Merge pull request #41955 from Chaosus/vs_performance_fix3

Improve performance of Add/Remove/Connect/Change nodes in visual shader
This commit is contained in:
Yuri Roubinsky 2020-09-11 16:24:11 +03:00 committed by GitHub
commit 01191178bf
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GPG Key ID: 4AEE18F83AFDEB23
4 changed files with 669 additions and 479 deletions

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@ -54,6 +54,10 @@ class VisualShaderGraphPlugin : public Reference {
GDCLASS(VisualShaderGraphPlugin, Reference);
private:
struct InputPort {
Button *default_input_button;
};
struct Port {
TextureButton *preview_button;
};
@ -64,12 +68,16 @@ private:
GraphNode *graph_node;
bool preview_visible;
int preview_pos;
Map<int, InputPort> input_ports;
Map<int, Port> output_ports;
VBoxContainer *preview_box;
Control *custom_editor;
int editor_pos;
};
Ref<VisualShader> visual_shader;
Map<int, Link> links;
List<VisualShader::Connection> connections;
bool dirty = false;
protected:
@ -77,15 +85,29 @@ protected:
public:
void register_shader(VisualShader *p_visual_shader);
void set_connections(List<VisualShader::Connection> &p_connections);
void register_link(VisualShader::Type p_type, int p_id, VisualShaderNode *p_visual_node, GraphNode *p_graph_node);
void register_output_port(int p_id, int p_port, TextureButton *p_button);
void register_custom_editor(int p_node_id, Control *p_custom_editor);
void register_editor_pos(int p_node_id, int p_pos);
void clear_links();
void set_shader_type(VisualShader::Type p_type);
bool is_preview_visible(int p_id) const;
bool is_dirty() const;
void make_dirty(bool p_enabled);
void show_port_preview(int p_node_id, int p_port_id);
void add_node(VisualShader::Type p_type, int p_id);
void remove_node(VisualShader::Type p_type, int p_id);
void connect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void disconnect_nodes(VisualShader::Type p_type, int p_from_node, int p_from_port, int p_to_node, int p_to_port);
void show_port_preview(VisualShader::Type p_type, int p_node_id, int p_port_id);
void set_node_position(VisualShader::Type p_type, int p_id, const Vector2 &p_position);
void set_node_size(VisualShader::Type p_type, int p_id, const Vector2 &p_size);
void refresh_node_ports(VisualShader::Type p_type, int p_node);
void update_property_editor(VisualShader::Type p_type, int p_node_id);
void update_property_editor_deferred(VisualShader::Type p_type, int p_node_id);
void set_input_port_default_value(VisualShader::Type p_type, int p_node_id, int p_port_id, Variant p_value);
void register_default_input_button(int p_node_id, int p_port_id, Button *p_button);
VisualShader::Type get_shader_type() const;
VisualShaderGraphPlugin();
~VisualShaderGraphPlugin();
@ -328,6 +350,7 @@ class VisualShaderEditor : public VBoxContainer {
bool _is_available(int p_mode);
void _update_created_node(GraphNode *node);
void _update_uniforms();
protected:
void _notification(int p_what);
@ -339,6 +362,7 @@ public:
void remove_plugin(const Ref<VisualShaderNodePlugin> &p_plugin);
static VisualShaderEditor *get_singleton() { return singleton; }
VisualShaderGraphPlugin *get_graph_plugin() { return graph_plugin.ptr(); }
void clear_custom_types();
void add_custom_type(const String &p_name, const Ref<Script> &p_script, const String &p_description, int p_return_icon_type, const String &p_category, bool p_highend);

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@ -40,7 +40,6 @@ bool VisualShaderNode::is_simple_decl() const {
void VisualShaderNode::set_output_port_for_preview(int p_index) {
port_preview = p_index;
emit_signal("show_port_preview", p_index);
}
int VisualShaderNode::get_output_port_for_preview() const {
@ -162,7 +161,6 @@ void VisualShaderNode::_bind_methods() {
ADD_PROPERTY(PropertyInfo(Variant::INT, "output_port_for_preview"), "set_output_port_for_preview", "get_output_port_for_preview");
ADD_PROPERTY(PropertyInfo(Variant::ARRAY, "default_input_values", PROPERTY_HINT_NONE, "", PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL), "set_default_input_values", "get_default_input_values");
ADD_SIGNAL(MethodInfo("editor_refresh_request"));
ADD_SIGNAL(MethodInfo("show_port_preview", PropertyInfo(Variant::INT, "port_id")));
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR);
BIND_ENUM_CONSTANT(PORT_TYPE_SCALAR_INT);
@ -319,13 +317,6 @@ VisualShaderNodeCustom::VisualShaderNodeCustom() {
/////////////////////////////////////////////////////////
void VisualShader::set_graph_node(Type p_type, int p_id, GraphNode *p_graph_node) {
ERR_FAIL_INDEX(p_type, TYPE_MAX);
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
g->nodes[p_id].graph_node = p_graph_node;
}
void VisualShader::set_shader_type(Type p_type) {
current_type = p_type;
}
@ -417,11 +408,6 @@ void VisualShader::set_node_position(Type p_type, int p_id, const Vector2 &p_pos
Graph *g = &graph[p_type];
ERR_FAIL_COND(!g->nodes.has(p_id));
g->nodes[p_id].position = p_position;
if (current_type == p_type) {
if (g->nodes[p_id].graph_node != nullptr) {
g->nodes[p_id].graph_node->set_offset(p_position);
}
}
}
Vector2 VisualShader::get_node_position(Type p_type, int p_id) const {

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@ -33,7 +33,6 @@
#include "core/string_builder.h"
#include "scene/gui/control.h"
#include "scene/gui/graph_edit.h"
#include "scene/resources/shader.h"
class VisualShaderNodeUniform;
@ -76,7 +75,6 @@ private:
Ref<VisualShaderNode> node;
Vector2 position;
List<int> prev_connected_nodes;
GraphNode *graph_node;
};
struct Graph {
@ -129,7 +127,6 @@ protected:
void _get_property_list(List<PropertyInfo> *p_list) const;
public: // internal methods
void set_graph_node(Type p_type, int p_id, GraphNode *p_graph_node);
void set_shader_type(Type p_type);
Type get_shader_type() const;