pandemonium_engine/modules/terraman/world/jobs/terrain_light_job.cpp

74 lines
1.5 KiB
C++

#include "terrain_light_job.h"
#include "../../defines.h"
#include "../../library/terrain_library.h"
#include "../../library/terrain_surface.h"
#include "../../meshers/terrain_mesher.h"
#include "../default/terrain_chunk_default.h"
void TerrainLightJob::phase_light() {
Ref<TerrainChunkDefault> chunk = _chunk;
if ((chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
if (!chunk->channel_get(TerrainChunkDefault::DEFAULT_CHANNEL_AO))
generate_ao();
bool gr = (chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_AUTO_GENERATE_RAO) != 0;
if (!gr && (chunk->get_build_flags() & TerrainChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0) {
next_phase();
return;
}
bool bl = (chunk->get_build_flags() & TerrainChunkDefault::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 TerrainLightJob::_execute_phase() {
ERR_FAIL_COND(!_chunk.is_valid());
Ref<TerrainLibrary> library = _chunk->get_library();
ERR_FAIL_COND(!library.is_valid());
phase_light();
set_complete(true);
next_job();
}
TerrainLightJob::TerrainLightJob() {
}
TerrainLightJob::~TerrainLightJob() {
}
void TerrainLightJob::_bind_methods() {
}