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https://github.com/Relintai/pandemonium_engine.git
synced 2024-12-24 12:47:12 +01:00
Move paint's shader to an another folder to avoid unused variable warning.
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ecda65d37b
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@ -67,40 +67,3 @@ static const unsigned char unlock_layer_png[] = {
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};
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// shaders block
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static const char *background_shader_shader_code =
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""
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"shader_type canvas_item;"
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""
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"uniform float pixel_size : hint_range(0.01, 1.0);"
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""
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""
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"void fragment() {"
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" vec4 color = texture(TEXTURE, UV);"
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" "
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" float light = 0.8;"
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" float dark = 0.4;"
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" "
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" float val = dark;"
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" "
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" if ( int(UV.y * 8.0 * pixel_size) % 2 == 1 ) {"
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" if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {"
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" val = dark;"
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" }"
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" else {"
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" val = light;"
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" }"
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" }"
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" else {"
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" if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {"
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" val = light;"
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" }"
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" else {"
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" val = dark;"
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" }"
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" }"
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" "
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" color.rgb = vec3(val, val, val);"
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" "
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" COLOR = color;"
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"}";
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@ -27,7 +27,7 @@ SOFTWARE.
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#include "scene/resources/material.h"
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#include "scene/resources/shader.h"
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#include "icons/paint_icons.h"
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#include "shaders/shaders.h"
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float PaintCanvasBackground::get_pixel_size() const {
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return _pixel_size;
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77
modules/paint/shaders/make_header.py
Executable file
77
modules/paint/shaders/make_header.py
Executable file
@ -0,0 +1,77 @@
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#!/usr/bin/env python
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import glob
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import os
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enc = "utf-8"
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# Change to the directory where the script is located,
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# so that the script can be run from any location
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os.chdir(os.path.dirname(os.path.realpath(__file__)))
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# Generate include files
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f = open("shaders.h", "wb")
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f.write(b"// THIS FILE HAS BEEN AUTOGENERATED, DON'T EDIT!!\n")
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# Generate png image block
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f.write(b"\n// png image block\n")
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pixmaps = glob.glob("*.png")
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pixmaps.sort()
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for x in pixmaps:
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var_str = x[:-4] + "_png"
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s = "\nstatic const unsigned char " + var_str + "[] = {\n\t"
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f.write(s.encode(enc))
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pngf = open(x, "rb")
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b = pngf.read(1)
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while len(b) == 1:
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f.write(hex(ord(b)).encode(enc))
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b = pngf.read(1)
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if len(b) == 1:
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f.write(b", ")
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f.write(b"\n};\n")
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pngf.close()
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# Generate shaders block
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f.write(b"\n// shaders block\n")
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shaders = glob.glob("*.gsl")
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shaders.sort()
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for x in shaders:
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var_str = x[:-4] + "_shader_code"
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s = "\nstatic const char *" + var_str + " = \n"
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f.write(s.encode(enc))
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sf = open(x, "rb")
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b = sf.readline()
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while b != b"":
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if b.endswith(b"\r\n"):
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b = b[:-2]
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if b.endswith(b"\n"):
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b = b[:-1]
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s = b' "' + b
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f.write(s)
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b = sf.readline()
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if b != b"":
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f.write(b'"\n')
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f.write(b'";\n')
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sf.close()
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f.close()
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42
modules/paint/shaders/shaders.h
Normal file
42
modules/paint/shaders/shaders.h
Normal file
@ -0,0 +1,42 @@
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// THIS FILE HAS BEEN AUTOGENERATED, DON'T EDIT!!
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// png image block
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// shaders block
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static const char *background_shader_shader_code =
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""
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"shader_type canvas_item;"
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""
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"uniform float pixel_size : hint_range(0.01, 1.0);"
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""
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""
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"void fragment() {"
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" vec4 color = texture(TEXTURE, UV);"
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" "
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" float light = 0.8;"
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" float dark = 0.4;"
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" "
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" float val = dark;"
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" "
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" if ( int(UV.y * 8.0 * pixel_size) % 2 == 1 ) {"
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" if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {"
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" val = dark;"
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" }"
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" else {"
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" val = light;"
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" }"
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" }"
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" else {"
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" if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {"
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" val = light;"
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" }"
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" else {"
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" val = dark;"
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" }"
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" }"
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" "
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" color.rgb = vec3(val, val, val);"
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" "
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" COLOR = color;"
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"}";
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