#ifndef VOXEL_JOB_H
#define VOXEL_JOB_H

/*************************************************************************/
/*  voxel_job.h                                                          */
/*************************************************************************/
/*                         This file is part of:                         */
/*                          PANDEMONIUM ENGINE                           */
/*             https://github.com/Relintai/pandemonium_engine            */
/*************************************************************************/
/* Copyright (c) 2022-present Péter Magyar.                              */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/*                                                                       */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the       */
/* "Software"), to deal in the Software without restriction, including   */
/* without limitation the rights to use, copy, modify, merge, publish,   */
/* distribute, sublicense, and/or sell copies of the Software, and to    */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions:                                             */
/*                                                                       */
/* The above copyright notice and this permission notice shall be        */
/* included in all copies or substantial portions of the Software.       */
/*                                                                       */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
/*************************************************************************/

#include "scene/resources/texture.h"

#include "core/os/thread_pool_job.h"

#include "../../defines.h"

class VoxelChunk;

class VoxelJob : public ThreadPoolJob {
	GDCLASS(VoxelJob, ThreadPoolJob);

public:
	static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;

	enum ActiveBuildPhaseType {
		BUILD_PHASE_TYPE_NORMAL = 0,
		BUILD_PHASE_TYPE_PROCESS,
		BUILD_PHASE_TYPE_PHYSICS_PROCESS,
	};

public:
	ActiveBuildPhaseType get_build_phase_type();
	void set_build_phase_type(VoxelJob::ActiveBuildPhaseType build_phase_type);

	void set_chunk(const Ref<VoxelChunk> &chunk);

	int get_phase();
	void set_phase(const int phase);
	void next_phase();

	bool get_build_done();
	void set_build_done(const bool val);

	void next_job();

	void reset();
	virtual void _reset();

	void _execute();

	void execute_phase();
	virtual void _execute_phase();

	void process(const float delta);
	void physics_process(const float delta);

	void generate_ao();
	void generate_random_ao(int seed, int octaves = 4, int period = 30, float persistence = 0.3, float scale_factor = 0.6);
	Array merge_mesh_array(Array arr) const;
	Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;

	void chunk_exit_tree();

	VoxelJob();
	~VoxelJob();

protected:
	static void _bind_methods();

	ActiveBuildPhaseType _build_phase_type;
	bool _build_done;
	int _phase;
	bool _in_tree;
	Ref<VoxelChunk> _chunk;
};

VARIANT_ENUM_CAST(VoxelJob::ActiveBuildPhaseType);

#endif