210 lines
6.8 KiB
C++
210 lines
6.8 KiB
C++
#ifndef VOXEL_GENERATOR_GRAPH_H
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#define VOXEL_GENERATOR_GRAPH_H
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#include "../voxel_generator.h"
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#include "program_graph.h"
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#include "voxel_graph_runtime.h"
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#include <memory>
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class VoxelGeneratorGraph : public VoxelGenerator {
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GDCLASS(VoxelGeneratorGraph, VoxelGenerator)
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public:
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static const char *SIGNAL_NODE_NAME_CHANGED;
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enum NodeTypeID {
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NODE_CONSTANT,
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NODE_INPUT_X,
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NODE_INPUT_Y,
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NODE_INPUT_Z,
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NODE_OUTPUT_SDF,
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NODE_ADD,
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NODE_SUBTRACT,
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NODE_MULTIPLY,
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NODE_DIVIDE,
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NODE_SIN,
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NODE_FLOOR,
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NODE_ABS,
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NODE_SQRT,
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NODE_FRACT,
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NODE_STEPIFY,
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NODE_WRAP,
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NODE_MIN,
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NODE_MAX,
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NODE_DISTANCE_2D,
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NODE_DISTANCE_3D,
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NODE_CLAMP,
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NODE_MIX,
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NODE_REMAP,
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NODE_SMOOTHSTEP,
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NODE_CURVE,
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NODE_SELECT,
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NODE_NOISE_2D,
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NODE_NOISE_3D,
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NODE_IMAGE_2D,
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NODE_SDF_PLANE,
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NODE_SDF_BOX,
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NODE_SDF_SPHERE,
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NODE_SDF_TORUS,
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NODE_SDF_PREVIEW, // For debugging
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NODE_SDF_SPHERE_HEIGHTMAP,
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NODE_SDF_SMOOTH_UNION,
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NODE_SDF_SMOOTH_SUBTRACT,
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NODE_NORMALIZE_3D,
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NODE_FAST_NOISE_2D,
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NODE_FAST_NOISE_3D,
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NODE_FAST_NOISE_GRADIENT_2D,
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NODE_FAST_NOISE_GRADIENT_3D,
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NODE_TYPE_COUNT
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};
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VoxelGeneratorGraph();
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~VoxelGeneratorGraph();
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void clear();
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// Graph edition API
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// Important: functions editing the graph are NOT thread-safe.
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// They are expected to be used by the main thread (editor or game logic).
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uint32_t create_node(NodeTypeID type_id, Vector2 position, uint32_t id = ProgramGraph::NULL_ID);
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void remove_node(uint32_t node_id);
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bool can_connect(
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uint32_t src_node_id, uint32_t src_port_index, uint32_t dst_node_id, uint32_t dst_port_index) const;
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void add_connection(uint32_t src_node_id, uint32_t src_port_index, uint32_t dst_node_id, uint32_t dst_port_index);
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void remove_connection(
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uint32_t src_node_id, uint32_t src_port_index, uint32_t dst_node_id, uint32_t dst_port_index);
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void get_connections(std::vector<ProgramGraph::Connection> &connections) const;
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bool try_get_connection_to(ProgramGraph::PortLocation dst, ProgramGraph::PortLocation &out_src) const;
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bool has_node(uint32_t node_id) const;
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void set_node_name(uint32_t node_id, StringName name);
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StringName get_node_name(uint32_t node_id) const;
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uint32_t find_node_by_name(StringName name) const;
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Variant get_node_param(uint32_t node_id, uint32_t param_index) const;
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void set_node_param(uint32_t node_id, uint32_t param_index, Variant value);
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Variant get_node_default_input(uint32_t node_id, uint32_t input_index) const;
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void set_node_default_input(uint32_t node_id, uint32_t input_index, Variant value);
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Vector2 get_node_gui_position(uint32_t node_id) const;
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void set_node_gui_position(uint32_t node_id, Vector2 pos);
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NodeTypeID get_node_type_id(uint32_t node_id) const;
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PoolIntArray get_node_ids() const;
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uint32_t generate_node_id() { return _graph.generate_node_id(); }
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// Performance tuning (advanced)
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bool is_using_optimized_execution_map() const;
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void set_use_optimized_execution_map(bool use);
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float get_sdf_clip_threshold() const;
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void set_sdf_clip_threshold(float t);
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void set_use_subdivision(bool use);
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bool is_using_subdivision() const;
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void set_subdivision_size(int size);
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int get_subdivision_size() const;
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void set_debug_clipped_blocks(bool enabled);
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bool is_debug_clipped_blocks() const;
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// VoxelGenerator implementation
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int get_used_channels_mask() const override;
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void generate_block(VoxelBlockRequest &input) override;
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float generate_single(const Vector3i &position);
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Ref<Resource> duplicate(bool p_subresources) const override;
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// Utility
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void bake_sphere_bumpmap(Ref<Image> im, float ref_radius, float min_height, float max_height);
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void bake_sphere_normalmap(Ref<Image> im, float ref_radius, float strength);
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// Internal
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VoxelGraphRuntime::CompilationResult compile();
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bool is_good() const;
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void generate_set(ArraySlice<float> in_x, ArraySlice<float> in_y, ArraySlice<float> in_z,
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ArraySlice<float> out_sdf);
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Interval analyze_range(Vector3i min_pos, Vector3i max_pos, bool optimize_execution_map, bool debug) const;
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void generate_optimized_execution_map();
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// Returns state from the last generator used in the current thread
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static const VoxelGraphRuntime::State &get_last_state_from_current_thread();
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bool try_get_output_port_address(ProgramGraph::PortLocation port, uint32_t &out_address) const;
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void find_dependencies(uint32_t node_id, std::vector<uint32_t> &out_dependencies) const;
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// Debug
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float debug_measure_microseconds_per_voxel(bool singular);
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void debug_load_waves_preset();
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private:
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Dictionary get_graph_as_variant_data() const;
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void load_graph_from_variant_data(Dictionary data);
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int _b_get_node_type_count() const;
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Dictionary _b_get_node_type_info(int type_id) const;
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PoolIntArray _b_get_node_ids() const;
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Array _b_get_connections() const;
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// TODO Only exists because the UndoRedo API is confusing `null` with `absence of argument`...
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// See https://github.com/godotengine/godot/issues/36895
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void _b_set_node_param_null(int node_id, int param_index);
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float _b_generate_single(Vector3 pos);
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Vector2 _b_analyze_range(Vector3 min_pos, Vector3 max_pos) const;
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Dictionary _b_compile();
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void _on_subresource_changed();
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void connect_to_subresource_changes();
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static void _bind_methods();
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ProgramGraph _graph;
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// This generator performs range analysis using nodes of the graph. Terrain surface can only appear when SDF
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// crosses zero within a block. For each generated block, an estimated range of the output is calculated.
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// If that range is beyond this threshold (either negatively or positively), then blocks will be given a uniform
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// value, either air or matter, skipping generation of all voxels.
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// Setting a high threshold turns it off, providing consistent SDF, but it may severely impact performance.
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float _sdf_clip_threshold = 1.5f;
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// Sometimes block size can be larger, but it makes range analysis less precise. So it is possible to subdivide
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// generation within areas of the block instead of doing it whole.
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// Blocks size must be a multiple of the subdivision size.
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bool _use_subdivision = true;
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int _subdivision_size = 16;
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// When enabled, the generator will attempt to optimize out nodes that don't need to run in specific areas,
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// if their output range is considered to not affect the final result.
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bool _use_optimized_execution_map = true;
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// If true, inverts clipped blocks so they create visual artifacts making the clipped area visible.
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bool _debug_clipped_blocks = false;
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// Only compiling and generation methods are thread-safe.
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std::shared_ptr<VoxelGraphRuntime> _runtime = nullptr;
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RWLock _runtime_lock;
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struct Cache {
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std::vector<float> x_cache;
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std::vector<float> y_cache;
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std::vector<float> z_cache;
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std::vector<float> slice_cache;
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VoxelGraphRuntime::State state;
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};
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static thread_local Cache _cache;
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};
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VARIANT_ENUM_CAST(VoxelGeneratorGraph::NodeTypeID)
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#endif // VOXEL_GENERATOR_GRAPH_H
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