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https://github.com/Relintai/voxelman.git
synced 2024-11-20 10:47:19 +01:00
More work on the logic.
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eb1d55f05b
commit
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@ -59,7 +59,7 @@ void VoxelJob::set_build_done(const bool val) {
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}
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void VoxelJob::next_job() {
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//chunk->next_job();
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_chunk->next_job();
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set_build_done(true);
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}
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@ -75,6 +75,18 @@ void VoxelJob::_execute() {
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ActiveBuildPhaseType origpt = _build_phase_type;
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if (get_cancelled())
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print_error("get_cancelled()");
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if (!_in_tree)
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print_error("_in_tree");
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if (_build_done)
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print_error("_build_done");
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if (should_return())
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print_error("should_return()");
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while (!get_cancelled() && _in_tree && !_build_done && origpt == _build_phase_type && !should_return()) {
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execute_phase();
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}
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@ -352,6 +364,7 @@ void VoxelJob::_bind_methods() {
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BIND_VMETHOD(MethodInfo("_execute_phase"));
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ClassDB::bind_method(D_METHOD("execute_phase"), &VoxelJob::execute_phase);
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ClassDB::bind_method(D_METHOD("_execute_phase"), &VoxelJob::_execute_phase);
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ClassDB::bind_method(D_METHOD("generate_ao"), &VoxelJob::generate_ao);
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ClassDB::bind_method(D_METHOD("generate_random_ao", "seed", "octaves", "period", "persistence", "scale_factor"), &VoxelJob::generate_random_ao, DEFVAL(4), DEFVAL(30), DEFVAL(0.3), DEFVAL(0.6));
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@ -71,7 +71,7 @@ void VoxelLightJob::phase_light() {
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next_phase();
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}
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void VoxelLightJob::_execute() {
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void VoxelLightJob::_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<VoxelmanLibrary> library = _chunk->get_library();
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@ -79,6 +79,7 @@ void VoxelLightJob::_execute() {
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ERR_FAIL_COND(!library.is_valid());
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phase_light();
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next_job();
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//finish
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}
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@ -33,7 +33,7 @@ class VoxelLightJob : public VoxelJob {
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public:
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void phase_light();
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void _execute();
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void _execute_phase();
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VoxelLightJob();
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~VoxelLightJob();
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@ -320,10 +320,12 @@ void VoxelPropJob::phase_prop() {
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}
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}
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next_phase();
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//next_phase();
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return;
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#endif
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next_job();
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}
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void VoxelPropJob::_execute() {
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@ -333,7 +335,9 @@ void VoxelPropJob::_execute() {
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ERR_FAIL_COND(!library.is_valid());
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phase_prop();
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next_job();
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//phase_prop();
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//finish
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}
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@ -598,7 +598,9 @@ void VoxelTerrarinJob::phase_finalize() {
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//add vs meshes to chunk
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set_complete(true); //So threadpool knows it's done
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set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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//set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
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next_job();
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}
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void VoxelTerrarinJob::phase_finalize_physics_process() {
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@ -624,8 +626,6 @@ void VoxelTerrarinJob::_execute_phase() {
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phase_terrarin_mesh();
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else if (_phase == 4)
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phase_finalize();
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else if (_phase == 5)
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phase_finalize_physics_process();
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}
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void VoxelTerrarinJob::_reset() {
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@ -665,6 +665,11 @@ void VoxelTerrarinJob::_reset() {
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}
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}
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void VoxelTerrarinJob::_physics_process(float delta) {
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if (_phase == 5)
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phase_finalize_physics_process();
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}
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VoxelTerrarinJob::VoxelTerrarinJob() {
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}
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@ -686,5 +691,5 @@ void VoxelTerrarinJob::_bind_methods() {
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ClassDB::bind_method(D_METHOD("add_liquid_mesher", "mesher"), &VoxelTerrarinJob::add_liquid_mesher);
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ClassDB::bind_method(D_METHOD("get_liquid_mesher_count"), &VoxelTerrarinJob::get_liquid_mesher_count);
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ClassDB::bind_method(D_METHOD("_execute_phase"), &VoxelTerrarinJob::_execute_phase);
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ClassDB::bind_method(D_METHOD("_physics_process", "delta"), &VoxelTerrarinJob::_physics_process);
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}
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@ -56,6 +56,7 @@ public:
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void _execute_phase();
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void _reset();
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void _physics_process(float delta);
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VoxelTerrarinJob();
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~VoxelTerrarinJob();
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@ -247,6 +247,7 @@ void VoxelChunk::next_job() {
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if (_current_job >= _jobs.size()) {
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_current_job = -1;
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set_is_generating(false);
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finalize_build();
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return;
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}
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@ -257,6 +258,7 @@ void VoxelChunk::next_job() {
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next_job();
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}
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j->reset();
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j->set_complete(false);
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if (j->get_build_phase_type() == VoxelJob::BUILD_PHASE_TYPE_NORMAL) {
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@ -432,8 +432,6 @@ Ref<VoxelChunk> VoxelWorld::_create_chunk(const int x, const int y, const int z,
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void VoxelWorld::generate_chunk(Ref<VoxelChunk> chunk) {
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ERR_FAIL_COND(!chunk.is_valid());
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chunk->set_is_generating(true);
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if (has_method("_prepare_chunk_for_generation"))
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call("_prepare_chunk_for_generation", chunk);
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@ -879,8 +877,6 @@ void VoxelWorld::_notification(int p_what) {
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_chunks.set(pos, chunk);
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chunk->enter_tree();
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chunk->build();
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}
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}
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} break;
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