godot_voxel/generators/graph/voxel_generator_graph.h

210 lines
6.8 KiB
C++

#ifndef VOXEL_GENERATOR_GRAPH_H
#define VOXEL_GENERATOR_GRAPH_H
#include "../voxel_generator.h"
#include "program_graph.h"
#include "voxel_graph_runtime.h"
#include <memory>
class VoxelGeneratorGraph : public VoxelGenerator {
GDCLASS(VoxelGeneratorGraph, VoxelGenerator)
public:
static const char *SIGNAL_NODE_NAME_CHANGED;
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_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_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);
bool can_connect(
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;
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);
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;
PoolIntArray get_node_ids() const;
uint32_t generate_node_id() { return _graph.generate_node_id(); }
// 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;
// VoxelGenerator implementation
int get_used_channels_mask() const override;
void generate_block(VoxelBlockRequest &input) override;
float generate_single(const Vector3i &position);
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);
// Internal
VoxelGraphRuntime::CompilationResult compile();
bool is_good() const;
void generate_set(ArraySlice<float> in_x, ArraySlice<float> in_y, ArraySlice<float> in_z,
ArraySlice<float> out_sdf);
Interval analyze_range(Vector3i min_pos, Vector3i max_pos, bool optimize_execution_map, bool debug) const;
void generate_optimized_execution_map();
// Returns state from the last generator used in the current thread
static const VoxelGraphRuntime::State &get_last_state_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
float debug_measure_microseconds_per_voxel(bool singular);
void debug_load_waves_preset();
private:
Dictionary get_graph_as_variant_data() const;
void load_graph_from_variant_data(Dictionary data);
int _b_get_node_type_count() const;
Dictionary _b_get_node_type_info(int type_id) const;
PoolIntArray _b_get_node_ids() 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);
float _b_generate_single(Vector3 pos);
Vector2 _b_analyze_range(Vector3 min_pos, Vector3 max_pos) const;
Dictionary _b_compile();
void _on_subresource_changed();
void connect_to_subresource_changes();
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;
// 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.
std::shared_ptr<VoxelGraphRuntime> _runtime = nullptr;
RWLock _runtime_lock;
struct Cache {
std::vector<float> x_cache;
std::vector<float> y_cache;
std::vector<float> z_cache;
std::vector<float> slice_cache;
VoxelGraphRuntime::State state;
};
static thread_local Cache _cache;
};
VARIANT_ENUM_CAST(VoxelGeneratorGraph::NodeTypeID)
#endif // VOXEL_GENERATOR_GRAPH_H