summaryrefslogtreecommitdiff
path: root/scene
diff options
context:
space:
mode:
Diffstat (limited to 'scene')
-rw-r--r--scene/register_scene_types.cpp1
-rw-r--r--scene/resources/texture.cpp255
-rw-r--r--scene/resources/texture.h71
-rw-r--r--scene/resources/visual_shader.cpp14
4 files changed, 336 insertions, 5 deletions
diff --git a/scene/register_scene_types.cpp b/scene/register_scene_types.cpp
index 300acd193f..d44cd7ca63 100644
--- a/scene/register_scene_types.cpp
+++ b/scene/register_scene_types.cpp
@@ -792,6 +792,7 @@ void register_scene_types() {
GDREGISTER_CLASS(CurveTexture);
GDREGISTER_CLASS(CurveXYZTexture);
GDREGISTER_CLASS(GradientTexture);
+ GDREGISTER_CLASS(GradientTexture2D);
GDREGISTER_CLASS(ProxyTexture);
GDREGISTER_CLASS(AnimatedTexture);
GDREGISTER_CLASS(CameraTexture);
diff --git a/scene/resources/texture.cpp b/scene/resources/texture.cpp
index 1b3a7a5f2a..dafc32b490 100644
--- a/scene/resources/texture.cpp
+++ b/scene/resources/texture.cpp
@@ -32,6 +32,7 @@
#include "core/core_string_names.h"
#include "core/io/image_loader.h"
+#include "core/math/geometry_2d.h"
#include "core/os/os.h"
#include "mesh.h"
#include "scene/resources/bit_map.h"
@@ -1867,6 +1868,260 @@ Ref<Image> GradientTexture::get_image() const {
return RenderingServer::get_singleton()->texture_2d_get(texture);
}
+GradientTexture2D::GradientTexture2D() {
+ _queue_update();
+}
+
+GradientTexture2D::~GradientTexture2D() {
+ if (texture.is_valid()) {
+ RS::get_singleton()->free(texture);
+ }
+}
+
+void GradientTexture2D::set_gradient(Ref<Gradient> p_gradient) {
+ if (gradient == p_gradient) {
+ return;
+ }
+ if (gradient.is_valid()) {
+ gradient->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GradientTexture2D::_queue_update));
+ }
+ gradient = p_gradient;
+ if (gradient.is_valid()) {
+ gradient->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &GradientTexture2D::_queue_update));
+ }
+ _queue_update();
+}
+
+Ref<Gradient> GradientTexture2D::get_gradient() const {
+ return gradient;
+}
+
+void GradientTexture2D::_queue_update() {
+ if (update_pending) {
+ return;
+ }
+ update_pending = true;
+ call_deferred("_update");
+}
+
+void GradientTexture2D::_update() {
+ update_pending = false;
+
+ if (gradient.is_null()) {
+ return;
+ }
+ Ref<Image> image;
+ image.instantiate();
+
+ if (gradient->get_points_count() <= 1) { // No need to interpolate.
+ image->create(width, height, false, (use_hdr) ? Image::FORMAT_RGBAF : Image::FORMAT_RGBA8);
+ image->fill((gradient->get_points_count() == 1) ? gradient->get_color(0) : Color(0, 0, 0, 1));
+ } else {
+ if (use_hdr) {
+ image->create(width, height, false, Image::FORMAT_RGBAF);
+ Gradient &g = **gradient;
+ // `create()` isn't available for non-uint8_t data, so fill in the data manually.
+ for (int y = 0; y < height; y++) {
+ for (int x = 0; x < width; x++) {
+ float ofs = _get_gradient_offset_at(x, y);
+ image->set_pixel(x, y, g.get_color_at_offset(ofs));
+ }
+ }
+ } else {
+ Vector<uint8_t> data;
+ data.resize(width * height * 4);
+ {
+ uint8_t *wd8 = data.ptrw();
+ Gradient &g = **gradient;
+ for (int y = 0; y < height; y++) {
+ for (int x = 0; x < width; x++) {
+ float ofs = _get_gradient_offset_at(x, y);
+ const Color &c = g.get_color_at_offset(ofs);
+
+ wd8[(x + (y * width)) * 4 + 0] = uint8_t(CLAMP(c.r * 255.0, 0, 255));
+ wd8[(x + (y * width)) * 4 + 1] = uint8_t(CLAMP(c.g * 255.0, 0, 255));
+ wd8[(x + (y * width)) * 4 + 2] = uint8_t(CLAMP(c.b * 255.0, 0, 255));
+ wd8[(x + (y * width)) * 4 + 3] = uint8_t(CLAMP(c.a * 255.0, 0, 255));
+ }
+ }
+ }
+ image->create(width, height, false, Image::FORMAT_RGBA8, data);
+ }
+ }
+
+ if (texture.is_valid()) {
+ RID new_texture = RS::get_singleton()->texture_2d_create(image);
+ RS::get_singleton()->texture_replace(texture, new_texture);
+ } else {
+ texture = RS::get_singleton()->texture_2d_create(image);
+ }
+ emit_changed();
+}
+
+float GradientTexture2D::_get_gradient_offset_at(int x, int y) const {
+ if (fill_to == fill_from) {
+ return 0;
+ }
+ float ofs = 0;
+ Vector2 pos;
+ if (width > 1) {
+ pos.x = static_cast<float>(x) / (width - 1);
+ }
+ if (height > 1) {
+ pos.y = static_cast<float>(y) / (height - 1);
+ }
+ if (fill == Fill::FILL_LINEAR) {
+ Vector2 segment[2];
+ segment[0] = fill_from;
+ segment[1] = fill_to;
+ Vector2 closest = Geometry2D::get_closest_point_to_segment_uncapped(pos, &segment[0]);
+ ofs = (closest - fill_from).length() / (fill_to - fill_from).length();
+ if ((closest - fill_from).dot(fill_to - fill_from) < 0) {
+ ofs *= -1;
+ }
+ } else if (fill == Fill::FILL_RADIAL) {
+ ofs = (pos - fill_from).length() / (fill_to - fill_from).length();
+ }
+ if (repeat == Repeat::REPEAT_NONE) {
+ ofs = CLAMP(ofs, 0.0, 1.0);
+ } else if (repeat == Repeat::REPEAT) {
+ ofs = Math::fmod(ofs, 1.0f);
+ if (ofs < 0) {
+ ofs = 1 + ofs;
+ }
+ } else if (repeat == Repeat::REPEAT_MIRROR) {
+ ofs = Math::abs(ofs);
+ ofs = Math::fmod(ofs, 2.0f);
+ if (ofs > 1.0) {
+ ofs = 2.0 - ofs;
+ }
+ }
+ return ofs;
+}
+
+void GradientTexture2D::set_width(int p_width) {
+ width = p_width;
+ _queue_update();
+}
+
+int GradientTexture2D::get_width() const {
+ return width;
+}
+
+void GradientTexture2D::set_height(int p_height) {
+ height = p_height;
+ _queue_update();
+}
+int GradientTexture2D::get_height() const {
+ return height;
+}
+
+void GradientTexture2D::set_use_hdr(bool p_enabled) {
+ if (p_enabled == use_hdr) {
+ return;
+ }
+
+ use_hdr = p_enabled;
+ _queue_update();
+}
+
+bool GradientTexture2D::is_using_hdr() const {
+ return use_hdr;
+}
+
+void GradientTexture2D::set_fill_from(Vector2 p_fill_from) {
+ fill_from = p_fill_from;
+ _queue_update();
+}
+
+Vector2 GradientTexture2D::get_fill_from() const {
+ return fill_from;
+}
+
+void GradientTexture2D::set_fill_to(Vector2 p_fill_to) {
+ fill_to = p_fill_to;
+ _queue_update();
+}
+
+Vector2 GradientTexture2D::get_fill_to() const {
+ return fill_to;
+}
+
+void GradientTexture2D::set_fill(Fill p_fill) {
+ fill = p_fill;
+ _queue_update();
+}
+
+GradientTexture2D::Fill GradientTexture2D::get_fill() const {
+ return fill;
+}
+
+void GradientTexture2D::set_repeat(Repeat p_repeat) {
+ repeat = p_repeat;
+ _queue_update();
+}
+
+GradientTexture2D::Repeat GradientTexture2D::get_repeat() const {
+ return repeat;
+}
+
+RID GradientTexture2D::get_rid() const {
+ if (!texture.is_valid()) {
+ texture = RS::get_singleton()->texture_2d_placeholder_create();
+ }
+ return texture;
+}
+
+Ref<Image> GradientTexture2D::get_image() const {
+ if (!texture.is_valid()) {
+ return Ref<Image>();
+ }
+ return RenderingServer::get_singleton()->texture_2d_get(texture);
+}
+
+void GradientTexture2D::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_gradient", "gradient"), &GradientTexture2D::set_gradient);
+ ClassDB::bind_method(D_METHOD("get_gradient"), &GradientTexture2D::get_gradient);
+
+ ClassDB::bind_method(D_METHOD("set_width", "width"), &GradientTexture2D::set_width);
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &GradientTexture2D::set_height);
+
+ ClassDB::bind_method(D_METHOD("set_use_hdr", "enabled"), &GradientTexture2D::set_use_hdr);
+ ClassDB::bind_method(D_METHOD("is_using_hdr"), &GradientTexture2D::is_using_hdr);
+
+ ClassDB::bind_method(D_METHOD("set_fill", "fill"), &GradientTexture2D::set_fill);
+ ClassDB::bind_method(D_METHOD("get_fill"), &GradientTexture2D::get_fill);
+ ClassDB::bind_method(D_METHOD("set_fill_from", "fill_from"), &GradientTexture2D::set_fill_from);
+ ClassDB::bind_method(D_METHOD("get_fill_from"), &GradientTexture2D::get_fill_from);
+ ClassDB::bind_method(D_METHOD("set_fill_to", "fill_to"), &GradientTexture2D::set_fill_to);
+ ClassDB::bind_method(D_METHOD("get_fill_to"), &GradientTexture2D::get_fill_to);
+
+ ClassDB::bind_method(D_METHOD("set_repeat", "repeat"), &GradientTexture2D::set_repeat);
+ ClassDB::bind_method(D_METHOD("get_repeat"), &GradientTexture2D::get_repeat);
+
+ ClassDB::bind_method(D_METHOD("_update"), &GradientTexture2D::_update);
+
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient", PROPERTY_USAGE_DEFAULT | PROPERTY_USAGE_EDITOR_INSTANTIATE_OBJECT), "set_gradient", "get_gradient");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_width", "get_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_hdr"), "set_use_hdr", "is_using_hdr");
+
+ ADD_GROUP("Fill", "fill_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "fill", PROPERTY_HINT_ENUM, "Linear,Radial"), "set_fill", "get_fill");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "fill_from"), "set_fill_from", "get_fill_from");
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "fill_to"), "set_fill_to", "get_fill_to");
+
+ ADD_GROUP("Repeat", "repeat_");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "repeat", PROPERTY_HINT_ENUM, "No Repeat,Repeat,Mirror Repeat"), "set_repeat", "get_repeat");
+
+ BIND_ENUM_CONSTANT(FILL_LINEAR);
+ BIND_ENUM_CONSTANT(FILL_RADIAL);
+
+ BIND_ENUM_CONSTANT(REPEAT_NONE);
+ BIND_ENUM_CONSTANT(REPEAT);
+ BIND_ENUM_CONSTANT(REPEAT_MIRROR);
+}
+
//////////////////////////////////////
void ProxyTexture::_bind_methods() {
diff --git a/scene/resources/texture.h b/scene/resources/texture.h
index 862b9a47a6..51567124c6 100644
--- a/scene/resources/texture.h
+++ b/scene/resources/texture.h
@@ -714,6 +714,77 @@ public:
virtual ~GradientTexture();
};
+class GradientTexture2D : public Texture2D {
+ GDCLASS(GradientTexture2D, Texture2D);
+
+public:
+ enum Fill {
+ FILL_LINEAR,
+ FILL_RADIAL,
+ };
+ enum Repeat {
+ REPEAT_NONE,
+ REPEAT,
+ REPEAT_MIRROR,
+ };
+
+private:
+ Ref<Gradient> gradient;
+ mutable RID texture;
+
+ int width = 64;
+ int height = 64;
+
+ bool use_hdr = false;
+
+ Vector2 fill_from;
+ Vector2 fill_to = Vector2(1, 0);
+
+ Fill fill = FILL_LINEAR;
+ Repeat repeat = REPEAT_NONE;
+
+ float _get_gradient_offset_at(int x, int y) const;
+
+ bool update_pending = false;
+ void _queue_update();
+ void _update();
+
+protected:
+ static void _bind_methods();
+
+public:
+ void set_gradient(Ref<Gradient> p_gradient);
+ Ref<Gradient> get_gradient() const;
+
+ void set_width(int p_width);
+ virtual int get_width() const override;
+ void set_height(int p_height);
+ virtual int get_height() const override;
+
+ void set_use_hdr(bool p_enabled);
+ bool is_using_hdr() const;
+
+ void set_fill(Fill p_fill);
+ Fill get_fill() const;
+ void set_fill_from(Vector2 p_fill_from);
+ Vector2 get_fill_from() const;
+ void set_fill_to(Vector2 p_fill_to);
+ Vector2 get_fill_to() const;
+
+ void set_repeat(Repeat p_repeat);
+ 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);
diff --git a/scene/resources/visual_shader.cpp b/scene/resources/visual_shader.cpp
index d9cf4a3a0b..fd785631a8 100644
--- a/scene/resources/visual_shader.cpp
+++ b/scene/resources/visual_shader.cpp
@@ -2385,11 +2385,6 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
{ Shader::MODE_CANVAS_ITEM, VisualShader::TYPE_LIGHT, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
- // Sky
-
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
- { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
-
// Particles
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
@@ -2398,6 +2393,15 @@ const VisualShaderNodeInput::Port VisualShaderNodeInput::preview_ports[] = {
{ Shader::MODE_PARTICLES, VisualShader::TYPE_START_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
{ Shader::MODE_PARTICLES, VisualShader::TYPE_PROCESS_CUSTOM, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+ // Sky
+
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_VECTOR, "screen_uv", "vec3(SCREEN_UV, 0.0)" },
+ { Shader::MODE_SKY, VisualShader::TYPE_SKY, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
+ // Fog
+
+ { Shader::MODE_FOG, VisualShader::TYPE_FOG, VisualShaderNode::PORT_TYPE_SCALAR, "time", "TIME" },
+
{ Shader::MODE_MAX, VisualShader::TYPE_MAX, VisualShaderNode::PORT_TYPE_TRANSFORM, nullptr, nullptr },
};