332 lines
10 KiB
GDScript3
332 lines
10 KiB
GDScript3
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# Holds a viewport on which several passes may run to generate a final image.
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# Passes can have different shaders and re-use what was drawn by a previous pass.
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# TODO I'd like to make such a system working as a graph of passes for more possibilities.
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@tool
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extends Node
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const HT_Util = preload("res://addons/zylann.hterrain/util/util.gd")
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const HT_TextureGeneratorPass = preload("./texture_generator_pass.gd")
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const HT_Logger = preload("../../util/logger.gd")
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# TODO Can't preload because it causes the plugin to fail loading if assets aren't imported
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const DUMMY_TEXTURE_PATH = "res://addons/zylann.hterrain/tools/icons/empty.png"
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signal progress_reported(info)
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# Emitted when an output is generated.
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signal output_generated(image, metadata)
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# Emitted when all passes are complete
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signal completed
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class HT_TextureGeneratorViewport:
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var viewport : SubViewport
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var ci : TextureRect
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var _passes := []
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var _resolution := Vector2i(512, 512)
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var _output_padding := [0, 0, 0, 0]
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# Since Godot 4.0, we use ping-pong viewports because `hint_screen_texture` always returns `1.0`
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# for transparent pixels, which is wrong, but sadly appears to be intented...
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# https://github.com/godotengine/godot/issues/78207
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var _viewports : Array[HT_TextureGeneratorViewport] = [null, null]
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var _viewport_index := 0
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var _dummy_texture : Texture2D
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var _running := false
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var _rerun := false
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#var _tiles = PoolVector2Array([Vector2()])
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var _running_passes := []
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var _running_pass_index := 0
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var _running_iteration := 0
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var _shader_material : ShaderMaterial = null
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#var _uv_offset = 0 # Offset de to padding
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var _logger = HT_Logger.get_for(self)
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func _ready():
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_dummy_texture = load(DUMMY_TEXTURE_PATH)
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if _dummy_texture == null:
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_logger.error(str("Failed to load dummy texture ", DUMMY_TEXTURE_PATH))
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for viewport_index in len(_viewports):
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var viewport = SubViewport.new()
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# We render with 2D shaders, but we don't want the parent world to interfere
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viewport.own_world_3d = true
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viewport.world_3d = World3D.new()
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viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
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# Require RGBA8 so we can pack heightmap floats into pixels
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viewport.transparent_bg = true
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add_child(viewport)
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var ci := TextureRect.new()
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ci.stretch_mode = TextureRect.STRETCH_SCALE
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ci.texture = _dummy_texture
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viewport.add_child(ci)
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var vp := HT_TextureGeneratorViewport.new()
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vp.viewport = viewport
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vp.ci = ci
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_viewports[viewport_index] = vp
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_shader_material = ShaderMaterial.new()
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set_process(false)
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func is_running() -> bool:
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return _running
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func clear_passes():
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_passes.clear()
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func add_pass(p: HT_TextureGeneratorPass):
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assert(_passes.find(p) == -1)
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assert(p.iterations > 0)
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_passes.append(p)
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func add_output(meta):
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assert(len(_passes) > 0)
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var p = _passes[-1]
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p.output = true
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p.metadata = meta
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# Sets at which base resolution the generator will work on.
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# In tiled rendering, this is the resolution of one tile.
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# The internal viewport may be larger if some passes need more room,
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# and the resulting images might include some of these pixels if output padding is used.
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func set_resolution(res: Vector2i):
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assert(not _running)
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_resolution = res
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# Tell image outputs to include extra pixels on the edges.
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# This extends the resolution of images compared to the base resolution.
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# The initial use case for this is to generate terrain tiles where edge pixels are
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# shared with the neighor tiles.
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func set_output_padding(p: Array):
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assert(typeof(p) == TYPE_ARRAY)
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assert(len(p) == 4)
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for v in p:
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assert(typeof(v) == TYPE_INT)
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_output_padding = p
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func run():
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assert(len(_passes) > 0)
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if _running:
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_rerun = true
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return
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for vp in _viewports:
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assert(vp.viewport != null)
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assert(vp.ci != null)
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# Copy passes
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var passes := []
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passes.resize(len(_passes))
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for i in len(_passes):
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passes[i] = _passes[i].duplicate()
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_running_passes = passes
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# Pad pixels according to largest padding
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var largest_padding := 0
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for p in passes:
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if p.padding > largest_padding:
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largest_padding = p.padding
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for v in _output_padding:
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if v > largest_padding:
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largest_padding = v
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var padded_size := _resolution + 2 * Vector2i(largest_padding, largest_padding)
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# _uv_offset = Vector2( \
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# float(largest_padding) / padded_size.x,
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# float(largest_padding) / padded_size.y)
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for vp in _viewports:
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vp.ci.size = padded_size
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vp.viewport.size = padded_size
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# First viewport index doesn't matter.
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# Maybe one issue of resetting it to zero would be that the previous run
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# could have ended with the same viewport that will be sent as a texture as
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# one of the uniforms of the shader material, which causes an error in the
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# renderer because it's not allowed to use a viewport texture while
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# rendering on the same viewport
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# _viewport_index = 0
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var first_vp := _viewports[_viewport_index]
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first_vp.viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ONCE
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# I don't trust `UPDATE_ONCE`, it also doesn't reset so we never know if it actually works...
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# https://github.com/godotengine/godot/issues/33351
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first_vp.viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
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for vp in _viewports:
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if vp != first_vp:
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vp.viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
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_running_pass_index = 0
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_running_iteration = 0
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_running = true
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set_process(true)
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func _process(delta: float):
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# TODO because of https://github.com/godotengine/godot/issues/7894
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if not is_processing():
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return
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var prev_vpi := 0 if _viewport_index == 1 else 1
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var prev_vp := _viewports[prev_vpi]
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if _running_pass_index > 0:
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var prev_pass : HT_TextureGeneratorPass = _running_passes[_running_pass_index - 1]
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if prev_pass.output:
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_create_output_image(prev_pass.metadata, prev_vp)
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if _running_pass_index >= len(_running_passes):
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_running = false
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completed.emit()
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if _rerun:
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# run() was requested again before we complete...
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# this will happen very frequently because we are forced to wait multiple frames
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# before getting a result
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_rerun = false
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run()
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else:
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# Done
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for vp in _viewports:
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vp.viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
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set_process(false)
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return
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var p : HT_TextureGeneratorPass = _running_passes[_running_pass_index]
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var vp := _viewports[_viewport_index]
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vp.viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
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prev_vp.viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
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if _running_iteration == 0:
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_setup_pass(p, vp)
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_setup_iteration(vp, prev_vp)
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_report_progress(_running_passes, _running_pass_index, _running_iteration)
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# Wait one frame for render, and this for EVERY iteration and every pass,
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# because Godot doesn't provide any way to run multiple feedback render passes in one go.
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_running_iteration += 1
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if _running_iteration == p.iterations:
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_running_iteration = 0
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_running_pass_index += 1
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# Swap viewport for next pass
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_viewport_index = (_viewport_index + 1) % 2
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# The viewport should render after the tree was processed
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# Called at the beginning of each pass
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func _setup_pass(p: HT_TextureGeneratorPass, vp: HT_TextureGeneratorViewport):
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if p.texture != null:
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vp.ci.texture = p.texture
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else:
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vp.ci.texture = _dummy_texture
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if p.shader != null:
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if _shader_material == null:
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_shader_material = ShaderMaterial.new()
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_shader_material.shader = p.shader
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vp.ci.material = _shader_material
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if p.params != null:
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for param_name in p.params:
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_shader_material.set_shader_parameter(param_name, p.params[param_name])
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var vp_size_f := Vector2(vp.viewport.size)
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var res_f := Vector2(_resolution)
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var scale_ndc := vp_size_f / res_f
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var pad_offset_ndc := ((vp_size_f - res_f) / 2.0) / vp_size_f
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var offset_ndc := -pad_offset_ndc + p.tile_pos / scale_ndc
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# Because padding may be used around the generated area,
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# the shader can use these predefined parameters,
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# and apply the following to SCREEN_UV to adjust its calculations:
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# vec2 uv = (SCREEN_UV + u_uv_offset) * u_uv_scale;
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if p.params == null or not p.params.has("u_uv_scale"):
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_shader_material.set_shader_parameter("u_uv_scale", scale_ndc)
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if p.params == null or not p.params.has("u_uv_offset"):
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_shader_material.set_shader_parameter("u_uv_offset", offset_ndc)
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else:
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vp.ci.material = null
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if p.clear:
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vp.viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ONCE
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# Called for every iteration of every pass
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func _setup_iteration(vp: HT_TextureGeneratorViewport, prev_vp: HT_TextureGeneratorViewport):
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assert(vp != prev_vp)
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if _shader_material != null:
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_shader_material.set_shader_parameter("u_previous_pass", prev_vp.viewport.get_texture())
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func _create_output_image(metadata, vp: HT_TextureGeneratorViewport):
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var tex := vp.viewport.get_texture()
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var src := tex.get_image()
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# src.save_png(str("ddd_tgen_output", metadata.maptype, ".png"))
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# Pick the center of the image
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var subrect := Rect2i( \
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(src.get_width() - _resolution.x) / 2, \
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(src.get_height() - _resolution.y) / 2, \
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_resolution.x, _resolution.y)
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# Make sure we are pixel-perfect. If not, padding is odd
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# assert(int(subrect.position.x) == subrect.position.x)
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# assert(int(subrect.position.y) == subrect.position.y)
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subrect.position.x -= _output_padding[0]
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subrect.position.y -= _output_padding[2]
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subrect.size.x += _output_padding[0] + _output_padding[1]
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subrect.size.y += _output_padding[2] + _output_padding[3]
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var dst : Image
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if subrect == Rect2i(0, 0, src.get_width(), src.get_height()):
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dst = src
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else:
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# Note: size MUST match at this point.
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# If it doesn't, the viewport has not been configured properly,
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# or padding has been modified while the generator was running
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dst = Image.create( \
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_resolution.x + _output_padding[0] + _output_padding[1], \
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_resolution.y + _output_padding[2] + _output_padding[3], \
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false, src.get_format())
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dst.blit_rect(src, subrect, Vector2i())
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output_generated.emit(dst, metadata)
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func _report_progress(passes: Array, pass_index: int, iteration: int):
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var p = passes[pass_index]
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progress_reported.emit({
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"name": p.debug_name,
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"pass_index": pass_index,
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"pass_count": len(passes),
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"iteration": iteration,
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"iteration_count": p.iterations
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})
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