extends Node enum GradientDirection { TOP, BOTTOM, LEFT, RIGHT } ## Continuation from Image.Interpolation enum Interpolation { SCALE3X = 5, CLEANEDGE = 6, OMNISCALE = 7 } var blend_layers_shader := preload("res://src/Shaders/BlendLayers.gdshader") var clean_edge_shader: Shader: get: if clean_edge_shader == null: clean_edge_shader = load("res://src/Shaders/Effects/Rotation/cleanEdge.gdshader") return clean_edge_shader var omniscale_shader: Shader: get: if omniscale_shader == null: omniscale_shader = load("res://src/Shaders/Effects/Rotation/OmniScale.gdshader") return omniscale_shader ## Blends canvas layers into passed image starting from the origin position func blend_layers( image: Image, frame: Frame, origin := Vector2i.ZERO, project := Global.current_project, only_selected_cels := false, only_selected_layers := false, ) -> void: var frame_index := project.frames.find(frame) var previous_ordered_layers: Array[int] = project.ordered_layers project.order_layers(frame_index) var textures: Array[Image] = [] # Nx4 texture, where N is the number of layers and the first row are the blend modes, # the second are the opacities, the third are the origins and the fourth are the # clipping mask booleans. var metadata_image := Image.create(project.layers.size(), 4, false, Image.FORMAT_R8) for i in project.layers.size(): var ordered_index := project.ordered_layers[i] var layer := project.layers[ordered_index] var include := true if layer.is_visible_in_hierarchy() else false if only_selected_cels and include: var test_array := [frame_index, i] if not test_array in project.selected_cels: include = false if only_selected_layers and include: var layer_is_selected := false for selected_cel in project.selected_cels: if i == selected_cel[1]: layer_is_selected = true break if not layer_is_selected: include = false var cel := frame.cels[ordered_index] if DisplayServer.get_name() == "headless": var opacity := cel.get_final_opacity(layer) var cel_image := Image.new() cel_image.copy_from(cel.get_image()) if opacity < 1.0: # If we have cel or layer transparency for xx in cel_image.get_size().x: for yy in cel_image.get_size().y: var pixel_color := cel_image.get_pixel(xx, yy) var alpha := pixel_color.a * opacity cel_image.set_pixel( xx, yy, Color(pixel_color.r, pixel_color.g, pixel_color.b, alpha) ) image.blend_rect(cel_image, Rect2i(Vector2i.ZERO, project.size), origin) else: var cel_image := layer.display_effects(cel) textures.append(cel_image) set_layer_metadata_image(layer, cel, metadata_image, ordered_index, include) if DisplayServer.get_name() != "headless": var texture_array := Texture2DArray.new() texture_array.create_from_images(textures) var params := { "layers": texture_array, "metadata": ImageTexture.create_from_image(metadata_image), } var blended := Image.create(project.size.x, project.size.y, false, image.get_format()) var gen := ShaderImageEffect.new() gen.generate_image(blended, blend_layers_shader, params, project.size) image.blend_rect(blended, Rect2i(Vector2i.ZERO, project.size), origin) # Re-order the layers again to ensure correct canvas drawing project.ordered_layers = previous_ordered_layers func set_layer_metadata_image( layer: BaseLayer, cel: BaseCel, image: Image, index: int, include := true ) -> void: # Store the blend mode image.set_pixel(index, 0, Color(layer.blend_mode / 255.0, 0.0, 0.0, 0.0)) # Store the opacity if layer.is_visible_in_hierarchy() and include: var opacity := cel.get_final_opacity(layer) image.set_pixel(index, 1, Color(opacity, 0.0, 0.0, 0.0)) else: image.set_pixel(index, 1, Color()) # Store the clipping mask boolean if layer.clipping_mask: image.set_pixel(index, 3, Color.WHITE) else: image.set_pixel(index, 3, Color.BLACK) ## Algorithm based on http://members.chello.at/easyfilter/bresenham.html func get_ellipse_points(pos: Vector2i, size: Vector2i) -> Array[Vector2i]: var array: Array[Vector2i] = [] var x0 := pos.x var x1 := pos.x + (size.x - 1) var y0 := pos.y var y1 := pos.y + (size.y - 1) var a := absi(x1 - x0) var b := absi(y1 - x0) var b1 := b & 1 var dx := 4 * (1 - a) * b * b var dy := 4 * (b1 + 1) * a * a var err := dx + dy + b1 * a * a var e2 := 0 if x0 > x1: x0 = x1 x1 += a if y0 > y1: y0 = y1 y0 += (b + 1) / 2 y1 = y0 - b1 a *= 8 * a b1 = 8 * b * b while x0 <= x1: var v1 := Vector2i(x1, y0) var v2 := Vector2i(x0, y0) var v3 := Vector2i(x0, y1) var v4 := Vector2i(x1, y1) array.append(v1) array.append(v2) array.append(v3) array.append(v4) e2 = 2 * err if e2 <= dy: y0 += 1 y1 -= 1 dy += a err += dy if e2 >= dx || 2 * err > dy: x0 += 1 x1 -= 1 dx += b1 err += dx while y0 - y1 < b: var v1 := Vector2i(x0 - 1, y0) var v2 := Vector2i(x1 + 1, y0) var v3 := Vector2i(x0 - 1, y1) var v4 := Vector2i(x1 + 1, y1) array.append(v1) array.append(v2) array.append(v3) array.append(v4) y0 += 1 y1 -= 1 return array func get_ellipse_points_filled(pos: Vector2i, size: Vector2i, thickness := 1) -> Array[Vector2i]: var offsetted_size := size + Vector2i.ONE * (thickness - 1) var border := get_ellipse_points(pos, offsetted_size) var filling: Array[Vector2i] = [] for x in range(1, ceili(offsetted_size.x / 2.0)): var fill := false var prev_is_true := false for y in range(0, ceili(offsetted_size.y / 2.0)): var top_l_p := Vector2i(x, y) var bit := border.has(pos + top_l_p) if bit and not fill: prev_is_true = true continue if not bit and (fill or prev_is_true): filling.append(pos + top_l_p) filling.append(pos + Vector2i(x, offsetted_size.y - y - 1)) filling.append(pos + Vector2i(offsetted_size.x - x - 1, y)) filling.append(pos + Vector2i(offsetted_size.x - x - 1, offsetted_size.y - y - 1)) if prev_is_true: fill = true prev_is_true = false elif bit and fill: break return border + filling func scale_3x(sprite: Image, tol := 50.0) -> Image: var scaled := Image.create( sprite.get_width() * 3, sprite.get_height() * 3, false, Image.FORMAT_RGBA8 ) var width_minus_one := sprite.get_width() - 1 var height_minus_one := sprite.get_height() - 1 for x in range(0, sprite.get_width()): for y in range(0, sprite.get_height()): var xs := 3 * x var ys := 3 * y var a := sprite.get_pixel(maxi(x - 1, 0), maxi(y - 1, 0)) var b := sprite.get_pixel(mini(x, width_minus_one), maxi(y - 1, 0)) var c := sprite.get_pixel(mini(x + 1, width_minus_one), maxi(y - 1, 0)) var d := sprite.get_pixel(maxi(x - 1, 0), mini(y, height_minus_one)) var e := sprite.get_pixel(mini(x, width_minus_one), mini(y, height_minus_one)) var f := sprite.get_pixel(mini(x + 1, width_minus_one), mini(y, height_minus_one)) var g := sprite.get_pixel(maxi(x - 1, 0), mini(y + 1, height_minus_one)) var h := sprite.get_pixel(mini(x, width_minus_one), mini(y + 1, height_minus_one)) var i := sprite.get_pixel(mini(x + 1, width_minus_one), mini(y + 1, height_minus_one)) var db: bool = similar_colors(d, b, tol) var dh: bool = similar_colors(d, h, tol) var bf: bool = similar_colors(f, b, tol) var ec: bool = similar_colors(e, c, tol) var ea: bool = similar_colors(e, a, tol) var fh: bool = similar_colors(f, h, tol) var eg: bool = similar_colors(e, g, tol) var ei: bool = similar_colors(e, i, tol) scaled.set_pixel(maxi(xs - 1, 0), maxi(ys - 1, 0), d if (db and !dh and !bf) else e) scaled.set_pixel( xs, maxi(ys - 1, 0), b if (db and !dh and !bf and !ec) or (bf and !db and !fh and !ea) else e ) scaled.set_pixel(xs + 1, maxi(ys - 1, 0), f if (bf and !db and !fh) else e) scaled.set_pixel( maxi(xs - 1, 0), ys, d if (dh and !fh and !db and !ea) or (db and !dh and !bf and !eg) else e ) scaled.set_pixel(xs, ys, e) scaled.set_pixel( xs + 1, ys, f if (bf and !db and !fh and !ei) or (fh and !bf and !dh and !ec) else e ) scaled.set_pixel(maxi(xs - 1, 0), ys + 1, d if (dh and !fh and !db) else e) scaled.set_pixel( xs, ys + 1, h if (fh and !bf and !dh and !eg) or (dh and !fh and !db and !ei) else e ) scaled.set_pixel(xs + 1, ys + 1, f if (fh and !bf and !dh) else e) return scaled func rotxel(sprite: Image, angle: float, pivot: Vector2) -> void: if is_zero_approx(angle) or is_equal_approx(angle, TAU): return if is_equal_approx(angle, PI / 2.0) or is_equal_approx(angle, 3.0 * PI / 2.0): nn_rotate(sprite, angle, pivot) return if is_equal_approx(angle, PI): sprite.rotate_180() return var aux := Image.new() aux.copy_from(sprite) var ox: int var oy: int for x in sprite.get_size().x: for y in sprite.get_size().y: var dx := 3 * (x - pivot.x) var dy := 3 * (y - pivot.y) var found_pixel := false for k in range(9): var modk := -1 + k % 3 var divk := -1 + int(k / 3) var dir := atan2(dy + divk, dx + modk) var mag := sqrt(pow(dx + modk, 2) + pow(dy + divk, 2)) dir -= angle ox = roundi(pivot.x * 3 + 1 + mag * cos(dir)) oy = roundi(pivot.y * 3 + 1 + mag * sin(dir)) if sprite.get_width() % 2 != 0: ox += 1 oy += 1 if ( ox >= 0 && ox < sprite.get_width() * 3 && oy >= 0 && oy < sprite.get_height() * 3 ): found_pixel = true break if !found_pixel: sprite.set_pixel(x, y, Color(0, 0, 0, 0)) continue var fil: int = oy % 3 var col: int = ox % 3 var index: int = col + 3 * fil ox = roundi((ox - 1) / 3.0) oy = roundi((oy - 1) / 3.0) var p: Color if ox == 0 || ox == sprite.get_width() - 1 || oy == 0 || oy == sprite.get_height() - 1: p = aux.get_pixel(ox, oy) else: var a := aux.get_pixel(ox - 1, oy - 1) var b := aux.get_pixel(ox, oy - 1) var c := aux.get_pixel(ox + 1, oy - 1) var d := aux.get_pixel(ox - 1, oy) var e := aux.get_pixel(ox, oy) var f := aux.get_pixel(ox + 1, oy) var g := aux.get_pixel(ox - 1, oy + 1) var h := aux.get_pixel(ox, oy + 1) var i := aux.get_pixel(ox + 1, oy + 1) match index: 0: p = ( d if ( similar_colors(d, b) && !similar_colors(d, h) && !similar_colors(b, f) ) else e ) 1: p = ( b if ( ( similar_colors(d, b) && !similar_colors(d, h) && !similar_colors(b, f) && !similar_colors(e, c) ) || ( similar_colors(b, f) && !similar_colors(d, b) && !similar_colors(f, h) && !similar_colors(e, a) ) ) else e ) 2: p = ( f if ( similar_colors(b, f) && !similar_colors(d, b) && !similar_colors(f, h) ) else e ) 3: p = ( d if ( ( similar_colors(d, h) && !similar_colors(f, h) && !similar_colors(d, b) && !similar_colors(e, a) ) || ( similar_colors(d, b) && !similar_colors(d, h) && !similar_colors(b, f) && !similar_colors(e, g) ) ) else e ) 4: p = e 5: p = ( f if ( ( similar_colors(b, f) && !similar_colors(d, b) && !similar_colors(f, h) && !similar_colors(e, i) ) || ( similar_colors(f, h) && !similar_colors(b, f) && !similar_colors(d, h) && !similar_colors(e, c) ) ) else e ) 6: p = ( d if ( similar_colors(d, h) && !similar_colors(f, h) && !similar_colors(d, b) ) else e ) 7: p = ( h if ( ( similar_colors(f, h) && !similar_colors(f, b) && !similar_colors(d, h) && !similar_colors(e, g) ) || ( similar_colors(d, h) && !similar_colors(f, h) && !similar_colors(d, b) && !similar_colors(e, i) ) ) else e ) 8: p = ( f if ( similar_colors(f, h) && !similar_colors(f, b) && !similar_colors(d, h) ) else e ) sprite.set_pixel(x, y, p) func fake_rotsprite(sprite: Image, angle: float, pivot: Vector2) -> void: if is_zero_approx(angle) or is_equal_approx(angle, TAU): return if is_equal_approx(angle, PI / 2.0) or is_equal_approx(angle, 3.0 * PI / 2.0): nn_rotate(sprite, angle, pivot) return if is_equal_approx(angle, PI): sprite.rotate_180() return var selected_sprite := scale_3x(sprite) nn_rotate(selected_sprite, angle, pivot * 3) selected_sprite.resize( selected_sprite.get_width() / 3, selected_sprite.get_height() / 3, Image.INTERPOLATE_NEAREST ) sprite.blit_rect(selected_sprite, Rect2(Vector2.ZERO, selected_sprite.get_size()), Vector2.ZERO) func nn_rotate(sprite: Image, angle: float, pivot: Vector2) -> void: if is_zero_approx(angle) or is_equal_approx(angle, TAU): return if is_equal_approx(angle, PI): sprite.rotate_180() return var aux := Image.new() aux.copy_from(sprite) var angle_sin := sin(angle) var angle_cos := cos(angle) for x in range(sprite.get_width()): for y in range(sprite.get_height()): var ox := (x - pivot.x) * angle_cos + (y - pivot.y) * angle_sin + pivot.x var oy := -(x - pivot.x) * angle_sin + (y - pivot.y) * angle_cos + pivot.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)) func similar_colors(c1: Color, c2: Color, tol := 100.0) -> bool: var v1 := Vector4(c1.r, c1.g, c1.b, c1.a) var v2 := Vector4(c2.r, c2.g, c2.b, c2.a) var dist := v2.distance_to(v1) return dist <= (tol / 255.0) # Image effects func center(indices: Array) -> void: var project := Global.current_project Global.canvas.selection.transform_content_confirm() project.undos += 1 project.undo_redo.create_action("Center Frames") for frame in indices: # Find used rect of the current frame (across all of the layers) var used_rect := Rect2i() for cel in project.frames[frame].cels: if not cel is PixelCel: continue var cel_rect := cel.get_image().get_used_rect() if cel_rect.has_area(): used_rect = used_rect.merge(cel_rect) if used_rect.has_area() else cel_rect if not used_rect.has_area(): continue # Now apply centering var offset: Vector2i = (0.5 * (project.size - used_rect.size)).floor() for cel in project.frames[frame].cels: if not cel is PixelCel: continue var sprite := Image.create(project.size.x, project.size.y, false, Image.FORMAT_RGBA8) sprite.blend_rect(cel.image, used_rect, offset) Global.undo_redo_compress_images({cel.image: sprite.data}, {cel.image: cel.image.data}) project.undo_redo.add_undo_method(Global.undo_or_redo.bind(true)) project.undo_redo.add_do_method(Global.undo_or_redo.bind(false)) project.undo_redo.commit_action() func scale_image(width: int, height: int, interpolation: int) -> void: var redo_data := {} var undo_data := {} for f in Global.current_project.frames: for i in range(f.cels.size() - 1, -1, -1): var cel := f.cels[i] if not cel is PixelCel: continue var sprite := Image.new() sprite.copy_from(cel.get_image()) if interpolation == Interpolation.SCALE3X: var times := Vector2i( ceili(width / (3.0 * sprite.get_width())), ceili(height / (3.0 * sprite.get_height())) ) for _j in range(maxi(times.x, times.y)): sprite.copy_from(scale_3x(sprite)) sprite.resize(width, height, Image.INTERPOLATE_NEAREST) elif interpolation == Interpolation.CLEANEDGE: var gen := ShaderImageEffect.new() gen.generate_image(sprite, clean_edge_shader, {}, Vector2i(width, height)) elif interpolation == Interpolation.OMNISCALE and omniscale_shader: var gen := ShaderImageEffect.new() gen.generate_image(sprite, omniscale_shader, {}, Vector2i(width, height)) else: sprite.resize(width, height, interpolation) redo_data[cel.image] = sprite.data undo_data[cel.image] = cel.image.data general_do_and_undo_scale(width, height, redo_data, undo_data) ## Sets the size of the project to be the same as the size of the active selection. func crop_to_selection() -> void: if not Global.current_project.has_selection: return var redo_data := {} var undo_data := {} Global.canvas.selection.transform_content_confirm() var rect: Rect2i = Global.canvas.selection.big_bounding_rectangle # Loop through all the cels to crop them for f in Global.current_project.frames: for cel in f.cels: if not cel is PixelCel: continue var sprite := cel.get_image().get_region(rect) redo_data[cel.image] = sprite.data undo_data[cel.image] = cel.image.data general_do_and_undo_scale(rect.size.x, rect.size.y, redo_data, undo_data) ## Automatically makes the project smaller by looping through all of the cels and ## trimming out the pixels that are transparent in all cels. func crop_to_content() -> void: Global.canvas.selection.transform_content_confirm() var used_rect := Rect2i() for f in Global.current_project.frames: for cel in f.cels: if not cel is PixelCel: continue var cel_used_rect := cel.get_image().get_used_rect() if cel_used_rect == Rect2i(0, 0, 0, 0): # If the cel has no content continue if used_rect == Rect2i(0, 0, 0, 0): # If we still haven't found the first cel with content used_rect = cel_used_rect else: used_rect = used_rect.merge(cel_used_rect) # If no layer has any content, just return if used_rect == Rect2i(0, 0, 0, 0): return var width := used_rect.size.x var height := used_rect.size.y var redo_data := {} var undo_data := {} # Loop through all the cels to trim them for f in Global.current_project.frames: for cel in f.cels: if not cel is PixelCel: continue var sprite := cel.get_image().get_region(used_rect) redo_data[cel.image] = sprite.data undo_data[cel.image] = cel.image.data general_do_and_undo_scale(width, height, redo_data, undo_data) func resize_canvas(width: int, height: int, offset_x: int, offset_y: int) -> void: var redo_data := {} var undo_data := {} for f in Global.current_project.frames: for cel in f.cels: if not cel is PixelCel: continue var sprite := Image.create(width, height, false, Image.FORMAT_RGBA8) sprite.blend_rect( cel.get_image(), Rect2i(Vector2i.ZERO, Global.current_project.size), Vector2i(offset_x, offset_y) ) redo_data[cel.image] = sprite.data undo_data[cel.image] = cel.image.data general_do_and_undo_scale(width, height, redo_data, undo_data) func general_do_and_undo_scale( width: int, height: int, redo_data: Dictionary, undo_data: Dictionary ) -> void: var project := Global.current_project var size := Vector2i(width, height) var x_ratio := float(project.size.x) / width var y_ratio := float(project.size.y) / height var selection_map_copy := SelectionMap.new() selection_map_copy.copy_from(project.selection_map) selection_map_copy.crop(size.x, size.y) redo_data[project.selection_map] = selection_map_copy.data undo_data[project.selection_map] = project.selection_map.data var new_x_symmetry_point := project.x_symmetry_point / x_ratio var new_y_symmetry_point := project.y_symmetry_point / y_ratio var new_x_symmetry_axis_points := project.x_symmetry_axis.points var new_y_symmetry_axis_points := project.y_symmetry_axis.points new_x_symmetry_axis_points[0].y /= y_ratio new_x_symmetry_axis_points[1].y /= y_ratio new_y_symmetry_axis_points[0].x /= x_ratio new_y_symmetry_axis_points[1].x /= x_ratio project.undos += 1 project.undo_redo.create_action("Scale") project.undo_redo.add_do_property(project, "size", size) project.undo_redo.add_do_property(project, "x_symmetry_point", new_x_symmetry_point) project.undo_redo.add_do_property(project, "y_symmetry_point", new_y_symmetry_point) project.undo_redo.add_do_property(project.x_symmetry_axis, "points", new_x_symmetry_axis_points) project.undo_redo.add_do_property(project.y_symmetry_axis, "points", new_y_symmetry_axis_points) Global.undo_redo_compress_images(redo_data, undo_data) project.undo_redo.add_undo_property(project, "size", project.size) project.undo_redo.add_undo_property(project, "x_symmetry_point", project.x_symmetry_point) project.undo_redo.add_undo_property(project, "y_symmetry_point", project.y_symmetry_point) project.undo_redo.add_undo_property( project.x_symmetry_axis, "points", project.x_symmetry_axis.points ) project.undo_redo.add_undo_property( project.y_symmetry_axis, "points", project.y_symmetry_axis.points ) project.undo_redo.add_undo_method(Global.undo_or_redo.bind(true)) project.undo_redo.add_do_method(Global.undo_or_redo.bind(false)) project.undo_redo.commit_action()