Implemented image generation for PaintCurve2D.

This commit is contained in:
Relintai 2023-08-26 21:55:50 +02:00
parent cfa067fa56
commit e7eb415910
2 changed files with 248 additions and 220 deletions

View File

@ -308,234 +308,39 @@ Ref<Image> PaintCurve2D::_get_rendered_image() {
return Ref<Image>();
}
/*
if (polygon.size() < 3) {
return Ref<Image>();
}
if (!curve.is_valid()) {
return Ref<Image>();
}
Vector<Vector2> points;
Vector<Vector2> uvs;
Vector<Color> colors;
Vector<int> indices;
if (curve->get_point_count() < 2) {
return Ref<Image>();
}
_prepare_render_data(points, uvs, colors, indices);
_rendered_image.instance();
_rendered_image->create(_size.x, _size.y, false, Image::FORMAT_RGBA8);
if (indices.size() == 0) {
return Ref<Image>();
}
Vector<Vector2> points;
Vector<Vector2> uvs;
Vector<Color> colors;
Vector<int> indices;
Ref<Image> texture_image;
Vector2 texture_image_size;
if (_outline_enabled) {
_prepare_render_data_outline(points, uvs, colors, indices);
if (uvs.size() > 0 && texture.is_valid()) {
texture_image = texture->get_data();
}
_image_render_triangles(points, uvs, colors, indices, _outline_texture);
bool use_uvs = texture_image.is_valid();
points.clear();
uvs.clear();
colors.clear();
indices.clear();
}
if (use_uvs) {
texture_image_size = texture_image->get_size();
}
if (_fill_enabled) {
_prepare_render_data_fill(points, uvs, colors, indices);
_rendered_image.instance();
_rendered_image->create(_size.x, _size.y, false, Image::FORMAT_RGBA8);
_image_render_triangles(points, uvs, colors, indices, _fill_texture);
}
_rendered_image->lock();
if (use_uvs) {
texture_image->lock();
}
Vector2i cpoints[3];
Vector2 cuvs[3];
Color ccolors[3];
if (colors.size() == 1) {
for (int j = 0; j < 3; ++j) {
ccolors[j] = colors[0];
}
}
//Note: Don't worry about the Node's Transform here, that will get applied automatically in the caller
for (int index = 0; index < indices.size(); index += 3) {
// Rasterize triangle
// Based on https://www.youtube.com/watch?v=PahbNFypubE
for (int i = 0; i < 3; ++i) {
int cind = indices[index + i];
cpoints[i] = points[cind].round();
if (colors.size() > 1) {
ccolors[i] = colors[cind];
}
if (use_uvs) {
cuvs[i] = uvs[cind];
}
}
//Sort them
if (cpoints[1].y < cpoints[0].y || (cpoints[1].y == cpoints[0].y && cpoints[1].x < cpoints[0].x)) {
SWAP(cpoints[0], cpoints[1]);
SWAP(ccolors[0], ccolors[1]);
SWAP(cuvs[0], cuvs[1]);
}
if (cpoints[2].y < cpoints[0].y || (cpoints[2].y == cpoints[0].y && cpoints[2].x < cpoints[0].x)) {
SWAP(cpoints[0], cpoints[2]);
SWAP(ccolors[0], ccolors[2]);
SWAP(cuvs[0], cuvs[2]);
}
if (cpoints[2].y < cpoints[1].y || (cpoints[2].y == cpoints[1].y && cpoints[2].x < cpoints[1].x)) {
SWAP(cpoints[1], cpoints[2]);
SWAP(ccolors[1], ccolors[2]);
SWAP(cuvs[1], cuvs[2]);
}
if (cpoints[0].y == cpoints[2].y) {
continue;
}
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);
Slope sides[2];
sides[!shortside].setup_position(cpoints[0], cpoints[2], cpoints[2].y - cpoints[0].y);
sides[!shortside].setup_color(ccolors[0], ccolors[2], cpoints[2].y - cpoints[0].y);
if (use_uvs) {
sides[!shortside].setup_uv(cuvs[0], cuvs[2], cpoints[2].y - cpoints[0].y);
}
if (cpoints[0].y < cpoints[1].y) {
sides[shortside].setup_position(cpoints[0], cpoints[1], cpoints[1].y - cpoints[0].y);
sides[shortside].setup_color(ccolors[0], ccolors[1], cpoints[1].y - cpoints[0].y);
if (use_uvs) {
sides[shortside].setup_uv(cuvs[0], cuvs[1], cpoints[1].y - cpoints[0].y);
}
int starty = MAX(0, cpoints[0].y);
int endy = MIN(cpoints[1].y, _size.y);
for (int y = starty; y < endy; ++y) {
Slope s;
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 (cpoints[1].y < cpoints[2].y) {
sides[shortside].setup_position(cpoints[1], cpoints[2], cpoints[2].y - cpoints[1].y);
sides[shortside].setup_color(ccolors[1], ccolors[2], cpoints[2].y - cpoints[1].y);
if (use_uvs) {
sides[shortside].setup_uv(cuvs[1], cuvs[2], cpoints[2].y - cpoints[1].y);
}
int starty = MAX(0, cpoints[1].y);
int endy = MIN(cpoints[2].y, _size.y);
for (int y = starty; y < endy; ++y) {
Slope s;
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();
*/
return _rendered_image;
}
@ -617,6 +422,10 @@ PoolVector2Array PaintCurve2D::generate_uvs(const Vector<Vector2> &p_points, con
void PaintCurve2D::generate_polyline_mesh(const Vector<Point2> &p_points, float p_width, Vector<Vector2> &r_triangles, Vector<int> &r_indices) {
Vector2 prev_t;
if (p_points.size() < 2) {
return;
}
r_triangles.resize(p_points.size() * 2);
r_indices.resize(p_points.size() * 6);
@ -644,7 +453,7 @@ void PaintCurve2D::generate_polyline_mesh(const Vector<Point2> &p_points, float
r_indices.write[iindx + 1] = indx + 1;
r_indices.write[iindx + 2] = indx + 3;
r_indices.write[iindx + 3] = indx + 0;
r_indices.write[iindx + 3] = indx;
r_indices.write[iindx + 4] = indx + 2;
r_indices.write[iindx + 5] = indx + 3;
}
@ -799,6 +608,223 @@ void PaintCurve2D::_prepare_render_data_outline(Vector<Vector2> &r_points, Vecto
r_colors.push_back(_outline_color);
}
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) {
if (p_indices.size() == 0) {
return;
}
Ref<Image> texture_image;
Vector2 texture_image_size;
if (p_uvs.size() > 0 && p_texture.is_valid()) {
texture_image = p_texture->get_data();
}
bool use_uvs = texture_image.is_valid();
if (use_uvs) {
texture_image_size = texture_image->get_size();
}
_rendered_image->lock();
if (use_uvs) {
texture_image->lock();
}
Vector2i cpoints[3];
Vector2 cuvs[3];
Color ccolors[3];
if (p_colors.size() == 1) {
for (int j = 0; j < 3; ++j) {
ccolors[j] = p_colors[0];
}
}
//Note: Don't worry about the Node's Transform here, that will get applied automatically in the caller
for (int index = 0; index < p_indices.size(); index += 3) {
// Rasterize triangle
// Based on https://www.youtube.com/watch?v=PahbNFypubE
for (int i = 0; i < 3; ++i) {
int cind = p_indices[index + i];
ERR_FAIL_INDEX(cind, p_points.size());
cpoints[i] = p_points[cind].round();
if (p_colors.size() > 1) {
ccolors[i] = p_colors[cind];
}
if (use_uvs) {
cuvs[i] = p_uvs[cind];
}
}
//Sort them
if (cpoints[1].y < cpoints[0].y || (cpoints[1].y == cpoints[0].y && cpoints[1].x < cpoints[0].x)) {
SWAP(cpoints[0], cpoints[1]);
SWAP(ccolors[0], ccolors[1]);
SWAP(cuvs[0], cuvs[1]);
}
if (cpoints[2].y < cpoints[0].y || (cpoints[2].y == cpoints[0].y && cpoints[2].x < cpoints[0].x)) {
SWAP(cpoints[0], cpoints[2]);
SWAP(ccolors[0], ccolors[2]);
SWAP(cuvs[0], cuvs[2]);
}
if (cpoints[2].y < cpoints[1].y || (cpoints[2].y == cpoints[1].y && cpoints[2].x < cpoints[1].x)) {
SWAP(cpoints[1], cpoints[2]);
SWAP(ccolors[1], ccolors[2]);
SWAP(cuvs[1], cuvs[2]);
}
if (cpoints[0].y == cpoints[2].y) {
continue;
}
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);
Slope sides[2];
sides[!shortside].setup_position(cpoints[0], cpoints[2], cpoints[2].y - cpoints[0].y);
sides[!shortside].setup_color(ccolors[0], ccolors[2], cpoints[2].y - cpoints[0].y);
if (use_uvs) {
sides[!shortside].setup_uv(cuvs[0], cuvs[2], cpoints[2].y - cpoints[0].y);
}
if (cpoints[0].y < cpoints[1].y) {
sides[shortside].setup_position(cpoints[0], cpoints[1], cpoints[1].y - cpoints[0].y);
sides[shortside].setup_color(ccolors[0], ccolors[1], cpoints[1].y - cpoints[0].y);
if (use_uvs) {
sides[shortside].setup_uv(cuvs[0], cuvs[1], cpoints[1].y - cpoints[0].y);
}
int starty = MAX(0, cpoints[0].y);
int endy = MIN(cpoints[1].y, _size.y);
for (int y = starty; y < endy; ++y) {
Slope s;
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 (cpoints[1].y < cpoints[2].y) {
sides[shortside].setup_position(cpoints[1], cpoints[2], cpoints[2].y - cpoints[1].y);
sides[shortside].setup_color(ccolors[1], ccolors[2], cpoints[2].y - cpoints[1].y);
if (use_uvs) {
sides[shortside].setup_uv(cuvs[1], cuvs[2], cpoints[2].y - cpoints[1].y);
}
int starty = MAX(0, cpoints[1].y);
int endy = MIN(cpoints[2].y, _size.y);
for (int y = starty; y < endy; ++y) {
Slope s;
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);

View File

@ -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();