mirror of
https://github.com/Relintai/terraman_2d.git
synced 2024-11-14 10:17:23 +01:00
141 lines
4.5 KiB
C++
141 lines
4.5 KiB
C++
/*
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Copyright (c) 2019-2022 Péter Magyar
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include "terrain_2d_light_job.h"
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#include "../../defines.h"
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#include "../../library/terrain_2d_library.h"
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#include "../../library/terrain_2d_surface.h"
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#include "../../meshers/terrain_2d_mesher.h"
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#include "../default/terrain_2d_chunk_default.h"
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int Terrain2DLightJob::get_rao_octaves() {
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return _rao_octaves;
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}
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void Terrain2DLightJob::set_rao_octaves(const int val) {
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_rao_octaves = val;
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}
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int Terrain2DLightJob::get_rao_period() {
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return _rao_period;
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}
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void Terrain2DLightJob::set_rao_period(const int val) {
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_rao_period = val;
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}
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float Terrain2DLightJob::get_rao_persistence() {
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return _rao_persistence;
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}
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void Terrain2DLightJob::set_rao_persistence(const float val) {
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_rao_persistence = val;
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}
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float Terrain2DLightJob::get_rao_scale_factor() {
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return _rao_scale_factor;
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}
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void Terrain2DLightJob::set_rao_scale_factor(const float val) {
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_rao_scale_factor = val;
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}
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void Terrain2DLightJob::phase_light() {
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Ref<Terrain2DChunkDefault> chunk = _chunk;
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if ((chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
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if (!chunk->channel_get(Terrain2DChunkDefault::DEFAULT_CHANNEL_AO))
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generate_ao();
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bool gr = (chunk->get_build_flags() & Terrain2DChunkDefault::BUILD_FLAG_AUTO_GENERATE_RAO) != 0;
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if (!gr && (chunk->get_build_flags() & Terrain2DChunkDefault::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() & Terrain2DChunkDefault::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(), _rao_octaves, _rao_period, _rao_persistence, _rao_scale_factor);
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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 Terrain2DLightJob::_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<Terrain2DLibrary> 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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Terrain2DLightJob::Terrain2DLightJob() {
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_rao_octaves = 4;
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_rao_period = 30;
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_rao_persistence = 0.3;
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_rao_scale_factor = 0.6;
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}
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Terrain2DLightJob::~Terrain2DLightJob() {
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}
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void Terrain2DLightJob::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_rao_octaves"), &Terrain2DLightJob::get_rao_octaves);
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ClassDB::bind_method(D_METHOD("set_rao_octaves", "value"), &Terrain2DLightJob::set_rao_octaves);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "rao_octaves"), "set_rao_octaves", "get_rao_octaves");
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ClassDB::bind_method(D_METHOD("get_rao_period"), &Terrain2DLightJob::get_rao_period);
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ClassDB::bind_method(D_METHOD("set_rao_period", "value"), &Terrain2DLightJob::set_rao_period);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "rao_period"), "set_rao_period", "get_rao_period");
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ClassDB::bind_method(D_METHOD("get_rao_persistence"), &Terrain2DLightJob::get_rao_persistence);
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ClassDB::bind_method(D_METHOD("set_rao_persistence", "value"), &Terrain2DLightJob::set_rao_persistence);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "rao_persistence"), "set_rao_persistence", "get_rao_persistence");
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ClassDB::bind_method(D_METHOD("get_rao_scale_factor"), &Terrain2DLightJob::get_rao_scale_factor);
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ClassDB::bind_method(D_METHOD("set_rao_scale_factor", "value"), &Terrain2DLightJob::set_rao_scale_factor);
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "rao_scale_factor"), "set_rao_scale_factor", "get_rao_scale_factor");
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}
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