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MeshTextureRd.cs
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using System;
using System.Linq;
using System.Runtime.InteropServices;
using Godot;
using RD = Godot.RenderingDevice;
using RS = Godot.RenderingServer;
[GlobalClass]
[Tool]
public partial class MeshTextureRd : Texture2D, ISerializationListener
{
public static readonly RD Rd = RS.GetRenderingDevice();
private Rid FrameBufferTextureRid
{
get; set
{
RS.TextureReplace(TextureRd, value.IsValid ? RS.TextureRdCreate(value) : RS.Texture2DPlaceholderCreate());
if (field.IsValid) { Rd.FreeRid(field); }
field = value;
}
}
private Rid FrameBufferRid;
private Rid VertexArrayRid;
private Rid IndexArrayRid;
private Rid ShaderRid { get; set { if (field.IsValid) Rd.FreeRid(field); field = value; } }
private Rid PipelineRid;
private Rid SamplerRid { get; set { if (field.IsValid) Rd.FreeRid(field); field = value; } }
private Rid UniformBufferMatrixRid { get; set { if (field.IsValid) Rd.FreeRid(field); field = value; } }
private Rid UniformSetRid;
private Rid IndexBufferRid { get; set { if (field.IsValid) Rd.FreeRid(field); field = value; } }
private Rid VertexBufferPosRid { get; set { if (field.IsValid) Rd.FreeRid(field); field = value; } }
private Rid VertexBufferUvRid { get; set { if (field.IsValid) Rd.FreeRid(field); field = value; } }
private readonly Rid TextureRd = RS.Texture2DPlaceholderCreate();
private readonly RDUniform _uniformMatrix = new()
{
UniformType = RD.UniformType.UniformBuffer,
Binding = 0
};
private readonly RDUniform _uniformTex = new()
{
UniformType = RD.UniformType.SamplerWithTexture,
Binding = 1
};
private readonly Godot.Collections.Array<RDVertexAttribute> _vertexAttrs = [
new() {
Format = RD.DataFormat.R32G32B32Sfloat,
Location = 0,
Stride = 4 * 3
},
new(){
Format = RD.DataFormat.R32G32Sfloat,
Location= 1,
Stride = 4 * 2
}];
private readonly long _vertexFormat;
private bool _pipelineDirty = false;
private bool _meshDirty = false;
private bool _uniformSetDirty = false;
[Export] public Vector2I Size { get; set { field = value; QueueUpdatePipeline(); } } = new(256, 256);
[Export]
public Color ClearColor { get; set { field = value; CallDeferred(nameof(Update)); } } = Colors.Transparent;
[Export]
public Mesh Mesh
{
get; set
{
if (field != null) field.Changed -= QueueUpdateMesh;
field = value;
QueueUpdateMesh();
if (field != null) field.Changed += QueueUpdateMesh;
}
}
[Export]
public Texture2D Texture
{
get; set
{
if (field != null) field.Changed -= QueueUpdateUniformSet;
field = value;
QueueUpdateUniformSet();
if (field != null) field.Changed += QueueUpdateUniformSet;
}
}
[Export]
public Projection Projection { get; set { field = value; QueueUpdateUniformSet(); } } = Projection.Identity;
[Export]
public RDShaderFile Glsl
{
get; set
{
if (field != null) field.Changed -= QueueUpdatePipeline;
field = value;
QueueUpdatePipeline();
if (field != null) field.Changed += QueueUpdatePipeline;
}
} = GD.Load<RDShaderFile>("res://glsl/base_texture.glsl");
private void Update()
{
if (_pipelineDirty)
{
ResetPipeline();
_pipelineDirty = false;
}
if (_uniformSetDirty)
{
ResetUniform();
_uniformSetDirty = false;
}
if (_meshDirty)
{
ResetVertex();
_meshDirty = false;
}
Draw();
EmitChanged();
}
private void QueueUpdatePipeline()
{
_pipelineDirty = true;
CallDeferred(nameof(Update));
}
private void QueueUpdateUniformSet()
{
_uniformSetDirty = true;
CallDeferred(nameof(Update));
}
private void QueueUpdateMesh()
{
_meshDirty = true;
CallDeferred(nameof(Update));
}
public MeshTextureRd()
{
SamplerRid = Rd.SamplerCreate(new());
Glsl.Changed += QueueUpdatePipeline;
_vertexFormat = Rd.VertexFormatCreate(_vertexAttrs);
}
public void Clean()
{
FrameBufferTextureRid = new();
FrameBufferRid = new();
VertexArrayRid = new();
IndexArrayRid = new();
ShaderRid = new();
PipelineRid = new();
SamplerRid = new();
UniformBufferMatrixRid = new();
UniformSetRid = new();
IndexBufferRid = new();
VertexBufferPosRid = new();
VertexBufferUvRid = new();
}
protected override void Dispose(bool disposing)
{
Clean();
RS.FreeRid(TextureRd);
base.Dispose(disposing);
}
public void ResetVertex()
{
if (Mesh == null ||
Mesh.GetSurfaceCount() == 0)
{
return;
}
var surfaceArray = Mesh.SurfaceGetArrays(0);
var vertexArray = surfaceArray[(int)Mesh.ArrayType.Vertex];
var indexArray = surfaceArray[(int)Mesh.ArrayType.Index];
var uvArray = surfaceArray[(int)Mesh.ArrayType.TexUV];
if (vertexArray.VariantType == Variant.Type.PackedVector2Array)
{
vertexArray = vertexArray.AsVector2Array().Select(v => new Vector3(v.X, v.Y, 0)).ToArray();
}
var points = vertexArray.AsVector3Array().SelectMany<Vector3, float>(v => { return [v.X, v.Y, v.Z]; }).ToArray();
var pointsBytes = points.CastSpan<float, byte>();
var indices = indexArray.AsInt32Array();
if (indices.Length > 0)
{
var indicesBytes = indices.CastSpan<int, byte>();
IndexBufferRid = Rd.IndexBufferCreate((uint)indices.Length, RD.IndexBufferFormat.Uint32, indicesBytes.ToArray());
IndexArrayRid = Rd.IndexArrayCreate(IndexBufferRid, 0, (uint)indices.Length);
}
var uvs = uvArray.AsVector2Array().SelectMany<Vector2, float>(v => [v.X, v.Y]).ToArray();
var uvBytes = uvs.CastSpan<float, byte>();
VertexBufferPosRid = Rd.VertexBufferCreate((uint)pointsBytes.Length, pointsBytes.ToArray());
VertexBufferUvRid = Rd.VertexBufferCreate((uint)uvBytes.Length, uvBytes.ToArray());
var vertexBuffers = new Godot.Collections.Array<Rid> { VertexBufferPosRid, VertexBufferUvRid };
VertexArrayRid = Rd.VertexArrayCreate((uint)(points.Length / 3), _vertexFormat, vertexBuffers);
}
public void ResetPipeline()
{
if (Glsl == null)
{
return;
}
var shaderSpirv = Glsl.GetSpirV();
ShaderRid = Rd.ShaderCreateFromSpirV(shaderSpirv);
var texFormat = new RDTextureFormat();
var texView = new RDTextureView();
texFormat.TextureType = RD.TextureType.Type2D;
texFormat.Height = (uint)Size.Y;
texFormat.Width = (uint)Size.X;
texFormat.Format = RD.DataFormat.R8G8B8A8Unorm;
texFormat.UsageBits = RD.TextureUsageBits.SamplingBit | RD.TextureUsageBits.ColorAttachmentBit;
FrameBufferTextureRid = Rd.TextureCreate(texFormat, texView);
var blend = new RDPipelineColorBlendState();
blend.Attachments.Add(new RDPipelineColorBlendStateAttachment());
FrameBufferRid = Rd.FramebufferCreate([FrameBufferTextureRid]);
PipelineRid = Rd.RenderPipelineCreate(
ShaderRid,
Rd.FramebufferGetFormat(FrameBufferRid),
_vertexFormat,
RD.RenderPrimitive.Triangles,
new RDPipelineRasterizationState() { CullMode = RD.PolygonCullMode.Front },
new RDPipelineMultisampleState(),
new RDPipelineDepthStencilState(),
blend
);
}
private void ResetUniform()
{
if (!SamplerRid.IsValid || Texture == null || !Texture.GetRid().IsValid || !ShaderRid.IsValid)
{
return;
}
var matrixArray = new float[] {
Projection[0][0], Projection[0][1], Projection[0][2], Projection[0][3],
Projection[1][0], Projection[1][1], Projection[1][2], Projection[1][3],
Projection[2][0], Projection[2][1], Projection[2][2], Projection[2][3],
Projection[3][0], Projection[3][1], Projection[3][2], Projection[3][3]
};
var bytes = matrixArray.CastSpan<float, byte>().ToArray();
if (!UniformBufferMatrixRid.IsValid)
{
UniformBufferMatrixRid = Rd.UniformBufferCreate((uint)bytes.Length, bytes);
_uniformMatrix.ClearIds();
_uniformMatrix.AddId(UniformBufferMatrixRid);
}
else Rd.BufferUpdate(UniformBufferMatrixRid, 0, (uint)bytes.Length, bytes);
_uniformTex.ClearIds();
_uniformTex.AddId(SamplerRid);
_uniformTex.AddId(RS.TextureGetRdTexture(Texture.GetRid()));
UniformSetRid = UniformSetCacheRD.GetCache(ShaderRid, 0, [_uniformMatrix, _uniformTex]);
}
public void Draw()
{
if (!(PipelineRid.IsValid &&
FrameBufferRid.IsValid &&
VertexArrayRid.IsValid &&
UniformSetRid.IsValid))
{
return;
}
var drawList = Rd.DrawListBegin(FrameBufferRid, RD.DrawFlags.ClearColorAll, [ClearColor]);
Rd.DrawListBindRenderPipeline(drawList, PipelineRid);
Rd.DrawListBindVertexArray(drawList, VertexArrayRid);
Rd.DrawListBindUniformSet(drawList, UniformSetRid, 0);
if (IndexArrayRid.IsValid) Rd.DrawListBindIndexArray(drawList, IndexArrayRid);
Rd.DrawListDraw(drawList, IndexArrayRid.IsValid, 1);
Rd.DrawListEnd();
}
public override Rid _GetRid()
{
return TextureRd;
}
public override int _GetWidth()
{
return Size.X;
}
public override int _GetHeight()
{
return Size.Y;
}
public void OnBeforeSerialize()
{
}
public void OnAfterDeserialize()
{
UniformBufferMatrixRid = new();
SamplerRid = Rd.SamplerCreate(new());
}
}
static class Ext
{
public static ReadOnlySpan<TTo> CastSpan<TFrom, TTo>(this TFrom[] source) where TTo : struct where TFrom : struct
{
return MemoryMarshal.Cast<TFrom, TTo>(source);
}
}