Add color channel filter to editor texture previews

This commit is contained in:
Marc Gilleron 2024-12-07 22:12:05 +00:00
parent 0c763602f9
commit c7a9d64eaf
13 changed files with 582 additions and 38 deletions

View file

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