godot_voxel/streams/voxel_stream.h

119 lines
4.4 KiB
C++

#ifndef VOXEL_STREAM_H
#define VOXEL_STREAM_H
#include "instance_data.h"
#include "voxel_block_request.h"
#include <core/io/resource.h>
// TODO Should be forward-declared
#include "../storage/voxel_buffer.h"
namespace zylann::voxel {
// 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.
//
// Functions currently don't enforce querying blocks of the same size, however it is required for every stream to
// support querying blocks the size of the declared block size, at positions matching their origins.
// This might be restricted in the future, because there has been no compelling use case for that.
//
// 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 Deprecate
// 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 load_voxel_block(VoxelBufferInternal &out_buffer, Vector3i origin_in_voxels, int lod);
// TODO Deprecate
virtual void save_voxel_block(VoxelBufferInternal &buffer, Vector3i origin_in_voxels, int lod);
// Note: Don't modify the order of `p_blocks`.
virtual void load_voxel_blocks(Span<VoxelBlockRequest> p_blocks, Vector<Result> &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 save_voxel_blocks(Span<VoxelBlockRequest> p_blocks);
// TODO Merge support functions into a single getter with Feature bitmask
virtual bool supports_instance_blocks() const;
virtual void load_instance_blocks(Span<VoxelStreamInstanceDataRequest> out_blocks, Span<Result> out_results);
virtual void save_instance_blocks(Span<VoxelStreamInstanceDataRequest> p_blocks);
struct FullLoadingResult {
struct Block {
std::shared_ptr<VoxelBufferInternal> voxels;
std::unique_ptr<InstanceBlockData> instances_data;
Vector3i position;
unsigned int lod;
};
std::vector<Block> blocks;
};
virtual bool supports_loading_all_blocks() const {
return false;
}
virtual void load_all_blocks(FullLoadingResult &result);
// Tells which channels can be found in this stream.
// The simplest implementation is to return them all.
// One reason to specify which channels are available is to help the editor detect configuration issues,
// and to avoid saving some of the channels if only specific ones are meant to be saved.
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();
Result _b_load_voxel_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod);
void _b_save_voxel_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod);
int _b_get_used_channels_mask() const;
Vector3 _b_get_block_size() const;
// Deprecated
Result _b_emerge_block(Ref<VoxelBuffer> out_buffer, Vector3 origin_in_voxels, int lod);
void _b_immerge_block(Ref<VoxelBuffer> buffer, Vector3 origin_in_voxels, int lod);
struct Parameters {
bool save_generator_output = false;
};
Parameters _parameters;
RWLock _parameters_lock;
};
} // namespace zylann::voxel
VARIANT_ENUM_CAST(zylann::voxel::VoxelStream::Result);
#endif // VOXEL_STREAM_H