godot_voxel/generators/voxel_generator.h

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#ifndef VOXEL_GENERATOR_H
#define VOXEL_GENERATOR_H
#include "../streams/voxel_block_request.h"
#include <core/io/resource.h>
union VoxelSingleValue {
uint64_t i;
float f;
};
// Provides access to read-only generated voxels.
// Must be implemented in a multi-thread-safe way.
class VoxelGenerator : public Resource {
GDCLASS(VoxelGenerator, Resource)
public:
VoxelGenerator();
struct Result {
// Used for block optimization when LOD is used.
// If this is `false`, more precise data may be found if a lower LOD index is requested.
// If `true`, any block below this LOD are considered to not bring more details or will be the same.
// This allows to reduce the number of blocks to load when LOD is used.
bool max_lod_hint = false;
};
virtual Result generate_block(VoxelBlockRequest &input);
// TODO Single sample
virtual bool supports_single_generation() const { return false; }
// TODO Not sure if it's a good API regarding performance
virtual VoxelSingleValue generate_single(Vector3i pos, unsigned int channel);
// virtual void generate_series(
// Span<const Vector3> positions,
// Span<const uint8_t> channels,
// Span<Span<VoxelSingleValue>> out_values);
// Declares the channels this generator will use
virtual int get_used_channels_mask() const;
protected:
static void _bind_methods();
void _b_generate_block(Ref<VoxelBuffer> out_buffer, Vector3 origin_in_voxels, int lod);
};
#endif // VOXEL_GENERATOR_H