Create ColorPicker shaders statically

This commit is contained in:
kobewi 2021-05-13 15:51:46 +02:00
parent 66f40f74c3
commit 877dbda209
3 changed files with 60 additions and 7 deletions

View file

@ -84,6 +84,57 @@ void ColorPicker::_notification(int p_what) {
}
}
Ref<Shader> ColorPicker::wheel_shader;
Ref<Shader> ColorPicker::circle_shader;
void ColorPicker::init_shaders() {
wheel_shader.instance();
wheel_shader->set_code(
"shader_type canvas_item;"
"const float TAU = 6.28318530718;"
"void fragment() {"
" float x = UV.x - 0.5;"
" float y = UV.y - 0.5;"
" float a = atan(y, x);"
" x += 0.001;"
" y += 0.001;"
" float b = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);"
" x -= 0.002;"
" float b2 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);"
" y -= 0.002;"
" float b3 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);"
" x += 0.002;"
" float b4 = float(sqrt(x * x + y * y) < 0.5) * float(sqrt(x * x + y * y) > 0.42);"
" 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);"
"}");
circle_shader.instance();
circle_shader->set_code(
"shader_type canvas_item;"
"const float TAU = 6.28318530718;"
"uniform float v = 1.0;"
"void fragment() {"
" float x = UV.x - 0.5;"
" float y = UV.y - 0.5;"
" float a = atan(y, x);"
" x += 0.001;"
" y += 0.001;"
" float b = float(sqrt(x * x + y * y) < 0.5);"
" x -= 0.002;"
" float b2 = float(sqrt(x * x + y * y) < 0.5);"
" y -= 0.002;"
" float b3 = float(sqrt(x * x + y * y) < 0.5);"
" x += 0.002;"
" float b4 = float(sqrt(x * x + y * y) < 0.5);"
" 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);"
"}");
}
void ColorPicker::finish_shaders() {
wheel_shader.unref();
circle_shader.unref();
}
void ColorPicker::set_focus_on_line_edit() {
c_text->call_deferred("grab_focus");
}
@ -1165,14 +1216,8 @@ ColorPicker::ColorPicker() :
hb_edit->add_child(wheel_edit);
wheel_mat.instance();
circle_mat.instance();
Ref<Shader> wheel_shader(memnew(Shader));
wheel_shader->set_code("shader_type canvas_item;const float TAU=6.28318530718;void fragment(){float x=UV.x-0.5;float y=UV.y-0.5;float a=atan(y,x);x+=0.001;y+=0.001;float b=float(sqrt(x*x+y*y)<0.5)*float(sqrt(x*x+y*y)>0.42);x-=0.002;float b2=float(sqrt(x*x+y*y)<0.5)*float(sqrt(x*x+y*y)>0.42);y-=0.002;float b3=float(sqrt(x*x+y*y)<0.5)*float(sqrt(x*x+y*y)>0.42);x+=0.002;float b4=float(sqrt(x*x+y*y)<0.5)*float(sqrt(x*x+y*y)>0.42);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);}");
wheel_mat->set_shader(wheel_shader);
Ref<Shader> circle_shader(memnew(Shader));
circle_shader->set_code("shader_type canvas_item;const float TAU=6.28318530718;uniform float v=1.0;void fragment(){float x=UV.x-0.5;float y=UV.y-0.5;float a=atan(y,x);x+=0.001;y+=0.001;float b=float(sqrt(x*x+y*y)<0.5);x-=0.002;float b2=float(sqrt(x*x+y*y)<0.5);y-=0.002;float b3=float(sqrt(x*x+y*y)<0.5);x+=0.002;float b4=float(sqrt(x*x+y*y)<0.5);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);}");
circle_mat.instance();
circle_mat->set_shader(circle_shader);
MarginContainer *wheel_margin(memnew(MarginContainer));

View file

@ -56,6 +56,9 @@ public:
};
private:
static Ref<Shader> wheel_shader;
static Ref<Shader> circle_shader;
Control *screen = nullptr;
Control *uv_edit = memnew(Control);
Control *w_edit = memnew(Control);
@ -128,6 +131,9 @@ protected:
static void _bind_methods();
public:
static void init_shaders();
static void finish_shaders();
void set_edit_alpha(bool p_show);
bool is_editing_alpha() const;

View file

@ -979,6 +979,7 @@ void register_scene_types() {
// Always make the default theme to avoid invalid default font/icon/style in the given theme.
if (RenderingServer::get_singleton()) {
make_default_theme(default_theme_hidpi, font);
ColorPicker::init_shaders(); // RenderingServer needs to exist for this to succeed.
}
if (theme_path != String()) {
@ -1035,5 +1036,6 @@ void unregister_scene_types() {
ParticlesMaterial::finish_shaders();
CanvasItemMaterial::finish_shaders();
ColorPicker::finish_shaders();
SceneStringNames::free();
}