godot_voxel/streams/voxel_stream.h

81 lines
2.9 KiB
C++

#ifndef VOXEL_STREAM_H
#define VOXEL_STREAM_H
#include "../generators/voxel_generator.h"
#include "voxel_block_request.h"
#include <core/resource.h>
// 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<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod);
// TODO Rename save_block()
virtual void immerge_block(Ref<VoxelBuffer> buffer, Vector3i origin_in_voxels, int lod);
// Note: vector is passed by ref for performance. Don't reorder it.
virtual void emerge_blocks(Vector<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 immerge_blocks(const Vector<VoxelBlockRequest> &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();
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);
int _b_get_used_channels_mask() const;
Vector3 _b_get_block_size() const;
struct Parameters {
bool save_generator_output = false;
};
Parameters _parameters;
RWLock *_parameters_lock = nullptr;
};
VARIANT_ENUM_CAST(VoxelStream::Result);
#endif // VOXEL_STREAM_H