mirror of
https://github.com/Relintai/voxelman.git
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94 lines
2.5 KiB
C++
94 lines
2.5 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_light_job.h"
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#include "../../defines.h"
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#include "../../library/voxel_surface.h"
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#include "../../library/voxel_library.h"
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#include "../../meshers/voxel_mesher.h"
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#include "../default/voxel_chunk_default.h"
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void VoxelLightJob::phase_light() {
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Ref<VoxelChunkDefault> chunk = _chunk;
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if ((chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_GENERATE_AO) != 0)
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if (!chunk->channel_get(VoxelChunkDefault::DEFAULT_CHANNEL_AO))
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generate_ao();
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bool gr = (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_AUTO_GENERATE_RAO) != 0;
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if (!gr && (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_USE_LIGHTING) == 0) {
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next_phase();
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return;
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}
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bool bl = (chunk->get_build_flags() & VoxelChunkDefault::BUILD_FLAG_BAKE_LIGHTS) != 0;
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if (bl && should_do()) {
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chunk->clear_baked_lights();
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if (should_return())
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return;
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}
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if (gr && should_do()) {
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generate_random_ao(chunk->get_voxel_world()->get_current_seed());
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if (should_return())
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return;
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}
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if (bl && should_do()) {
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chunk->bake_lights();
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if (should_return())
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return;
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}
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reset_stages();
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next_phase();
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}
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void VoxelLightJob::_execute_phase() {
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ERR_FAIL_COND(!_chunk.is_valid());
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Ref<VoxelLibrary> library = _chunk->get_library();
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ERR_FAIL_COND(!library.is_valid());
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phase_light();
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set_complete(true);
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next_job();
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}
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VoxelLightJob::VoxelLightJob() {
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}
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VoxelLightJob::~VoxelLightJob() {
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}
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void VoxelLightJob::_bind_methods() {
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}
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