Merge pull request #110385 from WhalesState/move-picker-shaders
Move ColorPicker shaders to ColorPickerShape class
This commit is contained in:
@ -52,7 +52,6 @@
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#include "scene/resources/style_box_flat.h"
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#include "scene/resources/style_box_texture.h"
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#include "scene/theme/theme_db.h"
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#include "thirdparty/misc/ok_color_shader.h"
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static inline bool is_color_overbright(const Color &color) {
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return (color.r > 1.0) || (color.g > 1.0) || (color.b > 1.0);
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@ -255,117 +254,6 @@ void ColorPicker::_update_theme_item_cache() {
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theme_cache.base_scale = get_theme_default_base_scale();
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}
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void ColorPicker::init_shaders() {
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wheel_shader.instantiate();
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wheel_shader->set_code(R"(
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// ColorPicker wheel shader.
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shader_type canvas_item;
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uniform float wheel_radius = 0.42;
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void fragment() {
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float x = UV.x - 0.5;
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float y = UV.y - 0.5;
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float a = atan(y, x);
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x += 0.001;
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y += 0.001;
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float b = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > wheel_radius);
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x -= 0.002;
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float b2 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > wheel_radius);
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y -= 0.002;
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float b3 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > wheel_radius);
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x += 0.002;
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float b4 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > wheel_radius);
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COLOR = vec4(clamp((abs(fract(((a - TAU) / TAU) + vec3(3.0, 2.0, 1.0) / 3.0) * 6.0 - 3.0) - 1.0), 0.0, 1.0), (b + b2 + b3 + b4) / 4.00);
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}
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)");
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circle_shader.instantiate();
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circle_shader->set_code(R"(
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// ColorPicker circle shader.
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shader_type canvas_item;
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uniform float v = 1.0;
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void fragment() {
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float x = UV.x - 0.5;
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float y = UV.y - 0.5;
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float a = atan(y, x);
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x += 0.001;
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y += 0.001;
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float b = float(sqrt(x * x + y * y) < 0.5);
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x -= 0.002;
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float b2 = float(sqrt(x * x + y * y) < 0.5);
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y -= 0.002;
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float b3 = float(sqrt(x * x + y * y) < 0.5);
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x += 0.002;
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float b4 = float(sqrt(x * x + y * y) < 0.5);
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COLOR = vec4(mix(vec3(1.0), clamp(abs(fract(vec3((a - TAU) / TAU) + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - vec3(3.0)) - vec3(1.0), 0.0, 1.0), ((float(sqrt(x * x + y * y)) * 2.0)) / 1.0) * vec3(v), (b + b2 + b3 + b4) / 4.00);
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})");
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circle_ok_color_shader.instantiate();
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circle_ok_color_shader->set_code(OK_COLOR_SHADER + R"(
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// ColorPicker ok color hsl circle shader.
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uniform float ok_hsl_l = 1.0;
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void fragment() {
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float x = UV.x - 0.5;
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float y = UV.y - 0.5;
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float h = atan(y, x) / (2.0 * M_PI);
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float s = sqrt(x * x + y * y) * 2.0;
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vec3 col = okhsl_to_srgb(vec3(h, s, ok_hsl_l));
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x += 0.001;
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y += 0.001;
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float b = float(sqrt(x * x + y * y) < 0.5);
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x -= 0.002;
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float b2 = float(sqrt(x * x + y * y) < 0.5);
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y -= 0.002;
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float b3 = float(sqrt(x * x + y * y) < 0.5);
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x += 0.002;
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float b4 = float(sqrt(x * x + y * y) < 0.5);
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COLOR = vec4(col, (b + b2 + b3 + b4) / 4.00);
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})");
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rectangle_ok_color_hs_shader.instantiate();
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rectangle_ok_color_hs_shader->set_code(OK_COLOR_SHADER + R"(
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// ColorPicker ok color hs rectangle shader.
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uniform float ok_hsl_l = 0.0;
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void fragment() {
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float h = UV.x;
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float s = 1.0 - UV.y;
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vec3 col = okhsl_to_srgb(vec3(h, s, ok_hsl_l));
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COLOR = vec4(col, 1.0);
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})");
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rectangle_ok_color_hl_shader.instantiate();
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rectangle_ok_color_hl_shader->set_code(OK_COLOR_SHADER + R"(
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// ColorPicker ok color hl rectangle shader.
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uniform float ok_hsl_s = 0.0;
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void fragment() {
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float h = UV.x;
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float l = 1.0 - UV.y;
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vec3 col = okhsl_to_srgb(vec3(h, ok_hsl_s, l));
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COLOR = vec4(col, 1.0);
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})");
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}
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void ColorPicker::finish_shaders() {
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wheel_shader.unref();
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circle_shader.unref();
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circle_ok_color_shader.unref();
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rectangle_ok_color_hs_shader.unref();
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rectangle_ok_color_hl_shader.unref();
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}
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void ColorPicker::set_focus_on_line_edit() {
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callable_mp((Control *)c_text, &Control::grab_focus).call_deferred(false);
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}
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@ -168,11 +168,6 @@ public:
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};
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private:
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static inline Ref<Shader> wheel_shader;
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static inline Ref<Shader> circle_shader;
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static inline Ref<Shader> circle_ok_color_shader;
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static inline Ref<Shader> rectangle_ok_color_hs_shader;
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static inline Ref<Shader> rectangle_ok_color_hl_shader;
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static inline List<Color> preset_cache;
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static inline List<Color> recent_preset_cache;
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@ -434,9 +429,6 @@ public:
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HSlider *get_slider(int idx);
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Vector<float> get_active_slider_values();
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static void init_shaders();
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static void finish_shaders();
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void add_mode(ColorMode *p_mode);
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void add_shape(ColorPickerShape *p_shape);
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@ -32,6 +32,118 @@
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#include "scene/gui/margin_container.h"
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#include "scene/resources/material.h"
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#include "thirdparty/misc/ok_color_shader.h"
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void ColorPickerShape::init_shaders() {
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wheel_shader.instantiate();
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wheel_shader->set_code(R"(
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// ColorPicker wheel shader.
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shader_type canvas_item;
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uniform float wheel_radius = 0.42;
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void fragment() {
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float x = UV.x - 0.5;
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float y = UV.y - 0.5;
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float a = atan(y, x);
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x += 0.001;
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y += 0.001;
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float b = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > wheel_radius);
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x -= 0.002;
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float b2 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > wheel_radius);
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y -= 0.002;
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float b3 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > wheel_radius);
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x += 0.002;
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float b4 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > wheel_radius);
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COLOR = vec4(clamp((abs(fract(((a - TAU) / TAU) + vec3(3.0, 2.0, 1.0) / 3.0) * 6.0 - 3.0) - 1.0), 0.0, 1.0), (b + b2 + b3 + b4) / 4.00);
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}
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)");
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circle_shader.instantiate();
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circle_shader->set_code(R"(
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// ColorPicker circle shader.
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shader_type canvas_item;
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uniform float v = 1.0;
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void fragment() {
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float x = UV.x - 0.5;
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float y = UV.y - 0.5;
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float a = atan(y, x);
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x += 0.001;
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y += 0.001;
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float b = float(sqrt(x * x + y * y) < 0.5);
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x -= 0.002;
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float b2 = float(sqrt(x * x + y * y) < 0.5);
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y -= 0.002;
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float b3 = float(sqrt(x * x + y * y) < 0.5);
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x += 0.002;
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float b4 = float(sqrt(x * x + y * y) < 0.5);
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COLOR = vec4(mix(vec3(1.0), clamp(abs(fract(vec3((a - TAU) / TAU) + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - vec3(3.0)) - vec3(1.0), 0.0, 1.0), ((float(sqrt(x * x + y * y)) * 2.0)) / 1.0) * vec3(v), (b + b2 + b3 + b4) / 4.00);
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})");
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circle_ok_color_shader.instantiate();
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circle_ok_color_shader->set_code(OK_COLOR_SHADER + R"(
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// ColorPicker ok color hsl circle shader.
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uniform float ok_hsl_l = 1.0;
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void fragment() {
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float x = UV.x - 0.5;
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float y = UV.y - 0.5;
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float h = atan(y, x) / (2.0 * M_PI);
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float s = sqrt(x * x + y * y) * 2.0;
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vec3 col = okhsl_to_srgb(vec3(h, s, ok_hsl_l));
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x += 0.001;
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y += 0.001;
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float b = float(sqrt(x * x + y * y) < 0.5);
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x -= 0.002;
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float b2 = float(sqrt(x * x + y * y) < 0.5);
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y -= 0.002;
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float b3 = float(sqrt(x * x + y * y) < 0.5);
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x += 0.002;
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float b4 = float(sqrt(x * x + y * y) < 0.5);
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COLOR = vec4(col, (b + b2 + b3 + b4) / 4.00);
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})");
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rectangle_ok_color_hs_shader.instantiate();
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rectangle_ok_color_hs_shader->set_code(OK_COLOR_SHADER + R"(
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// ColorPicker ok color hs rectangle shader.
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uniform float ok_hsl_l = 0.0;
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void fragment() {
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float h = UV.x;
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float s = 1.0 - UV.y;
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vec3 col = okhsl_to_srgb(vec3(h, s, ok_hsl_l));
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COLOR = vec4(col, 1.0);
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})");
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rectangle_ok_color_hl_shader.instantiate();
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rectangle_ok_color_hl_shader->set_code(OK_COLOR_SHADER + R"(
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// ColorPicker ok color hl rectangle shader.
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uniform float ok_hsl_s = 0.0;
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void fragment() {
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float h = UV.x;
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float l = 1.0 - UV.y;
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vec3 col = okhsl_to_srgb(vec3(h, ok_hsl_s, l));
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COLOR = vec4(col, 1.0);
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})");
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}
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void ColorPickerShape::finish_shaders() {
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wheel_shader.unref();
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circle_shader.unref();
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circle_ok_color_shader.unref();
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rectangle_ok_color_hs_shader.unref();
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rectangle_ok_color_hl_shader.unref();
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}
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void ColorPickerShape::_emit_color_changed() {
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color_picker->emit_signal(SNAME("color_changed"), color_picker->color);
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@ -698,7 +810,7 @@ void ColorPickerShapeWheel::_initialize_controls() {
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Ref<ShaderMaterial> material;
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material.instantiate();
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material->set_shader(ColorPicker::wheel_shader);
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material->set_shader(ColorPickerShape::wheel_shader);
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material->set_shader_parameter("wheel_radius", WHEEL_RADIUS);
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wheel = memnew(Control);
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@ -38,6 +38,12 @@ class ColorPickerShape : public Object {
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void _emit_color_changed();
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protected:
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static inline Ref<Shader> wheel_shader;
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static inline Ref<Shader> circle_shader;
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static inline Ref<Shader> circle_ok_color_shader;
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static inline Ref<Shader> rectangle_ok_color_hs_shader;
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static inline Ref<Shader> rectangle_ok_color_hl_shader;
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ColorPicker *color_picker = nullptr;
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bool is_dragging = false;
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@ -68,6 +74,9 @@ public:
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bool cursor_editing = false;
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float echo_multiplier = 1;
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static void init_shaders();
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static void finish_shaders();
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virtual String get_name() const = 0;
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virtual Ref<Texture2D> get_icon() const = 0;
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virtual bool is_ok_hsl() const { return false; }
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@ -113,7 +122,7 @@ protected:
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Control *square = nullptr;
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Control *square_overlay = nullptr;
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Control *value_slider = nullptr;
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virtual Ref<Shader> _get_shader() const { return ColorPicker::rectangle_ok_color_hs_shader; }
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virtual Ref<Shader> _get_shader() const { return ColorPickerShape::rectangle_ok_color_hs_shader; }
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virtual void _initialize_controls() override;
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virtual void _update_cursor(const Vector2 &p_color_change_vector, bool p_is_echo) override;
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@ -139,7 +148,7 @@ class ColorPickerShapeOKHLRectangle : public ColorPickerShapeOKHSRectangle {
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GDCLASS(ColorPickerShapeOKHLRectangle, ColorPickerShapeOKHSRectangle);
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protected:
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virtual Ref<Shader> _get_shader() const override { return ColorPicker::rectangle_ok_color_hl_shader; }
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virtual Ref<Shader> _get_shader() const override { return ColorPickerShape::rectangle_ok_color_hl_shader; }
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virtual void _update_cursor(const Vector2 &p_color_change_vector, bool p_is_echo) override;
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virtual void _square_draw() override;
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@ -230,7 +239,7 @@ class ColorPickerShapeVHSCircle : public ColorPickerShapeCircle {
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protected:
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virtual void _update_cursor(const Vector2 &p_color_change_vector, bool p_is_echo) override;
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virtual Ref<Shader> _get_shader() const override { return ColorPicker::circle_shader; }
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virtual Ref<Shader> _get_shader() const override { return ColorPickerShape::circle_shader; }
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virtual void _circle_input(const Ref<InputEvent> &p_event) override;
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virtual void _value_slider_input(const Ref<InputEvent> &p_event) override;
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@ -251,7 +260,7 @@ class ColorPickerShapeOKHSLCircle : public ColorPickerShapeCircle {
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protected:
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virtual void _update_cursor(const Vector2 &p_color_change_vector, bool p_is_echo) override;
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virtual Ref<Shader> _get_shader() const override { return ColorPicker::circle_ok_color_shader; }
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virtual Ref<Shader> _get_shader() const override { return ColorPickerShape::circle_ok_color_shader; }
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virtual void _circle_input(const Ref<InputEvent> &p_event) override;
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virtual void _value_slider_input(const Ref<InputEvent> &p_event) override;
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@ -52,6 +52,7 @@
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#include "scene/gui/check_button.h"
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#include "scene/gui/code_edit.h"
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#include "scene/gui/color_picker.h"
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#include "scene/gui/color_picker_shape.h"
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#include "scene/gui/color_rect.h"
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#include "scene/gui/control.h"
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#include "scene/gui/dialogs.h"
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@ -1377,7 +1378,7 @@ void register_scene_types() {
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if (RenderingServer::get_singleton()) {
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// RenderingServer needs to exist for this to succeed.
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ColorPicker::init_shaders();
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ColorPickerShape::init_shaders();
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GraphEdit::init_shaders();
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}
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@ -1439,7 +1440,7 @@ void unregister_scene_types() {
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ParticleProcessMaterial::finish_shaders();
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CanvasItemMaterial::finish_shaders();
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ColorPicker::finish_shaders();
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ColorPickerShape::finish_shaders();
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GraphEdit::finish_shaders();
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SceneStringNames::free();
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