/* Copyright (c) 2019-2020 Péter Magyar 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. */ #ifndef VOXEL_JOB_H #define VOXEL_JOB_H #include "scene/resources/texture.h" #if THREAD_POOL_PRESENT #include "../../../thread_pool/thread_pool_job.h" #else #include "core/resource.h" #endif #include "../../defines.h" #if GODOT4 #define Texture Texture2D #endif class VoxelChunk; #if THREAD_POOL_PRESENT class VoxelJob : public ThreadPoolJob { GDCLASS(VoxelJob, ThreadPoolJob); #else class VoxelJob : public Resource { GDCLASS(VoxelJob, Resource); #endif public: 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: ActiveBuildPhaseType get_build_phase_type(); void set_build_phase_type(VoxelJob::ActiveBuildPhaseType build_phase_type); void set_chunk(const Ref &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 _execute(); void execute_phase(); virtual void _execute_phase(); void process(const float delta); void physics_process(const float delta); void generate_ao(); void generate_random_ao(int seed, int octaves = 4, int period = 30, float persistence = 0.3, float scale_factor = 0.6); Array merge_mesh_array(Array arr) const; Array bake_mesh_array_uv(Array arr, Ref tex, float mul_color = 0.7) const; void chunk_exit_tree(); VoxelJob(); ~VoxelJob(); protected: static void _bind_methods(); ActiveBuildPhaseType _build_phase_type; bool _build_done; int _phase; bool _in_tree; Ref _chunk; public: #if !THREAD_POOL_PRESENT bool get_complete() const; void set_complete(const bool value); bool get_cancelled() const; void set_cancelled(const bool value); float get_max_allocated_time() const; void set_max_allocated_time(const float value); int get_start_time() const; void set_start_time(const int value); int get_current_run_stage() const; void set_current_run_stage(const int value); int get_stage() const; void set_stage(const int value); float get_current_execution_time(); bool should_do(const bool just_check = false); bool should_return(); void execute(); private: bool _complete; bool _cancelled; float _max_allocated_time; uint64_t _start_time; int _current_run_stage; int _stage; #endif }; VARIANT_ENUM_CAST(VoxelJob::ActiveBuildPhaseType); #endif