pandemonium_engine/modules/voxelman/world/jobs/voxel_light_job.cpp

103 lines
3.7 KiB
C++

/*************************************************************************/
/* 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<VoxelChunkDefault> 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<VoxelLibrary> 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() {
}