More work on VoxelJob's api.

This commit is contained in:
Relintai 2020-10-02 12:19:24 +02:00
parent 643f76f7e8
commit a25862527c
4 changed files with 166 additions and 34 deletions

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@ -26,23 +26,66 @@ SOFTWARE.
#include "../../../opensimplex/open_simplex_noise.h"
const String VoxelJob::BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE = "Normal,Process,Physics Process";
VoxelJob::ActiveBuildPhaseType VoxelJob::get_build_phase_type() {
return _build_phase_type;
}
void VoxelJob::set_build_phase_type(VoxelJob::ActiveBuildPhaseType build_phase_type) {
_build_phase_type = build_phase_type;
}
void VoxelJob::set_chunk(const Ref<VoxelChunk> &chunk) {
_chunk = chunk;
_in_tree = true;
}
void VoxelJob::chunk_exit_tree() {
int VoxelJob::get_phase() {
return _phase;
}
void VoxelJob::set_phase(const int phase) {
_phase = phase;
}
void VoxelJob::next_phase() {
++_phase;
}
_in_tree = false;
bool VoxelJob::get_build_done() {
return _build_done;
}
void VoxelJob::set_build_done(const bool val) {
_build_done = val;
}
if (get_complete()) {
_chunk.unref();
} else {
set_cancelled(true);
void VoxelJob::next_job() {
//chunk->next_job();
set_build_done(true);
}
void VoxelJob::reset() {
call("_reset");
}
void VoxelJob::_reset() {
_build_done = false;
_phase = 0;
}
#define NEW 0
#if NEW
void VoxelJob::_execute() {
ActiveBuildPhaseType origpt = _build_phase_type;
while (!get_cancelled() && _in_tree && !_build_done && origpt == _build_phase_type && !should_return()) {
execute_phase();
}
}
#else
void VoxelJob::_execute() {
ERR_FAIL_COND(!_chunk.is_valid());
@ -51,28 +94,15 @@ void VoxelJob::_execute() {
ERR_FAIL_COND(!chunk.is_valid());
if (!chunk->has_next_phase()) {
//_chunk->set_build_step_in_progress(false);
//if (!_in_tree) {
// _chunk.unref();
//}
set_complete(true);
}
ERR_FAIL_COND(!chunk->has_next_phase());
//ERR_FAIL_COND(_build_step_in_progress);
//_chunk->set_build_step_in_progress(true);
while (!get_cancelled() && _in_tree && chunk->has_next_phase() && chunk->get_active_build_phase_type() == VoxelChunkDefault::BUILD_PHASE_TYPE_NORMAL) {
//int phase = _chunk->get_current_build_phase();
chunk->build_phase();
//print_error(String::num(get_current_execution_time()) + " phase: " + String::num(phase));
if (chunk->get_active_build_phase_type() == VoxelChunkDefault::BUILD_PHASE_TYPE_NORMAL && should_return())
return;
@ -89,6 +119,16 @@ void VoxelJob::_execute() {
set_complete(true);
}
#endif
void VoxelJob::execute_phase() {
call("_execute_phase");
}
void VoxelJob::_execute_phase() {
next_job();
}
//Data Management functions
void VoxelJob::generate_ao() {
ERR_FAIL_COND(!_chunk.is_valid());
@ -176,9 +216,24 @@ void VoxelJob::generate_random_ao(int seed, int octaves, int period, float persi
}
}
void VoxelJob::chunk_exit_tree() {
_in_tree = false;
if (get_complete()) {
_chunk.unref();
} else {
set_cancelled(true);
}
}
VoxelJob::VoxelJob() {
_in_tree = false;
_build_phase_type = BUILD_PHASE_TYPE_NORMAL;
_build_done = true;
_phase = 0;
#if !THREAD_POOL_PRESENT
_complete = true;
_cancelled = false;
@ -196,8 +251,37 @@ VoxelJob::~VoxelJob() {
}
void VoxelJob::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_build_phase_type"), &VoxelJob::get_build_phase_type);
ClassDB::bind_method(D_METHOD("set_build_phase_type", "value"), &VoxelJob::set_build_phase_type);
ADD_PROPERTY(PropertyInfo(Variant::INT, "build_phase_type", PROPERTY_HINT_ENUM, BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE), "set_build_phase_type", "get_build_phase_type");
ClassDB::bind_method(D_METHOD("set_chunk", "chunk"), &VoxelJob::set_chunk);
ClassDB::bind_method(D_METHOD("get_phase"), &VoxelJob::get_phase);
ClassDB::bind_method(D_METHOD("set_phase", "phase"), &VoxelJob::set_phase);
ClassDB::bind_method(D_METHOD("next_phase"), &VoxelJob::next_phase);
ClassDB::bind_method(D_METHOD("get_build_done"), &VoxelJob::get_build_done);
ClassDB::bind_method(D_METHOD("set_build_done", "val"), &VoxelJob::set_build_done);
ClassDB::bind_method(D_METHOD("next_job"), &VoxelJob::next_job);
BIND_VMETHOD(MethodInfo("_reset"));
ClassDB::bind_method(D_METHOD("reset"), &VoxelJob::reset);
ClassDB::bind_method(D_METHOD("_reset"), &VoxelJob::_reset);
ClassDB::bind_method(D_METHOD("_execute"), &VoxelJob::_execute);
BIND_VMETHOD(MethodInfo("_execute_phase"));
ClassDB::bind_method(D_METHOD("execute_phase"), &VoxelJob::execute_phase);
ClassDB::bind_method(D_METHOD("generate_ao"), &VoxelJob::generate_ao);
ClassDB::bind_method(D_METHOD("generate_random_ao", "seed", "octaves", "period", "persistence", "scale_factor"), &VoxelJob::generate_random_ao);
ClassDB::bind_method(D_METHOD("chunk_exit_tree"), &VoxelJob::chunk_exit_tree);
#if !THREAD_POOL_PRESENT
ClassDB::bind_method(D_METHOD("get_complete"), &VoxelJob::get_complete);
ClassDB::bind_method(D_METHOD("set_complete", "value"), &VoxelJob::set_complete);

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@ -40,27 +40,51 @@ class VoxelJob : public Resource {
#endif
public:
enum {
RESULT_TYPE_FLAG_MESH = 1 << 0,
RESULT_TYPE_FLAG_COLLIDER = 1 << 1,
static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
enum ActiveBuildPhaseType {
BUILD_PHASE_TYPE_NORMAL = 0,
BUILD_PHASE_TYPE_PROCESS,
BUILD_PHASE_TYPE_PHYSICS_PROCESS,
};
public:
void set_chunk(const Ref<VoxelChunk> &chunk);
void chunk_exit_tree();
ActiveBuildPhaseType get_build_phase_type();
void set_build_phase_type(VoxelJob::ActiveBuildPhaseType build_phase_type);
void set_chunk(const Ref<VoxelChunk> &chunk);
int get_phase();
void set_phase(const int phase);
void next_phase();
bool get_build_done();
void set_build_done(const bool val);
void next_job();
void reset();
virtual void _reset();
void finalize_build();
void _execute();
void execute_phase();
virtual void _execute_phase();
void generate_ao();
void generate_random_ao(int seed, int octaves, int period, float persistence, float scale_factor);
void chunk_exit_tree();
VoxelJob();
~VoxelJob();
protected:
static void _bind_methods();
ActiveBuildPhaseType _build_phase_type;
bool _build_done;
int _phase;
bool _in_tree;
Ref<VoxelChunk> _chunk;
@ -103,4 +127,6 @@ private:
#endif
};
VARIANT_ENUM_CAST(VoxelJob::ActiveBuildPhaseType);
#endif

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@ -542,20 +542,38 @@ void VoxelTerrarinJob::phase_terrarin_mesh() {
reset_stages();
}
void VoxelTerrarinJob::_execute() {
void VoxelTerrarinJob::phase_finalize() {
//add vs meshes to chunk
set_complete(true); //So threadpool knows it's done
set_build_phase_type(BUILD_PHASE_TYPE_PHYSICS_PROCESS);
}
void VoxelTerrarinJob::phase_finalize_physics_process() {
// add physics meshes
next_job();
}
void VoxelTerrarinJob::_execute_phase() {
ERR_FAIL_COND(!_chunk.is_valid());
Ref<VoxelmanLibrary> library = _chunk->get_library();
ERR_FAIL_COND(!library.is_valid());
//Todo add checks for these whether the phases are done or not
phase_setup();
phase_terrarin_mesh_setup();
phase_collider();
phase_terrarin_mesh();
//finish
if (_phase == 0)
phase_setup();
else if (_phase == 1)
phase_terrarin_mesh_setup();
else if (_phase == 2)
phase_collider();
else if (_phase == 3)
phase_terrarin_mesh();
else if (_phase == 4)
phase_finalize();
else if (_phase == 5)
phase_finalize_physics_process();
}
VoxelTerrarinJob::VoxelTerrarinJob() {
@ -578,4 +596,6 @@ void VoxelTerrarinJob::_bind_methods() {
ClassDB::bind_method(D_METHOD("remove_liquid_mesher", "index"), &VoxelTerrarinJob::remove_liquid_mesher);
ClassDB::bind_method(D_METHOD("add_liquid_mesher", "mesher"), &VoxelTerrarinJob::add_liquid_mesher);
ClassDB::bind_method(D_METHOD("get_liquid_mesher_count"), &VoxelTerrarinJob::get_liquid_mesher_count);
ClassDB::bind_method(D_METHOD("_execute_phase"), &VoxelTerrarinJob::_execute_phase);
}

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@ -49,8 +49,10 @@ public:
void phase_terrarin_mesh_setup();
void phase_collider();
void phase_terrarin_mesh();
void phase_finalize();
void phase_finalize_physics_process();
void _execute();
void _execute_phase();
VoxelTerrarinJob();
~VoxelTerrarinJob();