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95 commits

Author SHA1 Message Date
Emmanouil Papadeas 118e2e7671 Move set_nodes() logic to parent class ImageEffect
Also fixes a crash when trying to change the affected cels option in image effects that do not have animation options
2023-04-20 22:29:03 +03:00
Emmanouil Papadeas 91b1186d6f Remove unneeded shader parameters
Also changed the parameter names in HSV to reduce some lines of code
2023-04-20 16:21:09 +03:00
Emmanouil Papadeas ec2dcae8f7 Add a Posterize image effect, with optional dithering
Seems to produce the same result as GIMP's Posterize color filter. Should be useful for reducing the colors of an image, and it could work together with 3D lighting. Thanks to https://godotshaders.com/shader/color-reduction-and-dither/ for the shader.
2023-04-20 16:08:06 +03:00
Emmanouil Papadeas 72a7b277fb Use a ValueSliderV2 in the gradient dialog, and reverse the radius logic
The larger the radius value, the larger the circle, as it should be
2023-04-19 03:44:28 +03:00
Emmanouil Papadeas 1187b0bc49 Load cleanEdge shader when the rotate image or scale image dialog is shown
This should save some time on initial loading, but it introduces a slight loading time when opening the scale or rotate dialog for the first time in a session
2023-04-18 20:08:00 +03:00
Emmanouil Papadeas 60997723e2 Create a parent scene for the image effects
This helps with shared nodes, such as the preview, the affect selection, cels etc options, and the animation properties
2023-04-04 04:19:18 +03:00
Emmanouil Papadeas 2ce9f72c51 Use a ValueSliderV2 in the drop shadow dialog 2023-03-26 21:33:33 +03:00
Variable b384e706a9
Animate image effect properties (#836)
* Added auto animation system

* Animation to dialog

* Added Animated properties

* animate ranges

* formatting

* Fix missing commit

* Formatting
2023-03-25 16:59:02 +02:00
Emmanouil Papadeas ad61ddc2c0 Fix crash when opening the rotate image dialog for the second time for large canvases 2023-03-14 15:34:06 +02:00
Emmanouil Papadeas ea746538cf Workaround to make the Dithering shader work in WebGL 1.0
Not the best way to do this, but it works.
2023-02-06 14:29:27 +02:00
Emmanouil Papadeas 53dea9c8d0 Fix dithered gradients having wrong colors
Pass a nx1 image instead of the GradientTexture, that contains all of the gradient's selected colors, where n is the number of colors.
2023-01-29 01:02:40 +02:00
Emmanouil Papadeas f26484f854 Add repeat options to the gradients, unify their code into two shaders
Have only two shaders, one for simple gradient and the other for dithered gradient generation. The gradient shape gets passed as a uniform to the shader. Gradients can now get repeated, and the size option for linear gradients is back.
2023-01-28 18:45:49 +02:00
Emmanouil Papadeas 201992fa72 Add multi-color support for gradients, remove step gradients
Gradients are no longer limited to two colors, but can now instead have as many as we want, with each color having its own offset. Step gradients have now been removed; to generate the same effect, you can now generate a linear gradient with constant interpolation. Cubic interpolation in gradients is now also possible.

The dithering shaders were by far the biggest challenge and they had to be re-written in order for them to support multiple colors, with each one having a difference offset. I have noticed that some colors may disappear when Constant interpolation is used, though, so it can be buggy sometimes. Thanks to https://godotshaders.com/shader/dither-gradient-shader/ for the reference.

ValueSliders are now also used in the gradient window.
2023-01-27 04:23:48 +02:00
Emmanouil Papadeas 09ff22707b Use enums to check the rotation algorithm instead of strings in RotateImage.gd 2023-01-16 22:05:24 +02:00
Emmanouil Papadeas 08e00d3c31 [GLES 3 only] Add OmniScale for scaling and rotation 2023-01-11 17:54:33 +02:00
Emmanouil Papadeas 8423ce7d42 Fix typo in NearestNeighbour's file name 2023-01-11 16:41:08 +02:00
Variable 449ee60d49
Folders rearrangement (#804)
* Moved Reference Images to it's Folder

* Moved the rest to their respective folders

* formatting

* Fix formatting

I removed the `PackedScene` static typing declaration to reduce the number of characters in the line to less than 100. It's not really needed anyway, as Godot should be able to figure out that it's a PackedScene, since it's a tscn file, simply by using `:=`.

* reverting some changes

* Removed some un-expected things

* Fixed TransparentChecker Code

* fix typo

* Revert it

I didn't realize it was intended

* Removed unneded changes

* removed some unexpected changes

Co-authored-by: Emmanouil Papadeas <35376950+OverloadedOrama@users.noreply.github.com>
2023-01-05 17:54:22 +02:00
Emmanouil Papadeas 222e7a1ea8
Implement cleanEdge rotation and scaling (#794)
* Implement clear4x rotation

* Don't use pixelated uvs on the final result, only on the preview, and fix pivot positioning

* Update to cleanEdge algorithm

* Add cleanEdge scaling
2022-12-25 01:11:34 +02:00
Emmanouil Papadeas 9377ce00b0 Use ValueSliders for ShaderEffect and add a transparency background 2022-12-17 02:37:18 +02:00
Emmanouil Papadeas ac3d2baf87 Image effect dialog UI changes
All of the elements now expand vertically, and the Cancel and OK buttons are now bigger, thus easier to click.
2022-10-25 02:16:36 +03:00
Emmanouil Papadeas 9230f35d89 Add ValueSliders to Rotate and HSV dialogs 2022-10-15 14:10:08 +03:00
mrtripie 1fa34d7196
Basic Layer Groups and Timeline Refactor (#698)
* Fixed issues with Shading tool Saturation and Value not always being right in Hue Shading mode

* Shading tool hue shifting fixes and tweaks

* Bringing over changes from layer groups brach, without any changes to layer blending

* Some quick fixes to make it work again

* Fixed some of the places where GroupLayers cause errors. Cel Buttons are now hidden when groups are collapsed

* Layer drag highlighting (need to actually drop them correctly, also need to do cels)

* Added more layer hierarchy related functions, organized the function order in the Layer classes a bit

* Switched the layer type changing from string to int

* Moved layer type enum to Global

* Added get_layer_type_name(), currently used for the default layer name

* Renamed the layer get_children/is_a_parent_of functions

* changed get_layer_type_name() to get_default_name(number)

* New layer drag and dropping behavior

* Added read/write_image_data_from/to_pxo functions to Cel classes to handle saving/loading the binary image data for each cel type

* Fixed warning

* Added a line to child layers wich makes it easier to see where they are in the hierarchy

* Fixed debugger warning

* Fixed all cel types loading as PixelCels

* Fixed spacing issue with cels when collapsing groups

* Fixed bug when dropping a child layer to the bottom region of its parent group, where it would end up to far down (maybe disappearing)

* updated temporary todo comments

* Created a base scene for layer buttons and merged layer button script into one

* Prevent the case of parenting to itself in layer drag and drop, fixed static reference to LayerButton still being BaseLayerButton

* Use a base scene for CelButtons

* First bit of the refactoring work

* Several bits of refactoring

* Fixed moving cels

* Cleaned up Project.move_cel function

* Fixed project_layer_removed

* Updated change_frame_order on FrameButton. Some (not all) work on getting the layer UI updated when pressing buttons such as collapse/visible/lock

* Bug fixes. Updating layer button's buttons

* Fixed timeline selection issues when creating a new project. Some code cleanup

* tweaks

* Removed a bunch of commented out code

* Removing more commented out code

* Fixed bugs with timeline selectio. Fixed cels being placed in the reverse layer order when adding a frame

* Changed add/remove_frame to add/remove_frames (multiple support)

* Refactored copy_frames in animation timeline

* added copy function to cel classes

* added layer copy function

* simplifed copy_frames a tiny bit

* Updated TODO comments to categorize them and remove any that were already done

* Turned Project.add/remove_layer into Project.add/remove_layers (multiple support), not yet tested

* Seperated the layer cloning functionality in timeline's add_layer to its own function, since they're only used by one button, renamed to _on_Button_pressed naming scheme, added children support to the delete layer button

* some TODOs

* Added layer swapping

* Added priorities to refactor TODOs

* Simplified layer swapping code a little

* Fixed performance regression on changing project, updated TODOs

* Included _on_MergeDownLayer_pressed in timeline refactor

* Cleaned up _on_MergeDownLayer_pressed refactor

* If all frames are selected, prevent being able to remove all of them

* Fixed cel linking when cloning layers/frames. Moved the copy function from cel classes to layer classes, splitting into copy_cel and copy_all_cels

* Combined and rewrote the 2 project _toggle_layer_buttons_.. functions into 1 simpler _toggle_layer_buttons function

* Simplified _toggle_layer_buttons some more

* Added hierarchy support for move up/down layer buttons

* Added toggle_frame_buttons method to project (extracted from  _frame_changed). Called from main when setting up startup project. Removed _ from start of _toggle_layer_buttons name

* Fixed duplicate_layers parent references being to the original layers

* cleaned up project.move_layers method a bit

* TODOs

* moved the transform_content_confirm calls for the layer buttons in AnimationTimeline (Add/remove/clone) to the project layer modification functions

* animation first/last_frame tweaks and un-press play buttons when the first/last_frame are the same in _on_AnimationTimer_timeout in AnimationTimeline

* Cleaned up project_changed in ANimationTimeline a bit

* Cleaned up project_layer_added in AnimationTimeline

* Changed Layer classes get_default_name to set_name_to_default

* Cleaned up LayerButton.drop_data slightly

* Looked at some of my TODOs

* cleaned up copying cels

* Fixed CelButton linked_indicator not showing up right away when becoming linked

* Cleand up link/unlink cel menu option a little. Fixed situatoin where trying to call button_setup on cel_button that doesn't exist anymore due to undo/redo

* Fixed regression with copy_cel (linked) in when cloning a frame

* Minor cleanup, more detailed comments, updated TODOs

* more improved comments

* Made focus_mode on Cel/Layer/FrameButton NONE to fix bug where it looks like one is selected after pressing it and adding a new Layer/Frame (but its just in the focus state, not the pressed state

* Made AnimationTimeline.change_layer_order work a little more consistantly with LayerButton.drop_data, and fixed a minor bug in it

* Updated comments and TODOs

* cleanup

* removed some code that should no longer be needed

* updated comment

* removed Project's frames and layers setters _frames_changed and _layers_changed

* Made some 'for x in range(array.size())' just 'for x in array.size()'

* updated comments/TODOs

* Cel content changes intial

* Added 'content' methods to Cel classes

* Removed image var from PixelCelButton

* Reusing PixelCelButton.gd on GroupCelButton scene

* Renamed PixelCelButton.gd to CelButton.gd (as it will be used for all Cel Buttons) and deleted GroupCelButton.gd

* Hide the TransparentChecker on GroupCelButton.tscn until a preview texture is added for GroupCels

* TODOs, prevent memory leak when closing projects

* Link/unlink cel cleanup
:

* Added _project param to _init methods of Layer classes

* Added update_texture method to Cel classes (moving part from the update_texture and update_selected_cels_textures methods from Canvas.gd

* Removed a temporary check (which also fixed another bug)

* Clone child layers when cloning a layer

* Added temp dummy get_image method to GroupCel, and use get_image when copying or picking colors

* TODOs

* Made open_image_as_spritesheet_layer work after the timeline refactor (still doesn't work with groups yet though). TODO comment updates

* Added create_new_cel methods to Layer classes

* Updated TODOs and comments

* Renamed Layer class's create_empty_cel to new_empty_cel to match Project's new_emtpy_frame

* Renamed create_layer/cel_button to instantiate_layer/cel_button

* updated TODOs

* prioritized TODOs

* Fixed some warnings

* removed commented out code from previous commit

* Fixed export

* Made open_image_as_new_frame work after timeline refactor

* Fixed open_image_as_new_layer after timeline refactor

* Some linked cel fixes

* More linked cels fixes

* cleanup

* Optimized importing spreadsheet as new layer

* Fixed Scale Image crash with Groups

* Fixed onion skin with groups

* Removed blend_mode from BaseLayer for now

* Mostly fixed image effects

* Fixed resize canvas

* Fixed drag and drop not working with Cel Buttons on Group Layers

* updated TODOs

* Renamed Replace Frame (in open image) to Replace Cel

* Continued renaming Replace Frame to Replace Cel

* Made open_image_at_cels work after timeline refactor

* Added get_layer_path method to BaseLayer

* Replaced AtLayerSpinbox with AtLayerOption for Open Image as New Frame or Replace Cel

* Updated TODOs

* updated TODOs

* Comments for cel content methods

* fixed right clicking group cel button deselecting the button (even though cel is still selected

* frame/layer modification methods comments

* Removed unneeded size flags

* TODO updates

* Removed a loop that would never run from open_image_as_spritesheet_tab

* TODO update

* Combined BaseLayer.get_children_direct and get_children_recursive into a single get_children method with a bool for recursive. Added a get_child_count method

* Removed unneeded frame paramaters from _on_DeleteFrame_pressed and _on_CopyFrame_pressed

* TODO Updates

* Removed unneeded code from delete_frames

* Made delete_frames variable names more consistent with my other changes

* Continuation

* made variable names in copy_frames more consistent with rest of changes

* Update TODOs

* Removed TODOs for after this PR (moved to my notes)

* Fixed crash when pasting image on Group

* Fixed layer .visible check to be is_visible_in_hierarchy()

* Removed some drag highlight polish code that didn't work

* Removed code from Canvas update_texture and update_selected_cels_textures that was redundant

* gdformat

* gdformat

* gdlint fixes

* Fixed Cel button not having its linked indicator show when enabling new cels linked on a layer other than the current layer

* Fixed crop image and centralize image

* Added '# gdlint: ignore=max-public-methods' to the top of Project'

* Fixed dragging cels to layer of different type crash

* Formatted CelButton.gd

Co-authored-by: MrTriPie <MrTriPie>
2022-09-28 21:59:49 +03:00
Emmanouil Papadeas c66cac2fd8 Add an interpolation OptionButton to GradientEdit 2022-08-09 02:02:46 +03:00
Emmanouil Papadeas 41ccc704c2
Refactor the selection system to use an Image instead of a BitMap (#710)
* Use Image instead of BitMap for selection

Not complete and Pixelorama is currently broken

* Add a SelectionMap class

* Make the changes in Selection.gd

* Remove selection_bitmap

* Replace duplicate() with copy_from()

* Fix selection

Intersection and transforming are not working

* Fix wrong pixel color values

* Fix selection transforming

* Call selection_bitmap_changed() on scale

* Fix clipboard

* Remove bitmap_to_image()

* Rename selection_image to selection_map

* No errors in Magic Wand

* Rename selection_bitmap_changed() to selection_map_changed()

* Format

* Fix selection resizing

* Remove a line from image effects

* Fast selection inverting using shader

* Update SelectionMap.gd

* Format

* Convert SelectionMap back to LA8 after inverting

* Minor refactor in RectSelect.gd

* Fix intersections

* Use shader for ColorSelect and add color similarity option

* Update RotateImage.gd
2022-08-08 03:03:17 +03:00
Variable 9d71c7e6bc
removed initial angle quick rotation buttons (#728) 2022-07-29 12:38:25 +03:00
Emmanouil Papadeas 559da5414b Implement @azagaya's rotation with smear shader 2022-07-28 01:04:24 +03:00
Emmanouil Papadeas 68ad07572a Some more minor changes in rotate image dialog and script 2022-07-25 17:47:01 +03:00
Emmanouil Papadeas 42942d2c0a Fix pivot drag not working in the Web version 2022-07-25 14:58:17 +03:00
Emmanouil Papadeas dfc8499d06 Changes in the Rotate image dialog and script 2022-07-25 14:39:23 +03:00
Variable 7381311e71
Pivot remembering and algorithm re-arrangement (#724)
* Make pivot remember it's last position

* formatting

* Re-arranged algorithms

According to their speed

* Accidentally left popup visible
2022-07-25 03:01:23 +03:00
Variable cca36b52e4
Upgrade current_cel to selected_cel for Preview Display (#722)
* 1 of 3

* 2 of 3

* 3 of 3
2022-07-24 02:20:58 +03:00
Variable 43a8a04704
Expose pivot Option (#720)
* Added the pivot system

* Some re-arrangement

* a bug-fix

* fixed a conversion scale bug

The problem was the conversion from rect to pixel scale was not properly done, i changed it so that it sets conversion factor of shorter side according to the longer side

* Fix to allow manual pivoting

* remove an update()

i may have added it my self but i think its not needed now

* made shader pivot consistent with gd script

by doing `pivot + Vector2(0.5, 0.5)` for "Nearest neighbour (Shader)"

* Cosmetics

* Formatting

* more formatting

* an optimization
2022-07-23 23:31:39 +03:00
Emmanouil Papadeas 7b067de20e Image effect refactors 2022-06-12 00:27:59 +03:00
Emmanouil Papadeas c9f0301c79 Add a Gradient Map image effect, implements the second half of #595
The gradient edit code was taken and modified from Material Maker, MIT license.
2022-06-11 16:16:37 +03:00
Emmanouil Papadeas b66ea70a92 Fix scale image aspect ratio not updating correctly when the dialog is about to appear 2022-05-19 15:16:28 +03:00
Emmanouil Papadeas 0ad3d16b57 Update translations 2022-05-18 21:46:48 +03:00
AlphinAlbukhari 55b5cc3932
Fix drop shadow (#690)
* Fix drop shadow

* Connect signal

AffectOptionButton didn't work
2022-05-04 01:02:20 +03:00
Variable 0232f95c84
Shader Rotation fix (#687)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* added error calculation

* revert last commit

* fixed rotation bug caused on some transparency

* fix for a bug

when selection was present

* added a comment

* added a fix when selection was enabled

* formating

* fixed another bug

* Added quick buttons for rotation
2022-05-03 19:38:29 +03:00
Emmanouil Papadeas 9a43d4bd34 Change "Step" and "Dithering" gradients to "Linear Step" and "Linear Dithering" 2022-05-02 16:53:13 +03:00
Emmanouil Papadeas cf926942ac
Shader-based gradients (#677)
* Add 6 shader-based gradient types

* Shaders now respect selection

* Fix step gradient

* Remove comments

* Disable step and dithering shaders in Web version

* Fixed a weird bug with dithering shaders, selection and GLES2

Having a selection, applying a dithering gradient, removing the selection and then going to the gradient dialog again causes the dithering shaders to "remember" the previous selection, even if there is no selection currently. This only happens with the two dithering shaders and only with the GLES2 renderer. Removing `uniform sampler2D dither_texture;` from the shader code seems to fix the issue, but that's obviously isn't what we want so a "proper" fix is included in this commit.

* Format & lint

* Removed old gradient code

* Change how centers work on radial step and dithering

* Made angle, center and radius option a bit more clear

* Rename bayer-matrices directory to dither-matrices

* Use DitherMatrix class

* Create dithering types programmatically

* Remove unneeded code in shaders

* Rewrite the step shader without a for loop

More optimized and works on the Web version with GLES2

* Rewrite radial step and dithering shaders without for loop

Now all shaders work on the Web version and have been optimized.

* Fix Linear & Radial size range and remove some unneeded lines

* Added size uniform to Radial Step and Radial Dither

* Swap colors in the Linear gradient

* Make size a percentage

* Make the preview look the same as the result

Didn't change the dithering shaders because they seemed to give different results.

* Remove ratio uniform and divide uvs by the radius instead

This makes more sense because the smaller the number, the smaller the radius.

* Fix linear gradient

* Change Position to percentage and "Size" to "Transition size"

* Mix gradients with original color, if the gradient colors have transparency
2022-05-02 16:12:00 +03:00
AlphinAlbukhari 74ae37eb6e
Shader based rotation (#683)
* Add Shader based rotation

* Selection, aspect ratio and edge border

* Change Shader option to Nearest neighbour (Shader)

* Resolve Conflict

* Remove Whitespaces
2022-04-29 18:54:50 +03:00
Variable b9a841a360
Rotation improvements (#676)
* add limit change with brush

* Delete Draw.gd

* Delete BaseTool.gd

* Pivot correction in case of even size

* fix the Scale3x

it should not remove the edges now

* formatting

* more formatting
2022-04-27 16:27:33 +03:00
AlphinAlbukhari 7b721ca66d
Add Drop Shadow (#674) 2022-04-27 14:48:31 +03:00
Emmanouil Papadeas 2da5b1e944 Outline generation with shaders
This results in both better and faster results. Unfortunately, the shader does not work in the Web version, so we have to rely on the old method for that platform.
2022-04-22 21:11:02 +03:00
Emmanouil Papadeas 19512e4516 Change "Flip" window title to "Mirror Image"
Also made Horizontal enabled by default
2022-04-22 15:38:08 +03:00
Emmanouil Papadeas 7c6cdadb86 Optimize shader-based image effects when there is no selection 2022-04-20 03:06:58 +03:00
Manolis Papadeas bdd32a8239 Make marching ants shader ratio-independent 2022-04-18 15:32:14 +03:00
Manolis Papadeas d8830d7f06 bool support for shaders
Feature not exposed to the end user yet
2022-04-10 00:04:45 +03:00
Manolis Papadeas c7f9f1d23b vec2 support for shaders
Feature not exposed to the end user yet
2022-04-09 23:28:57 +03:00
Manolis Papadeas d579118bb1 Load textures for sampler2D uniforms in the experimental shader feature
Feature not exposed to the end user yet
2022-04-09 03:42:34 +03:00