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https://github.com/Relintai/godot_voxel.git
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56 lines
1.5 KiB
C++
56 lines
1.5 KiB
C++
#ifndef VOXEL_MESHER
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#define VOXEL_MESHER
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#include "voxel.h"
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#include "voxel_buffer.h"
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#include "voxel_library.h"
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#include "zprofiling.h"
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#include <core/reference.h>
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#include <scene/resources/mesh.h>
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// TODO Should be renamed VoxelMesherModel or something like that
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class VoxelMesher : public Reference {
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GDCLASS(VoxelMesher, Reference)
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public:
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static const unsigned int MAX_MATERIALS = 8; // Arbitrary. Tweak if needed.
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VoxelMesher();
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void set_library(Ref<VoxelLibrary> library);
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Ref<VoxelLibrary> get_library() const { return _library; }
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void set_occlusion_darkness(float darkness);
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float get_occlusion_darkness() const { return _baked_occlusion_darkness; }
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void set_occlusion_enabled(bool enable);
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bool get_occlusion_enabled() const { return _bake_occlusion; }
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Array build(const VoxelBuffer &buffer_ref, unsigned int channel, Vector3i min, Vector3i max);
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Ref<ArrayMesh> build_mesh(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Array materials, Ref<ArrayMesh> mesh = Ref<ArrayMesh>());
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protected:
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static void _bind_methods();
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private:
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struct Arrays {
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Vector<Vector3> positions;
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Vector<Vector3> normals;
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Vector<Vector2> uvs;
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Vector<Color> colors;
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Vector<int> indices;
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};
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Ref<VoxelLibrary> _library;
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Arrays _arrays[MAX_MATERIALS];
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float _baked_occlusion_darkness;
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bool _bake_occlusion;
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#ifdef VOXEL_PROFILING
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ZProfiler _zprofiler;
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Dictionary get_profiling_info() const { return _zprofiler.get_all_serialized_info(); }
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#endif
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};
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#endif // VOXEL_MESHER
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