mirror of
https://github.com/Relintai/godot_voxel.git
synced 2024-11-19 02:47:18 +01:00
56 lines
1.5 KiB
C++
56 lines
1.5 KiB
C++
#ifndef VOXEL_MESHER
|
|
#define VOXEL_MESHER
|
|
|
|
#include "voxel.h"
|
|
#include "voxel_buffer.h"
|
|
#include "voxel_library.h"
|
|
#include "zprofiling.h"
|
|
#include <core/reference.h>
|
|
#include <scene/resources/mesh.h>
|
|
|
|
// TODO Should be renamed VoxelMesherBlocky or something like that
|
|
class VoxelMesher : public Reference {
|
|
GDCLASS(VoxelMesher, Reference)
|
|
|
|
public:
|
|
static const unsigned int MAX_MATERIALS = 8; // Arbitrary. Tweak if needed.
|
|
|
|
VoxelMesher();
|
|
|
|
void set_library(Ref<VoxelLibrary> library);
|
|
Ref<VoxelLibrary> get_library() const { return _library; }
|
|
|
|
void set_occlusion_darkness(float darkness);
|
|
float get_occlusion_darkness() const { return _baked_occlusion_darkness; }
|
|
|
|
void set_occlusion_enabled(bool enable);
|
|
bool get_occlusion_enabled() const { return _bake_occlusion; }
|
|
|
|
Array build(const VoxelBuffer &buffer_ref, unsigned int channel, Vector3i min, Vector3i max);
|
|
Ref<ArrayMesh> build_mesh(Ref<VoxelBuffer> buffer_ref, unsigned int channel, Array materials, Ref<ArrayMesh> mesh = Ref<ArrayMesh>());
|
|
|
|
protected:
|
|
static void _bind_methods();
|
|
|
|
private:
|
|
struct Arrays {
|
|
Vector<Vector3> positions;
|
|
Vector<Vector3> normals;
|
|
Vector<Vector2> uvs;
|
|
Vector<Color> colors;
|
|
Vector<int> indices;
|
|
};
|
|
|
|
Ref<VoxelLibrary> _library;
|
|
Arrays _arrays[MAX_MATERIALS];
|
|
float _baked_occlusion_darkness;
|
|
bool _bake_occlusion;
|
|
|
|
#ifdef VOXEL_PROFILING
|
|
ZProfiler _zprofiler;
|
|
Dictionary get_profiling_info() const { return _zprofiler.get_all_serialized_info(); }
|
|
#endif
|
|
};
|
|
|
|
#endif // VOXEL_MESHER
|