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2025-09-16 20:46:46 -04:00
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/**************************************************************************/
/* texture_editor_plugin.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#include "texture_editor_plugin.h"
#include "editor/editor_string_names.h"
#include "editor/scene/texture/color_channel_selector.h"
#include "editor/themes/editor_scale.h"
#include "scene/gui/aspect_ratio_container.h"
#include "scene/gui/color_rect.h"
#include "scene/gui/label.h"
#include "scene/gui/texture_rect.h"
#include "scene/resources/animated_texture.h"
#include "scene/resources/atlas_texture.h"
#include "scene/resources/compressed_texture.h"
#include "scene/resources/image_texture.h"
#include "scene/resources/portable_compressed_texture.h"
#include "scene/resources/style_box_flat.h"
constexpr const char *texture_2d_shader = R"(
shader_type canvas_item;
render_mode blend_mix;
uniform vec4 u_channel_factors = vec4(1.0);
vec4 filter_preview_colors(vec4 input_color, vec4 factors) {
// Filter RGB.
vec4 output_color = input_color * vec4(factors.rgb, input_color.a);
// Remove transparency when alpha is not enabled.
output_color.a = mix(1.0, output_color.a, factors.a);
// Switch to opaque grayscale when visualizing only one channel.
float csum = factors.r + factors.g + factors.b + factors.a;
float single = clamp(2.0 - csum, 0.0, 1.0);
for (int i = 0; i < 4; i++) {
float c = input_color[i];
output_color = mix(output_color, vec4(c, c, c, 1.0), factors[i] * single);
}
return output_color;
}
void fragment() {
COLOR = filter_preview_colors(texture(TEXTURE, UV), u_channel_factors);
}
)";
TextureRect *TexturePreview::get_texture_display() {
return texture_display;
}
void TexturePreview::_notification(int p_what) {
switch (p_what) {
case NOTIFICATION_THEME_CHANGED: {
if (!is_inside_tree()) {
// TODO: This is a workaround because `NOTIFICATION_THEME_CHANGED`
// is getting called for some reason when the `TexturePreview` is
// getting destroyed, which causes `get_theme_font()` to return `nullptr`.
// See https://github.com/godotengine/godot/issues/50743.
break;
}
if (metadata_label) {
Ref<Font> metadata_label_font = get_theme_font(SNAME("expression"), EditorStringName(EditorFonts));
metadata_label->add_theme_font_override(SceneStringName(font), metadata_label_font);
}
bg_rect->set_color(get_theme_color(SNAME("dark_color_2"), EditorStringName(Editor)));
checkerboard->set_texture(get_editor_theme_icon(SNAME("Checkerboard")));
theme_cache.outline_color = get_theme_color(SNAME("extra_border_color_1"), EditorStringName(Editor));
} break;
}
}
void TexturePreview::_draw_outline() {
const float outline_width = Math::round(EDSCALE);
const Rect2 outline_rect = Rect2(Vector2(), outline_overlay->get_size()).grow(outline_width * 0.5);
outline_overlay->draw_rect(outline_rect, theme_cache.outline_color, false, outline_width);
}
void TexturePreview::_update_texture_display_ratio() {
if (texture_display->get_texture().is_valid()) {
centering_container->set_ratio(texture_display->get_texture()->get_size().aspect());
}
}
static Image::Format get_texture_2d_format(const Ref<Texture2D> &p_texture) {
const Ref<ImageTexture> image_texture = p_texture;
if (image_texture.is_valid()) {
return image_texture->get_format();
}
const Ref<CompressedTexture2D> compressed_texture = p_texture;
if (compressed_texture.is_valid()) {
return compressed_texture->get_format();
}
const Ref<PortableCompressedTexture2D> portable_compressed_texture = p_texture;
if (portable_compressed_texture.is_valid()) {
return portable_compressed_texture->get_format();
}
// AtlasTexture?
// Unknown
return Image::FORMAT_MAX;
}
static int get_texture_mipmaps_count(const Ref<Texture2D> &p_texture) {
ERR_FAIL_COND_V(p_texture.is_null(), -1);
// We are having to download the image only to get its mipmaps count. It would be nice if we didn't have to.
Ref<Image> image;
Ref<AtlasTexture> at = p_texture;
if (at.is_valid()) {
// The AtlasTexture tries to obtain the region from the atlas as an image,
// which will fail if it is a compressed format.
Ref<Texture2D> atlas = at->get_atlas();
if (atlas.is_valid()) {
image = atlas->get_image();
}
} else {
image = p_texture->get_image();
}
if (image.is_valid()) {
return image->get_mipmap_count();
}
return -1;
}
void TexturePreview::_update_metadata_label_text() {
const Ref<Texture2D> texture = texture_display->get_texture();
ERR_FAIL_COND(texture.is_null());
const Image::Format format = get_texture_2d_format(texture.ptr());
const String format_name = format != Image::FORMAT_MAX ? Image::get_format_name(format) : texture->get_class();
const Vector2i resolution = texture->get_size();
const int mipmaps = get_texture_mipmaps_count(texture);
if (format != Image::FORMAT_MAX) {
// Avoid signed integer overflow that could occur with huge texture sizes by casting everything to uint64_t.
uint64_t memory = uint64_t(resolution.x) * uint64_t(resolution.y) * uint64_t(Image::get_format_pixel_size(format));
// Handle VRAM-compressed formats that are stored with 4 bpp.
memory >>= Image::get_format_pixel_rshift(format);
float mipmaps_multiplier = 1.0;
float mipmap_increase = 0.25;
for (int i = 0; i < mipmaps; i++) {
// Each mip adds 25% memory usage of the previous one.
// With a complete mipmap chain, memory usage increases by ~33%.
mipmaps_multiplier += mipmap_increase;
mipmap_increase *= 0.25;
}
memory *= mipmaps_multiplier;
if (mipmaps >= 1) {
metadata_label->set_text(
vformat(String::utf8("%d×%d %s\n") + TTR("%s Mipmaps") + "\n" + TTR("Memory: %s"),
texture->get_width(),
texture->get_height(),
format_name,
mipmaps,
String::humanize_size(memory)));
} else {
// "No Mipmaps" is easier to distinguish than "0 Mipmaps",
// especially since 0, 6, and 8 look quite close with the default code font.
metadata_label->set_text(
vformat(String::utf8("%d×%d %s\n") + TTR("No Mipmaps") + "\n" + TTR("Memory: %s"),
texture->get_width(),
texture->get_height(),
format_name,
String::humanize_size(memory)));
}
} else {
metadata_label->set_text(
vformat(String::utf8("%d×%d %s"),
texture->get_width(),
texture->get_height(),
format_name));
}
}
void TexturePreview::on_selected_channels_changed() {
material->set_shader_parameter("u_channel_factors", channel_selector->get_selected_channel_factors());
}
TexturePreview::TexturePreview(Ref<Texture2D> p_texture, bool p_show_metadata) {
set_custom_minimum_size(Size2(0.0, 256.0) * EDSCALE);
bg_rect = memnew(ColorRect);
add_child(bg_rect);
margin_container = memnew(MarginContainer);
const float outline_width = Math::round(EDSCALE);
margin_container->add_theme_constant_override("margin_right", outline_width);
margin_container->add_theme_constant_override("margin_top", outline_width);
margin_container->add_theme_constant_override("margin_left", outline_width);
margin_container->add_theme_constant_override("margin_bottom", outline_width);
add_child(margin_container);
centering_container = memnew(AspectRatioContainer);
margin_container->add_child(centering_container);
checkerboard = memnew(TextureRect);
checkerboard->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
checkerboard->set_stretch_mode(TextureRect::STRETCH_TILE);
checkerboard->set_texture_repeat(CanvasItem::TEXTURE_REPEAT_ENABLED);
centering_container->add_child(checkerboard);
{
Ref<Shader> shader;
shader.instantiate();
shader->set_code(texture_2d_shader);
material.instantiate();
material->set_shader(shader);
material->set_shader_parameter("u_channel_factors", Vector4(1, 1, 1, 1));
}
texture_display = memnew(TextureRect);
texture_display->set_texture_filter(TEXTURE_FILTER_NEAREST_WITH_MIPMAPS);
texture_display->set_texture(p_texture);
texture_display->set_expand_mode(TextureRect::EXPAND_IGNORE_SIZE);
texture_display->set_material(material);
centering_container->add_child(texture_display);
// Creating a separate control so it is not affected by the filtering shader.
outline_overlay = memnew(Control);
centering_container->add_child(outline_overlay);
outline_overlay->connect(SceneStringName(draw), callable_mp(this, &TexturePreview::_draw_outline));
if (p_texture.is_valid()) {
_update_texture_display_ratio();
p_texture->connect_changed(callable_mp(this, &TexturePreview::_update_texture_display_ratio));
}
// Null can be passed by `Camera3DPreview` (which immediately after sets a texture anyways).
const Image::Format format = p_texture.is_valid() ? get_texture_2d_format(p_texture.ptr()) : Image::FORMAT_MAX;
const uint32_t components_mask = format != Image::FORMAT_MAX ? Image::get_format_component_mask(format) : 0xf;
// Add color channel selector at the bottom left if more than 1 channel is available.
if (p_show_metadata && !is_power_of_2(components_mask)) {
channel_selector = memnew(ColorChannelSelector);
channel_selector->connect("selected_channels_changed", callable_mp(this, &TexturePreview::on_selected_channels_changed));
channel_selector->set_h_size_flags(Control::SIZE_SHRINK_BEGIN);
channel_selector->set_v_size_flags(Control::SIZE_SHRINK_BEGIN);
channel_selector->set_available_channels_mask(components_mask);
add_child(channel_selector);
}
if (p_show_metadata) {
metadata_label = memnew(Label);
metadata_label->set_focus_mode(FOCUS_ACCESSIBILITY);
if (p_texture.is_valid()) {
_update_metadata_label_text();
p_texture->connect_changed(callable_mp(this, &TexturePreview::_update_metadata_label_text));
}
// It's okay that these colors are static since the grid color is static too.
metadata_label->add_theme_color_override(SceneStringName(font_color), Color(1, 1, 1));
metadata_label->add_theme_color_override("font_shadow_color", Color(0, 0, 0));
metadata_label->add_theme_font_size_override(SceneStringName(font_size), 14 * EDSCALE);
metadata_label->add_theme_color_override("font_outline_color", Color(0, 0, 0));
metadata_label->add_theme_constant_override("outline_size", 8 * EDSCALE);
metadata_label->set_h_size_flags(Control::SIZE_SHRINK_END);
metadata_label->set_v_size_flags(Control::SIZE_SHRINK_END);
add_child(metadata_label);
}
}
bool EditorInspectorPluginTexture::can_handle(Object *p_object) {
return Object::cast_to<ImageTexture>(p_object) != nullptr || Object::cast_to<AtlasTexture>(p_object) != nullptr || Object::cast_to<CompressedTexture2D>(p_object) != nullptr || Object::cast_to<PortableCompressedTexture2D>(p_object) != nullptr || Object::cast_to<AnimatedTexture>(p_object) != nullptr || Object::cast_to<Image>(p_object) != nullptr;
}
void EditorInspectorPluginTexture::parse_begin(Object *p_object) {
Ref<Texture> texture(Object::cast_to<Texture>(p_object));
if (texture.is_null()) {
Ref<Image> image(Object::cast_to<Image>(p_object));
texture = ImageTexture::create_from_image(image);
ERR_FAIL_COND_MSG(texture.is_null(), "Failed to create the texture from an invalid image.");
}
add_custom_control(memnew(TexturePreview(texture, true)));
}
TextureEditorPlugin::TextureEditorPlugin() {
Ref<EditorInspectorPluginTexture> plugin;
plugin.instantiate();
add_inspector_plugin(plugin);
}