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+
+# Core logic to paint a texture using shaders, with undo/redo support.
+# Operations are delayed so results are only available the next frame.
+# This doesn't implement UI or brush behavior, only rendering logic.
+#
+# Note: due to the absence of channel separation function in Image,
+# you may need to use multiple painters at once if your application exploits multiple channels.
+# Example: when painting a heightmap, it would be doable to output height in R, normalmap in GB, and
+# then separate channels in two images at the end.
+
+@tool
+extends Node
+
+const HT_Logger = preload("../../util/logger.gd")
+const HT_Util = preload("../../util/util.gd")
+const HT_NoBlendShader = preload("./no_blend.gdshader")
+const HT_NoBlendRFShader = preload("./no_blend_rf.gdshader")
+
+const UNDO_CHUNK_SIZE = 64
+
+# All painting shaders can use these common parameters
+const SHADER_PARAM_SRC_TEXTURE = "u_src_texture"
+const SHADER_PARAM_SRC_RECT = "u_src_rect"
+const SHADER_PARAM_OPACITY = "u_opacity"
+
+const _API_SHADER_PARAMS = [
+ SHADER_PARAM_SRC_TEXTURE,
+ SHADER_PARAM_SRC_RECT,
+ SHADER_PARAM_OPACITY
+]
+
+# Emitted when a region of the painted texture actually changed.
+# Note 1: the image might not have changed yet at this point.
+# Note 2: the user could still be in the middle of dragging the brush.
+signal texture_region_changed(rect)
+
+# Godot doesn't support 32-bit float rendering, so painting is limited to 16-bit depth.
+# We should get this in Godot 4.0, either as Compute or renderer improvement
+const _hdr_formats = [
+ Image.FORMAT_RH,
+ Image.FORMAT_RGH,
+ Image.FORMAT_RGBH,
+ Image.FORMAT_RGBAH
+]
+
+const _supported_formats = [
+ Image.FORMAT_R8,
+ Image.FORMAT_RG8,
+ Image.FORMAT_RGB8,
+ Image.FORMAT_RGBA8
+ # No longer supported since Godot 4 removed support for it in 2D viewports...
+# Image.FORMAT_RH,
+# Image.FORMAT_RGH,
+# Image.FORMAT_RGBH,
+# Image.FORMAT_RGBAH
+]
+
+# - SubViewport (size of edited region + margin to allow quad rotation)
+# |- Background
+# | Fills pixels with unmodified source image.
+# |- Brush sprite
+# Size of actual brush, scaled/rotated, modifies source image.
+# Assigned texture is the brush texture, src image is a shader param
+
+var _viewport : SubViewport
+var _viewport_bg_sprite : Sprite2D
+var _viewport_brush_sprite : Sprite2D
+var _brush_size := 32
+var _brush_scale := 1.0
+var _brush_position := Vector2()
+var _brush_opacity := 1.0
+var _brush_texture : Texture
+var _last_brush_position := Vector2()
+var _brush_material := ShaderMaterial.new()
+var _no_blend_material : ShaderMaterial
+var _image : Image
+var _texture : ImageTexture
+var _cmd_paint := false
+var _pending_paint_render := false
+var _modified_chunks := {}
+var _modified_shader_params := {}
+
+var _debug_display : TextureRect
+var _logger = HT_Logger.get_for(self)
+
+
+func _init():
+ _viewport = SubViewport.new()
+ _viewport.size = Vector2(_brush_size, _brush_size)
+ _viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
+ _viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ONCE
+ #_viewport.hdr = false
+ # Require 4 components (RGBA)
+ _viewport.transparent_bg = true
+ # Apparently HDR doesn't work if this is set to 2D... so let's waste a depth buffer :/
+ #_viewport.usage = Viewport.USAGE_2D
+ #_viewport.keep_3d_linear
+
+ # There is no "blend_disabled" option on standard CanvasItemMaterial...
+ _no_blend_material = ShaderMaterial.new()
+ _no_blend_material.shader = HT_NoBlendShader
+ _viewport_bg_sprite = Sprite2D.new()
+ _viewport_bg_sprite.centered = false
+ _viewport_bg_sprite.material = _no_blend_material
+ _viewport.add_child(_viewport_bg_sprite)
+
+ _viewport_brush_sprite = Sprite2D.new()
+ _viewport_brush_sprite.centered = true
+ _viewport_brush_sprite.material = _brush_material
+ _viewport_brush_sprite.position = _viewport.size / 2.0
+ _viewport.add_child(_viewport_brush_sprite)
+
+ add_child(_viewport)
+
+
+func set_debug_display(dd: TextureRect):
+ _debug_display = dd
+ _debug_display.texture = _viewport.get_texture()
+
+
+func set_image(image: Image, texture: ImageTexture):
+ assert((image == null and texture == null) or (image != null and texture != null))
+ _image = image
+ _texture = texture
+ _viewport_bg_sprite.texture = _texture
+ _brush_material.set_shader_parameter(SHADER_PARAM_SRC_TEXTURE, _texture)
+ if image != null:
+ if image.get_format() == Image.FORMAT_RF:
+ # In case of RF all shaders must encode their fragment outputs in RGBA8,
+ # including the unmodified background, as Godot 4.0 does not support RF viewports
+ _no_blend_material.shader = HT_NoBlendRFShader
+ else:
+ _no_blend_material.shader = HT_NoBlendShader
+ # TODO HDR is required in order to paint heightmaps.
+ # Seems Godot 4.0 does not support it, so we have to wait for Godot 4.1...
+ #_viewport.hdr = image.get_format() in _hdr_formats
+ if (image.get_format() in _hdr_formats) and image.get_format() != Image.FORMAT_RF:
+ push_error("Godot 4.0 does not support HDR viewports for GPU-editing heightmaps! " +
+ "Only RF is supported using a bit packing hack.")
+ #print("PAINTER VIEWPORT HDR: ", _viewport.hdr)
+
+
+# Sets the size of the brush in pixels.
+# This will cause the internal viewport to resize, which is expensive.
+# If you need to frequently change brush size during a paint stroke, prefer using scale instead.
+func set_brush_size(new_size: int):
+ _brush_size = new_size
+
+
+func get_brush_size() -> int:
+ return _brush_size
+
+
+func set_brush_rotation(rotation: float):
+ _viewport_brush_sprite.rotation = rotation
+
+
+func get_brush_rotation() -> float:
+ return _viewport_bg_sprite.rotation
+
+
+# The difference between size and scale, is that size is in pixels, while scale is a multiplier.
+# Scale is also a lot cheaper to change, so you may prefer changing it instead of size if that
+# happens often during a painting stroke.
+func set_brush_scale(s: float):
+ _brush_scale = clampf(s, 0.0, 1.0)
+ #_viewport_brush_sprite.scale = Vector2(s, s)
+
+
+func get_brush_scale() -> float:
+ return _viewport_bg_sprite.scale.x
+
+
+func set_brush_opacity(opacity: float):
+ _brush_opacity = clampf(opacity, 0.0, 1.0)
+
+
+func get_brush_opacity() -> float:
+ return _brush_opacity
+
+
+func set_brush_texture(texture: Texture):
+ _viewport_brush_sprite.texture = texture
+
+
+func set_brush_shader(shader: Shader):
+ if _brush_material.shader != shader:
+ _brush_material.shader = shader
+
+
+func set_brush_shader_param(p: String, v):
+ assert(not _API_SHADER_PARAMS.has(p))
+ _modified_shader_params[p] = true
+ _brush_material.set_shader_parameter(p, v)
+
+
+func clear_brush_shader_params():
+ for key in _modified_shader_params:
+ _brush_material.set_shader_parameter(key, null)
+ _modified_shader_params.clear()
+
+
+# If we want to be able to rotate the brush quad every frame,
+# we must prepare a bigger viewport otherwise the quad will not fit inside
+static func _get_size_fit_for_rotation(src_size: Vector2) -> Vector2i:
+ var d = int(ceilf(src_size.length()))
+ return Vector2i(d, d)
+
+
+# You must call this from an `_input` function or similar.
+func paint_input(center_pos: Vector2):
+ var vp_size := _get_size_fit_for_rotation(Vector2(_brush_size, _brush_size))
+ if _viewport.size != vp_size:
+ # Do this lazily so the brush slider won't lag while adjusting it
+ # TODO An "sliding_ended" handling might produce better user experience
+ _viewport.size = vp_size
+ _viewport_brush_sprite.position = _viewport.size / 2.0
+
+ # Need to floor the position in case the brush has an odd size
+ var brush_pos := (center_pos - _viewport.size * 0.5).round()
+ _viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
+ _viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ONCE
+ _viewport_bg_sprite.position = -brush_pos
+ _brush_position = brush_pos
+ _cmd_paint = true
+
+ # We want this quad to have a specific size, regardless of the texture assigned to it
+ _viewport_brush_sprite.scale = \
+ _brush_scale * Vector2(_brush_size, _brush_size) \
+ / Vector2(_viewport_brush_sprite.texture.get_size())
+
+ # Using a Color because Godot doesn't understand vec4
+ var rect := Color()
+ rect.r = brush_pos.x / _texture.get_width()
+ rect.g = brush_pos.y / _texture.get_height()
+ rect.b = float(_viewport.size.x) / float(_texture.get_width())
+ rect.a = float(_viewport.size.y) / float(_texture.get_height())
+ # In order to make sure that u_brush_rect is never bigger than the brush:
+ # 1. we ceil() the result of lower-left corner
+ # 2. we floor() the result of upper-right corner
+ # and then rederive width and height from the result
+# var half_brush:Vector2 = Vector2(_brush_size, _brush_size) / 2
+# var brush_LL := (center_pos - half_brush).ceil()
+# var brush_UR := (center_pos + half_brush).floor()
+# rect.r = brush_LL.x / _texture.get_width()
+# rect.g = brush_LL.y / _texture.get_height()
+# rect.b = (brush_UR.x - brush_LL.x) / _texture.get_width()
+# rect.a = (brush_UR.y - brush_LL.y) / _texture.get_height()
+ _brush_material.set_shader_parameter(SHADER_PARAM_SRC_RECT, rect)
+ _brush_material.set_shader_parameter(SHADER_PARAM_OPACITY, _brush_opacity)
+
+
+# Don't commit until this is false
+func is_operation_pending() -> bool:
+ return _pending_paint_render or _cmd_paint
+
+
+# Applies changes to the Image, and returns modified chunks for UndoRedo.
+func commit() -> Dictionary:
+ if is_operation_pending():
+ _logger.error("Painter commit() was called while an operation is still pending")
+ return _commit_modified_chunks()
+
+
+func has_modified_chunks() -> bool:
+ return len(_modified_chunks) > 0
+
+
+func _process(delta: float):
+ if _pending_paint_render:
+ _pending_paint_render = false
+
+ #print("Paint result at frame ", Engine.get_frames_drawn())
+ var viewport_image := _viewport.get_texture().get_image()
+
+ if _image.get_format() == Image.FORMAT_RF:
+ # Reinterpret RGBA8 as RF. This assumes painting shaders encode the output properly.
+ assert(viewport_image.get_format() == Image.FORMAT_RGBA8)
+ viewport_image = Image.create_from_data(
+ viewport_image.get_width(), viewport_image.get_height(), false, Image.FORMAT_RF,
+ viewport_image.get_data())
+ else:
+ viewport_image.convert(_image.get_format())
+
+ var brush_pos := _last_brush_position
+
+ var dst_x : int = clamp(brush_pos.x, 0, _texture.get_width())
+ var dst_y : int = clamp(brush_pos.y, 0, _texture.get_height())
+
+ var src_x : int = maxf(-brush_pos.x, 0)
+ var src_y : int = maxf(-brush_pos.y, 0)
+ var src_w : int = minf(maxf(_viewport.size.x - src_x, 0), _texture.get_width() - dst_x)
+ var src_h : int = minf(maxf(_viewport.size.y - src_y, 0), _texture.get_height() - dst_y)
+
+ if src_w != 0 and src_h != 0:
+ _mark_modified_chunks(dst_x, dst_y, src_w, src_h)
+ HT_Util.update_texture_partial(_texture, viewport_image,
+ Rect2i(src_x, src_y, src_w, src_h), Vector2i(dst_x, dst_y))
+ texture_region_changed.emit(Rect2(dst_x, dst_y, src_w, src_h))
+
+ # Input is handled just before process, so we still have to wait till next frame
+ if _cmd_paint:
+ _pending_paint_render = true
+ _last_brush_position = _brush_position
+ # Consume input
+ _cmd_paint = false
+
+
+func _mark_modified_chunks(bx: int, by: int, bw: int, bh: int):
+ var cs := UNDO_CHUNK_SIZE
+
+ var cmin_x := bx / cs
+ var cmin_y := by / cs
+ var cmax_x := (bx + bw - 1) / cs + 1
+ var cmax_y := (by + bh - 1) / cs + 1
+
+ for cy in range(cmin_y, cmax_y):
+ for cx in range(cmin_x, cmax_x):
+ #print("Marking chunk ", Vector2(cx, cy))
+ _modified_chunks[Vector2(cx, cy)] = true
+
+
+func _commit_modified_chunks() -> Dictionary:
+ var time_before := Time.get_ticks_msec()
+
+ var cs := UNDO_CHUNK_SIZE
+ var chunks_positions := []
+ var chunks_initial_data := []
+ var chunks_final_data := []
+
+ #_logger.debug("About to commit ", len(_modified_chunks), " chunks")
+
+ # TODO get_data_partial() would be nice...
+ var final_image := _texture.get_image()
+ for cpos in _modified_chunks:
+ var cx : int = cpos.x
+ var cy : int = cpos.y
+
+ var x := cx * cs
+ var y := cy * cs
+ var w : int = mini(cs, _image.get_width() - x)
+ var h : int = mini(cs, _image.get_height() - y)
+
+ var rect := Rect2i(x, y, w, h)
+ var initial_data := _image.get_region(rect)
+ var final_data := final_image.get_region(rect)
+
+ chunks_positions.append(cpos)
+ chunks_initial_data.append(initial_data)
+ chunks_final_data.append(final_data)
+ #_image_equals(initial_data, final_data)
+
+ # TODO We could also just replace the image with `final_image`...
+ # TODO Use `final_data` instead?
+ _image.blit_rect(final_image, rect, rect.position)
+
+ _modified_chunks.clear()
+
+ var time_spent := Time.get_ticks_msec() - time_before
+ _logger.debug("Spent {0} ms to commit paint operation".format([time_spent]))
+
+ return {
+ "chunk_positions": chunks_positions,
+ "chunk_initial_datas": chunks_initial_data,
+ "chunk_final_datas": chunks_final_data
+ }
+
+
+# DEBUG
+#func _input(event):
+# if event is InputEventKey:
+# if event.pressed:
+# if event.control and event.scancode == KEY_SPACE:
+# print("Saving painter viewport ", name)
+# var im = _viewport.get_texture().get_data()
+# im.convert(Image.FORMAT_RGBA8)
+# im.save_png(str("test_painter_viewport_", name, ".png"))
+
+
+#static func _image_equals(im_a: Image, im_b: Image) -> bool:
+# if im_a.get_size() != im_b.get_size():
+# print("Diff size: ", im_a.get_size, ", ", im_b.get_size())
+# return false
+# if im_a.get_format() != im_b.get_format():
+# print("Diff format: ", im_a.get_format(), ", ", im_b.get_format())
+# return false
+# im_a.lock()
+# im_b.lock()
+# for y in im_a.get_height():
+# for x in im_a.get_width():
+# var ca = im_a.get_pixel(x, y)
+# var cb = im_b.get_pixel(x, y)
+# if ca != cb:
+# print("Diff pixel ", x, ", ", y)
+# return false
+# im_a.unlock()
+# im_b.unlock()
+# print("SAME")
+# return true