iidx - reference - 1) < MAX_OFF
				    && iidx + 4  0
				    && input[reference + 0] == input[iidx + 0]
				    && input[reference + 1] == input[iidx + 1]
				    && input[reference + 2] == input[iidx + 2]
				    )
				{
					/* match found at *reference++ */
					uint len = 2;
					uint maxlen = (uint)inputLength - iidx - len;
					maxlen = maxlen > MAX_REF ? MAX_REF : maxlen;
					
					if (oidx + lit + 1 + 3 >= outputLength)
						return 0;
					
					do
						len++;
					while (len < maxlen && input[reference + len] == input[iidx + len]);
					
					if (lit != 0)
					{
						output[oidx++] = (byte)(lit - 1);
						lit = -lit;
						do
							output[oidx++] = input[iidx + lit];
						while ((++lit) != 0);
					}
					
					len -= 2;
					iidx++;
					
					if (len > 8) + (len <> 8) + (7 << 5));
						output[oidx++] = (byte)(len - 7);
					}
					
					output[oidx++] = (byte)off;
					
					iidx += len - 1;
					hval = (uint)(((input[iidx]) << 8) | input[iidx + 1]);
					
					hval = (hval << 8) | input[iidx + 2];
					HashTable[((hval ^ (hval <> (int)(((3 * 8 - HLOG)) - hval * 5) & (HSIZE - 1))] = iidx;
					iidx++;
					
					hval = (hval << 8) | input[iidx + 2];
					HashTable[((hval ^ (hval <> (int)(((3 * 8 - HLOG)) - hval * 5) & (HSIZE - 1))] = iidx;
					iidx++;
					continue;
				}
			}
			else if (iidx == inputLength)
				break;
			
			/* one more literal byte we must copy */
			lit++;
			iidx++;
			
			if (lit == MAX_LIT)
			{
				if (oidx + 1 + MAX_LIT >= outputLength)
					return 0;
				
				output[oidx++] = (byte)(MAX_LIT - 1);
				lit = -lit;
				do
					output[oidx++] = input[iidx + lit];
				while ((++lit) != 0);
			}
		}
		
		if (lit != 0)
		{
			if (oidx + lit + 1 >= outputLength)
				return 0;
			
			output[oidx++] = (byte)(lit - 1);
			lit = -lit;
			do
				output[oidx++] = input[iidx + lit];
			while ((++lit) != 0);
		}
		
		return (int)oidx;
	}
	
	
	/// 
	/// Decompresses the data using LibLZF algorithm
	/// 
	/// Reference to the data to decompress
	/// Reference to a buffer which will contain the decompressed data
	/// Returns decompressed size
	public static int lzf_decompress(byte[] input, ref byte[] output)
	{
		int inputLength = input.Length;
		int outputLength = output.Length;
		
		uint iidx = 0;
		uint oidx = 0;
		
		do
		{
			uint ctrl = input[iidx++];
			
			if (ctrl < (1 < outputLength)
				{
					//SET_ERRNO (E2BIG);
					return 0;
				}
				
				do
					output[oidx++] = input[iidx++];
				while ((--ctrl) != 0);
			}
			else /* back reference */
			{
				uint len = ctrl >> 5;
				
				int reference = (int)(oidx - ((ctrl & 0x1f) < outputLength)
				{
					//SET_ERRNO (E2BIG);
					return 0;
				}
				
				if (reference < 0)
				{
					//SET_ERRNO (EINVAL);
					return 0;
				}
				
				output[oidx++] = output[reference++];
				output[oidx++] = output[reference++];
				
				do
					output[oidx++] = output[reference++];
				while ((--len) != 0);
			}
		}
		while (iidx < inputLength);
		
		return (int)oidx;
	}
	
}

Lighting Test

Rewrote ambient occlusion and built a light spreading system.
This is a long way from NVIDIA’s new global illumination/maxwell ‘voxel’ based lighting i read about recently but I’m gradually improving the light system for this unity engine.

I still need to build a more efficient way to update chunks that have had light changed due to light spreading from another chunk.

I use a system of stacks (all chunks on vertical axis) and chunks. When a block is placed or removed the stack should have light recalculated and mesh rebuilt. If light values change in chunks not within this stack, then those chunks should be rebuilt. I’m probably still missing a few things but I’ll keep working on it.

Unity 5 Voxel Engine Update – Photon Multiplayer

more stuff here. more stuff to do. stuff..n stuff..

1. Implemented multiplayer chat with Photon from exit games. I’m not looking to implement full multiplayer yet but perhaps a town or village where people can meet in between battles. It will be easier to learn Photon this way and also give me a chance to clean up the code a bit.

2. Added a Shakespearean random name generator.

3. Rewrote mesh distortion, vastly simplified version. Still needs some adjustment.

TODO: debug everything, re-write lighting code, add new mobs, npcs

Unity Drag & Drop Slots-Inventory

Many of you seasoned unity pros out there are probably face-palming as you look at how I’ve approached this, but this is the method that is working for me at this point. I’m sure it will be revised in the future.

The script below is attached to all of my quickslot UI images. I use an extra “phantom” slot (dragImage & dragText) to play the part of the slot that is being dragged. so the actual slots or slot items don’t move, the slot data is just passed behind the scenes. If you have any q’s  you can contact me dev@nuzly.com. otherwise, i hope this is useful in some way.

Also, check out this tutorial for a good run down on a variation of the code below. It’s the tutorial that clued me into this method, also check the unity forums for some useful unity 4.6 > 5 info. (which is where i got the UI raycasting stuff.)

using UnityEngine;
using System.Collections.Generic;
using UnityEngine.EventSystems;
using UnityEngine.UI;

public class DragHandler : MonoBehaviour,IBeginDragHandler,IDragHandler,IEndDragHandler {

    public GameObject dragObject;
    public Image dragImage;
    public Sprite emptyImage;
    public Text dragText;
    public int slot;
    SlotManager sm;
    Vector3 startPos;

	void Start () {

        dragObject = GameObject.Find("Slot_Drag");
        dragImage = GameObject.Find("Slot_Drag_Image").GetComponent();
        dragText = GameObject.Find("Slot_Drag_Counter").GetComponent();

        sm = GameObject.Find("InventoryUIManager").GetComponent();
	}
	

    public void OnBeginDrag(PointerEventData eventData)
    {
     
        dragImage.overrideSprite = sm.GetSlotSprite(slot);
        dragText.text = sm.GetSlotCountText(slot);
        startPos = dragObject.transform.position;

        sm.slotImages[slot].GetComponent().overrideSprite = emptyImage;
        sm.slotCounters[slot].GetComponent().text = "";

    }

    public void OnDrag(PointerEventData eventData)
    {
        Vector3 m = Input.mousePosition;
        dragObject.transform.position = new Vector3(m.x, m.y, dragObject.transform.position.z);
    }

    public void OnEndDrag(PointerEventData eventData)
    {
        CheckDrop();
      
        dragObject.transform.position = startPos;
        sm.UpdateSlots();

        dragImage.overrideSprite = emptyImage;
        dragText.text = "";
    }

    void CheckDrop() 
    {
        int dropSlot=-1;
        PointerEventData pointer = new PointerEventData(EventSystem.current);
        pointer.position = dragObject.transform.position;
        List raycastResults = new List();
        EventSystem.current.RaycastAll(pointer, raycastResults);

        if (raycastResults.Count > 2)
        {
      
            string slotname = raycastResults[2].gameObject.name;

            if (slotname.IndexOf("Slot_01") > -1) { dropSlot = 1; }
            if (slotname.IndexOf("Slot_02") > -1) { dropSlot = 2; }
            if (slotname.IndexOf("Slot_03") > -1) { dropSlot = 3; }
            if (slotname.IndexOf("Slot_04") > -1) { dropSlot = 4; }
            if (slotname.IndexOf("Slot_05") > -1) { dropSlot = 5; }
            if (slotname.IndexOf("Slot_06") > -1) { dropSlot = 6; }
            if (slotname.IndexOf("Slot_07") > -1) { dropSlot = 7; }
            if (slotname.IndexOf("Slot_08") > -1) { dropSlot = 8; }
            if (slotname.IndexOf("Slot_09") > -1) { dropSlot = 9; }
        
           
        }

        if (dropSlot != -1) 
        {
            sm.SetDragFrom(slot);
            sm.SetDragTo(dropSlot-1);

        }

        Debug.Log(dropSlot);
    }
}

Unity Custom Particle System – Test #1

Below are the functions I’m using to set scale and color. This is the first attempt. It seems to work OK but perhaps it can be improved on;

void SetColor()
{
mat.SetColor("_TintColor",
new Color(Mathf.Lerp(startColor.r, endColor.r, lifeCounter / life), Mathf.Lerp(startColor.g, endColor.g, lifeCounter / life), Mathf.Lerp(startColor.b, endColor.b, lifeCounter / life), Mathf.Lerp(startColor.a, endColor.a, lifeCounter / life)));
}

void SetSize()
{
transform.localScale =
new Vector3(Mathf.Lerp(startSize.x, endSize.x, lifeCounter / life),
Mathf.Lerp(startSize.y, endSize.y, lifeCounter / life),
Mathf.Lerp(startSize.z, endSize.z, lifeCounter / life));
}