Add GradientTexture2D
Co-authored-by: Mariano Javier Suligoy <marianognu.easyrpg@gmail.com> Co-authored-by: Andrii Doroshenko <xrayez@gmail.com>
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54
doc/classes/GradientTexture2D.xml
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54
doc/classes/GradientTexture2D.xml
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@ -0,0 +1,54 @@
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<?xml version="1.0" encoding="UTF-8" ?>
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<class name="GradientTexture2D" inherits="Texture2D" version="4.0">
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<brief_description>
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Gradient-filled 2D texture.
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</brief_description>
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<description>
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The texture uses a [Gradient] to fill the texture data in 2D space. The gradient is filled according to the specified [member fill] and [member repeat] types using colors obtained from the gradient. The texture does not necessarily represent an exact copy of the gradient, but instead an interpolation of samples obtained from the gradient at fixed steps (see [member width] and [member height]).
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</description>
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<tutorials>
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</tutorials>
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<members>
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<member name="fill" type="int" setter="set_fill" getter="get_fill" enum="GradientTexture2D.Fill" default="0">
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The gradient fill type, one of the [enum Fill] values. The texture is filled by interpolating colors starting from [member fill_from] to [member fill_to] offsets.
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</member>
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<member name="fill_from" type="Vector2" setter="set_fill_from" getter="get_fill_from" default="Vector2(0, 0)">
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The initial offset used to fill the texture specified in UV coordinates.
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</member>
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<member name="fill_to" type="Vector2" setter="set_fill_to" getter="get_fill_to" default="Vector2(1, 0)">
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The final offset used to fill the texture specified in UV coordinates.
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</member>
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<member name="gradient" type="Gradient" setter="set_gradient" getter="get_gradient">
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The [Gradient] used to fill the texture.
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</member>
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<member name="height" type="int" setter="set_height" getter="get_height" default="64">
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The number of vertical color samples that will be obtained from the [Gradient], which also represents the texture's height.
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</member>
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<member name="repeat" type="int" setter="set_repeat" getter="get_repeat" enum="GradientTexture2D.Repeat" default="0">
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The gradient repeat type, one of the [enum Repeat] values. The texture is filled starting from [member fill_from] to [member fill_to] offsets by default, but the gradient fill can be repeated to cover the entire texture.
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</member>
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<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
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If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
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</member>
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<member name="width" type="int" setter="set_width" getter="get_width" default="64">
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The number of horizontal color samples that will be obtained from the [Gradient], which also represents the texture's width.
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</member>
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</members>
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<constants>
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<constant name="FILL_LINEAR" value="0" enum="Fill">
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The colors are linearly interpolated in a straight line.
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</constant>
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<constant name="FILL_RADIAL" value="1" enum="Fill">
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The colors are linearly interpolated in a circular pattern.
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</constant>
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<constant name="REPEAT_NONE" value="0" enum="Repeat">
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The gradient fill is restricted to the range defined by [member fill_from] to [member fill_to] offsets.
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</constant>
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<constant name="REPEAT" value="1" enum="Repeat">
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The texture is filled starting from [member fill_from] to [member fill_to] offsets, repeating the same pattern in both directions.
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</constant>
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<constant name="REPEAT_MIRROR" value="2" enum="Repeat">
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The texture is filled starting from [member fill_from] to [member fill_to] offsets, mirroring the pattern in both directions.
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</constant>
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</constants>
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</class>
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1
editor/icons/GradientTexture2D.svg
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1
editor/icons/GradientTexture2D.svg
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@ -0,0 +1 @@
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<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink"> <g fill="#e0e0e0"> <path d="M 2,1 C 1.447715,1 1,1.4477153 1,2 v 12.000001 c 0,0.552285 0.447715,1 1,1 h 11.999999 c 0.552285,0 1,-0.447715 1,-1 V 2 c 0,-0.5522847 -0.447715,-1 -1,-1 z m 1,2.0000001 h 9.999999 V 11.000001 H 3 Z" fill-opacity="0.99608"/> <path d="m 5.5,3.5 v 1 h 1 v -1 z m 1,1 v 1 h 1 v -1 z m 1,0 h 1 v 1 h -1 v 1 h 1 v 1 h 1 v 1 h 1 v -1 h 1 v 1 h 1 v -1 -1 -1 -1 -1 h -1 -1 -1 -1 -1 z m 4,4 h -1 v 1 h 1 z m 0,1 v 1 h 1 v -1 z m -1,0 h -1 v 1 h 1 z m -1,0 v -1 h -1 v 1 z m -1,-1 v -1 h -1 v 1 z m -1,0 h -1 v 1 h 1 z m 0,-1 v -1 h -1 v 1 z m -1,-1 v -1 h -1 v 1 z" /> </g> </svg>
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After Width: | Height: | Size: 728 B |
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@ -786,6 +786,7 @@ void register_scene_types() {
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GDREGISTER_CLASS(CurveTexture);
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GDREGISTER_CLASS(CurveXYZTexture);
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GDREGISTER_CLASS(GradientTexture);
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GDREGISTER_CLASS(GradientTexture2D);
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GDREGISTER_CLASS(ProxyTexture);
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GDREGISTER_CLASS(AnimatedTexture);
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GDREGISTER_CLASS(CameraTexture);
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@ -32,6 +32,7 @@
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#include "core/core_string_names.h"
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#include "core/io/image_loader.h"
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#include "core/math/geometry_2d.h"
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#include "core/os/os.h"
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#include "mesh.h"
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#include "scene/resources/bit_map.h"
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@ -1867,6 +1868,260 @@ Ref<Image> GradientTexture::get_image() const {
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return RenderingServer::get_singleton()->texture_2d_get(texture);
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}
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GradientTexture2D::GradientTexture2D() {
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_queue_update();
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}
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GradientTexture2D::~GradientTexture2D() {
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if (texture.is_valid()) {
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RS::get_singleton()->free(texture);
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}
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}
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void GradientTexture2D::set_gradient(Ref<Gradient> p_gradient) {
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if (gradient == p_gradient) {
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return;
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}
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if (gradient.is_valid()) {
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gradient->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GradientTexture2D::_queue_update));
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}
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gradient = p_gradient;
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if (gradient.is_valid()) {
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gradient->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GradientTexture2D::_queue_update));
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}
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_queue_update();
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}
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Ref<Gradient> GradientTexture2D::get_gradient() const {
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return gradient;
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}
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void GradientTexture2D::_queue_update() {
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if (update_pending) {
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return;
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}
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update_pending = true;
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call_deferred("_update");
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}
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void GradientTexture2D::_update() {
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update_pending = false;
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if (gradient.is_null()) {
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return;
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}
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Ref<Image> image;
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image.instantiate();
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if (gradient->get_points_count() <= 1) { // No need to interpolate.
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image->create(width, height, false, (use_hdr) ? Image::FORMAT_RGBAF : Image::FORMAT_RGBA8);
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image->fill((gradient->get_points_count() == 1) ? gradient->get_color(0) : Color(0, 0, 0, 1));
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} else {
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if (use_hdr) {
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image->create(width, height, false, Image::FORMAT_RGBAF);
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Gradient &g = **gradient;
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// `create()` isn't available for non-uint8_t data, so fill in the data manually.
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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float ofs = _get_gradient_offset_at(x, y);
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image->set_pixel(x, y, g.get_color_at_offset(ofs));
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}
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}
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} else {
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Vector<uint8_t> data;
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data.resize(width * height * 4);
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{
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uint8_t *wd8 = data.ptrw();
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Gradient &g = **gradient;
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for (int y = 0; y < height; y++) {
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for (int x = 0; x < width; x++) {
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float ofs = _get_gradient_offset_at(x, y);
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const Color &c = g.get_color_at_offset(ofs);
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wd8[(x + (y * width)) * 4 + 0] = uint8_t(CLAMP(c.r * 255.0, 0, 255));
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wd8[(x + (y * width)) * 4 + 1] = uint8_t(CLAMP(c.g * 255.0, 0, 255));
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wd8[(x + (y * width)) * 4 + 2] = uint8_t(CLAMP(c.b * 255.0, 0, 255));
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wd8[(x + (y * width)) * 4 + 3] = uint8_t(CLAMP(c.a * 255.0, 0, 255));
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}
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}
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}
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image->create(width, height, false, Image::FORMAT_RGBA8, data);
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}
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}
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if (texture.is_valid()) {
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RID new_texture = RS::get_singleton()->texture_2d_create(image);
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RS::get_singleton()->texture_replace(texture, new_texture);
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} else {
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texture = RS::get_singleton()->texture_2d_create(image);
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}
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emit_changed();
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}
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float GradientTexture2D::_get_gradient_offset_at(int x, int y) const {
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if (fill_to == fill_from) {
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return 0;
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}
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float ofs = 0;
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Vector2 pos;
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if (width > 1) {
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pos.x = static_cast<float>(x) / (width - 1);
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}
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if (height > 1) {
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pos.y = static_cast<float>(y) / (height - 1);
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}
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if (fill == Fill::FILL_LINEAR) {
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Vector2 segment[2];
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segment[0] = fill_from;
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segment[1] = fill_to;
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Vector2 closest = Geometry2D::get_closest_point_to_segment_uncapped(pos, &segment[0]);
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ofs = (closest - fill_from).length() / (fill_to - fill_from).length();
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if ((closest - fill_from).dot(fill_to - fill_from) < 0) {
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ofs *= -1;
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}
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} else if (fill == Fill::FILL_RADIAL) {
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ofs = (pos - fill_from).length() / (fill_to - fill_from).length();
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}
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if (repeat == Repeat::REPEAT_NONE) {
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ofs = CLAMP(ofs, 0.0, 1.0);
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} else if (repeat == Repeat::REPEAT) {
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ofs = Math::fmod(ofs, 1.0f);
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if (ofs < 0) {
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ofs = 1 + ofs;
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}
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} else if (repeat == Repeat::REPEAT_MIRROR) {
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ofs = Math::abs(ofs);
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ofs = Math::fmod(ofs, 2.0f);
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if (ofs > 1.0) {
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ofs = 2.0 - ofs;
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}
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}
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return ofs;
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}
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void GradientTexture2D::set_width(int p_width) {
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width = p_width;
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_queue_update();
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}
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int GradientTexture2D::get_width() const {
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return width;
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}
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void GradientTexture2D::set_height(int p_height) {
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height = p_height;
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_queue_update();
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}
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int GradientTexture2D::get_height() const {
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return height;
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}
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void GradientTexture2D::set_use_hdr(bool p_enabled) {
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if (p_enabled == use_hdr) {
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return;
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}
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use_hdr = p_enabled;
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_queue_update();
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}
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bool GradientTexture2D::is_using_hdr() const {
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return use_hdr;
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}
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void GradientTexture2D::set_fill_from(Vector2 p_fill_from) {
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fill_from = p_fill_from;
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_queue_update();
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}
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Vector2 GradientTexture2D::get_fill_from() const {
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return fill_from;
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}
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void GradientTexture2D::set_fill_to(Vector2 p_fill_to) {
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fill_to = p_fill_to;
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_queue_update();
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}
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Vector2 GradientTexture2D::get_fill_to() const {
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return fill_to;
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}
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void GradientTexture2D::set_fill(Fill p_fill) {
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fill = p_fill;
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_queue_update();
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}
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GradientTexture2D::Fill GradientTexture2D::get_fill() const {
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return fill;
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}
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void GradientTexture2D::set_repeat(Repeat p_repeat) {
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repeat = p_repeat;
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_queue_update();
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}
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GradientTexture2D::Repeat GradientTexture2D::get_repeat() const {
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return repeat;
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}
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RID GradientTexture2D::get_rid() const {
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if (!texture.is_valid()) {
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texture = RS::get_singleton()->texture_2d_placeholder_create();
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}
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return texture;
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}
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Ref<Image> GradientTexture2D::get_image() const {
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if (!texture.is_valid()) {
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return Ref<Image>();
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}
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return RenderingServer::get_singleton()->texture_2d_get(texture);
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}
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void GradientTexture2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_gradient", "gradient"), &GradientTexture2D::set_gradient);
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ClassDB::bind_method(D_METHOD("get_gradient"), &GradientTexture2D::get_gradient);
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ClassDB::bind_method(D_METHOD("set_width", "width"), &GradientTexture2D::set_width);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &GradientTexture2D::set_height);
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ClassDB::bind_method(D_METHOD("set_use_hdr", "enabled"), &GradientTexture2D::set_use_hdr);
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ClassDB::bind_method(D_METHOD("is_using_hdr"), &GradientTexture2D::is_using_hdr);
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ClassDB::bind_method(D_METHOD("set_fill", "fill"), &GradientTexture2D::set_fill);
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ClassDB::bind_method(D_METHOD("get_fill"), &GradientTexture2D::get_fill);
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ClassDB::bind_method(D_METHOD("set_fill_from", "fill_from"), &GradientTexture2D::set_fill_from);
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ClassDB::bind_method(D_METHOD("get_fill_from"), &GradientTexture2D::get_fill_from);
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ClassDB::bind_method(D_METHOD("set_fill_to", "fill_to"), &GradientTexture2D::set_fill_to);
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ClassDB::bind_method(D_METHOD("get_fill_to"), &GradientTexture2D::get_fill_to);
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ClassDB::bind_method(D_METHOD("set_repeat", "repeat"), &GradientTexture2D::set_repeat);
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ClassDB::bind_method(D_METHOD("get_repeat"), &GradientTexture2D::get_repeat);
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ClassDB::bind_method(D_METHOD("_update"), &GradientTexture2D::_update);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_gradient", "get_gradient");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_width", "get_width");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_height", "get_height");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_hdr"), "set_use_hdr", "is_using_hdr");
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ADD_GROUP("Fill", "fill_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "fill", PROPERTY_HINT_ENUM, "Linear,Radial"), "set_fill", "get_fill");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "fill_from"), "set_fill_from", "get_fill_from");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "fill_to"), "set_fill_to", "get_fill_to");
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ADD_GROUP("Repeat", "repeat_");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "repeat", PROPERTY_HINT_ENUM, "No Repeat,Repeat,Mirror Repeat"), "set_repeat", "get_repeat");
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BIND_ENUM_CONSTANT(FILL_LINEAR);
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BIND_ENUM_CONSTANT(FILL_RADIAL);
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BIND_ENUM_CONSTANT(REPEAT_NONE);
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BIND_ENUM_CONSTANT(REPEAT);
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BIND_ENUM_CONSTANT(REPEAT_MIRROR);
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}
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//////////////////////////////////////
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void ProxyTexture::_bind_methods() {
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@ -714,6 +714,77 @@ public:
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virtual ~GradientTexture();
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};
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class GradientTexture2D : public Texture2D {
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GDCLASS(GradientTexture2D, Texture2D);
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public:
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enum Fill {
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FILL_LINEAR,
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FILL_RADIAL,
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};
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enum Repeat {
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REPEAT_NONE,
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REPEAT,
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REPEAT_MIRROR,
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};
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private:
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Ref<Gradient> gradient;
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mutable RID texture;
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int width = 64;
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int height = 64;
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bool use_hdr = false;
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Vector2 fill_from;
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Vector2 fill_to = Vector2(1, 0);
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Fill fill = FILL_LINEAR;
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Repeat repeat = REPEAT_NONE;
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float _get_gradient_offset_at(int x, int y) const;
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bool update_pending = false;
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void _queue_update();
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void _update();
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protected:
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static void _bind_methods();
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public:
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void set_gradient(Ref<Gradient> p_gradient);
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Ref<Gradient> get_gradient() const;
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void set_width(int p_width);
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virtual int get_width() const override;
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void set_height(int p_height);
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virtual int get_height() const override;
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void set_use_hdr(bool p_enabled);
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bool is_using_hdr() const;
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void set_fill(Fill p_fill);
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Fill get_fill() const;
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void set_fill_from(Vector2 p_fill_from);
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Vector2 get_fill_from() const;
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void set_fill_to(Vector2 p_fill_to);
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Vector2 get_fill_to() const;
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void set_repeat(Repeat p_repeat);
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Repeat get_repeat() const;
|
||||
|
||||
virtual RID get_rid() const override;
|
||||
virtual bool has_alpha() const override { return true; }
|
||||
virtual Ref<Image> get_image() const override;
|
||||
|
||||
GradientTexture2D();
|
||||
virtual ~GradientTexture2D();
|
||||
};
|
||||
|
||||
VARIANT_ENUM_CAST(GradientTexture2D::Fill);
|
||||
VARIANT_ENUM_CAST(GradientTexture2D::Repeat);
|
||||
|
||||
class ProxyTexture : public Texture2D {
|
||||
GDCLASS(ProxyTexture, Texture2D);
|
||||
|
||||
|
|
Loading…
Reference in a new issue