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https://github.com/Relintai/voxelman.git
synced 2025-01-12 15:01:09 +01:00
Moved VoxelJob to a new folder. Also added generate_ao and generate_random_ao from voxel chunk into it.
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@ -72,7 +72,7 @@ sources = [
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"thirdparty/lz4/lz4.c",
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"world/default/voxel_job.cpp",
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"world/jobs/voxel_job.cpp",
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]
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if has_texture_packer:
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@ -27,7 +27,7 @@ SOFTWARE.
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#include "core/array.h"
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#include "core/dictionary.h"
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#include "../../world/default/voxel_job.h"
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#include "../../world/jobs/voxel_job.h"
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#include "core/version.h"
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@ -72,7 +72,7 @@ SOFTWARE.
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#include "nodes/voxelman_light.h"
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#include "world/default/voxel_job.h"
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#include "world/jobs/voxel_job.h"
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void register_voxelman_types() {
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ClassDB::register_class<VoxelMesher>();
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@ -32,7 +32,7 @@ SOFTWARE.
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#include "../voxel_world.h"
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#include "../../../thread_pool/thread_pool.h"
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#include "voxel_job.h"
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#include "../jobs/voxel_job.h"
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#include "voxel_world_default.h"
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@ -22,7 +22,9 @@ SOFTWARE.
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#include "voxel_job.h"
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#include "voxel_chunk_default.h"
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#include "../default/voxel_chunk_default.h"
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#include "../../../opensimplex/open_simplex_noise.h"
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void VoxelJob::set_chunk(const Ref<VoxelChunkDefault> &chunk) {
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_chunk = chunk;
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@ -83,6 +85,93 @@ void VoxelJob::_execute() {
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set_complete(true);
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}
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//Data Management functions
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void VoxelJob::generate_ao() {
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ERR_FAIL_COND(!_chunk.is_valid());
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int data_size_x = _chunk->get_data_size_x();
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int data_size_y = _chunk->get_data_size_y();
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int data_size_z = _chunk->get_data_size_z();
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ERR_FAIL_COND(data_size_x == 0 || data_size_y == 0 || data_size_z == 0);
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int margin_start = _chunk->get_margin_start();
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int margin_end = _chunk->get_margin_end();
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int ssize_x = _chunk->get_size_x();
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int ssize_y = _chunk->get_size_y();
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int ssize_z = _chunk->get_size_z();
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int size_x = ssize_x + margin_end;
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int size_y = ssize_y + margin_end;
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int size_z = ssize_z + margin_end;
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for (int y = margin_start - 1; y < size_y - 1; ++y) {
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for (int z = margin_start - 1; z < size_z - 1; ++z) {
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for (int x = margin_start - 1; x < size_x - 1; ++x) {
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int current = _chunk->get_voxel(x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
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int sum = _chunk->get_voxel(x + 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
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sum += _chunk->get_voxel(x - 1, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
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sum += _chunk->get_voxel(x, y + 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
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sum += _chunk->get_voxel(x, y - 1, z, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
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sum += _chunk->get_voxel(x, y, z + 1, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
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sum += _chunk->get_voxel(x, y, z - 1, VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
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sum /= 6;
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sum -= current;
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if (sum < 0)
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sum = 0;
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_chunk->set_voxel(sum, x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_AO);
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}
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}
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}
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}
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void VoxelJob::generate_random_ao(int seed, int octaves, int period, float persistence, float scale_factor) {
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ERR_FAIL_COND(!_chunk.is_valid());
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int margin_start = _chunk->get_margin_start();
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int margin_end = _chunk->get_margin_end();
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int size_x = _chunk->get_size_x();
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int size_y = _chunk->get_size_y();
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int size_z = _chunk->get_size_z();
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int position_x = _chunk->get_position_x();
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int position_y = _chunk->get_position_y();
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int position_z = _chunk->get_position_z();
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Ref<OpenSimplexNoise> noise;
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noise.instance();
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noise->set_seed(seed);
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noise->set_octaves(octaves);
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noise->set_period(period);
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noise->set_persistence(persistence);
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for (int x = -margin_start; x < size_x + margin_end; ++x) {
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for (int z = -margin_start; z < size_z + margin_end; ++z) {
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for (int y = -margin_start; y < size_y + margin_end; ++y) {
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float val = noise->get_noise_3d(x + (position_x * size_x), y + (position_y * size_y), z + (position_z * size_z));
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val *= scale_factor;
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if (val > 1)
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val = 1;
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if (val < 0)
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val = -val;
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_chunk->set_voxel(int(val * 255.0), x, y, z, VoxelChunkDefault::DEFAULT_CHANNEL_RANDOM_AO);
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}
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}
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}
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}
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VoxelJob::VoxelJob() {
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_in_tree = false;
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@ -40,12 +40,21 @@ class VoxelJob : public Resource {
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#endif
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public:
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void set_chunk(const Ref<VoxelChunkDefault> &chunk);
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enum {
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RESULT_TYPE_FLAG_MESH = 1 << 0,
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RESULT_TYPE_FLAG_COLLIDER = 1 << 1,
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};
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public:
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void set_chunk(const Ref<VoxelChunkDefault> &chunk);
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void chunk_exit_tree();
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void finalize_build();
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void _execute();
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void generate_ao();
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void generate_random_ao(int seed, int octaves, int period, float persistence, float scale_factor);
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VoxelJob();
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~VoxelJob();
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