mirror of
https://github.com/Orama-Interactive/Pixelorama.git
synced 2025-01-20 10:09:48 +00:00
440 lines
14 KiB
GDScript3
440 lines
14 KiB
GDScript3
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extends Node
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var mouse_press_pixels := [] # Cleared after mouse release
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var mouse_press_pressure_values := [] # Cleared after mouse release
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# Algorithm based on http://members.chello.at/easyfilter/bresenham.html
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func plot_circle(sprite : Image, xm : int, ym : int, r : int, color : Color, fill := false) -> void:
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var radius := r # Used later for filling
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var x := -r
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var y := 0
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var err := 2 - r * 2 # II. Quadrant
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while x < 0:
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var quadrant_1 := Vector2(xm - x, ym + y)
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var quadrant_2 := Vector2(xm - y, ym - x)
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var quadrant_3 := Vector2(xm + x, ym - y)
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var quadrant_4 := Vector2(xm + y, ym + x)
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draw_pixel_blended(sprite, quadrant_1, color)
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draw_pixel_blended(sprite, quadrant_2, color)
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draw_pixel_blended(sprite, quadrant_3, color)
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draw_pixel_blended(sprite, quadrant_4, color)
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r = err
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if r <= y:
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y += 1
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err += y * 2 + 1
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if r > x || err > y:
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x += 1
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err += x * 2 + 1
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if fill:
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for j in range (-radius, radius + 1):
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for i in range (-radius, radius + 1):
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if i * i + j * j <= radius * radius:
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var draw_pos := Vector2(i + xm, j + ym)
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draw_pixel_blended(sprite, draw_pos, color)
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func draw_pixel_blended(sprite : Image, pos : Vector2, color : Color) -> void:
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var saved_pixel_index := mouse_press_pixels.find(pos)
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var west_limit = Global.canvas.west_limit
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var east_limit = Global.canvas.east_limit
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var north_limit = Global.canvas.north_limit
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var south_limit = Global.canvas.south_limit
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var pen_pressure = Global.canvas.pen_pressure
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if point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)) && (saved_pixel_index == -1 || pen_pressure > mouse_press_pressure_values[saved_pixel_index]):
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if color.a > 0 && color.a < 1:
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color = blend_colors(color, sprite.get_pixelv(pos))
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if saved_pixel_index == -1:
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mouse_press_pixels.append(pos)
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mouse_press_pressure_values.append(pen_pressure)
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else:
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mouse_press_pressure_values[saved_pixel_index] = pen_pressure
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sprite.set_pixelv(pos, color)
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# Thanks to https://en.wikipedia.org/wiki/Flood_fill
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func flood_fill(sprite : Image, pos : Vector2, target_color : Color, replace_color : Color) -> void:
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var west_limit = Global.canvas.west_limit
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var east_limit = Global.canvas.east_limit
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var north_limit = Global.canvas.north_limit
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var south_limit = Global.canvas.south_limit
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pos = pos.floor()
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var pixel = sprite.get_pixelv(pos)
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if target_color == replace_color:
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return
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elif pixel != target_color:
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return
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else:
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if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
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return
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var q = [pos]
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for n in q:
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# If the difference in colors is very small, break the loop (thanks @azagaya on GitHub!)
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if target_color == replace_color:
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break
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var west : Vector2 = n
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var east : Vector2 = n
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while west.x >= west_limit && sprite.get_pixelv(west) == target_color:
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west += Vector2.LEFT
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while east.x < east_limit && sprite.get_pixelv(east) == target_color:
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east += Vector2.RIGHT
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for px in range(west.x + 1, east.x):
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var p := Vector2(px, n.y)
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# Draw
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sprite.set_pixelv(p, replace_color)
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replace_color = sprite.get_pixelv(p)
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var north := p + Vector2.UP
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var south := p + Vector2.DOWN
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if north.y >= north_limit && sprite.get_pixelv(north) == target_color:
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q.append(north)
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if south.y < south_limit && sprite.get_pixelv(south) == target_color:
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q.append(south)
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Global.canvas.sprite_changed_this_frame = true
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func pattern_fill(sprite : Image, pos : Vector2, pattern : Image, target_color : Color, var offset : Vector2) -> void:
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var west_limit = Global.canvas.west_limit
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var east_limit = Global.canvas.east_limit
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var north_limit = Global.canvas.north_limit
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var south_limit = Global.canvas.south_limit
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pos = pos.floor()
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if !point_in_rectangle(pos, Vector2(west_limit - 1, north_limit - 1), Vector2(east_limit, south_limit)):
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return
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pattern.lock()
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var pattern_size := pattern.get_size()
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var q = [pos]
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for n in q:
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var west : Vector2 = n
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var east : Vector2 = n
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while west.x >= west_limit && sprite.get_pixelv(west) == target_color:
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west += Vector2.LEFT
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while east.x < east_limit && sprite.get_pixelv(east) == target_color:
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east += Vector2.RIGHT
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for px in range(west.x + 1, east.x):
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var p := Vector2(px, n.y)
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var xx : int = int(px + offset.x) % int(pattern_size.x)
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var yy : int = int(n.y + offset.y) % int(pattern_size.y)
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var pattern_color : Color = pattern.get_pixel(xx, yy)
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if pattern_color == target_color:
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continue
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sprite.set_pixelv(p, pattern_color)
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var north := p + Vector2.UP
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var south := p + Vector2.DOWN
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if north.y >= north_limit && sprite.get_pixelv(north) == target_color:
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q.append(north)
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if south.y < south_limit && sprite.get_pixelv(south) == target_color:
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q.append(south)
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pattern.unlock()
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Global.canvas.sprite_changed_this_frame = true
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func blend_colors(color_1 : Color, color_2 : Color) -> Color:
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var color := Color()
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color.a = color_1.a + color_2.a * (1 - color_1.a) # Blend alpha
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if color.a != 0:
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# Blend colors
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color.r = (color_1.r * color_1.a + color_2.r * color_2.a * (1-color_1.a)) / color.a
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color.g = (color_1.g * color_1.a + color_2.g * color_2.a * (1-color_1.a)) / color.a
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color.b = (color_1.b * color_1.a + color_2.b * color_2.a * (1-color_1.a)) / color.a
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return color
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# Custom blend rect function, needed because Godot's issue #31124
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func blend_rect(bg : Image, brush : Image, src_rect : Rect2, dst : Vector2) -> void:
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var brush_size := brush.get_size()
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var clipped_src_rect := Rect2(Vector2.ZERO, brush_size).clip(src_rect)
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if clipped_src_rect.size.x <= 0 || clipped_src_rect.size.y <= 0:
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return
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var src_underscan := Vector2(min(0, src_rect.position.x), min(0, src_rect.position.y))
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var dest_rect := Rect2(0, 0, bg.get_width(), bg.get_height()).clip(Rect2(dst - src_underscan, clipped_src_rect.size))
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for x in range(0, dest_rect.size.x):
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for y in range(0, dest_rect.size.y):
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var src_x := clipped_src_rect.position.x + x;
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var src_y := clipped_src_rect.position.y + y;
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var dst_x := dest_rect.position.x + x;
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var dst_y := dest_rect.position.y + y;
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brush.lock()
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var brush_color := brush.get_pixel(src_x, src_y)
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var bg_color := bg.get_pixel(dst_x, dst_y)
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var out_color := blend_colors(brush_color, bg_color)
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if out_color.a != 0:
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bg.set_pixel(dst_x, dst_y, out_color)
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brush.unlock()
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func scale3X(sprite : Image, tol : float = 50) -> Image:
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var scaled = Image.new()
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scaled.create(sprite.get_width()*3, sprite.get_height()*3, false, Image.FORMAT_RGBA8)
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scaled.lock()
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sprite.lock()
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var a : Color
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var b : Color
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var c : Color
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var d : Color
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var e : Color
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var f : Color
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var g : Color
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var h : Color
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var i : Color
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for x in range(1,sprite.get_width()-1):
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for y in range(1,sprite.get_height()-1):
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var xs : float = 3*x
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var ys : float = 3*y
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a = sprite.get_pixel(x-1,y-1)
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b = sprite.get_pixel(x,y-1)
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c = sprite.get_pixel(x+1,y-1)
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d = sprite.get_pixel(x-1,y)
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e = sprite.get_pixel(x,y)
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f = sprite.get_pixel(x+1,y)
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g = sprite.get_pixel(x-1,y+1)
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h = sprite.get_pixel(x,y+1)
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i = sprite.get_pixel(x+1,y+1)
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var db : bool = similarColors(d, b, tol)
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var dh : bool = similarColors(d, h, tol)
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var bf : bool = similarColors(f, b, tol)
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var ec : bool = similarColors(e, c, tol)
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var ea : bool = similarColors(e, a, tol)
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var fh : bool = similarColors(f, h, tol)
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var eg : bool = similarColors(e, g, tol)
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var ei : bool = similarColors(e, i, tol)
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scaled.set_pixel(xs-1, ys-1, d if (db and !dh and !bf) else e )
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scaled.set_pixel(xs, ys-1, b if (db and !dh and !bf and !ec) or
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(bf and !db and !fh and !ea) else e)
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scaled.set_pixel(xs+1, ys-1, f if (bf and !db and !fh) else e)
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scaled.set_pixel(xs-1, ys, d if (dh and !fh and !db and !ea) or
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(db and !dh and !bf and !eg) else e)
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scaled.set_pixel(xs, ys, e);
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scaled.set_pixel(xs+1, ys, f if (bf and !db and !fh and !ei) or
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(fh and !bf and !dh and !ec) else e)
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scaled.set_pixel(xs-1, ys+1, d if (dh and !fh and !db) else e)
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scaled.set_pixel(xs, ys+1, h if (fh and !bf and !dh and !eg) or
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(dh and !fh and !db and !ei) else e)
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scaled.set_pixel(xs+1, ys+1, f if (fh and !bf and !dh) else e)
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scaled.unlock()
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sprite.unlock()
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return scaled
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func rotxel(sprite : Image, angle : float) -> void:
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# If angle is simple, then nn rotation is the best
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if angle == 0 || angle == PI/2 || angle == PI || angle == 2*PI:
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nn_rotate(sprite, angle)
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return
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var aux : Image = Image.new()
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aux.copy_from(sprite)
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var center : Vector2 = Vector2(sprite.get_width()/2, sprite.get_height()/2)
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var ox : int
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var oy : int
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var p : Color
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aux.lock()
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sprite.lock()
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for x in range(sprite.get_width()):
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for y in range(sprite.get_height()):
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var dx = 3*(x - center.x)
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var dy = 3*(y - center.y)
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var found_pixel : bool = false
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for k in range(9):
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var i = -1 + k % 3
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var j = -1 + int(k / 3)
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var dir = atan2(dy + j, dx + i)
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var mag = sqrt(pow(dx + i, 2) + pow(dy + j, 2))
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dir -= angle
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ox = round(center.x*3 + 1 + mag*cos(dir))
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oy = round(center.y*3 + 1 + mag*sin(dir))
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if (sprite.get_width() % 2 != 0):
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ox += 1
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oy += 1
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if (ox >= 0 && ox < sprite.get_width()*3
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&& oy >= 0 && oy < sprite.get_height()*3):
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found_pixel = true
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break
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if !found_pixel:
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sprite.set_pixel(x, y, Color(0,0,0,0))
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continue
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var fil : int = oy % 3
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var col : int = ox % 3
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var index : int = col + 3*fil
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ox = round((ox - 1)/3.0);
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oy = round((oy - 1)/3.0);
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var a : Color
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var b : Color
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var c : Color
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var d : Color
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var e : Color
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var f : Color
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var g : Color
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var h : Color
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var i : Color
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if (ox == 0 || ox == sprite.get_width() - 1 ||
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oy == 0 || oy == sprite.get_height() - 1):
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p = aux.get_pixel(ox, oy)
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else:
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a = aux.get_pixel(ox-1,oy-1);
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b = aux.get_pixel(ox,oy-1);
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c = aux.get_pixel(ox+1,oy-1);
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d = aux.get_pixel(ox-1,oy);
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e = aux.get_pixel(ox,oy);
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f = aux.get_pixel(ox+1,oy);
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g = aux.get_pixel(ox-1,oy+1);
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h = aux.get_pixel(ox,oy+1);
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i = aux.get_pixel(ox+1,oy+1);
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match(index):
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0:
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p = d if (similarColors(d,b) && !similarColors(d,h)
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&& !similarColors(b,f)) else e;
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1:
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p = b if ((similarColors(d,b) && !similarColors(d,h) &&
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!similarColors(b,f) && !similarColors(e,c)) ||
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(similarColors(b,f) && !similarColors(d,b) &&
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!similarColors(f,h) && !similarColors(e,a))) else e;
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2:
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p = f if (similarColors(b,f) && !similarColors(d,b) &&
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!similarColors(f,h)) else e;
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3:
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p = d if ((similarColors(d,h) && !similarColors(f,h) &&
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!similarColors(d,b) && !similarColors(e,a)) ||
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(similarColors(d,b) && !similarColors(d,h) &&
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!similarColors(b,f) && !similarColors(e,g))) else e;
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4:
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p = e
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5:
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p = f if((similarColors(b,f) && !similarColors(d,b) &&
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!similarColors(f,h) && !similarColors(e,i))
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|| (similarColors(f,h) && !similarColors(b,f) &&
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!similarColors(d,h) && !similarColors(e,c))) else e;
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6:
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p = d if (similarColors(d,h) && !similarColors(f,h) &&
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!similarColors(d,b)) else e;
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7:
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p = h if ((similarColors(f,h) && !similarColors(f,b) &&
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!similarColors(d,h) && !similarColors(e,g))
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|| (similarColors(d,h) && !similarColors(f,h) &&
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!similarColors(d,b) && !similarColors(e,i))) else e;
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8:
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p = f if (similarColors(f,h) && !similarColors(f,b) &&
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!similarColors(d,h)) else e;
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sprite.set_pixel(x, y, p)
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sprite.unlock()
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aux.unlock()
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func fake_rotsprite(sprite : Image, angle : float) -> void:
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sprite.copy_from(scale3X(sprite))
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nn_rotate(sprite,angle)
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sprite.resize(sprite.get_width()/3,sprite.get_height()/3,0)
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func nn_rotate(sprite : Image, angle : float) -> void:
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var aux : Image = Image.new()
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aux.copy_from(sprite)
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sprite.lock()
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aux.lock()
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var ox: int
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var oy: int
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var center : Vector2 = Vector2(sprite.get_width()/2, sprite.get_height()/2)
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for x in range(sprite.get_width()):
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for y in range(sprite.get_height()):
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ox = (x - center.x)*cos(angle) + (y - center.y)*sin(angle) + center.x
|
||
|
oy = -(x - center.x)*sin(angle) + (y - center.y)*cos(angle) + center.y
|
||
|
if ox >= 0 && ox < sprite.get_width() && oy >= 0 && oy < sprite.get_height():
|
||
|
sprite.set_pixel(x, y, aux.get_pixel(ox, oy))
|
||
|
else:
|
||
|
sprite.set_pixel(x, y, Color(0,0,0,0))
|
||
|
sprite.unlock()
|
||
|
aux.unlock()
|
||
|
|
||
|
|
||
|
func similarColors(c1 : Color, c2 : Color, tol : float = 100) -> bool:
|
||
|
var dist = colorDistance(c1, c2)
|
||
|
return dist <= tol
|
||
|
|
||
|
|
||
|
func colorDistance(c1 : Color, c2 : Color) -> float:
|
||
|
return sqrt(pow((c1.r - c2.r)*255, 2) + pow((c1.g - c2.g)*255, 2)
|
||
|
+ pow((c1.b - c2.b)*255, 2) + pow((c1.a - c2.a)*255, 2))
|
||
|
|
||
|
|
||
|
func adjust_hsv(img: Image, id : int, delta : float) -> void:
|
||
|
var west_limit = Global.canvas.west_limit
|
||
|
var east_limit = Global.canvas.east_limit
|
||
|
var north_limit = Global.canvas.north_limit
|
||
|
var south_limit = Global.canvas.south_limit
|
||
|
img.lock()
|
||
|
|
||
|
match id:
|
||
|
0: # Hue
|
||
|
for i in range(west_limit, east_limit):
|
||
|
for j in range(north_limit, south_limit):
|
||
|
var c : Color = img.get_pixel(i,j)
|
||
|
var hue = range_lerp(c.h,0,1,-180,180)
|
||
|
hue = hue + delta
|
||
|
|
||
|
while(hue >= 180):
|
||
|
hue -= 360
|
||
|
while(hue < -180):
|
||
|
hue += 360
|
||
|
c.h = range_lerp(hue,-180,180,0,1)
|
||
|
img.set_pixel(i,j,c)
|
||
|
|
||
|
1: # Saturation
|
||
|
for i in range(west_limit, east_limit):
|
||
|
for j in range(north_limit, south_limit):
|
||
|
var c : Color = img.get_pixel(i,j)
|
||
|
var sat = c.s
|
||
|
if delta > 0:
|
||
|
sat = range_lerp(delta,0,100,c.s,1)
|
||
|
elif delta < 0:
|
||
|
sat = range_lerp(delta,-100,0,0,c.s)
|
||
|
c.s = sat
|
||
|
img.set_pixel(i,j,c)
|
||
|
|
||
|
2: # Value
|
||
|
for i in range(west_limit, east_limit):
|
||
|
for j in range(north_limit, south_limit):
|
||
|
var c : Color = img.get_pixel(i,j)
|
||
|
var val = c.v
|
||
|
if delta > 0:
|
||
|
val = range_lerp(delta,0,100,c.v,1)
|
||
|
elif delta < 0:
|
||
|
val = range_lerp(delta,-100,0,0,c.v)
|
||
|
|
||
|
c.v = val
|
||
|
img.set_pixel(i,j,c)
|
||
|
|
||
|
img.unlock()
|
||
|
|
||
|
|
||
|
# Checks if a point is inside a rectangle
|
||
|
func point_in_rectangle(p : Vector2, coord1 : Vector2, coord2 : Vector2) -> bool:
|
||
|
return p.x > coord1.x && p.y > coord1.y && p.x < coord2.x && p.y < coord2.y
|