#ifndef VOXEL_STREAM_H #define VOXEL_STREAM_H #include "../generators/voxel_generator.h" #include "voxel_block_request.h" #include // Provides access to a source of paged voxel data, which may load and save. // This is intented for files, so it may run in a single background thread and gets requests in batches. // Must be implemented in a thread-safe way. // // If you are looking for a more specialized API to generate voxels with more threads, use VoxelGenerator. // class VoxelStream : public Resource { GDCLASS(VoxelStream, Resource) public: VoxelStream(); ~VoxelStream(); enum Result { // Something went wrong, the request should be aborted RESULT_ERROR, // The block could not be found in the stream. The requester may fallback on the generator. RESULT_BLOCK_NOT_FOUND, // The block was found, so the requester won't use the generator. RESULT_BLOCK_FOUND, _RESULT_COUNT }; // TODO Rename load_block() // Queries a block of voxels beginning at the given world-space voxel position and LOD. // If you use LOD, the result at a given coordinate must always remain the same regardless of it. // In other words, voxels values must solely depend on their coordinates or fixed parameters. virtual Result emerge_block(Ref out_buffer, Vector3i origin_in_voxels, int lod); // TODO Rename save_block() virtual void immerge_block(Ref buffer, Vector3i origin_in_voxels, int lod); // Note: vector is passed by ref for performance. Don't reorder it. virtual void emerge_blocks(Vector &p_blocks, Vector &out_results); // Returns multiple blocks of voxels to the stream. // This function is recommended if you save to files, because you can batch their access. virtual void immerge_blocks(const Vector &p_blocks); // Declares the format expected from this stream virtual int get_used_channels_mask() const; // Gets which block size this stream will provide, as a power of two. // File streams are likely to impose a specific block size, // and changing it can be very expensive so the API is usually specific too virtual int get_block_size_po2() const; // Gets at how many levels of details blocks can be queried. virtual int get_lod_count() const; // Should generated blocks be saved immediately? If not, they will be saved only when modified. void set_save_generator_output(bool enabled); bool get_save_generator_output() const; private: static void _bind_methods(); void _b_emerge_block(Ref out_buffer, Vector3 origin_in_voxels, int lod); void _b_immerge_block(Ref buffer, Vector3 origin_in_voxels, int lod); int _b_get_used_channels_mask() const; Vector3 _b_get_block_size() const; struct Parameters { bool save_generator_output = true; }; Parameters _parameters; RWLock *_parameters_lock = nullptr; }; VARIANT_ENUM_CAST(VoxelStream::Result); #endif // VOXEL_STREAM_H