mirror of
https://github.com/Relintai/voxelman.git
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171 lines
3.8 KiB
C++
171 lines
3.8 KiB
C++
/*
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Copyright (c) 2019-2020 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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#ifndef VOXEL_JOB_H
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#define VOXEL_JOB_H
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#include "scene/resources/texture.h"
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#if THREAD_POOL_PRESENT
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#include "../../../thread_pool/thread_pool_job.h"
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#else
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#include "core/version.h"
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#if VERSION_MAJOR > 3
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#include "core/object/ref_counted.h"
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#ifndef Reference
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#define Reference RefCounted
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#endif
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#else
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#include "core/reference.h"
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#endif
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#endif
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#include "../../defines.h"
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#if GODOT4
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#define Texture Texture2D
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#endif
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class VoxelChunk;
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#if THREAD_POOL_PRESENT
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class VoxelJob : public ThreadPoolJob {
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GDCLASS(VoxelJob, ThreadPoolJob);
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#else
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class VoxelJob : public Reference {
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GDCLASS(VoxelJob, Reference);
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#endif
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public:
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static const String BINDING_STRING_ACTIVE_BUILD_PHASE_TYPE;
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enum ActiveBuildPhaseType {
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BUILD_PHASE_TYPE_NORMAL = 0,
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BUILD_PHASE_TYPE_PROCESS,
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BUILD_PHASE_TYPE_PHYSICS_PROCESS,
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};
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public:
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ActiveBuildPhaseType get_build_phase_type();
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void set_build_phase_type(VoxelJob::ActiveBuildPhaseType build_phase_type);
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void set_chunk(const Ref<VoxelChunk> &chunk);
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int get_phase();
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void set_phase(const int phase);
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void next_phase();
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bool get_build_done();
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void set_build_done(const bool val);
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void next_job();
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void reset();
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virtual void _reset();
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void _execute();
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void execute_phase();
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virtual void _execute_phase();
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void process(const float delta);
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void physics_process(const float delta);
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void generate_ao();
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void generate_random_ao(int seed, int octaves = 4, int period = 30, float persistence = 0.3, float scale_factor = 0.6);
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Array merge_mesh_array(Array arr) const;
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Array bake_mesh_array_uv(Array arr, Ref<Texture> tex, float mul_color = 0.7) const;
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void chunk_exit_tree();
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#if VERSION_MAJOR >= 4
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GDVIRTUAL1(_process, float);
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GDVIRTUAL1(_physics_process, float);
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GDVIRTUAL0(_reset);
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GDVIRTUAL0(_execute_phase);
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#endif
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VoxelJob();
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~VoxelJob();
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protected:
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static void _bind_methods();
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ActiveBuildPhaseType _build_phase_type;
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bool _build_done;
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int _phase;
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bool _in_tree;
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Ref<VoxelChunk> _chunk;
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public:
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#if !THREAD_POOL_PRESENT
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bool get_complete() const;
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void set_complete(const bool value);
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bool get_cancelled() const;
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void set_cancelled(const bool value);
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float get_max_allocated_time() const;
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void set_max_allocated_time(const float value);
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int get_start_time() const;
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void set_start_time(const int value);
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int get_current_run_stage() const;
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void set_current_run_stage(const int value);
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int get_stage() const;
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void set_stage(const int value);
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void reset_stages();
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float get_current_execution_time();
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bool should_do(const bool just_check = false);
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bool should_return();
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void execute();
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#if VERSION_MAJOR >= 4
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GDVIRTUAL0(_execute);
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#endif
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private:
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bool _complete;
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bool _cancelled;
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float _max_allocated_time;
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uint64_t _start_time;
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int _current_run_stage;
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int _stage;
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#endif
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};
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VARIANT_ENUM_CAST(VoxelJob::ActiveBuildPhaseType);
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#endif
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