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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_layered_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/label.h"
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@@ -43,9 +44,29 @@ constexpr const char *array_2d_shader = R"(
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uniform sampler2DArray tex;
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uniform float layer;
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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 = textureLod(tex, vec3(UV, layer), 0.0);
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COLOR = filter_preview_colors(COLOR, u_channel_factors);
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}
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)";
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@@ -58,9 +79,30 @@ constexpr const char *cubemap_shader = R"(
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uniform vec3 normal;
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uniform mat3 rot;
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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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vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z));
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COLOR = textureLod(tex, n, 0.0);
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COLOR = filter_preview_colors(COLOR, u_channel_factors);
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}
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)";
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@@ -73,9 +115,30 @@ constexpr const char *cubemap_array_shader = R"(
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uniform mat3 rot;
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uniform float layer;
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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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vec3 n = rot * normalize(vec3(normal.xy * (UV * 2.0 - 1.0), normal.z));
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COLOR = textureLod(tex, vec4(n, layer), 0.0);
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COLOR = filter_preview_colors(COLOR, u_channel_factors);
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}
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)";
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@@ -102,7 +165,8 @@ void TextureLayeredEditor::_update_gui() {
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_texture_rect_update_area();
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const String format = Image::get_format_name(texture->get_format());
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const Image::Format format = texture->get_format();
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const String format_name = Image::get_format_name(format);
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String texture_info;
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switch (texture->get_layered_type()) {
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@@ -113,7 +177,7 @@ void TextureLayeredEditor::_update_gui() {
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texture->get_width(),
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texture->get_height(),
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texture->get_layers(),
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format);
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format_name);
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} break;
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case TextureLayered::LAYERED_TYPE_CUBEMAP: {
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@@ -122,7 +186,7 @@ void TextureLayeredEditor::_update_gui() {
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texture_info = vformat(String::utf8("%d×%d %s\n"),
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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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} break;
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case TextureLayered::LAYERED_TYPE_CUBEMAP_ARRAY: {
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@@ -132,7 +196,7 @@ void TextureLayeredEditor::_update_gui() {
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texture->get_width(),
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texture->get_height(),
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texture->get_layers() / 6,
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format);
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format_name);
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} break;
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@@ -141,21 +205,30 @@ void TextureLayeredEditor::_update_gui() {
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}
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if (texture->has_mipmaps()) {
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const int mip_count = Image::get_image_required_mipmaps(texture->get_width(), texture->get_height(), texture->get_format());
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const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), true) * texture->get_layers();
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const int mip_count = Image::get_image_required_mipmaps(texture->get_width(), texture->get_height(), format);
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const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), format, true) * texture->get_layers();
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texture_info += vformat(TTR("%s Mipmaps") + "\n" + TTR("Memory: %s"),
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mip_count,
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String::humanize_size(memory));
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} else {
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const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), texture->get_format(), false) * texture->get_layers();
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const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), format, false) * texture->get_layers();
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texture_info += vformat(TTR("No Mipmaps") + "\n" + TTR("Memory: %s"),
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String::humanize_size(memory));
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}
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info->set_text(texture_info);
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const uint32_t components_mask = Image::get_format_component_mask(format);
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if (is_power_of_2(components_mask)) {
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// Only one channel available, no point in showing a channel selector.
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channel_selector->hide();
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} else {
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channel_selector->show();
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channel_selector->set_available_channels_mask(components_mask);
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}
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}
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void TextureLayeredEditor::_notification(int p_what) {
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@@ -212,6 +285,15 @@ void TextureLayeredEditor::_update_material(bool p_texture_changed) {
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if (p_texture_changed) {
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materials[texture->get_layered_type()]->set_shader_parameter("tex", texture->get_rid());
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}
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const Vector4 channel_factors = channel_selector->get_selected_channel_factors();
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for (unsigned int i = 0; i < 3; ++i) {
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materials[i]->set_shader_parameter("u_channel_factors", channel_factors);
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}
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}
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void TextureLayeredEditor::on_selected_channels_changed() {
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_update_material(false);
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}
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void TextureLayeredEditor::_make_shaders() {
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@@ -309,6 +391,11 @@ TextureLayeredEditor::TextureLayeredEditor() {
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add_child(layer);
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channel_selector = memnew(ColorChannelSelector);
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channel_selector->connect("selected_channels_changed", callable_mp(this, &TextureLayeredEditor::on_selected_channels_changed));
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channel_selector->set_anchors_and_offsets_preset(Control::PRESET_TOP_LEFT);
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add_child(channel_selector);
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info = memnew(Label);
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info->add_theme_color_override(SceneStringName(font_color), Color(1, 1, 1));
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info->add_theme_color_override("font_shadow_color", Color(0, 0, 0));
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