mirror of
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128 lines
3.6 KiB
C++
128 lines
3.6 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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#include "voxel_world_cubic.h"
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#include "voxel_chunk_cubic.h"
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#include "../../meshers/cubic/voxel_mesher_cubic.h"
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#include "../jobs/voxel_light_job.h"
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#include "../jobs/voxel_prop_job.h"
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#include "../jobs/voxel_terrain_job.h"
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#ifdef MESH_UTILS_PRESENT
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#include "../../../mesh_utils/fast_quadratic_mesh_simplifier.h"
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#endif
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Ref<VoxelChunk> VoxelWorldCubic::_create_chunk(int x, int y, int z, Ref<VoxelChunk> chunk) {
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if (!chunk.is_valid()) {
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chunk = Ref<VoxelChunk>(memnew(VoxelChunkCubic));
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}
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if (chunk->job_get_count() == 0) {
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Ref<VoxelLightJob> lj;
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lj.INSTANCE();
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Ref<VoxelTerrainJob> tj;
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tj.INSTANCE();
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Ref<VoxelMesherJobStep> s;
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s.instance();
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s->set_job_type(VoxelMesherJobStep::TYPE_NORMAL);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(VoxelMesherJobStep::TYPE_DROP_UV2);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(VoxelMesherJobStep::TYPE_MERGE_VERTS);
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tj->add_jobs_step(s);
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s.instance();
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s->set_job_type(VoxelMesherJobStep::TYPE_BAKE_TEXTURE);
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tj->add_jobs_step(s);
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#ifdef MESH_UTILS_PRESENT
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s.instance();
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Ref<FastQuadraticMeshSimplifier> fqms;
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fqms.instance();
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s->set_fqms(fqms);
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s->set_job_type(VoxelMesherJobStep::TYPE_SIMPLIFY_MESH);
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s->set_simplification_step_ratio(0.8);
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s->set_simplification_agressiveness(7);
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s->set_simplification_steps(1);
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tj->add_jobs_step(s);
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#endif
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Ref<VoxelMesher> m = Ref<VoxelMesher>(memnew(VoxelMesherCubic()));
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m->set_channel_index_type(VoxelChunkDefault::DEFAULT_CHANNEL_TYPE);
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m->set_channel_index_isolevel(VoxelChunkDefault::DEFAULT_CHANNEL_ISOLEVEL);
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tj->add_mesher(m);
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//add_liquid_mesher(Ref<VoxelMesher>(memnew(VoxelMesherLiquidMarchingCubes())));
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Ref<VoxelPropJob> pj;
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pj.INSTANCE();
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pj->set_prop_mesher(Ref<VoxelMesher>(memnew(VoxelMesherCubic)));
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s.instance();
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s->set_job_type(VoxelMesherJobStep::TYPE_NORMAL);
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pj->add_jobs_step(s);
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s.instance();
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s->set_job_type(VoxelMesherJobStep::TYPE_MERGE_VERTS);
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pj->add_jobs_step(s);
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s.instance();
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s->set_job_type(VoxelMesherJobStep::TYPE_BAKE_TEXTURE);
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pj->add_jobs_step(s);
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s.instance();
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s->set_job_type(VoxelMesherJobStep::TYPE_SIMPLIFY_MESH);
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#ifdef MESH_UTILS_PRESENT
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fqms.instance();
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s->set_fqms(fqms);
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s->set_simplification_steps(2);
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#endif
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pj->add_jobs_step(s);
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chunk->job_add(lj);
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chunk->job_add(tj);
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chunk->job_add(pj);
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// TODO this should be removed
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set_num_lods(5);
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}
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return VoxelWorld::_create_chunk(x, y, z, chunk);
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}
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VoxelWorldCubic::VoxelWorldCubic() {
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set_data_margin_start(1);
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set_data_margin_end(1);
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}
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VoxelWorldCubic ::~VoxelWorldCubic() {
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}
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void VoxelWorldCubic::_bind_methods() {
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} |