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Add color channel filter to editor texture previews
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13 changed files with 582 additions and 38 deletions
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@ -31,6 +31,7 @@
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#include "texture_3d_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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@ -44,8 +45,29 @@ constexpr const char *texture_3d_shader = R"(
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uniform sampler3D 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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@ -94,6 +116,8 @@ void Texture3DEditor::_update_material(bool p_texture_changed) {
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if (p_texture_changed) {
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material->set_shader_parameter("tex", texture->get_rid());
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}
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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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void Texture3DEditor::_make_shaders() {
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@ -138,30 +162,44 @@ void Texture3DEditor::_update_gui() {
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layer->set_max(texture->get_depth() - 1);
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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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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_depth();
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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_depth();
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info->set_text(vformat(String::utf8("%d×%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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texture->get_depth(),
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format,
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format_name,
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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_depth();
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const int memory = Image::get_image_data_size(texture->get_width(), texture->get_height(), format, false) * texture->get_depth();
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info->set_text(vformat(String::utf8("%d×%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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texture->get_depth(),
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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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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 Texture3DEditor::on_selected_channels_changed() {
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_update_material(false);
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}
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void Texture3DEditor::edit(Ref<Texture3D> p_texture) {
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@ -215,6 +253,11 @@ Texture3DEditor::Texture3DEditor() {
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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, &Texture3DEditor::on_selected_channels_changed));
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channel_selector->set_anchors_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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