godot_voxel/generators/graph/voxel_generator_graph.h
2022-04-19 00:32:37 +01:00

311 lines
10 KiB
C++

#ifndef VOXEL_GENERATOR_GRAPH_H
#define VOXEL_GENERATOR_GRAPH_H
#include "../../util/thread/rw_lock.h"
#include "../voxel_generator.h"
#include "program_graph.h"
#include "voxel_graph_runtime.h"
#include <memory>
class Image;
namespace zylann::voxel {
class VoxelGeneratorGraph : public VoxelGenerator {
GDCLASS(VoxelGeneratorGraph, VoxelGenerator)
public:
static const char *SIGNAL_NODE_NAME_CHANGED;
// Node indexes within the DB.
// Don't use these in saved data,
// they can change depending on which features the module is compiled with.
enum NodeTypeID {
NODE_CONSTANT,
NODE_INPUT_X,
NODE_INPUT_Y,
NODE_INPUT_Z,
NODE_OUTPUT_SDF,
NODE_ADD,
NODE_SUBTRACT,
NODE_MULTIPLY,
NODE_DIVIDE,
NODE_SIN,
NODE_FLOOR,
NODE_ABS,
NODE_SQRT,
NODE_FRACT,
NODE_STEPIFY,
NODE_WRAP,
NODE_MIN,
NODE_MAX,
NODE_DISTANCE_2D,
NODE_DISTANCE_3D,
NODE_CLAMP,
NODE_CLAMP_C,
NODE_MIX,
NODE_REMAP,
NODE_SMOOTHSTEP,
NODE_CURVE,
NODE_SELECT,
NODE_NOISE_2D,
NODE_NOISE_3D,
NODE_IMAGE_2D,
NODE_SDF_PLANE,
NODE_SDF_BOX,
NODE_SDF_SPHERE,
NODE_SDF_TORUS,
NODE_SDF_PREVIEW, // For debugging
NODE_SDF_SPHERE_HEIGHTMAP,
NODE_SDF_SMOOTH_UNION,
NODE_SDF_SMOOTH_SUBTRACT,
NODE_NORMALIZE_3D,
NODE_FAST_NOISE_2D,
NODE_FAST_NOISE_3D,
NODE_FAST_NOISE_GRADIENT_2D,
NODE_FAST_NOISE_GRADIENT_3D,
NODE_OUTPUT_WEIGHT,
NODE_OUTPUT_TYPE,
#ifdef VOXEL_ENABLE_FAST_NOISE_2
NODE_FAST_NOISE_2_2D,
NODE_FAST_NOISE_2_3D,
#endif
NODE_OUTPUT_SINGLE_TEXTURE,
NODE_EXPRESSION,
NODE_POWI, // pow(x, constant positive integer)
NODE_POW, // pow(x, y)
NODE_TYPE_COUNT
};
VoxelGeneratorGraph();
~VoxelGeneratorGraph();
void clear();
// Graph edition API
// Important: functions editing the graph are NOT thread-safe.
// They are expected to be used by the main thread (editor or game logic).
uint32_t create_node(NodeTypeID type_id, Vector2 position, uint32_t id = ProgramGraph::NULL_ID);
void remove_node(uint32_t node_id);
// Checks if the specified connection can be created
bool can_connect(
uint32_t src_node_id, uint32_t src_port_index, uint32_t dst_node_id, uint32_t dst_port_index) const;
// Checks if the specified connection is valid (without considering existing connections)
bool is_valid_connection(
uint32_t src_node_id, uint32_t src_port_index, uint32_t dst_node_id, uint32_t dst_port_index) const;
void add_connection(uint32_t src_node_id, uint32_t src_port_index, uint32_t dst_node_id, uint32_t dst_port_index);
void remove_connection(
uint32_t src_node_id, uint32_t src_port_index, uint32_t dst_node_id, uint32_t dst_port_index);
void get_connections(std::vector<ProgramGraph::Connection> &connections) const;
// Finds which source port is connected to the given destination.
// Returns false if `dst` has no inbound connection.
bool try_get_connection_to(ProgramGraph::PortLocation dst, ProgramGraph::PortLocation &out_src) const;
bool has_node(uint32_t node_id) const;
void set_node_name(uint32_t node_id, StringName name);
StringName get_node_name(uint32_t node_id) const;
uint32_t find_node_by_name(StringName name) const;
Variant get_node_param(uint32_t node_id, uint32_t param_index) const;
void set_node_param(uint32_t node_id, uint32_t param_index, Variant value);
static bool get_expression_variables(std::string_view code, std::vector<std::string_view> &vars);
void get_expression_node_inputs(uint32_t node_id, std::vector<std::string> &out_names) const;
void set_expression_node_inputs(uint32_t node_id, PackedStringArray names);
Variant get_node_default_input(uint32_t node_id, uint32_t input_index) const;
void set_node_default_input(uint32_t node_id, uint32_t input_index, Variant value);
Vector2 get_node_gui_position(uint32_t node_id) const;
void set_node_gui_position(uint32_t node_id, Vector2 pos);
NodeTypeID get_node_type_id(uint32_t node_id) const;
PackedInt32Array get_node_ids() const;
uint32_t generate_node_id() {
return _graph.generate_node_id();
}
int get_nodes_count() const;
void load_plane_preset();
// Performance tuning (advanced)
bool is_using_optimized_execution_map() const;
void set_use_optimized_execution_map(bool use);
float get_sdf_clip_threshold() const;
void set_sdf_clip_threshold(float t);
void set_use_subdivision(bool use);
bool is_using_subdivision() const;
void set_subdivision_size(int size);
int get_subdivision_size() const;
void set_debug_clipped_blocks(bool enabled);
bool is_debug_clipped_blocks() const;
void set_use_xz_caching(bool enabled);
bool is_using_xz_caching() const;
// VoxelGenerator implementation
int get_used_channels_mask() const override;
Result generate_block(VoxelGenerator::VoxelQueryData &input) override;
//float generate_single(const Vector3i &position);
bool supports_single_generation() const override {
return true;
}
VoxelSingleValue generate_single(Vector3i position, unsigned int channel) override;
Ref<Resource> duplicate(bool p_subresources) const override;
// Utility
void bake_sphere_bumpmap(Ref<Image> im, float ref_radius, float min_height, float max_height);
void bake_sphere_normalmap(Ref<Image> im, float ref_radius, float strength);
String generate_shader();
// Internal
VoxelGraphRuntime::CompilationResult compile();
bool is_good() const;
void generate_set(Span<float> in_x, Span<float> in_y, Span<float> in_z);
// Returns state from the last generator used in the current thread
static const VoxelGraphRuntime::State &get_last_state_from_current_thread();
static Span<const uint32_t> get_last_execution_map_debug_from_current_thread();
bool try_get_output_port_address(ProgramGraph::PortLocation port, uint32_t &out_address) const;
void find_dependencies(uint32_t node_id, std::vector<uint32_t> &out_dependencies) const;
// Debug
math::Interval debug_analyze_range(Vector3i min_pos, Vector3i max_pos, bool optimize_execution_map) const;
struct NodeProfilingInfo {
uint32_t node_id;
uint32_t microseconds;
};
float debug_measure_microseconds_per_voxel(bool singular, std::vector<NodeProfilingInfo> *node_profiling_info);
void debug_load_waves_preset();
// Editor
#ifdef TOOLS_ENABLED
void get_configuration_warnings(TypedArray<String> &out_warnings) const override;
#endif
private:
Dictionary get_graph_as_variant_data() const;
void load_graph_from_variant_data(Dictionary data);
void register_subresource(Resource &resource);
void unregister_subresource(Resource &resource);
void register_subresources();
void unregister_subresources();
void _on_subresource_changed();
int _b_get_node_type_count() const;
Dictionary _b_get_node_type_info(int type_id) const;
Array _b_get_connections() const;
// TODO Only exists because the UndoRedo API is confusing `null` with `absence of argument`...
// See https://github.com/godotengine/godot/issues/36895
void _b_set_node_param_null(int node_id, int param_index);
void _b_set_node_name(int node_id, String name);
float _b_generate_single(Vector3 pos);
Vector2 _b_debug_analyze_range(Vector3 min_pos, Vector3 max_pos) const;
Dictionary _b_compile();
float _b_debug_measure_microseconds_per_voxel(bool singular);
struct WeightOutput {
unsigned int layer_index;
unsigned int output_buffer_index;
};
static void gather_indices_and_weights(Span<const WeightOutput> weight_outputs,
const VoxelGraphRuntime::State &state, Vector3i rmin, Vector3i rmax, int ry,
VoxelBufferInternal &out_voxel_buffer, FixedArray<uint8_t, 4> spare_indices);
static void _bind_methods();
ProgramGraph _graph;
// This generator performs range analysis using nodes of the graph. Terrain surface can only appear when SDF
// crosses zero within a block. For each generated block, an estimated range of the output is calculated.
// If that range is beyond this threshold (either negatively or positively), then blocks will be given a uniform
// value, either air or matter, skipping generation of all voxels.
// Setting a high threshold turns it off, providing consistent SDF, but it may severely impact performance.
float _sdf_clip_threshold = 1.5f;
// Sometimes block size can be larger, but it makes range analysis less precise. So it is possible to subdivide
// generation within areas of the block instead of doing it whole.
// Blocks size must be a multiple of the subdivision size.
bool _use_subdivision = true;
int _subdivision_size = 16;
// When enabled, the generator will attempt to optimize out nodes that don't need to run in specific areas,
// if their output range is considered to not affect the final result.
bool _use_optimized_execution_map = true;
// When enabled, nodes using only the X and Z coordinates will be cached when generating blocks in slices along Y.
// This prevents recalculating values that would otherwise be the same on each slice.
// It helps a lot when part of the graph is generating a heightmap for example.
bool _use_xz_caching = true;
// If true, inverts clipped blocks so they create visual artifacts making the clipped area visible.
bool _debug_clipped_blocks = false;
// Only compiling and generation methods are thread-safe.
struct Runtime {
VoxelGraphRuntime runtime;
// Indices that are not used in the graph.
// This is used when there are less than 4 texture weight outputs.
FixedArray<uint8_t, 4> spare_texture_indices;
int sdf_output_index = -1;
int sdf_output_buffer_index = -1;
int type_output_index = -1;
int type_output_buffer_index = -1;
int single_texture_output_index = -1;
int single_texture_output_buffer_index = -1;
FixedArray<WeightOutput, 16> weight_outputs;
// List of indices to feed queries. The order doesn't matter, can be different from `weight_outputs`.
FixedArray<unsigned int, 16> weight_output_indices;
unsigned int weight_outputs_count = 0;
};
std::shared_ptr<Runtime> _runtime = nullptr;
RWLock _runtime_lock;
struct Cache {
std::vector<float> x_cache;
std::vector<float> y_cache;
std::vector<float> z_cache;
VoxelGraphRuntime::State state;
VoxelGraphRuntime::ExecutionMap optimized_execution_map;
};
static thread_local Cache _cache;
};
ProgramGraph::Node *create_node_internal(
ProgramGraph &graph, VoxelGeneratorGraph::NodeTypeID type_id, Vector2 position, uint32_t id);
} // namespace zylann::voxel
VARIANT_ENUM_CAST(zylann::voxel::VoxelGeneratorGraph::NodeTypeID)
#endif // VOXEL_GENERATOR_GRAPH_H