311 lines
8.6 KiB
GDScript3
311 lines
8.6 KiB
GDScript3
|
# Holds a viewport on which several passes may run to generate a final image.
|
||
|
# Passes can have different shaders and re-use what was drawn by a previous pass.
|
||
|
# TODO I'd like to make such a system working as a graph of passes for more possibilities.
|
||
|
|
||
|
tool
|
||
|
extends Node
|
||
|
|
||
|
class Pass:
|
||
|
# Name of the pass, for debug purposes
|
||
|
var debug_name = ""
|
||
|
# The viewport will be cleared at this pass
|
||
|
var clear = false
|
||
|
# Which main texture should be drawn.
|
||
|
# If not set, a default texture will be drawn.
|
||
|
# Note that it won't matter if the shader disregards it,
|
||
|
# and will only serve to provide UVs, due to https://github.com/godotengine/godot/issues/7298.
|
||
|
var texture = null
|
||
|
# Which shader to use
|
||
|
var shader = null
|
||
|
# Parameters for the shader
|
||
|
var params = null
|
||
|
# How many pixels to pad the viewport on all edges, in case neighboring matters.
|
||
|
# Outputs won't have that padding, but can pick part of it in case output padding is used.
|
||
|
var padding = 0
|
||
|
# How many times this pass must be run
|
||
|
var iterations = 1
|
||
|
# If not empty, the viewport will be downloaded as an image before the next pass
|
||
|
var output = false
|
||
|
# Sent along the output
|
||
|
var metadata = null
|
||
|
# Used for tiled rendering, where each tile has the base resolution,
|
||
|
# in case the viewport cannot be made big enough to cover the final image,
|
||
|
# of if you are generating a pseudo-infinite terrain.
|
||
|
# TODO Have an API for this?
|
||
|
var tile_pos = Vector2()
|
||
|
|
||
|
func duplicate():
|
||
|
var p = get_script().new()
|
||
|
p.debug_name = debug_name
|
||
|
p.clear = clear
|
||
|
p.texture = texture
|
||
|
p.shader = shader
|
||
|
p.params = params
|
||
|
p.padding = padding
|
||
|
p.iterations = iterations
|
||
|
p.output = output
|
||
|
p.metadata = metadata
|
||
|
p.tile_pos = tile_pos
|
||
|
return p
|
||
|
|
||
|
|
||
|
const Util = preload("res://addons/zylann.hterrain/util/util.gd")
|
||
|
|
||
|
signal progress_reported(info)
|
||
|
# Emitted when an output is generated.
|
||
|
signal output_generated(image, metadata)
|
||
|
# Emitted when all passes are complete
|
||
|
signal completed
|
||
|
|
||
|
var _passes := []
|
||
|
var _resolution := Vector2(512, 512)
|
||
|
var _output_padding := [0, 0, 0, 0]
|
||
|
var _viewport : Viewport = null
|
||
|
var _ci : TextureRect = null
|
||
|
var _dummy_texture = load("res://addons/zylann.hterrain/tools/icons/empty.png")
|
||
|
var _running := false
|
||
|
var _rerun := false
|
||
|
#var _tiles = PoolVector2Array([Vector2()])
|
||
|
|
||
|
var _running_passes := []
|
||
|
var _running_pass_index := 0
|
||
|
var _running_iteration := 0
|
||
|
var _shader_material : ShaderMaterial = null
|
||
|
#var _uv_offset = 0 # Offset de to padding
|
||
|
|
||
|
|
||
|
func _ready():
|
||
|
assert(_viewport == null)
|
||
|
assert(_ci == null)
|
||
|
|
||
|
_viewport = Viewport.new()
|
||
|
_viewport.own_world = true
|
||
|
_viewport.world = World.new()
|
||
|
_viewport.render_target_v_flip = true
|
||
|
_viewport.render_target_update_mode = Viewport.UPDATE_DISABLED
|
||
|
add_child(_viewport)
|
||
|
|
||
|
_ci = TextureRect.new()
|
||
|
_ci.expand = true
|
||
|
_ci.texture = _dummy_texture
|
||
|
_viewport.add_child(_ci)
|
||
|
|
||
|
_shader_material = ShaderMaterial.new()
|
||
|
|
||
|
set_process(false)
|
||
|
|
||
|
|
||
|
func is_running() -> bool:
|
||
|
return _running
|
||
|
|
||
|
|
||
|
func clear_passes():
|
||
|
_passes.clear()
|
||
|
|
||
|
|
||
|
func add_pass(p: Pass):
|
||
|
assert(_passes.find(p) == -1)
|
||
|
assert(p.iterations > 0)
|
||
|
_passes.append(p)
|
||
|
|
||
|
|
||
|
func add_output(meta):
|
||
|
assert(len(_passes) > 0)
|
||
|
var p = _passes[-1]
|
||
|
p.output = true
|
||
|
p.metadata = meta
|
||
|
|
||
|
|
||
|
# Sets at which base resolution the generator will work on.
|
||
|
# In tiled rendering, this is the resolution of one tile.
|
||
|
# The internal viewport may be larger if some passes need more room,
|
||
|
# and the resulting images might include some of these pixels if output padding is used.
|
||
|
func set_resolution(res: Vector2):
|
||
|
assert(not _running)
|
||
|
_resolution = res
|
||
|
|
||
|
|
||
|
# Tell image outputs to include extra pixels on the edges.
|
||
|
# This extends the resolution of images compared to the base resolution.
|
||
|
# The initial use case for this is to generate terrain tiles where edge pixels are
|
||
|
# shared with the neighor tiles.
|
||
|
func set_output_padding(p: Array):
|
||
|
assert(typeof(p) == TYPE_ARRAY)
|
||
|
assert(len(p) == 4)
|
||
|
for v in p:
|
||
|
assert(typeof(v) == TYPE_INT)
|
||
|
_output_padding = p
|
||
|
|
||
|
|
||
|
func run():
|
||
|
assert(len(_passes) > 0)
|
||
|
|
||
|
if _running:
|
||
|
_rerun = true
|
||
|
return
|
||
|
|
||
|
assert(_viewport != null)
|
||
|
assert(_ci != null)
|
||
|
|
||
|
# Copy passes
|
||
|
var passes := []
|
||
|
passes.resize(len(_passes))
|
||
|
for i in len(_passes):
|
||
|
passes[i] = _passes[i].duplicate()
|
||
|
_running_passes = passes
|
||
|
|
||
|
# Pad pixels according to largest padding
|
||
|
var largest_padding := 0
|
||
|
for p in passes:
|
||
|
if p.padding > largest_padding:
|
||
|
largest_padding = p.padding
|
||
|
for v in _output_padding:
|
||
|
if v > largest_padding:
|
||
|
largest_padding = v
|
||
|
var padded_size := _resolution + 2 * Vector2(largest_padding, largest_padding)
|
||
|
|
||
|
# _uv_offset = Vector2( \
|
||
|
# float(largest_padding) / padded_size.x,
|
||
|
# float(largest_padding) / padded_size.y)
|
||
|
|
||
|
_ci.rect_size = padded_size
|
||
|
|
||
|
_viewport.size = padded_size
|
||
|
_viewport.render_target_update_mode = Viewport.UPDATE_ALWAYS
|
||
|
_viewport.render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME
|
||
|
|
||
|
_running_pass_index = 0
|
||
|
_running_iteration = 0
|
||
|
_running = true
|
||
|
set_process(true)
|
||
|
|
||
|
|
||
|
func _process(delta: float):
|
||
|
# TODO because of https://github.com/godotengine/godot/issues/7894
|
||
|
if not is_processing():
|
||
|
return
|
||
|
|
||
|
if _running_pass_index > 0:
|
||
|
var prev_pass = _running_passes[_running_pass_index - 1]
|
||
|
if prev_pass.output:
|
||
|
_create_output_image(prev_pass.metadata)
|
||
|
|
||
|
if _running_pass_index >= len(_running_passes):
|
||
|
_running = false
|
||
|
|
||
|
emit_signal("completed")
|
||
|
|
||
|
if _rerun:
|
||
|
# run() was requested again before we complete...
|
||
|
# this will happen very frequently because we are forced to wait multiple frames
|
||
|
# before getting a result
|
||
|
_rerun = false
|
||
|
run()
|
||
|
else:
|
||
|
_viewport.render_target_update_mode = Viewport.UPDATE_DISABLED
|
||
|
set_process(false)
|
||
|
return
|
||
|
|
||
|
var p = _running_passes[_running_pass_index]
|
||
|
|
||
|
if _running_iteration == 0:
|
||
|
_setup_pass(p)
|
||
|
|
||
|
_report_progress(_running_passes, _running_pass_index, _running_iteration)
|
||
|
# Wait one frame for render, and this for EVERY iteration and every pass,
|
||
|
# because Godot doesn't provide any way to run multiple feedback render passes in one go.
|
||
|
_running_iteration += 1
|
||
|
|
||
|
if _running_iteration == p.iterations:
|
||
|
_running_iteration = 0
|
||
|
_running_pass_index += 1
|
||
|
|
||
|
# The viewport should render after the tree was processed
|
||
|
|
||
|
|
||
|
func _setup_pass(p: Pass):
|
||
|
if p.texture != null:
|
||
|
_ci.texture = p.texture
|
||
|
else:
|
||
|
_ci.texture = _dummy_texture
|
||
|
|
||
|
if p.shader != null:
|
||
|
if _shader_material == null:
|
||
|
_shader_material = ShaderMaterial.new()
|
||
|
_shader_material.shader = p.shader
|
||
|
|
||
|
_ci.material = _shader_material
|
||
|
|
||
|
if p.params != null:
|
||
|
for param_name in p.params:
|
||
|
_shader_material.set_shader_param(param_name, p.params[param_name])
|
||
|
|
||
|
var scale_ndc = _viewport.size / _resolution
|
||
|
var pad_offset_ndc = ((_viewport.size - _resolution) / 2) / _viewport.size
|
||
|
var offset_ndc = -pad_offset_ndc + p.tile_pos / scale_ndc
|
||
|
|
||
|
# Because padding may be used around the generated area,
|
||
|
# the shader can use these predefined parameters,
|
||
|
# and apply the following to SCREEN_UV to adjust its calculations:
|
||
|
# vec2 uv = (SCREEN_UV + u_uv_offset) * u_uv_scale;
|
||
|
|
||
|
if p.params == null or not p.params.has("u_uv_scale"):
|
||
|
_shader_material.set_shader_param("u_uv_scale", scale_ndc)
|
||
|
|
||
|
if p.params == null or not p.params.has("u_uv_offset"):
|
||
|
_shader_material.set_shader_param("u_uv_offset", offset_ndc)
|
||
|
|
||
|
else:
|
||
|
_ci.material = null
|
||
|
|
||
|
if p.clear:
|
||
|
_viewport.render_target_clear_mode = Viewport.CLEAR_MODE_ONLY_NEXT_FRAME
|
||
|
|
||
|
|
||
|
func _create_output_image(metadata):
|
||
|
var tex := _viewport.get_texture()
|
||
|
var src := tex.get_data()
|
||
|
|
||
|
# Pick the center of the image
|
||
|
var subrect := Rect2( \
|
||
|
(src.get_width() - _resolution.x) / 2, \
|
||
|
(src.get_height() - _resolution.y) / 2, \
|
||
|
_resolution.x, _resolution.y)
|
||
|
|
||
|
# Make sure we are pixel-perfect. If not, padding is odd
|
||
|
# assert(int(subrect.position.x) == subrect.position.x)
|
||
|
# assert(int(subrect.position.y) == subrect.position.y)
|
||
|
|
||
|
subrect.position.x -= _output_padding[0]
|
||
|
subrect.position.y -= _output_padding[2]
|
||
|
subrect.size.x += _output_padding[0] + _output_padding[1]
|
||
|
subrect.size.y += _output_padding[2] + _output_padding[3]
|
||
|
|
||
|
var dst
|
||
|
if subrect == Rect2(0, 0, src.get_width(), src.get_height()):
|
||
|
dst = src
|
||
|
else:
|
||
|
dst = Image.new()
|
||
|
# Note: size MUST match at this point.
|
||
|
# If it doesn't, the viewport has not been configured properly,
|
||
|
# or padding has been modified while the generator was running
|
||
|
dst.create( \
|
||
|
_resolution.x + _output_padding[0] + _output_padding[1], \
|
||
|
_resolution.y + _output_padding[2] + _output_padding[3], \
|
||
|
false, src.get_format())
|
||
|
dst.blit_rect(src, subrect, Vector2())
|
||
|
|
||
|
emit_signal("output_generated", dst, metadata)
|
||
|
|
||
|
|
||
|
func _report_progress(passes: Array, pass_index: int, iteration: int):
|
||
|
var p = passes[pass_index]
|
||
|
emit_signal("progress_reported", {
|
||
|
"name": p.debug_name,
|
||
|
"pass_index": pass_index,
|
||
|
"pass_count": len(passes),
|
||
|
"iteration": iteration,
|
||
|
"iteration_count": p.iterations
|
||
|
})
|
||
|
|