Move paint's shader to an another folder to avoid unused variable warning.

This commit is contained in:
Relintai 2022-04-19 00:10:39 +02:00
parent ecda65d37b
commit bb303112fe
5 changed files with 120 additions and 38 deletions

View File

@ -67,40 +67,3 @@ static const unsigned char unlock_layer_png[] = {
};
// shaders block
static const char *background_shader_shader_code =
""
"shader_type canvas_item;"
""
"uniform float pixel_size : hint_range(0.01, 1.0);"
""
""
"void fragment() {"
" vec4 color = texture(TEXTURE, UV);"
" "
" float light = 0.8;"
" float dark = 0.4;"
" "
" float val = dark;"
" "
" if ( int(UV.y * 8.0 * pixel_size) % 2 == 1 ) {"
" if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {"
" val = dark;"
" }"
" else {"
" val = light;"
" }"
" }"
" else {"
" if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {"
" val = light;"
" }"
" else {"
" val = dark;"
" }"
" }"
" "
" color.rgb = vec3(val, val, val);"
" "
" COLOR = color;"
"}";

View File

@ -27,7 +27,7 @@ SOFTWARE.
#include "scene/resources/material.h"
#include "scene/resources/shader.h"
#include "icons/paint_icons.h"
#include "shaders/shaders.h"
float PaintCanvasBackground::get_pixel_size() const {
return _pixel_size;

View File

@ -0,0 +1,77 @@
#!/usr/bin/env python
import glob
import os
enc = "utf-8"
# Change to the directory where the script is located,
# so that the script can be run from any location
os.chdir(os.path.dirname(os.path.realpath(__file__)))
# Generate include files
f = open("shaders.h", "wb")
f.write(b"// THIS FILE HAS BEEN AUTOGENERATED, DON'T EDIT!!\n")
# Generate png image block
f.write(b"\n// png image block\n")
pixmaps = glob.glob("*.png")
pixmaps.sort()
for x in pixmaps:
var_str = x[:-4] + "_png"
s = "\nstatic const unsigned char " + var_str + "[] = {\n\t"
f.write(s.encode(enc))
pngf = open(x, "rb")
b = pngf.read(1)
while len(b) == 1:
f.write(hex(ord(b)).encode(enc))
b = pngf.read(1)
if len(b) == 1:
f.write(b", ")
f.write(b"\n};\n")
pngf.close()
# Generate shaders block
f.write(b"\n// shaders block\n")
shaders = glob.glob("*.gsl")
shaders.sort()
for x in shaders:
var_str = x[:-4] + "_shader_code"
s = "\nstatic const char *" + var_str + " = \n"
f.write(s.encode(enc))
sf = open(x, "rb")
b = sf.readline()
while b != b"":
if b.endswith(b"\r\n"):
b = b[:-2]
if b.endswith(b"\n"):
b = b[:-1]
s = b' "' + b
f.write(s)
b = sf.readline()
if b != b"":
f.write(b'"\n')
f.write(b'";\n')
sf.close()
f.close()

View File

@ -0,0 +1,42 @@
// THIS FILE HAS BEEN AUTOGENERATED, DON'T EDIT!!
// png image block
// shaders block
static const char *background_shader_shader_code =
""
"shader_type canvas_item;"
""
"uniform float pixel_size : hint_range(0.01, 1.0);"
""
""
"void fragment() {"
" vec4 color = texture(TEXTURE, UV);"
" "
" float light = 0.8;"
" float dark = 0.4;"
" "
" float val = dark;"
" "
" if ( int(UV.y * 8.0 * pixel_size) % 2 == 1 ) {"
" if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {"
" val = dark;"
" }"
" else {"
" val = light;"
" }"
" }"
" else {"
" if ( int(UV.x * 8.0 * pixel_size) % 2 == 1 ) {"
" val = light;"
" }"
" else {"
" val = dark;"
" }"
" }"
" "
" color.rgb = vec3(val, val, val);"
" "
" COLOR = color;"
"}";