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Add color channel filter to editor texture previews
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@@ -31,6 +31,7 @@
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#include "texture_editor_plugin.h"
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#include "editor/editor_string_names.h"
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#include "editor/plugins/color_channel_selector.h"
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#include "editor/themes/editor_scale.h"
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#include "scene/gui/aspect_ratio_container.h"
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#include "scene/gui/color_rect.h"
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@@ -41,6 +42,36 @@
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#include "scene/resources/compressed_texture.h"
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#include "scene/resources/image_texture.h"
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#include "scene/resources/portable_compressed_texture.h"
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#include "scene/resources/style_box_flat.h"
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constexpr const char *texture_2d_shader = R"(
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shader_type canvas_item;
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render_mode blend_mix;
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uniform vec4 u_channel_factors = vec4(1.0);
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vec4 filter_preview_colors(vec4 input_color, vec4 factors) {
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// Filter RGB.
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vec4 output_color = input_color * vec4(factors.rgb, input_color.a);
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// Remove transparency when alpha is not enabled.
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output_color.a = mix(1.0, output_color.a, factors.a);
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// Switch to opaque grayscale when visualizing only one channel.
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float csum = factors.r + factors.g + factors.b + factors.a;
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float single = clamp(2.0 - csum, 0.0, 1.0);
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for (int i = 0; i < 4; i++) {
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float c = input_color[i];
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output_color = mix(output_color, vec4(c, c, c, 1.0), factors[i] * single);
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}
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return output_color;
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}
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void fragment() {
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COLOR = filter_preview_colors(texture(TEXTURE, UV), u_channel_factors);
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}
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)";
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TextureRect *TexturePreview::get_texture_display() {
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return texture_display;
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@@ -72,8 +103,8 @@ void TexturePreview::_notification(int p_what) {
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void TexturePreview::_draw_outline() {
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const float outline_width = Math::round(EDSCALE);
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const Rect2 outline_rect = Rect2(Vector2(), texture_display->get_size()).grow(outline_width * 0.5);
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texture_display->draw_rect(outline_rect, cached_outline_color, false, outline_width);
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const Rect2 outline_rect = Rect2(Vector2(), outline_overlay->get_size()).grow(outline_width * 0.5);
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outline_overlay->draw_rect(outline_rect, cached_outline_color, false, outline_width);
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}
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void TexturePreview::_update_texture_display_ratio() {
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@@ -82,25 +113,49 @@ void TexturePreview::_update_texture_display_ratio() {
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}
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}
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void TexturePreview::_update_metadata_label_text() {
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const Ref<Texture2D> texture = texture_display->get_texture();
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String format;
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if (Object::cast_to<ImageTexture>(*texture)) {
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format = Image::get_format_name(Object::cast_to<ImageTexture>(*texture)->get_format());
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} else if (Object::cast_to<CompressedTexture2D>(*texture)) {
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format = Image::get_format_name(Object::cast_to<CompressedTexture2D>(*texture)->get_format());
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} else {
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format = texture->get_class();
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static Image::Format get_texture_2d_format(const Ref<Texture2D> &p_texture) {
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const Ref<ImageTexture> image_texture = p_texture;
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if (image_texture.is_valid()) {
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return image_texture->get_format();
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}
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const Ref<Image> image = texture->get_image();
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const Ref<CompressedTexture2D> compressed_texture = p_texture;
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if (compressed_texture.is_valid()) {
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return compressed_texture->get_format();
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}
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// AtlasTexture?
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// Unknown
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return Image::FORMAT_MAX;
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}
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static int get_texture_mipmaps_count(const Ref<Texture2D> &p_texture) {
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ERR_FAIL_COND_V(p_texture.is_null(), -1);
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// We are having to download the image only to get its mipmaps count. It would be nice if we didn't have to.
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Ref<Image> image = p_texture->get_image();
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if (image.is_valid()) {
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const int mipmaps = image->get_mipmap_count();
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return image->get_mipmap_count();
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}
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return -1;
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}
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void TexturePreview::_update_metadata_label_text() {
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const Ref<Texture2D> texture = texture_display->get_texture();
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ERR_FAIL_COND(texture.is_null());
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const Image::Format format = get_texture_2d_format(texture.ptr());
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const String format_name = format != Image::FORMAT_MAX ? Image::get_format_name(format) : texture->get_class();
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const Vector2i resolution = texture->get_size();
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const int mipmaps = get_texture_mipmaps_count(texture);
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if (format != Image::FORMAT_MAX) {
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// Avoid signed integer overflow that could occur with huge texture sizes by casting everything to uint64_t.
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uint64_t memory = uint64_t(image->get_width()) * uint64_t(image->get_height()) * uint64_t(Image::get_format_pixel_size(image->get_format()));
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uint64_t memory = uint64_t(resolution.x) * uint64_t(resolution.y) * uint64_t(Image::get_format_pixel_size(format));
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// Handle VRAM-compressed formats that are stored with 4 bpp.
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memory >>= Image::get_format_pixel_rshift(image->get_format());
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memory >>= Image::get_format_pixel_rshift(format);
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float mipmaps_multiplier = 1.0;
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float mipmap_increase = 0.25;
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@@ -117,7 +172,7 @@ void TexturePreview::_update_metadata_label_text() {
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vformat(String::utf8("%d×%d %s\n") + TTR("%s Mipmaps") + "\n" + TTR("Memory: %s"),
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texture->get_width(),
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texture->get_height(),
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format,
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format_name,
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mipmaps,
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String::humanize_size(memory)));
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} else {
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@@ -127,7 +182,7 @@ void TexturePreview::_update_metadata_label_text() {
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vformat(String::utf8("%d×%d %s\n") + TTR("No Mipmaps") + "\n" + TTR("Memory: %s"),
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texture->get_width(),
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texture->get_height(),
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format,
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format_name,
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String::humanize_size(memory)));
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}
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} else {
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@@ -135,10 +190,14 @@ void TexturePreview::_update_metadata_label_text() {
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vformat(String::utf8("%d×%d %s"),
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texture->get_width(),
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texture->get_height(),
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format));
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format_name));
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}
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}
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void TexturePreview::on_selected_channels_changed() {
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material->set_shader_parameter("u_channel_factors", channel_selector->get_selected_channel_factors());
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}
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TexturePreview::TexturePreview(Ref<Texture2D> p_texture, bool p_show_metadata) {
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set_custom_minimum_size(Size2(0.0, 256.0) * EDSCALE);
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@@ -163,19 +222,48 @@ TexturePreview::TexturePreview(Ref<Texture2D> p_texture, bool p_show_metadata) {
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checkerboard->set_texture_repeat(CanvasItem::TEXTURE_REPEAT_ENABLED);
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centering_container->add_child(checkerboard);
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{
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Ref<Shader> shader;
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shader.instantiate();
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shader->set_code(texture_2d_shader);
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material.instantiate();
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material->set_shader(shader);
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material->set_shader_parameter("u_channel_factors", Vector4(1, 1, 1, 1));
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}
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texture_display = memnew(TextureRect);
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texture_display->set_texture_filter(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
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texture_display->set_texture(p_texture);
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texture_display->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
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texture_display->set_material(material);
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centering_container->add_child(texture_display);
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texture_display->connect(SceneStringName(draw), callable_mp(this, &TexturePreview::_draw_outline));
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// Creating a separate control so it is not affected by the filtering shader.
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outline_overlay = memnew(Control);
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centering_container->add_child(outline_overlay);
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outline_overlay->connect(SceneStringName(draw), callable_mp(this, &TexturePreview::_draw_outline));
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if (p_texture.is_valid()) {
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_update_texture_display_ratio();
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p_texture->connect_changed(callable_mp(this, &TexturePreview::_update_texture_display_ratio));
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}
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// Null can be passed by `Camera3DPreview` (which immediately after sets a texture anyways).
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const Image::Format format = p_texture.is_valid() ? get_texture_2d_format(p_texture.ptr()) : Image::FORMAT_MAX;
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const uint32_t components_mask = format != Image::FORMAT_MAX ? Image::get_format_component_mask(format) : 0xf;
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// Add color channel selector at the bottom left if more than 1 channel is available.
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if (p_show_metadata && !is_power_of_2(components_mask)) {
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channel_selector = memnew(ColorChannelSelector);
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channel_selector->connect("selected_channels_changed", callable_mp(this, &TexturePreview::on_selected_channels_changed));
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channel_selector->set_h_size_flags(Control::SIZE_SHRINK_BEGIN);
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channel_selector->set_v_size_flags(Control::SIZE_SHRINK_BEGIN);
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channel_selector->set_available_channels_mask(components_mask);
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add_child(channel_selector);
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}
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if (p_show_metadata) {
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metadata_label = memnew(Label);
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