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https://github.com/Relintai/pandemonium_engine.git
synced 2025-01-23 17:47:17 +01:00
Implemented image generation for PaintCurve2D.
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cfa067fa56
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e7eb415910
@ -308,234 +308,39 @@ Ref<Image> PaintCurve2D::_get_rendered_image() {
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return Ref<Image>();
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}
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/*
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if (polygon.size() < 3) {
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return Ref<Image>();
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}
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if (!curve.is_valid()) {
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return Ref<Image>();
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}
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Vector<Vector2> points;
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Vector<Vector2> uvs;
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Vector<Color> colors;
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Vector<int> indices;
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if (curve->get_point_count() < 2) {
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return Ref<Image>();
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}
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_prepare_render_data(points, uvs, colors, indices);
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_rendered_image.instance();
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_rendered_image->create(_size.x, _size.y, false, Image::FORMAT_RGBA8);
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if (indices.size() == 0) {
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return Ref<Image>();
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}
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Vector<Vector2> points;
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Vector<Vector2> uvs;
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Vector<Color> colors;
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Vector<int> indices;
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Ref<Image> texture_image;
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Vector2 texture_image_size;
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if (_outline_enabled) {
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_prepare_render_data_outline(points, uvs, colors, indices);
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if (uvs.size() > 0 && texture.is_valid()) {
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texture_image = texture->get_data();
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}
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_image_render_triangles(points, uvs, colors, indices, _outline_texture);
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bool use_uvs = texture_image.is_valid();
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points.clear();
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uvs.clear();
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colors.clear();
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indices.clear();
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}
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if (use_uvs) {
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texture_image_size = texture_image->get_size();
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}
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if (_fill_enabled) {
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_prepare_render_data_fill(points, uvs, colors, indices);
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_rendered_image.instance();
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_rendered_image->create(_size.x, _size.y, false, Image::FORMAT_RGBA8);
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_image_render_triangles(points, uvs, colors, indices, _fill_texture);
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}
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_rendered_image->lock();
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if (use_uvs) {
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texture_image->lock();
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}
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Vector2i cpoints[3];
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Vector2 cuvs[3];
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Color ccolors[3];
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if (colors.size() == 1) {
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for (int j = 0; j < 3; ++j) {
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ccolors[j] = colors[0];
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}
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}
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//Note: Don't worry about the Node's Transform here, that will get applied automatically in the caller
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for (int index = 0; index < indices.size(); index += 3) {
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// Rasterize triangle
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// Based on https://www.youtube.com/watch?v=PahbNFypubE
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for (int i = 0; i < 3; ++i) {
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int cind = indices[index + i];
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cpoints[i] = points[cind].round();
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if (colors.size() > 1) {
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ccolors[i] = colors[cind];
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}
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if (use_uvs) {
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cuvs[i] = uvs[cind];
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}
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}
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//Sort them
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if (cpoints[1].y < cpoints[0].y || (cpoints[1].y == cpoints[0].y && cpoints[1].x < cpoints[0].x)) {
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SWAP(cpoints[0], cpoints[1]);
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SWAP(ccolors[0], ccolors[1]);
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SWAP(cuvs[0], cuvs[1]);
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}
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if (cpoints[2].y < cpoints[0].y || (cpoints[2].y == cpoints[0].y && cpoints[2].x < cpoints[0].x)) {
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SWAP(cpoints[0], cpoints[2]);
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SWAP(ccolors[0], ccolors[2]);
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SWAP(cuvs[0], cuvs[2]);
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}
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if (cpoints[2].y < cpoints[1].y || (cpoints[2].y == cpoints[1].y && cpoints[2].x < cpoints[1].x)) {
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SWAP(cpoints[1], cpoints[2]);
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SWAP(ccolors[1], ccolors[2]);
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SWAP(cuvs[1], cuvs[2]);
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}
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if (cpoints[0].y == cpoints[2].y) {
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continue;
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}
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bool shortside = (cpoints[1].y - cpoints[0].y) * (cpoints[2].x - cpoints[0].x) < (cpoints[1].x - cpoints[0].x) * (cpoints[2].y - cpoints[0].y);
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Slope sides[2];
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sides[!shortside].setup_position(cpoints[0], cpoints[2], cpoints[2].y - cpoints[0].y);
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sides[!shortside].setup_color(ccolors[0], ccolors[2], cpoints[2].y - cpoints[0].y);
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if (use_uvs) {
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sides[!shortside].setup_uv(cuvs[0], cuvs[2], cpoints[2].y - cpoints[0].y);
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}
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if (cpoints[0].y < cpoints[1].y) {
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sides[shortside].setup_position(cpoints[0], cpoints[1], cpoints[1].y - cpoints[0].y);
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sides[shortside].setup_color(ccolors[0], ccolors[1], cpoints[1].y - cpoints[0].y);
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if (use_uvs) {
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sides[shortside].setup_uv(cuvs[0], cuvs[1], cpoints[1].y - cpoints[0].y);
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}
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int starty = MAX(0, cpoints[0].y);
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int endy = MIN(cpoints[1].y, _size.y);
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for (int y = starty; y < endy; ++y) {
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Slope s;
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s.setup_color(sides[0].color_current, sides[1].color_current, sides[1].position_current.x - sides[0].position_current.x);
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if (use_uvs) {
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s.setup_uv(sides[0].uv_current, sides[1].uv_current, sides[1].position_current.x - sides[0].position_current.x);
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}
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int startx = MAX(0, sides[0].position_current.x);
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int endx = MIN(sides[1].position_current.x, _size.x);
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for (int x = startx; x < endx; ++x) {
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Color color = s.color_current;
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if (use_uvs) {
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Vector2 uv = s.uv_current;
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uv.x = CLAMP(uv.x, 0, 1);
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uv.y = CLAMP(uv.y, 0, 1);
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Vector2 imgcoord = uv * texture_image_size;
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imgcoord.x = CLAMP(imgcoord.x, 0, texture_image_size.x - 1);
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imgcoord.y = CLAMP(imgcoord.y, 0, texture_image_size.y - 1);
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Color img_color = texture_image->get_pixelv(imgcoord);
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color *= img_color;
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}
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_rendered_image->set_pixelv(Vector2(x, y), color);
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s.advance_color();
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if (use_uvs) {
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s.advance_uv();
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}
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}
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sides[0].advance();
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sides[1].advance();
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if (use_uvs) {
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sides[0].advance_uv();
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sides[1].advance_uv();
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}
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}
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}
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if (cpoints[1].y < cpoints[2].y) {
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sides[shortside].setup_position(cpoints[1], cpoints[2], cpoints[2].y - cpoints[1].y);
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sides[shortside].setup_color(ccolors[1], ccolors[2], cpoints[2].y - cpoints[1].y);
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if (use_uvs) {
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sides[shortside].setup_uv(cuvs[1], cuvs[2], cpoints[2].y - cpoints[1].y);
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}
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int starty = MAX(0, cpoints[1].y);
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int endy = MIN(cpoints[2].y, _size.y);
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for (int y = starty; y < endy; ++y) {
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Slope s;
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s.setup_color(sides[0].color_current, sides[1].color_current, sides[1].position_current.x - sides[0].position_current.x);
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if (use_uvs) {
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s.setup_uv(sides[0].uv_current, sides[1].uv_current, sides[1].position_current.x - sides[0].position_current.x);
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}
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int startx = MAX(0, sides[0].position_current.x);
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int endx = MIN(sides[1].position_current.x, _size.x);
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for (int x = startx; x < endx; ++x) {
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Color color = s.color_current;
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if (use_uvs) {
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Vector2 uv = s.uv_current;
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uv.x = CLAMP(uv.x, 0, 1);
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uv.y = CLAMP(uv.y, 0, 1);
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Vector2 imgcoord = uv * texture_image_size;
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imgcoord.x = CLAMP(imgcoord.x, 0, texture_image_size.x - 1);
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imgcoord.y = CLAMP(imgcoord.y, 0, texture_image_size.y - 1);
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Color img_color = texture_image->get_pixelv(imgcoord);
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color *= img_color;
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}
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_rendered_image->set_pixelv(Vector2(x, y), color);
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s.advance_color();
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if (use_uvs) {
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s.advance_uv();
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}
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}
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sides[0].advance();
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sides[1].advance();
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if (use_uvs) {
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sides[0].advance_uv();
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sides[1].advance_uv();
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}
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}
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}
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}
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if (use_uvs) {
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texture_image->unlock();
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}
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_rendered_image->unlock();
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*/
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return _rendered_image;
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}
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@ -617,6 +422,10 @@ PoolVector2Array PaintCurve2D::generate_uvs(const Vector<Vector2> &p_points, con
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void PaintCurve2D::generate_polyline_mesh(const Vector<Point2> &p_points, float p_width, Vector<Vector2> &r_triangles, Vector<int> &r_indices) {
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Vector2 prev_t;
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if (p_points.size() < 2) {
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return;
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}
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r_triangles.resize(p_points.size() * 2);
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r_indices.resize(p_points.size() * 6);
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@ -644,7 +453,7 @@ void PaintCurve2D::generate_polyline_mesh(const Vector<Point2> &p_points, float
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r_indices.write[iindx + 1] = indx + 1;
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r_indices.write[iindx + 2] = indx + 3;
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r_indices.write[iindx + 3] = indx + 0;
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r_indices.write[iindx + 3] = indx;
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r_indices.write[iindx + 4] = indx + 2;
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r_indices.write[iindx + 5] = indx + 3;
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}
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@ -799,6 +608,223 @@ void PaintCurve2D::_prepare_render_data_outline(Vector<Vector2> &r_points, Vecto
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r_colors.push_back(_outline_color);
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}
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void PaintCurve2D::_image_render_triangles(const Vector<Vector2> &p_points, const Vector<Vector2> &p_uvs, const Vector<Color> &p_colors, const Vector<int> &p_indices, const Ref<Texture> &p_texture) {
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if (p_indices.size() == 0) {
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return;
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}
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Ref<Image> texture_image;
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Vector2 texture_image_size;
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if (p_uvs.size() > 0 && p_texture.is_valid()) {
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texture_image = p_texture->get_data();
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}
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bool use_uvs = texture_image.is_valid();
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if (use_uvs) {
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texture_image_size = texture_image->get_size();
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}
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_rendered_image->lock();
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if (use_uvs) {
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texture_image->lock();
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}
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Vector2i cpoints[3];
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Vector2 cuvs[3];
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Color ccolors[3];
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if (p_colors.size() == 1) {
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for (int j = 0; j < 3; ++j) {
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ccolors[j] = p_colors[0];
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}
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}
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//Note: Don't worry about the Node's Transform here, that will get applied automatically in the caller
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for (int index = 0; index < p_indices.size(); index += 3) {
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// Rasterize triangle
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// Based on https://www.youtube.com/watch?v=PahbNFypubE
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for (int i = 0; i < 3; ++i) {
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int cind = p_indices[index + i];
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ERR_FAIL_INDEX(cind, p_points.size());
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cpoints[i] = p_points[cind].round();
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if (p_colors.size() > 1) {
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ccolors[i] = p_colors[cind];
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}
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if (use_uvs) {
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cuvs[i] = p_uvs[cind];
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}
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}
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//Sort them
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if (cpoints[1].y < cpoints[0].y || (cpoints[1].y == cpoints[0].y && cpoints[1].x < cpoints[0].x)) {
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SWAP(cpoints[0], cpoints[1]);
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SWAP(ccolors[0], ccolors[1]);
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SWAP(cuvs[0], cuvs[1]);
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}
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if (cpoints[2].y < cpoints[0].y || (cpoints[2].y == cpoints[0].y && cpoints[2].x < cpoints[0].x)) {
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SWAP(cpoints[0], cpoints[2]);
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SWAP(ccolors[0], ccolors[2]);
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SWAP(cuvs[0], cuvs[2]);
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}
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if (cpoints[2].y < cpoints[1].y || (cpoints[2].y == cpoints[1].y && cpoints[2].x < cpoints[1].x)) {
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SWAP(cpoints[1], cpoints[2]);
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SWAP(ccolors[1], ccolors[2]);
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SWAP(cuvs[1], cuvs[2]);
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}
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if (cpoints[0].y == cpoints[2].y) {
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continue;
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}
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bool shortside = (cpoints[1].y - cpoints[0].y) * (cpoints[2].x - cpoints[0].x) < (cpoints[1].x - cpoints[0].x) * (cpoints[2].y - cpoints[0].y);
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Slope sides[2];
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sides[!shortside].setup_position(cpoints[0], cpoints[2], cpoints[2].y - cpoints[0].y);
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sides[!shortside].setup_color(ccolors[0], ccolors[2], cpoints[2].y - cpoints[0].y);
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if (use_uvs) {
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sides[!shortside].setup_uv(cuvs[0], cuvs[2], cpoints[2].y - cpoints[0].y);
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}
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if (cpoints[0].y < cpoints[1].y) {
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sides[shortside].setup_position(cpoints[0], cpoints[1], cpoints[1].y - cpoints[0].y);
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sides[shortside].setup_color(ccolors[0], ccolors[1], cpoints[1].y - cpoints[0].y);
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if (use_uvs) {
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sides[shortside].setup_uv(cuvs[0], cuvs[1], cpoints[1].y - cpoints[0].y);
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}
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int starty = MAX(0, cpoints[0].y);
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int endy = MIN(cpoints[1].y, _size.y);
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for (int y = starty; y < endy; ++y) {
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Slope s;
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s.setup_color(sides[0].color_current, sides[1].color_current, sides[1].position_current.x - sides[0].position_current.x);
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if (use_uvs) {
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s.setup_uv(sides[0].uv_current, sides[1].uv_current, sides[1].position_current.x - sides[0].position_current.x);
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}
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int startx = MAX(0, sides[0].position_current.x);
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int endx = MIN(sides[1].position_current.x, _size.x);
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for (int x = startx; x < endx; ++x) {
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Color color = s.color_current;
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if (use_uvs) {
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Vector2 uv = s.uv_current;
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uv.x = CLAMP(uv.x, 0, 1);
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uv.y = CLAMP(uv.y, 0, 1);
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Vector2 imgcoord = uv * texture_image_size;
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imgcoord.x = CLAMP(imgcoord.x, 0, texture_image_size.x - 1);
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imgcoord.y = CLAMP(imgcoord.y, 0, texture_image_size.y - 1);
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Color img_color = texture_image->get_pixelv(imgcoord);
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color *= img_color;
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}
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_rendered_image->set_pixelv(Vector2(x, y), color);
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s.advance_color();
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if (use_uvs) {
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s.advance_uv();
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}
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}
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sides[0].advance();
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sides[1].advance();
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if (use_uvs) {
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sides[0].advance_uv();
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sides[1].advance_uv();
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}
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}
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}
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if (cpoints[1].y < cpoints[2].y) {
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sides[shortside].setup_position(cpoints[1], cpoints[2], cpoints[2].y - cpoints[1].y);
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sides[shortside].setup_color(ccolors[1], ccolors[2], cpoints[2].y - cpoints[1].y);
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if (use_uvs) {
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sides[shortside].setup_uv(cuvs[1], cuvs[2], cpoints[2].y - cpoints[1].y);
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}
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int starty = MAX(0, cpoints[1].y);
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int endy = MIN(cpoints[2].y, _size.y);
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for (int y = starty; y < endy; ++y) {
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Slope s;
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s.setup_color(sides[0].color_current, sides[1].color_current, sides[1].position_current.x - sides[0].position_current.x);
|
||||
if (use_uvs) {
|
||||
s.setup_uv(sides[0].uv_current, sides[1].uv_current, sides[1].position_current.x - sides[0].position_current.x);
|
||||
}
|
||||
|
||||
int startx = MAX(0, sides[0].position_current.x);
|
||||
int endx = MIN(sides[1].position_current.x, _size.x);
|
||||
|
||||
for (int x = startx; x < endx; ++x) {
|
||||
Color color = s.color_current;
|
||||
|
||||
if (use_uvs) {
|
||||
Vector2 uv = s.uv_current;
|
||||
|
||||
uv.x = CLAMP(uv.x, 0, 1);
|
||||
uv.y = CLAMP(uv.y, 0, 1);
|
||||
|
||||
Vector2 imgcoord = uv * texture_image_size;
|
||||
|
||||
imgcoord.x = CLAMP(imgcoord.x, 0, texture_image_size.x - 1);
|
||||
imgcoord.y = CLAMP(imgcoord.y, 0, texture_image_size.y - 1);
|
||||
|
||||
Color img_color = texture_image->get_pixelv(imgcoord);
|
||||
|
||||
color *= img_color;
|
||||
}
|
||||
|
||||
_rendered_image->set_pixelv(Vector2(x, y), color);
|
||||
|
||||
s.advance_color();
|
||||
|
||||
if (use_uvs) {
|
||||
s.advance_uv();
|
||||
}
|
||||
}
|
||||
|
||||
sides[0].advance();
|
||||
sides[1].advance();
|
||||
|
||||
if (use_uvs) {
|
||||
sides[0].advance_uv();
|
||||
sides[1].advance_uv();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (use_uvs) {
|
||||
texture_image->unlock();
|
||||
}
|
||||
|
||||
_rendered_image->unlock();
|
||||
}
|
||||
|
||||
void PaintCurve2D::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_curve", "curve"), &PaintCurve2D::set_curve);
|
||||
ClassDB::bind_method(D_METHOD("get_curve"), &PaintCurve2D::get_curve);
|
||||
|
@ -113,6 +113,8 @@ protected:
|
||||
void _prepare_render_data_fill(Vector<Vector2> &r_points, Vector<Vector2> &r_uvs, Vector<Color> &r_colors, Vector<int> &r_indices);
|
||||
void _prepare_render_data_outline(Vector<Vector2> &r_points, Vector<Vector2> &r_uvs, Vector<Color> &r_colors, Vector<int> &r_indices);
|
||||
|
||||
void _image_render_triangles(const Vector<Vector2> &p_points, const Vector<Vector2> &p_uvs, const Vector<Color> &p_colors, const Vector<int> &p_indices, const Ref<Texture> &p_texture);
|
||||
|
||||
void _notification(int p_what);
|
||||
static void _bind_methods();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user