Merge pull request #102313 from daniel080400/generate_scene_thumbnails

Rework scene preview thumbnails
This commit is contained in:
Rémi Verschelde 2025-06-05 13:10:28 +02:00
commit ea76c48bd0
No known key found for this signature in database
GPG Key ID: C3336907360768E1
11 changed files with 851 additions and 309 deletions

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@ -428,6 +428,7 @@
<param index="1" name="with_preview" type="bool" default="true" />
<description>
Saves the currently active scene as a file at [param path].
[b]Note:[/b] The [param with_preview] parameter has no effect.
</description>
</method>
<method name="select_file">

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@ -52,9 +52,6 @@
#include "editor/property_selector.h"
#include "editor/themes/editor_scale.h"
#include "main/main.h"
#include "plugins/editor_preview_plugins.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/gui/box_container.h"
#include "scene/gui/control.h"
#include "scene/main/window.h"
@ -103,27 +100,6 @@ EditorUndoRedoManager *EditorInterface::get_editor_undo_redo() const {
return EditorUndoRedoManager::get_singleton();
}
AABB EditorInterface::_calculate_aabb_for_scene(Node *p_node, AABB &p_scene_aabb) {
MeshInstance3D *mesh_node = Object::cast_to<MeshInstance3D>(p_node);
if (mesh_node && mesh_node->get_mesh().is_valid()) {
Transform3D accum_xform;
Node3D *base = mesh_node;
while (base) {
accum_xform = base->get_transform() * accum_xform;
base = Object::cast_to<Node3D>(base->get_parent());
}
AABB aabb = accum_xform.xform(mesh_node->get_mesh()->get_aabb());
p_scene_aabb.merge_with(aabb);
}
for (int i = 0; i < p_node->get_child_count(); i++) {
p_scene_aabb = _calculate_aabb_for_scene(p_node->get_child(i), p_scene_aabb);
}
return p_scene_aabb;
}
TypedArray<Texture2D> EditorInterface::_make_mesh_previews(const TypedArray<Mesh> &p_meshes, int p_preview_size) {
Vector<Ref<Mesh>> meshes;
@ -229,137 +205,6 @@ Vector<Ref<Texture2D>> EditorInterface::make_mesh_previews(const Vector<Ref<Mesh
return textures;
}
void EditorInterface::make_scene_preview(const String &p_path, Node *p_scene, int p_preview_size) {
ERR_FAIL_NULL_MSG(p_scene, "The provided scene is null.");
ERR_FAIL_COND_MSG(p_scene->is_inside_tree(), "The scene must not be inside the tree.");
ERR_FAIL_COND_MSG(!Engine::get_singleton()->is_editor_hint(), "This function can only be called from the editor.");
ERR_FAIL_NULL_MSG(EditorNode::get_singleton(), "EditorNode doesn't exist.");
SubViewport *sub_viewport_node = memnew(SubViewport);
AABB scene_aabb;
scene_aabb = _calculate_aabb_for_scene(p_scene, scene_aabb);
sub_viewport_node->set_update_mode(SubViewport::UPDATE_ALWAYS);
sub_viewport_node->set_size(Vector2i(p_preview_size, p_preview_size));
sub_viewport_node->set_transparent_background(false);
Ref<World3D> world;
world.instantiate();
sub_viewport_node->set_world_3d(world);
EditorNode::get_singleton()->add_child(sub_viewport_node);
Ref<Environment> env;
env.instantiate();
env->set_background(Environment::BG_CLEAR_COLOR);
Ref<CameraAttributesPractical> camera_attributes;
camera_attributes.instantiate();
Node3D *root = memnew(Node3D);
root->set_name("Root");
sub_viewport_node->add_child(root);
Camera3D *camera = memnew(Camera3D);
camera->set_environment(env);
camera->set_attributes(camera_attributes);
camera->set_name("Camera3D");
root->add_child(camera);
camera->set_current(true);
camera->set_position(Vector3(0.0, 0.0, 3.0));
DirectionalLight3D *light = memnew(DirectionalLight3D);
light->set_name("Light");
DirectionalLight3D *light2 = memnew(DirectionalLight3D);
light2->set_name("Light2");
light2->set_color(Color(0.7, 0.7, 0.7, 1.0));
root->add_child(light);
root->add_child(light2);
sub_viewport_node->add_child(p_scene);
// Calculate the camera and lighting position based on the size of the scene.
Vector3 center = scene_aabb.get_center();
float camera_size = scene_aabb.get_longest_axis_size();
const float cam_rot_x = -Math::PI / 4;
const float cam_rot_y = -Math::PI / 4;
camera->set_orthogonal(camera_size * 2.0, 0.0001, camera_size * 2.0);
Transform3D xf;
xf.basis = Basis(Vector3(0, 1, 0), cam_rot_y) * Basis(Vector3(1, 0, 0), cam_rot_x);
xf.origin = center;
xf.translate_local(0, 0, camera_size);
camera->set_transform(xf);
Transform3D xform;
xform.basis = Basis().rotated(Vector3(0, 1, 0), -Math::PI / 6);
xform.basis = Basis().rotated(Vector3(1, 0, 0), Math::PI / 6) * xform.basis;
light->set_transform(xform * Transform3D().looking_at(Vector3(-2, -1, -1), Vector3(0, 1, 0)));
light2->set_transform(xform * Transform3D().looking_at(Vector3(+1, -1, -2), Vector3(0, 1, 0)));
// Update the renderer to get the screenshot.
DisplayServer::get_singleton()->process_events();
Main::iteration();
Main::iteration();
// Get the texture.
Ref<Texture2D> texture = sub_viewport_node->get_texture();
ERR_FAIL_COND_MSG(texture.is_null(), "Failed to get texture from sub_viewport_node.");
// Remove the initial scene node.
sub_viewport_node->remove_child(p_scene);
// Cleanup the viewport.
if (sub_viewport_node) {
if (sub_viewport_node->get_parent()) {
sub_viewport_node->get_parent()->remove_child(sub_viewport_node);
}
sub_viewport_node->queue_free();
sub_viewport_node = nullptr;
}
// Now generate the cache image.
Ref<Image> img = texture->get_image();
if (img.is_valid() && img->get_width() > 0 && img->get_height() > 0) {
img = img->duplicate();
int preview_size = EDITOR_GET("filesystem/file_dialog/thumbnail_size");
preview_size *= EDSCALE;
int vp_size = MIN(img->get_width(), img->get_height());
int x = (img->get_width() - vp_size) / 2;
int y = (img->get_height() - vp_size) / 2;
if (vp_size < preview_size) {
img->crop_from_point(x, y, vp_size, vp_size);
} else {
int ratio = vp_size / preview_size;
int size = preview_size * MAX(1, ratio / 2);
x = (img->get_width() - size) / 2;
y = (img->get_height() - size) / 2;
img->crop_from_point(x, y, size, size);
img->resize(preview_size, preview_size, Image::INTERPOLATE_LANCZOS);
}
img->convert(Image::FORMAT_RGB8);
String temp_path = EditorPaths::get_singleton()->get_cache_dir();
String cache_base = ProjectSettings::get_singleton()->globalize_path(p_path).md5_text();
cache_base = temp_path.path_join("resthumb-" + cache_base);
post_process_preview(img);
img->save_png(cache_base + ".png");
}
EditorResourcePreview::get_singleton()->check_for_invalidation(p_path);
EditorFileSystem::get_singleton()->emit_signal(SNAME("filesystem_changed"));
}
void EditorInterface::set_plugin_enabled(const String &p_plugin, bool p_enabled) {
EditorNode::get_singleton()->set_addon_plugin_enabled(p_plugin, p_enabled, true);
}

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@ -79,9 +79,7 @@ class EditorInterface : public Object {
void _call_dialog_callback(const Callable &p_callback, const Variant &p_selected, const String &p_context);
// Editor tools.
TypedArray<Texture2D> _make_mesh_previews(const TypedArray<Mesh> &p_meshes, int p_preview_size);
AABB _calculate_aabb_for_scene(Node *p_node, AABB &p_scene_aabb);
protected:
static void _bind_methods();
@ -110,7 +108,6 @@ public:
EditorUndoRedoManager *get_editor_undo_redo() const;
Vector<Ref<Texture2D>> make_mesh_previews(const Vector<Ref<Mesh>> &p_meshes, Vector<Transform3D> *p_transforms, int p_preview_size);
void make_scene_preview(const String &p_path, Node *p_scene, int p_preview_size);
void set_plugin_enabled(const String &p_plugin, bool p_enabled);
bool is_plugin_enabled(const String &p_plugin) const;

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@ -1859,91 +1859,6 @@ void EditorNode::_find_node_types(Node *p_node, int &count_2d, int &count_3d) {
}
}
void EditorNode::_save_scene_with_preview(String p_file, int p_idx) {
save_scene_progress = memnew(EditorProgress("save", TTR("Saving Scene"), 4));
if (editor_data.get_edited_scene_root() != nullptr) {
save_scene_progress->step(TTR("Analyzing"), 0);
int c2d = 0;
int c3d = 0;
_find_node_types(editor_data.get_edited_scene_root(), c2d, c3d);
save_scene_progress->step(TTR("Creating Thumbnail"), 1);
// Current view?
Ref<Image> img;
// If neither 3D or 2D nodes are present, make a 1x1 black texture.
// We cannot fallback on the 2D editor, because it may not have been used yet,
// which would result in an invalid texture.
if (c3d == 0 && c2d == 0) {
img.instantiate();
img->initialize_data(1, 1, false, Image::FORMAT_RGB8);
} else if (c3d < c2d) {
Ref<ViewportTexture> viewport_texture = scene_root->get_texture();
if (viewport_texture->get_width() > 0 && viewport_texture->get_height() > 0) {
img = viewport_texture->get_image();
}
} else {
// The 3D editor may be disabled as a feature, but scenes can still be opened.
// This check prevents the preview from regenerating in case those scenes are then saved.
// The preview will be generated if no feature profile is set (as the 3D editor is enabled by default).
Ref<EditorFeatureProfile> profile = feature_profile_manager->get_current_profile();
if (profile.is_null() || !profile->is_feature_disabled(EditorFeatureProfile::FEATURE_3D)) {
img = Node3DEditor::get_singleton()->get_editor_viewport(0)->get_viewport_node()->get_texture()->get_image();
}
}
if (img.is_valid() && img->get_width() > 0 && img->get_height() > 0) {
img = img->duplicate();
save_scene_progress->step(TTR("Creating Thumbnail"), 3);
int preview_size = EDITOR_GET("filesystem/file_dialog/thumbnail_size");
preview_size *= EDSCALE;
// Consider a square region.
int vp_size = MIN(img->get_width(), img->get_height());
int x = (img->get_width() - vp_size) / 2;
int y = (img->get_height() - vp_size) / 2;
if (vp_size < preview_size) {
// Just square it.
img->crop_from_point(x, y, vp_size, vp_size);
} else {
int ratio = vp_size / preview_size;
int size = preview_size * MAX(1, ratio / 2);
x = (img->get_width() - size) / 2;
y = (img->get_height() - size) / 2;
img->crop_from_point(x, y, size, size);
img->resize(preview_size, preview_size, Image::INTERPOLATE_LANCZOS);
}
img->convert(Image::FORMAT_RGB8);
// Save thumbnail directly, as thumbnailer may not update due to actual scene not changing md5.
String temp_path = EditorPaths::get_singleton()->get_cache_dir();
String cache_base = ProjectSettings::get_singleton()->globalize_path(p_file).md5_text();
cache_base = temp_path.path_join("resthumb-" + cache_base);
// Does not have it, try to load a cached thumbnail.
post_process_preview(img);
img->save_png(cache_base + ".png");
}
}
save_scene_progress->step(TTR("Saving Scene"), 4);
_save_scene(p_file, p_idx);
if (!singleton->cmdline_mode) {
EditorResourcePreview::get_singleton()->check_for_invalidation(p_file);
}
_close_save_scene_progress();
}
void EditorNode::_close_save_scene_progress() {
memdelete_notnull(save_scene_progress);
save_scene_progress = nullptr;
@ -2074,13 +1989,18 @@ void EditorNode::_save_scene(String p_file, int idx) {
Node *scene = editor_data.get_edited_scene_root(idx);
save_scene_progress = memnew(EditorProgress("save", TTR("Saving Scene"), 3));
save_scene_progress->step(TTR("Analyzing"), 0);
if (!scene) {
show_accept(TTR("This operation can't be done without a tree root."), TTR("OK"));
_close_save_scene_progress();
return;
}
if (!scene->get_scene_file_path().is_empty() && _validate_scene_recursive(scene->get_scene_file_path(), scene)) {
show_accept(TTR("This scene can't be saved because there is a cyclic instance inclusion.\nPlease resolve it and then attempt to save again."), TTR("OK"));
_close_save_scene_progress();
return;
}
@ -2092,6 +2012,8 @@ void EditorNode::_save_scene(String p_file, int idx) {
_reset_animation_mixers(scene, &anim_backups);
_save_editor_states(p_file, idx);
save_scene_progress->step(TTR("Packing Scene"), 1);
Ref<PackedScene> sdata;
if (ResourceCache::has(p_file)) {
@ -2112,9 +2034,12 @@ void EditorNode::_save_scene(String p_file, int idx) {
if (err != OK) {
show_accept(TTR("Couldn't save scene. Likely dependencies (instances or inheritance) couldn't be satisfied."), TTR("OK"));
_close_save_scene_progress();
return;
}
save_scene_progress->step(TTR("Saving scene"), 2);
int flg = 0;
if (EDITOR_GET("filesystem/on_save/compress_binary_resources")) {
flg |= ResourceSaver::FLAG_COMPRESS;
@ -2127,6 +2052,8 @@ void EditorNode::_save_scene(String p_file, int idx) {
emit_signal(SNAME("scene_saved"), p_file);
editor_data.notify_scene_saved(p_file);
save_scene_progress->step(TTR("Saving external resources"), 3);
_save_external_resources();
saving_scene = p_file; // Some editors may save scenes of built-in resources as external data, so avoid saving this scene again.
editor_data.save_editor_external_data();
@ -2151,6 +2078,7 @@ void EditorNode::_save_scene(String p_file, int idx) {
scene->propagate_notification(NOTIFICATION_EDITOR_POST_SAVE);
_update_unsaved_cache();
_close_save_scene_progress();
}
void EditorNode::save_all_scenes() {
@ -2190,7 +2118,7 @@ void EditorNode::try_autosave() {
Node *scene = editor_data.get_edited_scene_root();
if (scene && !scene->get_scene_file_path().is_empty()) { // Only autosave if there is a scene and if it has a path.
_save_scene_with_preview(scene->get_scene_file_path());
_save_scene(scene->get_scene_file_path());
}
}
_menu_option(SCENE_SAVE_ALL_SCENES);
@ -2218,7 +2146,7 @@ void EditorNode::_save_all_scenes() {
}
if (i == editor_data.get_edited_scene()) {
_save_scene_with_preview(scene_path);
_save_scene(scene_path);
} else {
_save_scene(scene_path, i);
}
@ -2312,7 +2240,7 @@ void EditorNode::_dialog_action(String p_file) {
}
save_default_environment();
_save_scene_with_preview(p_file, scene_idx);
_save_scene(p_file, scene_idx);
_add_to_recent_scenes(p_file);
save_editor_layout_delayed();
@ -2333,7 +2261,7 @@ void EditorNode::_dialog_action(String p_file) {
case SAVE_AND_RUN: {
if (file->get_file_mode() == EditorFileDialog::FILE_MODE_SAVE_FILE) {
save_default_environment();
_save_scene_with_preview(p_file);
_save_scene(p_file);
project_run_bar->play_custom_scene(p_file);
}
} break;
@ -2344,7 +2272,7 @@ void EditorNode::_dialog_action(String p_file) {
if (file->get_file_mode() == EditorFileDialog::FILE_MODE_SAVE_FILE) {
save_default_environment();
_save_scene_with_preview(p_file);
_save_scene(p_file);
project_run_bar->play_main_scene((bool)pick_main_scene->get_meta("from_native", false));
}
} break;
@ -2458,7 +2386,7 @@ void EditorNode::_dialog_action(String p_file) {
default: {
// Save scene?
if (file->get_file_mode() == EditorFileDialog::FILE_MODE_SAVE_FILE) {
_save_scene_with_preview(p_file);
_save_scene(p_file);
}
} break;
@ -3008,9 +2936,9 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
if (scene && !scene->get_scene_file_path().is_empty()) {
if (DirAccess::exists(scene->get_scene_file_path().get_base_dir())) {
if (scene_idx != editor_data.get_edited_scene()) {
_save_scene_with_preview(scene->get_scene_file_path(), scene_idx);
_save_scene(scene->get_scene_file_path(), scene_idx);
} else {
_save_scene_with_preview(scene->get_scene_file_path());
_save_scene(scene->get_scene_file_path());
}
if (scene_idx != -1) {
@ -3180,7 +3108,7 @@ void EditorNode::_menu_option_confirm(int p_option, bool p_confirmed) {
confirmation_button->grab_focus();
break;
} else {
_save_scene_with_preview(scene_filename);
_save_scene(scene_filename);
}
}
@ -7544,7 +7472,7 @@ EditorNode::EditorNode() {
ResourceLoader::set_dependency_error_notify_func(&EditorNode::_dependency_error_report);
SceneState::set_instantiation_warning_notify_func([](const String &p_warning) {
add_io_warning(p_warning);
callable_mp_static(EditorNode::add_io_warning).call_deferred(p_warning);
callable_mp(EditorInterface::get_singleton(), &EditorInterface::mark_scene_as_unsaved).call_deferred();
});

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@ -640,7 +640,6 @@ private:
bool _is_scene_unsaved(int p_idx);
void _find_node_types(Node *p_node, int &count_2d, int &count_3d);
void _save_scene_with_preview(String p_file, int p_idx = -1);
void _close_save_scene_progress();
bool _find_scene_in_use(Node *p_node, const String &p_path) const;
@ -937,11 +936,8 @@ public:
Control *get_gui_base() { return gui_base; }
void save_scene_to_path(String p_file, bool p_with_preview = true) {
if (p_with_preview) {
_save_scene_with_preview(p_file);
} else {
_save_scene(p_file);
}
// p_with_preview has no effect, now generates preview at EditorPackedScenePreviewPlugin
_save_scene(p_file);
}
bool close_scene();

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@ -97,7 +97,9 @@ void EditorResourcePreviewGenerator::DrawRequester::request_and_wait(RID p_viewp
Callable request_vp_update_once = callable_mp(RS::get_singleton(), &RS::viewport_set_update_mode).bind(p_viewport, RS::VIEWPORT_UPDATE_ONCE);
if (EditorResourcePreview::get_singleton()->is_threaded()) {
RS::get_singleton()->connect(SNAME("frame_pre_draw"), request_vp_update_once, Object::CONNECT_ONE_SHOT);
if (!RS::get_singleton()->is_connected(SNAME("frame_pre_draw"), request_vp_update_once)) {
RS::get_singleton()->connect(SNAME("frame_pre_draw"), request_vp_update_once, Object::CONNECT_ONE_SHOT);
}
RS::get_singleton()->request_frame_drawn_callback(callable_mp(this, &EditorResourcePreviewGenerator::DrawRequester::_post_semaphore));
semaphore.wait();
@ -127,10 +129,14 @@ Variant EditorResourcePreviewGenerator::DrawRequester::_post_semaphore() {
return Variant(); // Needed because of how the callback is used.
}
bool EditorResourcePreview::is_threaded() const {
bool EditorResourcePreview::can_run_on_thread() const {
return RSG::rasterizer->can_create_resources_async();
}
bool EditorResourcePreview::is_threaded() const {
return thread.is_started();
}
void EditorResourcePreview::_thread_func(void *ud) {
EditorResourcePreview *erp = (EditorResourcePreview *)ud;
erp->_thread();
@ -269,11 +275,14 @@ void EditorResourcePreview::_iterate() {
QueueItem item = queue.front()->get();
queue.pop_front();
singleton->processing_item = item;
singleton->last_process_msec = OS::get_singleton()->get_ticks_msec();
if (cache.has(item.path)) {
Item cached_item = cache[item.path];
// Already has it because someone loaded it, just let it know it's ready.
_preview_ready(item.path, cached_item.last_hash, cached_item.preview, cached_item.small_preview, item.id, item.function, item.userdata, cached_item.preview_metadata);
singleton->processing_item = QueueItem();
preview_mutex.unlock();
return;
}
@ -289,6 +298,9 @@ void EditorResourcePreview::_iterate() {
Dictionary preview_metadata;
_generate_preview(texture, small_texture, item, String(), preview_metadata);
_preview_ready(item.path, item.resource->hash_edited_version_for_preview(), texture, small_texture, item.id, item.function, item.userdata, preview_metadata);
preview_mutex.lock();
singleton->processing_item = QueueItem();
preview_mutex.unlock();
return;
}
@ -327,7 +339,7 @@ void EditorResourcePreview::_iterate() {
cache_valid = false;
f.unref();
} else if (last_modtime != modtime) {
String last_md5 = f->get_line();
String last_md5 = hash;
String md5 = FileAccess::get_md5(item.path);
f.unref();
@ -377,6 +389,9 @@ void EditorResourcePreview::_iterate() {
}
}
_preview_ready(item.path, 0, texture, small_texture, item.id, item.function, item.userdata, preview_metadata);
preview_mutex.lock();
singleton->processing_item = QueueItem();
preview_mutex.unlock();
}
void EditorResourcePreview::_write_preview_cache(Ref<FileAccess> p_file, int p_thumbnail_size, bool p_has_small_texture, uint64_t p_modified_time, const String &p_hash, const Dictionary &p_metadata) {
@ -413,11 +428,57 @@ void EditorResourcePreview::_idle_callback() {
return;
}
// Process preview tasks, trying to leave a little bit of responsiveness worst case.
uint64_t start = OS::get_singleton()->get_ticks_msec();
while (!singleton->queue.is_empty() && OS::get_singleton()->get_ticks_msec() - start < 100) {
singleton->_iterate();
singleton->_update_progress_bar();
// Ensure to process one item at a time
singleton->preview_mutex.lock();
bool processing = singleton->processing_item.path != "";
singleton->preview_mutex.unlock();
if (processing) {
return;
}
singleton->_iterate();
}
EditorProgress *EditorResourcePreview::thumbnail_progress = nullptr; // it's static
void EditorResourcePreview::_update_progress_bar() {
DEV_ASSERT(Thread::get_caller_id() == Thread::get_main_id()); // Progress bar can only be updated in main thread
// Return if nothing is happening
if (singleton->queue.is_empty() && thumbnail_progress == nullptr) {
singleton->progress_total_steps = -1;
return;
}
// Create progress bar if not present
if (!singleton->queue.is_empty() && thumbnail_progress == nullptr && singleton->progress_total_steps == -1) {
singleton->progress_total_steps = singleton->queue.size();
thumbnail_progress = memnew(EditorProgress("generate_thumbnails", "Generate Thumbnails", singleton->progress_total_steps));
}
// Update progress bar
if (!singleton->queue.is_empty() && thumbnail_progress != nullptr) {
// The full path could be too long to display, show only the file name
String queue_file;
if (singleton->queue.front()->get().path.count("/") > 1) {
queue_file = singleton->queue.front()->get().path.rsplit("/", true, 1)[1];
}
int queue_steps = singleton->progress_total_steps - singleton->queue.size();
int queue_total = singleton->progress_total_steps;
String msg = vformat("%s (%d/%d)", queue_file, queue_steps, queue_total);
// Don't force update or will stuck in infinite loop at _idle_callback(), since ProgressDialog::task_step() iterates the main loop
thumbnail_progress->step(msg, queue_steps, false);
}
// Destroy progress bar when queue empty
if (singleton->queue.is_empty() && thumbnail_progress != nullptr) {
memdelete(thumbnail_progress);
thumbnail_progress = nullptr;
}
return;
}
void EditorResourcePreview::_update_thumbnail_sizes() {
@ -556,7 +617,7 @@ void EditorResourcePreview::start() {
return;
}
if (is_threaded()) {
if (can_run_on_thread()) {
ERR_FAIL_COND_MSG(thread.is_started(), "Thread already started.");
thread.start(_thread_func, this);
} else {
@ -568,23 +629,21 @@ void EditorResourcePreview::start() {
void EditorResourcePreview::stop() {
if (is_threaded()) {
if (thread.is_started()) {
exiting.set();
preview_sem.post();
exiting.set();
preview_sem.post();
for (int i = 0; i < preview_generators.size(); i++) {
preview_generators.write[i]->abort();
}
while (!exited.is_set()) {
// Sync pending work.
OS::get_singleton()->delay_usec(10000);
RenderingServer::get_singleton()->sync();
MessageQueue::get_singleton()->flush();
}
thread.wait_to_finish();
for (int i = 0; i < preview_generators.size(); i++) {
preview_generators.write[i]->abort();
}
while (!exited.is_set()) {
// Sync pending work.
OS::get_singleton()->delay_usec(10000);
RenderingServer::get_singleton()->sync();
MessageQueue::get_singleton()->flush();
}
thread.wait_to_finish();
}
}

View File

@ -33,6 +33,7 @@
#include "core/os/semaphore.h"
#include "core/os/thread.h"
#include "core/templates/safe_refcount.h"
#include "editor/editor_node.h"
#include "scene/main/node.h"
class ImageTexture;
@ -73,7 +74,7 @@ public:
class EditorResourcePreview : public Node {
GDCLASS(EditorResourcePreview, Node);
static constexpr int CURRENT_METADATA_VERSION = 1; // Increment this number to invalidate all previews.
inline static constexpr int CURRENT_METADATA_VERSION = 2; // Increment this number to invalidate all previews.
inline static EditorResourcePreview *singleton = nullptr;
struct QueueItem {
@ -91,6 +92,10 @@ class EditorResourcePreview : public Node {
Thread thread;
SafeFlag exiting;
SafeFlag exited;
QueueItem processing_item;
int last_process_msec = -1;
int progress_total_steps = -1;
static EditorProgress *thumbnail_progress;
struct Item {
Ref<Texture2D> preview;
@ -111,6 +116,7 @@ class EditorResourcePreview : public Node {
void _thread(); // For rendering drivers supporting async texture creation.
static void _idle_callback(); // For other rendering drivers (i.e., OpenGL).
void _iterate();
void _update_progress_bar();
void _write_preview_cache(Ref<FileAccess> p_file, int p_thumbnail_size, bool p_has_small_texture, uint64_t p_modified_time, const String &p_hash, const Dictionary &p_metadata);
void _read_preview_cache(Ref<FileAccess> p_file, int *r_thumbnail_size, bool *r_has_small_texture, uint64_t *r_modified_time, String *r_hash, Dictionary *r_metadata, bool *r_outdated);
@ -145,6 +151,7 @@ public:
void start();
void stop();
bool can_run_on_thread() const;
bool is_threaded() const;
EditorResourcePreview();

View File

@ -34,7 +34,6 @@
#include "core/io/dir_access.h"
#include "core/io/resource_saver.h"
#include "core/object/script_language.h"
#include "editor/editor_interface.h"
#include "editor/editor_node.h"
#include "editor/editor_settings.h"
#include "editor/import/3d/scene_import_settings.h"
@ -2864,15 +2863,6 @@ void ResourceImporterScene::_optimize_track_usage(AnimationPlayer *p_player, Ani
}
}
void ResourceImporterScene::_generate_editor_preview_for_scene(const String &p_path, Node *p_scene) {
if (!Engine::get_singleton()->is_editor_hint()) {
return;
}
ERR_FAIL_COND_MSG(p_path.is_empty(), "Path is empty, cannot generate preview.");
ERR_FAIL_NULL_MSG(p_scene, "Scene is null, cannot generate preview.");
EditorInterface::get_singleton()->make_scene_preview(p_path, p_scene, 1024);
}
Node *ResourceImporterScene::pre_import(const String &p_source_file, const HashMap<StringName, Variant> &p_options) {
Ref<EditorSceneFormatImporter> importer;
String ext = p_source_file.get_extension().to_lower();
@ -3280,7 +3270,6 @@ Error ResourceImporterScene::import(ResourceUID::ID p_source_id, const String &p
print_verbose("Saving scene to: " + p_save_path + ".scn");
err = ResourceSaver::save(packer, p_save_path + ".scn", flags); //do not take over, let the changed files reload themselves
ERR_FAIL_COND_V_MSG(err != OK, err, "Cannot save scene to file '" + p_save_path + ".scn'.");
_generate_editor_preview_for_scene(p_source_file, scene);
} else {
ERR_FAIL_V_MSG(ERR_FILE_UNRECOGNIZED, "Unknown scene import type: " + _scene_import_type);
}

View File

@ -231,7 +231,6 @@ class ResourceImporterScene : public ResourceImporter {
};
void _optimize_track_usage(AnimationPlayer *p_player, AnimationImportTracks *p_track_actions);
void _generate_editor_preview_for_scene(const String &p_path, Node *p_scene);
String _scene_import_type = "PackedScene";

View File

@ -34,9 +34,28 @@
#include "core/io/image.h"
#include "core/io/resource_loader.h"
#include "core/object/script_language.h"
#include "editor/editor_node.h"
#include "editor/editor_paths.h"
#include "editor/editor_settings.h"
#include "editor/themes/editor_scale.h"
#include "main/main.h"
#include "modules/gridmap/grid_map.h"
#include "scene/2d/animated_sprite_2d.h"
#include "scene/2d/camera_2d.h"
#include "scene/2d/line_2d.h"
#include "scene/2d/mesh_instance_2d.h"
#include "scene/2d/multimesh_instance_2d.h"
#include "scene/2d/physics/touch_screen_button.h"
#include "scene/2d/polygon_2d.h"
#include "scene/2d/sprite_2d.h"
#include "scene/2d/tile_map_layer.h"
#include "scene/3d/cpu_particles_3d.h"
#include "scene/3d/gpu_particles_3d.h"
#include "scene/3d/light_3d.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/gui/option_button.h"
#include "scene/main/viewport.h"
#include "scene/main/window.h"
#include "scene/resources/atlas_texture.h"
#include "scene/resources/bit_map.h"
#include "scene/resources/font.h"
@ -44,6 +63,7 @@
#include "scene/resources/image_texture.h"
#include "scene/resources/material.h"
#include "scene/resources/mesh.h"
#include "scene/resources/world_2d.h"
#include "servers/audio/audio_stream.h"
void post_process_preview(Ref<Image> p_image) {
@ -283,6 +303,11 @@ bool EditorBitmapPreviewPlugin::generate_small_preview_automatically() const {
///////////////////////////////////////////////////////////////////////////
void EditorPackedScenePreviewPlugin::abort() {
draw_requester.abort();
aborted = true;
}
bool EditorPackedScenePreviewPlugin::handles(const String &p_type) const {
return ClassDB::is_parent_class(p_type, "PackedScene");
}
@ -292,28 +317,701 @@ Ref<Texture2D> EditorPackedScenePreviewPlugin::generate(const Ref<Resource> &p_f
}
Ref<Texture2D> EditorPackedScenePreviewPlugin::generate_from_path(const String &p_path, const Size2 &p_size, Dictionary &p_metadata) const {
String temp_path = EditorPaths::get_singleton()->get_cache_dir();
String cache_base = ProjectSettings::get_singleton()->globalize_path(p_path).md5_text();
cache_base = temp_path.path_join("resthumb-" + cache_base);
ERR_FAIL_COND_V_MSG(!Engine::get_singleton()->is_editor_hint(), Ref<Texture2D>(), "This function can only be called from the editor.");
ERR_FAIL_NULL_V_MSG(EditorNode::get_singleton(), Ref<Texture2D>(), "EditorNode doesn't exist.");
//does not have it, try to load a cached thumbnail
// Lower abort flag
aborted = false;
String path = cache_base + ".png";
if (!FileAccess::exists(path)) {
Error load_error;
Ref<PackedScene> pack = ResourceLoader::load(p_path, "PackedScene", ResourceFormatLoader::CACHE_MODE_IGNORE, &load_error); // no more cache issues?
if (load_error != OK) {
print_error(vformat("Failed to generate scene thumbnail for %s : Loaded with error code %d", p_path, int(load_error)));
return Ref<Texture2D>();
}
if (pack.is_null()) {
print_error(vformat("Failed to generate scene thumbnail for %s : Invalid scene file", p_path));
return Ref<Texture2D>();
}
Ref<Image> img;
img.instantiate();
Error err = img->load(path);
if (err == OK) {
post_process_preview(img);
return ImageTexture::create_from_image(img);
bool _scene_setup_success = _setup_packed_scene(pack); // We don't want tool scripts to fire off when generating previews
if (!_scene_setup_success) {
print_error(vformat("Failed to generate scene thumbnail for %s : error in setting up preview scene, thus not safe to create thumbnail image", p_path));
return Ref<Texture2D>();
}
Node *p_scene = pack->instantiate(); // The instantiated preview scene
// Prohibit Viewport class as root when generating thumbnails
if (Object::cast_to<Viewport>(p_scene)) {
p_scene->queue_free();
return Ref<Texture2D>();
}
int count_2d = 0;
int count_3d = 0;
int count_light_3d = 0;
_count_node_types(p_scene, count_2d, count_3d, count_light_3d);
if (count_3d > 0) { // Is 3d scene
// Setup preview viewport
SubViewport *sub_viewport = memnew(SubViewport);
sub_viewport->set_update_mode(SubViewport::UpdateMode::UPDATE_DISABLED);
sub_viewport->set_size(Size2i(Math::round(p_size.x), Math::round(p_size.y)));
sub_viewport->set_transparent_background(false);
sub_viewport->set_disable_3d(false);
if (p_size.x < 2048 && p_size.y < 2048) { // Universal baseline for textures in Godot 4 is 4K
sub_viewport->set_scaling_3d_scale(2.0); // Supersampling x2
}
if (RS::get_singleton()->get_current_rendering_method() != "gl_compatibility") {
sub_viewport->set_msaa_3d(Viewport::MSAA::MSAA_8X);
}
Ref<Environment> environment;
Color default_clear_color = GLOBAL_GET("rendering/environment/defaults/default_clear_color");
environment.instantiate();
environment->set_background(Environment::BGMode::BG_CLEAR_COLOR);
environment->set_bg_color(default_clear_color);
Ref<World3D> world_3d;
sub_viewport->set_world_3d(world_3d);
sub_viewport->set_use_own_world_3d(true);
Camera3D *camera_3d = memnew(Camera3D);
sub_viewport->add_child(camera_3d);
camera_3d->set_perspective(preview_3d_fov, 0.05, 10000.0);
// Add scene to viewport
_setup_scene_3d(p_scene);
sub_viewport->add_child(p_scene);
// Setup preview light
DirectionalLight3D *light_1 = nullptr;
DirectionalLight3D *light_2 = nullptr;
if (count_light_3d == 0) {
light_1 = memnew(DirectionalLight3D);
light_2 = memnew(DirectionalLight3D);
sub_viewport->add_child(light_1);
sub_viewport->add_child(light_2);
light_1->set_color(Color(1.0, 1.0, 1.0, 1.0));
light_2->set_color(Color(0.7, 0.7, 0.7, 1.0));
light_1->set_transform(Transform3D(Basis().rotated(Vector3(0, 1, 0), -Math::PI / 6), Vector3(0.0, 0.0, 0.0)));
light_2->set_transform(Transform3D(Basis().rotated(Vector3(1, 0, 0), -Math::PI / 6), Vector3(0.0, 0.0, 0.0)));
}
// Setup preview camera
AABB scene_aabb;
_calculate_scene_aabb(p_scene, scene_aabb);
float bound_sphere_radius = (scene_aabb.get_end() - scene_aabb.get_position()).length() / 2.0f;
if (bound_sphere_radius <= 0.0f) {
// The scene has zero volume, so just it give a literal
bound_sphere_radius = 1.0f;
}
float cam_distance = bound_sphere_radius / Math::tan(Math::deg_to_rad(preview_3d_fov) / 2.0f);
Transform3D thumbnail_cam_trans_3d;
thumbnail_cam_trans_3d.set_origin(scene_aabb.get_center() + Vector3(1.0f, 0.25f, 1.0f).normalized() * cam_distance);
thumbnail_cam_trans_3d.set_look_at(thumbnail_cam_trans_3d.origin, scene_aabb.get_center());
// Set camera to orthogonal if distance exceeds camera default far (large scene)
if (thumbnail_cam_trans_3d.origin.length() > camera_3d->get_far()) {
real_t distance = thumbnail_cam_trans_3d.origin.length();
camera_3d->set_orthogonal(distance / 2.0, distance / 1000.0, distance); // Approximately contains the whole scene
}
camera_3d->set_transform(thumbnail_cam_trans_3d);
// Attach the preview viewport to MainTree
sub_viewport->set_update_mode(SubViewport::UpdateMode::UPDATE_ONCE);
if (EditorResourcePreview::get_singleton()->is_threaded()) {
callable_mp((Node *)EditorNode::get_singleton(), &Node::add_child).call_deferred(sub_viewport, false, Node::InternalMode::INTERNAL_MODE_DISABLED);
callable_mp(camera_3d, &Camera3D::set_current).call_deferred(true);
} else {
EditorNode::get_singleton()->add_child(sub_viewport);
camera_3d->set_current(true);
}
_wait_frame();
draw_requester.request_and_wait(sub_viewport->get_viewport_rid());
if (aborted) {
sub_viewport->queue_free();
return Ref<Texture2D>();
}
// Retrieve thumbnail image
Ref<ImageTexture> thumbnail;
thumbnail = ImageTexture::create_from_image(sub_viewport->get_texture()->get_image());
// Clean up
sub_viewport->queue_free();
return thumbnail;
}
if (count_2d > 0) { // Is 2d scene
// If anyone want to rewrite this part to call RenderingServer directly, note that at the time of writing,
// there's a limitation where CanvasItem cannot be rendered outside of the tree.
// See CanvasItem::queue_redraw() and RenderingServer::draw()
int texture_filter = GLOBAL_GET("rendering/textures/canvas_textures/default_texture_filter");
int texture_repeat = GLOBAL_GET("rendering/textures/canvas_textures/default_texture_repeat");
SubViewport *sub_viewport = memnew(SubViewport);
sub_viewport->set_update_mode(SubViewport::UpdateMode::UPDATE_DISABLED);
sub_viewport->set_disable_3d(true);
sub_viewport->set_transparent_background(false);
if (RS::get_singleton()->get_current_rendering_method() != "gl_compatibility") {
sub_viewport->set_msaa_2d(Viewport::MSAA::MSAA_8X);
}
sub_viewport->set_default_canvas_item_texture_filter(Viewport::DefaultCanvasItemTextureFilter(texture_filter));
sub_viewport->set_default_canvas_item_texture_repeat(Viewport::DefaultCanvasItemTextureRepeat(texture_repeat));
Ref<World2D> world;
world.instantiate();
sub_viewport->set_world_2d(world);
sub_viewport->add_child(p_scene);
_setup_scene_2d(p_scene);
_hide_gui_in_scene(p_scene);
// Preview camera
Camera2D *camera = memnew(Camera2D);
sub_viewport->add_child(camera);
camera->set_enabled(true);
// Attach subviewport (following process needs scene to be in tree)
if (EditorResourcePreview::get_singleton()->is_threaded()) {
callable_mp((Node *)EditorNode::get_singleton(), &Node::add_child).call_deferred(sub_viewport, false, Node::InternalMode::INTERNAL_MODE_DISABLED);
callable_mp((Camera2D *)camera, &Camera2D::make_current).call_deferred();
} else {
EditorNode::get_singleton()->add_child(sub_viewport);
camera->make_current();
}
_wait_frame();
if (aborted) {
sub_viewport->queue_free();
return Ref<Texture2D>();
}
// Calculate scene rect
Rect2 scene_rect;
_calculate_scene_rect(p_scene, scene_rect);
Vector2 scene_true_center = scene_rect.get_center();
// Place camera 2D
camera->set_position(Point2(scene_true_center));
// Render viewport
uint16_t scene_rect_long = MAX(scene_rect.get_size().x, scene_rect.get_size().y);
if (scene_rect_long == 0) {
scene_rect_long = MAX(p_size.x, p_size.y); // Prevent 0 size rect (which causes error) and defaults to thumbnail size.
}
sub_viewport->set_size(p_size);
camera->set_zoom(Vector2(p_size.x / float(scene_rect_long), p_size.y / float(scene_rect_long)));
sub_viewport->set_update_mode(SubViewport::UpdateMode::UPDATE_ONCE);
_wait_frame();
draw_requester.request_and_wait(sub_viewport->get_viewport_rid());
if (aborted) {
sub_viewport->queue_free();
return Ref<Texture2D>();
}
// Retrieve thumbnail of 2D (No GUI)
Ref<ImageTexture> capture_2d = ImageTexture::create_from_image(sub_viewport->get_texture()->get_image());
capture_2d->get_image()->resize(p_size.x, p_size.y);
capture_2d->get_image()->convert(Image::Format::FORMAT_RGBA8); // ALPHA channel is required for image blending
// Prepare for gui render
callable_mp((Node *)sub_viewport, &Node::remove_child).call_deferred(p_scene);
p_scene->queue_free();
p_scene = pack->instantiate();
_setup_scene_2d(p_scene);
_hide_node_2d_in_scene(p_scene);
SubViewport *sub_viewport_gui = memnew(SubViewport);
sub_viewport_gui->set_size(Size2i(GLOBAL_GET("display/window/size/viewport_width"), GLOBAL_GET("display/window/size/viewport_height")));
sub_viewport_gui->set_update_mode(SubViewport::UpdateMode::UPDATE_DISABLED);
sub_viewport_gui->set_transparent_background(true);
if (RS::get_singleton()->get_current_rendering_method() != "gl_compatibility") {
sub_viewport_gui->set_msaa_2d(Viewport::MSAA::MSAA_8X);
}
sub_viewport_gui->set_default_canvas_item_texture_filter(Viewport::DefaultCanvasItemTextureFilter(texture_filter));
sub_viewport_gui->set_default_canvas_item_texture_repeat(Viewport::DefaultCanvasItemTextureRepeat(texture_repeat));
sub_viewport_gui->set_disable_3d(true);
sub_viewport_gui->add_child(p_scene);
// Render GUI
sub_viewport_gui->set_update_mode(SubViewport::UpdateMode::UPDATE_ONCE);
if (EditorResourcePreview::get_singleton()->is_threaded()) {
callable_mp((Node *)EditorNode::get_singleton(), &Node::add_child).call_deferred(sub_viewport_gui, false, Node::InternalMode::INTERNAL_MODE_DISABLED);
} else {
EditorNode::get_singleton()->add_child(sub_viewport_gui);
}
_wait_frame();
draw_requester.request_and_wait(sub_viewport_gui->get_viewport_rid());
if (aborted) {
sub_viewport->queue_free();
sub_viewport_gui->queue_free();
return Ref<Texture2D>();
}
// Retrieve thumbnail of gui
Ref<ImageTexture> capture_gui = ImageTexture::create_from_image(sub_viewport_gui->get_texture()->get_image());
capture_gui->get_image()->resize(p_size.x, p_size.y);
// Mix 2D, GUI thumbnail images into one
Ref<ImageTexture> thumbnail;
thumbnail.instantiate();
Ref<Image> thumbnail_image = Image::create_empty(p_size.x, p_size.y, false, Image::Format::FORMAT_RGBA8); // blend_rect needs ALPHA channel to work
thumbnail_image->blend_rect(capture_2d->get_image(), capture_2d->get_image()->get_used_rect(), Point2i(0, 0));
thumbnail_image->blend_rect(capture_gui->get_image(), capture_gui->get_image()->get_used_rect(), Point2i(0, 0));
thumbnail->set_image(thumbnail_image);
// Clean up
sub_viewport->queue_free();
sub_viewport_gui->queue_free();
return thumbnail;
}
// Is scene without any visuals (No Node2D, Node3D, Control found)
return Ref<Texture2D>();
}
void EditorPackedScenePreviewPlugin::_setup_scene_3d(Node *p_node) const {
// Do not account any SubViewport at preview scene, as it would not render correctly
if (Object::cast_to<SubViewport>(p_node) && p_node->get_parent()) {
p_node->get_parent()->remove_child(p_node);
callable_mp(p_node, &Node::queue_free).call_deferred();
return;
}
// Don't let window to popup
Window *window = Object::cast_to<Window>(p_node);
if (window) {
window->set_visible(false);
}
// Make sure no Node2D, Control node is visible (Might occupy large proportion of the thumbnail)
Node2D *n2d = Object::cast_to<Node2D>(p_node);
if (n2d) {
n2d->set_visible(false);
}
Control *ctrl = Object::cast_to<Control>(p_node);
if (ctrl) {
ctrl->set_visible(false);
}
// Disable skinning for skeleton meshes (animations and skeleton scaling might disturb aabb calculation)
MeshInstance3D *mesh = Object::cast_to<MeshInstance3D>(p_node);
if (mesh && mesh->is_visible_in_tree()) {
mesh->set_skeleton_path(NodePath());
}
CPUParticles3D *cpu_particles = Object::cast_to<CPUParticles3D>(p_node);
if (cpu_particles && cpu_particles->is_visible_in_tree()) {
cpu_particles->set_pre_process_time(cpu_particles->get_lifetime() * 0.5); // Fast forward the particle emission to make it render something
cpu_particles->set_use_local_coordinates(true); // HACK - Now constructs scene outside of tree, using global coords will cause error, this may introduce visual bugs, but is the best solution now
cpu_particles->restart(true); // Keep seed to make simulation persistent
}
GPUParticles3D *gpu_particles = Object::cast_to<GPUParticles3D>(p_node);
if (gpu_particles && gpu_particles->is_visible_in_tree()) {
// Convert to CPUParticles (As GPUParticles can't be rendered correctly in thumbnails, don't know why)
CPUParticles3D *gtc_particles = memnew(CPUParticles3D); // GPU to CPU particles
gtc_particles->convert_from_particles(gpu_particles);
gpu_particles->add_child(gtc_particles); // So the created CPUParticles instance will be freed later we call queue_free() on the preview scene
// Setup CPUParticles
gtc_particles->set_pre_process_time(gtc_particles->get_lifetime() * 0.5);
gtc_particles->set_use_local_coordinates(true);
gtc_particles->restart(true);
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_setup_scene_3d(p_node->get_child(i));
}
}
void EditorPackedScenePreviewPlugin::_setup_scene_2d(Node *p_node) const {
// Do not account any SubViewport at preview scene, as it would not render correctly
if (Object::cast_to<SubViewport>(p_node) && p_node->get_parent()) {
p_node->get_parent()->remove_child(p_node);
callable_mp(p_node, &Node::queue_free).call_deferred();
return;
}
// Don't let window to popup
Window *window = Object::cast_to<Window>(p_node);
if (window) {
window->set_visible(false);
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_setup_scene_2d(p_node->get_child(i));
}
}
void EditorPackedScenePreviewPlugin::_count_node_types(Node *p_node, int &r_c2d, int &r_c3d, int &r_clight3d) const {
if (p_node->is_class("Control") || p_node->is_class("Node2D")) {
r_c2d++;
}
if (p_node->is_class("Node3D")) {
r_c3d++;
}
if (p_node->is_class("Light3D")) {
r_clight3d++;
}
for (int i = 0; i < p_node->get_child_count(); i++) {
// Do not count anything under SubViewport node, those children are irrelevant for determining if the scene is 2D or 3D.
if (p_node->get_child(i)->is_class("SubViewport")) {
continue;
}
_count_node_types(p_node->get_child(i), r_c2d, r_c3d, r_clight3d);
}
}
void EditorPackedScenePreviewPlugin::_calculate_scene_rect(Node *p_node, Rect2 &r_rect) const {
// NOTE: There's no universal way to get the exact global rect as a Node2D, so we dig into subclasses one by one
// NOTE:
// 1. Sprite2D::position by default is at the **center** of the sprite. (with offset == (0,0) AND centered == true)
// 2. Rect2::position is at the **up-left** of the rect
// 3. AABB::position is at the **bottom-left-forward** of the bounding box
//
// calculation below is done with these in mind.
Rect2 n2d_rect; // The rect of the current iterating Node2D
Sprite2D *sprite = Object::cast_to<Sprite2D>(p_node);
if (sprite && sprite->is_visible_in_tree()) {
n2d_rect.size = sprite->get_global_scale() * sprite->get_rect().size;
n2d_rect.position = sprite->get_global_position() + sprite->get_offset() * sprite->get_global_scale();
if (sprite->is_centered()) {
n2d_rect.position -= n2d_rect.size / 2.0f;
}
}
AnimatedSprite2D *anim_sprite = Object::cast_to<AnimatedSprite2D>(p_node);
if (anim_sprite && anim_sprite->is_visible_in_tree()) {
if (anim_sprite->get_sprite_frames().is_valid()) {
Ref<Texture2D> current_frame_tex = anim_sprite->get_sprite_frames()->get_frame_texture(anim_sprite->get_animation(), anim_sprite->get_frame());
if (current_frame_tex.is_valid()) {
n2d_rect.size = current_frame_tex->get_size() * anim_sprite->get_global_scale();
n2d_rect.position = anim_sprite->get_global_position() + anim_sprite->get_offset() * anim_sprite->get_global_scale();
if (anim_sprite->is_centered()) {
n2d_rect.position -= n2d_rect.size / 2.0f;
}
}
}
}
MeshInstance2D *mesh2d = Object::cast_to<MeshInstance2D>(p_node);
if (mesh2d && mesh2d->is_visible_in_tree()) {
// NOTE: Conversion is 1m = 1px (before 2d scale)
Ref<Mesh> mesh = mesh2d->get_mesh();
if (mesh.is_valid()) {
// Discard z axis (depth) and only get length of mesh in x,y axis
n2d_rect.size.x = (mesh->get_aabb().get_end() - mesh->get_aabb().position).x;
n2d_rect.size.y = (mesh->get_aabb().get_end() - mesh->get_aabb().position).y;
n2d_rect.size *= mesh2d->get_global_scale();
// Account for mesh offset in 3d space when calculating rect2
n2d_rect.position.x = mesh2d->get_global_position().x + mesh->get_aabb().position.x * mesh2d->get_global_scale().x; // AABB::position is bottom-left
n2d_rect.position.y = mesh2d->get_global_position().y + mesh->get_aabb().position.y * mesh2d->get_global_scale().y;
}
}
MultiMeshInstance2D *mmesh2d = Object::cast_to<MultiMeshInstance2D>(p_node);
if (mmesh2d && mmesh2d->is_visible_in_tree()) {
// Basically the same procedure as MeshInstance2D.
Ref<MultiMesh> mmesh = mmesh2d->get_multimesh();
if (mmesh.is_valid()) {
n2d_rect.size.x = (mmesh->get_aabb().get_end() - mmesh->get_aabb().position).x;
n2d_rect.size.y = (mmesh->get_aabb().get_end() - mmesh->get_aabb().position).y;
n2d_rect.size *= mmesh2d->get_global_scale();
n2d_rect.position.x = mmesh2d->get_global_position().x + mmesh->get_aabb().position.x * mmesh2d->get_global_scale().x;
n2d_rect.position.y = mmesh2d->get_global_position().y + mmesh->get_aabb().position.y * mmesh2d->get_global_scale().y;
}
}
TileMapLayer *tile_map = Object::cast_to<TileMapLayer>(p_node);
if (tile_map && tile_map->is_visible_in_tree()) {
// NOTE: TileMapLayer::get_used_rect() only count cells, not their actual pixel size
if (tile_map->get_tile_set().is_valid()) {
Size2 tile_size = tile_map->get_tile_set()->get_tile_size(); // Tile map cell pixel size (x,y).
Rect2 tile_rect = tile_map->get_used_rect(); // Unit is in cells, not pixels!
n2d_rect.position = tile_map->get_global_position() + tile_rect.position * tile_size * tile_map->get_global_scale(); // Accounts tilemap offset
n2d_rect.size = tile_rect.size * tile_size * tile_map->get_global_scale();
}
}
Polygon2D *poly2d = Object::cast_to<Polygon2D>(p_node);
if (poly2d && poly2d->is_visible_in_tree()) {
PackedVector2Array polygon = poly2d->get_polygon();
if (polygon.size() > 2) { // Abort if there's no surface (min = 3 verts)
// Calculate bounds
float max_x = polygon[0].x;
float min_x = polygon[0].x;
float max_y = polygon[0].y;
float min_y = polygon[0].y;
for (int i = 0; i < polygon.size(); i++) {
if (polygon[i].x > max_x) {
max_x = polygon[i].x;
}
if (polygon[i].x < min_x) {
min_x = polygon[i].x;
}
if (polygon[i].y > max_y) {
max_y = polygon[i].y;
}
if (polygon[i].y < min_y) {
min_y = polygon[i].y;
}
}
Rect2 poly_rect = Rect2(min_x, min_y, max_x - min_x, max_y - min_y);
n2d_rect.position = poly2d->get_global_position() + poly2d->get_offset() * poly2d->get_global_scale();
n2d_rect.position += poly_rect.position * poly2d->get_global_scale();
n2d_rect.size = poly_rect.size * poly2d->get_global_scale();
}
}
Line2D *line2d = Object::cast_to<Line2D>(p_node);
if (line2d && line2d->is_visible_in_tree()) {
// The same procedure as Polygon2D
PackedVector2Array points = line2d->get_points();
if (line2d->get_point_count() > 1) { // Abort if there's no line drawn
// Calculate bounds
float max_x = points[0].x;
float min_x = points[0].x;
float max_y = points[0].y;
float min_y = points[0].y;
for (int i = 0; i < points.size(); i++) {
if (points[i].x > max_x) {
max_x = points[i].x;
}
if (points[i].x < min_x) {
min_x = points[i].x;
}
if (points[i].y > max_y) {
max_y = points[i].y;
}
if (points[i].y < min_y) {
min_y = points[i].y;
}
}
Rect2 line2d_rect = Rect2(min_x, min_y, max_x - min_x, max_y - min_y);
n2d_rect.position = line2d->get_global_position();
n2d_rect.position += line2d_rect.position * line2d->get_global_scale();
n2d_rect.size = line2d_rect.size * line2d->get_global_scale();
n2d_rect.size += Size2(line2d->get_width(), line2d->get_width()) / 2.0f; // account for line width
}
}
TouchScreenButton *btn = Object::cast_to<TouchScreenButton>(p_node);
if (btn && btn->is_visible_in_tree()) {
Ref<Texture2D> btn_tex = btn->get_texture_normal();
if (btn_tex.is_valid()) { // Abort if there's no normal texture for this button (won't display anything)
n2d_rect.position = btn->get_global_position(); // It's not possible to offset image in this node
n2d_rect.size = btn_tex->get_size() * btn->get_global_scale();
}
}
// Merge the calculated node 2d rect
if (r_rect.get_size().length_squared() == 0.0f) { // Avoid accounting scene origin (0,0) into scene rect.
r_rect = n2d_rect.abs();
} else {
return Ref<Texture2D>();
r_rect = r_rect.merge(n2d_rect.abs());
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_calculate_scene_rect(p_node->get_child(i), r_rect);
}
}
void EditorPackedScenePreviewPlugin::_hide_node_2d_in_scene(Node *p_node) const {
// NOTE: Irreversible (cannot unhide nodes after this)
// We cannot simple hide() since it will affect all its children (may contain Control nodes)
if (p_node->is_class("Node2D")) {
Node2D *n2d = Object::cast_to<Node2D>(p_node);
n2d->set_self_modulate(Color(0.0f, 0.0f, 0.0f, 0.0f));
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_hide_node_2d_in_scene(p_node->get_child(i));
}
}
void EditorPackedScenePreviewPlugin::_hide_gui_in_scene(Node *p_node) const {
// NOTE: Irreversible (cannot unhide nodes after this)
// We cannot simply hide() since it will affect all its children (may contain Node2D nodes)
if (p_node->is_class("Control")) {
Control *ctrl = Object::cast_to<Control>(p_node);
ctrl->set_self_modulate(Color(0.0f, 0.0f, 0.0f, 0.0f));
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_hide_gui_in_scene(p_node->get_child(i));
}
}
// Hacky implementation, remove this when draw_requester.request_and_wait() is sufficient to render previews properly.
// Is needed for 2 reason:
// 1. Scene preview requires adding scene to tree and wait for RenderingServer to redraw.
// 2. To resolve some rendering bugs by waiting extra frames.
void EditorPackedScenePreviewPlugin::_wait_frame() const {
const uint64_t prev_frame = Engine::get_singleton()->get_frames_drawn();
while (Engine::get_singleton()->get_frames_drawn() - prev_frame < 1) {
if (!EditorResourcePreview::get_singleton()->is_threaded()) {
// Is running this on main thread, iterate main loop (or will get stuck here forever)
DisplayServer::get_singleton()->process_events();
Main::iteration();
}
if (aborted) {
break;
}
continue;
}
}
void EditorPackedScenePreviewPlugin::_calculate_scene_aabb(Node *p_node, AABB &r_aabb) const {
GeometryInstance3D *g3d = Object::cast_to<GeometryInstance3D>(p_node);
if (g3d && g3d->is_visible_in_tree()) { // Use this because VisualInstance3D may have derived classes that are non-graphical (probes, volumes)
AABB node_aabb = _get_global_transform_3d(g3d).xform(g3d->get_aabb());
r_aabb.merge_with(node_aabb);
}
CPUParticles3D *cpu_particles = Object::cast_to<CPUParticles3D>(p_node);
if (cpu_particles && cpu_particles->is_visible_in_tree()) { // CPUParticles3D does not calculate particle bounds, so do it here
// Account the furthest position where particles can go
Vector3 particle_destination = _get_global_transform_3d(cpu_particles).origin;
particle_destination += cpu_particles->get_direction() * cpu_particles->get_param_max(CPUParticles3D::PARAM_INITIAL_LINEAR_VELOCITY);
r_aabb.expand_to(particle_destination * 0.5);
r_aabb.expand_to(particle_destination * -0.5);
}
GPUParticles3D *gpu_particles = Object::cast_to<GPUParticles3D>(p_node);
if (gpu_particles && gpu_particles->is_visible_in_tree()) {
r_aabb.merge_with(_get_global_transform_3d(gpu_particles).xform(gpu_particles->get_visibility_aabb()));
}
for (int i = 0; i < p_node->get_child_count(); i++) {
_calculate_scene_aabb(p_node->get_child(i), r_aabb);
}
}
Transform3D EditorPackedScenePreviewPlugin::_get_global_transform_3d(Node *p_n3d) const {
// Designed to work even if node is outside the tree (is_inside_tree() != true)
Transform3D global_transform;
Array parents;
if (!p_n3d->is_class("Node3D")) {
ERR_PRINT("Expected a Node3D node as argument");
return global_transform;
}
Node *p_loop_node = p_n3d;
while (p_loop_node != nullptr) {
if (p_loop_node->is_class("Node3D")) {
parents.append(p_loop_node);
}
p_loop_node = p_loop_node->get_parent();
}
parents.reverse();
for (int i = 0; i < parents.size(); i++) {
Node3D *p_parent = Object::cast_to<Node3D>(parents[i]);
if (i == 0) {
global_transform = p_parent->get_transform();
continue;
}
global_transform *= p_parent->get_transform();
}
return global_transform;
}
bool EditorPackedScenePreviewPlugin::_setup_packed_scene(Ref<PackedScene> p_pack) const {
// Refer to SceneState in packed_scene.cpp to see how PackedScene is managed underhood.
// Sanitize
Dictionary bundle = p_pack->get_state()->get_bundled_scene();
ERR_FAIL_COND_V(!bundle.has("names"), false);
ERR_FAIL_COND_V(!bundle.has("variants"), false);
ERR_FAIL_COND_V(!bundle.has("node_count"), false);
ERR_FAIL_COND_V(!bundle.has("nodes"), false);
ERR_FAIL_COND_V(!bundle.has("conn_count"), false);
ERR_FAIL_COND_V(!bundle.has("conns"), false);
const uint8_t supported_version = 3;
uint8_t current_version = bundle.get("version", 1);
if (current_version > supported_version) {
WARN_PRINT_ONCE(vformat("Scene thumbnail creation was built upon PackedScene with version %d, but the version has changed to %d now.", supported_version, current_version));
// And assume it's safe to continue, there should have no reason to change the main structure of PackedScene
}
// Find and remove variants in scene
const Ref<Script> dummy = 0;
Array edited_variants = bundle["variants"];
if (edited_variants.is_empty()) {
return true; // Scene has no resources at all
}
for (int i = 0; i < edited_variants.size(); i++) {
// Clear script
if (edited_variants[i].get_type() == Variant::OBJECT) {
if (Object::cast_to<Script>(edited_variants[i])) {
edited_variants[i] = dummy;
}
if (Object::cast_to<PackedScene>(edited_variants[i])) {
// Recursively apply to all child scenes
_setup_packed_scene(edited_variants[i]);
}
}
// Clear arrays ( Because leaving array of NodePaths is problematic when scripts are removed )
if (edited_variants[i].get_type() == Variant::ARRAY) {
edited_variants[i] = 0;
}
}
// Remove signal bindings (As scripts are all removed)
bundle["conns"] = Array();
bundle["conn_count"] = Array();
// Create a new scene state
bundle["variants"] = edited_variants;
Ref<SceneState> new_state;
new_state.instantiate();
new_state->set_bundled_scene(bundle);
p_pack->replace_state(new_state);
return true;
}
//////////////////////////////////////////////////////////////////
@ -338,6 +1036,9 @@ Ref<Texture2D> EditorMaterialPreviewPlugin::generate(const Ref<Resource> &p_from
RS::get_singleton()->mesh_surface_set_material(sphere, 0, material->get_rid());
draw_requester.request_and_wait(viewport);
if (EditorResourcePreview::get_singleton()->is_threaded()) {
draw_requester.request_and_wait(viewport); // HACK - Prevents incorrect thumbnail assignment when using Forward or Mobile renderer, comment out this line to see the bug.
}
Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
RS::get_singleton()->mesh_surface_set_material(sphere, 0, RID());
@ -748,6 +1449,9 @@ Ref<Texture2D> EditorMeshPreviewPlugin::generate(const Ref<Resource> &p_from, co
RS::get_singleton()->instance_set_transform(mesh_instance, xform);
draw_requester.request_and_wait(viewport);
if (EditorResourcePreview::get_singleton()->is_threaded()) {
draw_requester.request_and_wait(viewport); // Wait twice when run on thread, or else won't render correctly. comment this line to see the bug
}
Ref<Image> img = RS::get_singleton()->texture_2d_get(viewport_texture);
ERR_FAIL_COND_V(img.is_null(), Ref<ImageTexture>());

View File

@ -66,7 +66,24 @@ public:
class EditorPackedScenePreviewPlugin : public EditorResourcePreviewGenerator {
GDCLASS(EditorPackedScenePreviewPlugin, EditorResourcePreviewGenerator);
float preview_3d_fov = 30.0;
mutable bool aborted = false;
mutable DrawRequester draw_requester;
protected:
void _setup_scene_3d(Node *p_node) const;
void _setup_scene_2d(Node *p_node) const;
void _count_node_types(Node *p_node, int &r_c2d, int &r_c3d, int &r_clight3d) const;
void _calculate_scene_rect(Node *p_node, Rect2 &r_rect) const;
void _calculate_scene_aabb(Node *p_node, AABB &r_aabb) const;
Transform3D _get_global_transform_3d(Node *p_n3d) const;
void _hide_node_2d_in_scene(Node *p_node) const;
void _hide_gui_in_scene(Node *p_node) const;
bool _setup_packed_scene(Ref<PackedScene> p_pack) const;
void _wait_frame() const;
public:
virtual void abort() override;
virtual bool handles(const String &p_type) const override;
virtual Ref<Texture2D> generate(const Ref<Resource> &p_from, const Size2 &p_size, Dictionary &p_metadata) const override;
virtual Ref<Texture2D> generate_from_path(const String &p_path, const Size2 &p_size, Dictionary &p_metadata) const override;