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Pixelorama/src/UI/Dialogs/ImageEffects/RotateImage.gd
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

310 lines
9.4 KiB
GDScript

extends ImageEffect
var live_preview: bool = true
var rotxel_shader: Shader
var nn_shader: Shader = preload("res://src/Shaders/Rotation/NearestNeightbour.shader")
var clean_edge_shader: Shader = DrawingAlgos.clean_edge_shader
var pivot := Vector2.INF
var drag_pivot := false
onready var type_option_button: OptionButton = $VBoxContainer/HBoxContainer2/TypeOptionButton
onready var pivot_indicator: Control = $VBoxContainer/AspectRatioContainer/Indicator
onready var x_pivot: ValueSlider = $VBoxContainer/PivotOptions/XPivot
onready var y_pivot: ValueSlider = $VBoxContainer/PivotOptions/YPivot
onready var angle_slider: ValueSlider = $VBoxContainer/AngleSlider
onready var smear_options: Container = $VBoxContainer/SmearOptions
onready var init_angle_slider: ValueSlider = smear_options.get_node("InitialAngleSlider")
onready var tolerance_slider: ValueSlider = smear_options.get_node("ToleranceSlider")
onready var wait_apply_timer: Timer = $WaitApply
onready var wait_time_slider: ValueSlider = $VBoxContainer/WaitTime
func _ready() -> void:
# Algorithms are arranged according to their speed
if OS.get_name() != "HTML5":
type_option_button.add_item("Rotxel with Smear")
rotxel_shader = load("res://src/Shaders/Rotation/SmearRotxel.shader")
type_option_button.add_item("cleanEdge")
type_option_button.add_item("Nearest neighbour (Shader)")
type_option_button.add_item("Nearest neighbour")
type_option_button.add_item("Rotxel")
type_option_button.add_item("Upscale, Rotate and Downscale")
type_option_button.emit_signal("item_selected", 0)
func set_nodes() -> void:
preview = $VBoxContainer/AspectRatioContainer/Preview
selection_checkbox = $VBoxContainer/OptionsContainer/SelectionCheckBox
affect_option_button = $VBoxContainer/OptionsContainer/AffectOptionButton
func _about_to_show() -> void:
drag_pivot = false
if pivot == Vector2.INF:
decide_pivot()
confirmed = false
._about_to_show()
wait_apply_timer.wait_time = wait_time_slider.value / 1000.0
angle_slider.value = 0
func decide_pivot() -> void:
var size := Global.current_project.size
pivot = size / 2
# Pivot correction in case of even size
if (
type_option_button.text != "Nearest neighbour (Shader)"
and type_option_button.text != "cleanEdge"
):
if int(size.x) % 2 == 0:
pivot.x -= 0.5
if int(size.y) % 2 == 0:
pivot.y -= 0.5
if Global.current_project.has_selection and selection_checkbox.pressed:
var selection_rectangle: Rect2 = Global.current_project.selection_map.get_used_rect()
pivot = (
selection_rectangle.position
+ ((selection_rectangle.end - selection_rectangle.position) / 2)
)
if (
type_option_button.text != "Nearest neighbour (Shader)"
and type_option_button.text != "cleanEdge"
):
# Pivot correction in case of even size
if int(selection_rectangle.end.x - selection_rectangle.position.x) % 2 == 0:
pivot.x -= 0.5
if int(selection_rectangle.end.y - selection_rectangle.position.y) % 2 == 0:
pivot.y -= 0.5
x_pivot.value = pivot.x
y_pivot.value = pivot.y
func commit_action(cel: Image, _project: Project = Global.current_project) -> void:
var angle: float = deg2rad(angle_slider.value)
var selection_size := cel.get_size()
var selection_tex := ImageTexture.new()
var image := Image.new()
image.copy_from(cel)
if _project.has_selection and selection_checkbox.pressed:
var selection_rectangle: Rect2 = _project.selection_map.get_used_rect()
selection_size = selection_rectangle.size
var selection: Image = _project.selection_map
selection_tex.create_from_image(selection, 0)
if !_type_is_shader():
image.lock()
cel.lock()
for x in _project.size.x:
for y in _project.size.y:
var pos := Vector2(x, y)
if !_project.can_pixel_get_drawn(pos):
image.set_pixelv(pos, Color(0, 0, 0, 0))
else:
cel.set_pixelv(pos, Color(0, 0, 0, 0))
image.unlock()
cel.unlock()
match type_option_button.text:
"Rotxel with Smear":
var params := {
"initial_angle": init_angle_slider.value,
"ending_angle": angle_slider.value,
"tolerance": tolerance_slider.value,
"selection_tex": selection_tex,
"origin": pivot / cel.get_size(),
"selection_size": selection_size
}
if !confirmed:
for param in params:
preview.material.set_shader_param(param, params[param])
else:
var gen := ShaderImageEffect.new()
gen.generate_image(cel, rotxel_shader, params, _project.size)
yield(gen, "done")
"cleanEdge":
var params := {
"angle": angle,
"selection_tex": selection_tex,
"selection_pivot": pivot,
"selection_size": selection_size,
"slope": true,
"cleanup": false,
"preview": true
}
if !confirmed:
for param in params:
preview.material.set_shader_param(param, params[param])
else:
params["preview"] = false
var gen := ShaderImageEffect.new()
gen.generate_image(cel, clean_edge_shader, params, _project.size)
yield(gen, "done")
"Nearest neighbour (Shader)":
var params := {
"angle": angle,
"selection_tex": selection_tex,
"selection_pivot": pivot,
"selection_size": selection_size
}
if !confirmed:
for param in params:
preview.material.set_shader_param(param, params[param])
else:
var gen := ShaderImageEffect.new()
gen.generate_image(cel, nn_shader, params, _project.size)
yield(gen, "done")
"Rotxel":
DrawingAlgos.rotxel(image, angle, pivot)
"Nearest neighbour":
DrawingAlgos.nn_rotate(image, angle, pivot)
"Upscale, Rotate and Downscale":
DrawingAlgos.fake_rotsprite(image, angle, pivot)
if _project.has_selection and selection_checkbox.pressed and !_type_is_shader():
cel.blend_rect(image, Rect2(Vector2.ZERO, image.get_size()), Vector2.ZERO)
else:
cel.blit_rect(image, Rect2(Vector2.ZERO, image.get_size()), Vector2.ZERO)
func _type_is_shader() -> bool:
return (
type_option_button.text == "Nearest neighbour (Shader)"
or type_option_button.text == "Rotxel with Smear"
or type_option_button.text == "cleanEdge"
)
func _on_TypeOptionButton_item_selected(_id: int) -> void:
if type_option_button.text == "Rotxel with Smear":
var sm := ShaderMaterial.new()
sm.shader = rotxel_shader
preview.set_material(sm)
smear_options.visible = true
elif type_option_button.text == "cleanEdge":
var sm := ShaderMaterial.new()
sm.shader = clean_edge_shader
preview.set_material(sm)
smear_options.visible = false
elif type_option_button.text == "Nearest neighbour (Shader)":
var sm := ShaderMaterial.new()
sm.shader = nn_shader
preview.set_material(sm)
smear_options.visible = false
else:
preview.set_material(null)
smear_options.visible = false
update_preview()
func _on_AngleSlider_value_changed(_value: float) -> void:
if live_preview:
update_preview()
else:
wait_apply_timer.start()
func _on_InitialAngleSlider_value_changed(_value: float) -> void:
if live_preview:
update_preview()
else:
wait_apply_timer.start()
func _on_ToleranceSlider_value_changed(_value: float) -> void:
if live_preview:
update_preview()
else:
wait_apply_timer.start()
func _on_WaitApply_timeout() -> void:
update_preview()
func _on_WaitTime_value_changed(value: float) -> void:
wait_apply_timer.wait_time = value / 1000.0
func _on_LiveCheckbox_toggled(button_pressed: bool) -> void:
live_preview = button_pressed
wait_time_slider.editable = !live_preview
wait_time_slider.visible = !live_preview
if !button_pressed:
rect_size.y += 1 # Reset rect_size of dialog
func _on_quick_change_angle_pressed(angle_value: int) -> void:
var current_angle := angle_slider.value
var new_angle := current_angle + angle_value
if angle_value == 0:
new_angle = 0
if new_angle < 0:
new_angle = new_angle + 360
elif new_angle >= 360:
new_angle = new_angle - 360
angle_slider.value = new_angle
func _on_Centre_pressed() -> void:
decide_pivot()
func _on_Pivot_value_changed(value: float, is_x: bool) -> void:
if is_x:
pivot.x = value
else:
pivot.y = value
# Refresh the indicator
pivot_indicator.update()
if angle_slider.value != 0:
update_preview()
func _on_Indicator_draw() -> void:
var img_size := preview_image.get_size()
# find the scale using the larger measurement
var ratio := pivot_indicator.rect_size / img_size
# we need to set the scale according to the larger side
var conversion_scale: float
if img_size.x > img_size.y:
conversion_scale = ratio.x
else:
conversion_scale = ratio.y
var pivot_position := pivot * conversion_scale
pivot_indicator.draw_arc(pivot_position, 2, 0, 360, 360, Color.yellow, 0.5)
pivot_indicator.draw_arc(pivot_position, 6, 0, 360, 360, Color.white, 0.5)
pivot_indicator.draw_line(
pivot_position - Vector2.UP * 10, pivot_position - Vector2.DOWN * 10, Color.white, 0.5
)
pivot_indicator.draw_line(
pivot_position - Vector2.RIGHT * 10, pivot_position - Vector2.LEFT * 10, Color.white, 0.5
)
func _on_Indicator_gui_input(event: InputEvent) -> void:
if event.is_action_pressed("left_mouse"):
drag_pivot = true
if event.is_action_released("left_mouse"):
drag_pivot = false
if drag_pivot:
var img_size := preview_image.get_size()
var mouse_pos := get_local_mouse_position() - pivot_indicator.rect_position
var ratio := img_size / pivot_indicator.rect_size
# we need to set the scale according to the larger side
var conversion_scale: float
if img_size.x > img_size.y:
conversion_scale = ratio.x
else:
conversion_scale = ratio.y
var new_pos := mouse_pos * conversion_scale
x_pivot.value = new_pos.x
y_pivot.value = new_pos.y
pivot_indicator.update()