119 lines
4.4 KiB
C++
119 lines
4.4 KiB
C++
#ifndef VOXEL_STREAM_H
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#define VOXEL_STREAM_H
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#include "instance_data.h"
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#include "voxel_block_request.h"
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#include <core/io/resource.h>
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// TODO Should be forward-declared
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#include "../storage/voxel_buffer.h"
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namespace zylann::voxel {
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// Provides access to a source of paged voxel data, which may load and save.
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// This is intented for files, so it may run in a single background thread and gets requests in batches.
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// Must be implemented in a thread-safe way.
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//
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// Functions currently don't enforce querying blocks of the same size, however it is required for every stream to
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// support querying blocks the size of the declared block size, at positions matching their origins.
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// This might be restricted in the future, because there has been no compelling use case for that.
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//
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// If you are looking for a more specialized API to generate voxels with more threads, use VoxelGenerator.
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//
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class VoxelStream : public Resource {
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GDCLASS(VoxelStream, Resource)
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public:
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VoxelStream();
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~VoxelStream();
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enum Result {
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// Something went wrong, the request should be aborted
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RESULT_ERROR,
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// The block could not be found in the stream. The requester may fallback on the generator.
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RESULT_BLOCK_NOT_FOUND,
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// The block was found, so the requester won't use the generator.
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RESULT_BLOCK_FOUND,
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_RESULT_COUNT
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};
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// TODO Deprecate
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// Queries a block of voxels beginning at the given world-space voxel position and LOD.
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// If you use LOD, the result at a given coordinate must always remain the same regardless of it.
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// In other words, voxels values must solely depend on their coordinates or fixed parameters.
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virtual Result load_voxel_block(VoxelBufferInternal &out_buffer, Vector3i origin_in_voxels, int lod);
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// TODO Deprecate
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virtual void save_voxel_block(VoxelBufferInternal &buffer, Vector3i origin_in_voxels, int lod);
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// Note: Don't modify the order of `p_blocks`.
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virtual void load_voxel_blocks(Span<VoxelBlockRequest> p_blocks, Vector<Result> &out_results);
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// Returns multiple blocks of voxels to the stream.
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// This function is recommended if you save to files, because you can batch their access.
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virtual void save_voxel_blocks(Span<VoxelBlockRequest> p_blocks);
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// TODO Merge support functions into a single getter with Feature bitmask
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virtual bool supports_instance_blocks() const;
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virtual void load_instance_blocks(Span<VoxelStreamInstanceDataRequest> out_blocks, Span<Result> out_results);
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virtual void save_instance_blocks(Span<VoxelStreamInstanceDataRequest> p_blocks);
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struct FullLoadingResult {
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struct Block {
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std::shared_ptr<VoxelBufferInternal> voxels;
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std::unique_ptr<InstanceBlockData> instances_data;
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Vector3i position;
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unsigned int lod;
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};
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std::vector<Block> blocks;
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};
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virtual bool supports_loading_all_blocks() const {
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return false;
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}
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virtual void load_all_blocks(FullLoadingResult &result);
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// Tells which channels can be found in this stream.
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// The simplest implementation is to return them all.
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// One reason to specify which channels are available is to help the editor detect configuration issues,
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// and to avoid saving some of the channels if only specific ones are meant to be saved.
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virtual int get_used_channels_mask() const;
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// Gets which block size this stream will provide, as a power of two.
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// File streams are likely to impose a specific block size,
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// and changing it can be very expensive so the API is usually specific too
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virtual int get_block_size_po2() const;
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// Gets at how many levels of details blocks can be queried.
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virtual int get_lod_count() const;
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// Should generated blocks be saved immediately? If not, they will be saved only when modified.
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void set_save_generator_output(bool enabled);
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bool get_save_generator_output() const;
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private:
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static void _bind_methods();
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Result _b_load_voxel_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod);
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void _b_save_voxel_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod);
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int _b_get_used_channels_mask() const;
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Vector3 _b_get_block_size() const;
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// Deprecated
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Result _b_emerge_block(Ref<VoxelBuffer> out_buffer, Vector3 origin_in_voxels, int lod);
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void _b_immerge_block(Ref<VoxelBuffer> buffer, Vector3 origin_in_voxels, int lod);
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struct Parameters {
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bool save_generator_output = false;
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};
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Parameters _parameters;
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RWLock _parameters_lock;
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};
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} // namespace zylann::voxel
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VARIANT_ENUM_CAST(zylann::voxel::VoxelStream::Result);
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#endif // VOXEL_STREAM_H
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