mirror of
https://github.com/Relintai/pandemonium_engine.git
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103 lines
3.7 KiB
C++
103 lines
3.7 KiB
C++
/*************************************************************************/
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/* voxel_light_job.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "voxel_light_job.h"
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#include "../../defines.h"
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#include "../../library/voxel_library.h"
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#include "../../library/voxel_surface.h"
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#include "../../meshers/voxel_mesher.h"
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#include "../default/voxel_chunk_default.h"
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void VoxelLightJob::phase_light() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
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if (!chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_AO))
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generate_ao();
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bool gr = (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_AUTO_GENERATE_RAO) != 0;
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if (!gr && (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0) {
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next_phase();
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return;
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}
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bool bl = (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_BAKE_LIGHTS) != 0;
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if (bl && should_do()) {
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chunk->clear_baked_lights();
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if (should_return())
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return;
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}
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if (gr && should_do()) {
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generate_random_ao(chunk->get_voxel_world()->get_current_seed());
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if (should_return())
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return;
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}
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if (bl && should_do()) {
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chunk->bake_lights();
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if (should_return())
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return;
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}
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reset_stages();
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next_phase();
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}
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void VoxelLightJob::_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<VoxelLibrary> library = _chunk->get_library();
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ERR_FAIL_COND(!library.is_valid());
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phase_light();
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set_complete(true);
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next_job();
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}
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VoxelLightJob::VoxelLightJob() {
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}
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VoxelLightJob::~VoxelLightJob() {
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}
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void VoxelLightJob::_bind_methods() {
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}
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