/*************************************************************************/ /* voxel_light_job.cpp */ /*************************************************************************/ /* 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 "voxel_light_job.h" #include "../../defines.h" #include "../../library/voxel_library.h" #include "../../library/voxel_surface.h" #include "../../meshers/voxel_mesher.h" #include "../default/voxel_chunk_default.h" void VoxelLightJob::phase_light() { Ref chunk = _chunk; if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_GENERATE_AO) != 0) if (!chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_AO)) generate_ao(); bool gr = (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_AUTO_GENERATE_RAO) != 0; if (!gr && (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0) { next_phase(); return; } bool bl = (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_BAKE_LIGHTS) != 0; if (bl && should_do()) { chunk->clear_baked_lights(); if (should_return()) return; } if (gr && should_do()) { generate_random_ao(chunk->get_voxel_world()->get_current_seed()); if (should_return()) return; } if (bl && should_do()) { chunk->bake_lights(); if (should_return()) return; } reset_stages(); next_phase(); } void VoxelLightJob::_execute_phase() { ERR_FAIL_COND(!_chunk.is_valid()); Ref library = _chunk->get_library(); ERR_FAIL_COND(!library.is_valid()); phase_light(); set_complete(true); next_job(); } VoxelLightJob::VoxelLightJob() { } VoxelLightJob::~VoxelLightJob() { } void VoxelLightJob::_bind_methods() { }