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https://github.com/godotengine/godot
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208 lines
8.2 KiB
C++
208 lines
8.2 KiB
C++
/**************************************************************************/
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/* gpu_particles_collision_sdf_editor_plugin.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "gpu_particles_collision_sdf_editor_plugin.h"
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#include "editor/editor_interface.h"
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#include "editor/editor_node.h"
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#include "editor/editor_string_names.h"
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#include "editor/gui/editor_file_dialog.h"
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void GPUParticlesCollisionSDF3DEditorPlugin::_bake() {
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if (col_sdf) {
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if (col_sdf->get_texture().is_null() || !col_sdf->get_texture()->get_path().is_resource_file()) {
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String path = get_tree()->get_edited_scene_root()->get_scene_file_path();
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if (path.is_empty()) {
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path = "res://" + col_sdf->get_name() + "_data.exr";
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} else {
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String ext = path.get_extension();
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path = path.get_basename() + "." + col_sdf->get_name() + "_data.exr";
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}
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probe_file->set_current_path(path);
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probe_file->popup_file_dialog();
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return;
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}
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_sdf_save_path_and_bake(col_sdf->get_texture()->get_path());
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}
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}
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void GPUParticlesCollisionSDF3DEditorPlugin::edit(Object *p_object) {
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GPUParticlesCollisionSDF3D *s = Object::cast_to<GPUParticlesCollisionSDF3D>(p_object);
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if (!s) {
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return;
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}
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col_sdf = s;
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}
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bool GPUParticlesCollisionSDF3DEditorPlugin::handles(Object *p_object) const {
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return p_object->is_class("GPUParticlesCollisionSDF3D");
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}
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void GPUParticlesCollisionSDF3DEditorPlugin::_notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_PROCESS: {
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if (!col_sdf) {
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return;
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}
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// Set information tooltip on the Bake button. This information is useful
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// to optimize performance (video RAM size) and reduce collision tunneling (individual cell size).
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const Vector3i size = col_sdf->get_estimated_cell_size();
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const Vector3 extents = col_sdf->get_size() / 2;
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int data_size = 2;
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const double size_mb = size.x * size.y * size.z * data_size / (1024.0 * 1024.0);
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// Add a qualitative measurement to help the user assess whether a GPUParticlesCollisionSDF3D node is using a lot of VRAM.
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String size_quality;
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if (size_mb < 8.0) {
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size_quality = TTR("Low");
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} else if (size_mb < 32.0) {
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size_quality = TTR("Moderate");
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} else {
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size_quality = TTR("High");
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}
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String text;
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text += vformat(TTR("Subdivisions: %s"), vformat(U"%d × %d × %d", size.x, size.y, size.z)) + "\n";
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text += vformat(TTR("Cell size: %s"), vformat(U"%.3f × %.3f × %.3f", extents.x / size.x, extents.y / size.y, extents.z / size.z)) + "\n";
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text += vformat(TTR("Video RAM size: %s MB (%s)"), String::num(size_mb, 2), size_quality);
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// Only update the tooltip when needed to avoid constant redrawing.
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if (bake->get_tooltip(Point2()) == text) {
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return;
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}
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bake->set_tooltip_text(text);
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} break;
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}
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}
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void GPUParticlesCollisionSDF3DEditorPlugin::make_visible(bool p_visible) {
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if (p_visible) {
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bake_hb->show();
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set_process(true);
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} else {
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bake_hb->hide();
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set_process(false);
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}
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}
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EditorProgress *GPUParticlesCollisionSDF3DEditorPlugin::tmp_progress = nullptr;
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void GPUParticlesCollisionSDF3DEditorPlugin::bake_func_begin(int p_steps) {
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ERR_FAIL_COND(tmp_progress != nullptr);
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tmp_progress = memnew(EditorProgress("bake_sdf", TTR("Bake SDF"), p_steps));
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}
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void GPUParticlesCollisionSDF3DEditorPlugin::bake_func_step(int p_step, const String &p_description) {
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ERR_FAIL_NULL(tmp_progress);
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tmp_progress->step(p_description, p_step, false);
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}
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void GPUParticlesCollisionSDF3DEditorPlugin::bake_func_end() {
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ERR_FAIL_NULL(tmp_progress);
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memdelete(tmp_progress);
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tmp_progress = nullptr;
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}
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void GPUParticlesCollisionSDF3DEditorPlugin::_sdf_save_path_and_bake(const String &p_path) {
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probe_file->hide();
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if (col_sdf) {
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Ref<Image> bake_img = col_sdf->bake();
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if (bake_img.is_null()) {
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EditorNode::get_singleton()->show_warning(TTR("No faces detected during GPUParticlesCollisionSDF3D bake.\nCheck whether there are visible meshes matching the bake mask within its extents."));
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return;
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}
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Ref<ConfigFile> config;
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config.instantiate();
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if (FileAccess::exists(p_path + ".import")) {
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config->load(p_path + ".import");
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}
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config->set_value("remap", "importer", "3d_texture");
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config->set_value("remap", "type", "CompressedTexture3D");
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if (!config->has_section_key("params", "compress/mode")) {
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config->set_value("params", "compress/mode", 3); //user may want another compression, so leave it be
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}
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config->set_value("params", "compress/channel_pack", 1);
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config->set_value("params", "mipmaps/generate", false);
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config->set_value("params", "slices/horizontal", 1);
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config->set_value("params", "slices/vertical", bake_img->get_meta("depth"));
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config->save(p_path + ".import");
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Error err = bake_img->save_exr(p_path, false);
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ERR_FAIL_COND(err);
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ResourceLoader::import(p_path);
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Ref<Texture> t = ResourceLoader::load(p_path); //if already loaded, it will be updated on refocus?
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ERR_FAIL_COND(t.is_null());
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col_sdf->set_texture(t);
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}
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}
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void GPUParticlesCollisionSDF3DEditorPlugin::_bind_methods() {
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}
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GPUParticlesCollisionSDF3DEditorPlugin::GPUParticlesCollisionSDF3DEditorPlugin() {
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bake_hb = memnew(HBoxContainer);
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bake_hb->set_h_size_flags(Control::SIZE_EXPAND_FILL);
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bake_hb->hide();
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bake = memnew(Button);
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bake->set_theme_type_variation("FlatButton");
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bake->set_icon(EditorNode::get_singleton()->get_editor_theme()->get_icon(SNAME("Bake"), EditorStringName(EditorIcons)));
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bake->set_text(TTR("Bake SDF"));
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bake->connect(SceneStringName(pressed), callable_mp(this, &GPUParticlesCollisionSDF3DEditorPlugin::_bake));
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bake_hb->add_child(bake);
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add_control_to_container(CONTAINER_SPATIAL_EDITOR_MENU, bake_hb);
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col_sdf = nullptr;
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probe_file = memnew(EditorFileDialog);
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probe_file->set_file_mode(EditorFileDialog::FILE_MODE_SAVE_FILE);
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probe_file->add_filter("*.exr");
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probe_file->connect("file_selected", callable_mp(this, &GPUParticlesCollisionSDF3DEditorPlugin::_sdf_save_path_and_bake));
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EditorInterface::get_singleton()->get_base_control()->add_child(probe_file);
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probe_file->set_title(TTR("Select path for SDF Texture"));
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GPUParticlesCollisionSDF3D::bake_begin_function = bake_func_begin;
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GPUParticlesCollisionSDF3D::bake_step_function = bake_func_step;
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GPUParticlesCollisionSDF3D::bake_end_function = bake_func_end;
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}
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GPUParticlesCollisionSDF3DEditorPlugin::~GPUParticlesCollisionSDF3DEditorPlugin() {
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}
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