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Pixelorama/src/Classes/ImageExtended.gd
2024-11-29 20:19:19 +02:00

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GDScript

class_name ImageExtended
extends Image
## A custom [Image] class that implements support for indexed mode.
## Before implementing indexed mode, we just used the [Image] class.
## In indexed mode, each pixel is assigned to a number that references a palette color.
## This essentially means that the colors of the image are restricted to a specific palette,
## and they will automatically get updated when you make changes to that palette, or when
## you switch to a different one.
const TRANSPARENT := Color(0)
const SET_INDICES := preload("res://src/Shaders/SetIndices.gdshader")
const INDEXED_TO_RGB := preload("res://src/Shaders/IndexedToRGB.gdshader")
## If [code]true[/code], the image uses indexed mode.
var is_indexed := false
## The [Palette] the image is currently using for indexed mode.
var current_palette := Palettes.current_palette
## An [Image] that contains the index of each pixel of the main image for indexed mode.
## The indices are stored in the red channel of this image, by diving each index by 255.
## This means that there can be a maximum index size of 255. 0 means that the pixel is transparent.
var indices_image := Image.create_empty(1, 1, false, Image.FORMAT_R8)
## A [PackedColorArray] containing all of the colors of the [member current_palette].
var palette := PackedColorArray()
func _init() -> void:
indices_image.fill(TRANSPARENT)
Palettes.palette_selected.connect(select_palette)
## Equivalent of [method Image.create_empty], but returns [ImageExtended] instead.
## If [param _is_indexed] is [code]true[/code], the image that is being returned uses indexed mode.
static func create_custom(
width: int, height: int, mipmaps: bool, format: Image.Format, _is_indexed := false
) -> ImageExtended:
var new_image := ImageExtended.new()
new_image.crop(width, height)
if mipmaps:
new_image.generate_mipmaps()
new_image.convert(format)
new_image.fill(TRANSPARENT)
new_image.is_indexed = _is_indexed
if new_image.is_indexed:
new_image.resize_indices()
new_image.select_palette("", false)
return new_image
## Equivalent of [method Image.copy_from], but also handles the logic necessary for indexed mode.
## If [param _is_indexed] is [code]true[/code], the image is set to be using indexed mode.
func copy_from_custom(image: Image, indexed := is_indexed) -> void:
is_indexed = indexed
copy_from(image)
if is_indexed:
resize_indices()
select_palette("", false)
convert_rgb_to_indexed()
## Selects a new palette to use in indexed mode.
func select_palette(_name: String, convert_to_rgb := true) -> void:
current_palette = Palettes.current_palette
if not is_instance_valid(current_palette) or not is_indexed:
return
update_palette()
if not current_palette.data_changed.is_connected(update_palette):
current_palette.data_changed.connect(update_palette)
if not current_palette.data_changed.is_connected(convert_indexed_to_rgb):
current_palette.data_changed.connect(convert_indexed_to_rgb)
if convert_to_rgb:
convert_indexed_to_rgb()
## Updates [member palette] to contain the colors of [member current_palette].
func update_palette() -> void:
if not is_instance_valid(current_palette):
return
if palette.size() != current_palette.colors_max:
palette.resize(current_palette.colors_max)
palette.fill(TRANSPARENT)
for i in current_palette.colors:
# Due to the decimal nature of the color values, some values get rounded off
# unintentionally.
# Even though the decimal values change, the HTML code remains the same after the change.
# So we're using this trick to convert the values back to how they are shown in
# the palette.
palette[i] = Color(current_palette.colors[i].color.to_html())
## Displays the actual RGBA values of each pixel in the image from indexed mode.
func convert_indexed_to_rgb() -> void:
if not is_indexed or not is_instance_valid(current_palette):
return
var palette_image := current_palette.convert_to_image(false)
var palette_texture := ImageTexture.create_from_image(palette_image)
var shader_image_effect := ShaderImageEffect.new()
var indices_texture := ImageTexture.create_from_image(indices_image)
var params := {"palette_texture": palette_texture, "indices_texture": indices_texture}
shader_image_effect.generate_image(self, INDEXED_TO_RGB, params, get_size(), false)
Global.canvas.queue_redraw()
## Automatically maps each color of the image's pixel to the closest color of the palette,
## by finding the palette color's index and storing it in [member indices_image].
func convert_rgb_to_indexed() -> void:
if not is_indexed or not is_instance_valid(current_palette):
return
var palette_image := current_palette.convert_to_image(false)
var palette_texture := ImageTexture.create_from_image(palette_image)
var params := {
"palette_texture": palette_texture, "rgb_texture": ImageTexture.create_from_image(self)
}
var shader_image_effect := ShaderImageEffect.new()
shader_image_effect.generate_image(
indices_image, SET_INDICES, params, indices_image.get_size(), false
)
convert_indexed_to_rgb()
## Resizes indices and calls [method convert_rgb_to_indexed] when the image's size changes
## and indexed mode is enabled.
func on_size_changed() -> void:
if is_indexed:
resize_indices()
convert_rgb_to_indexed()
## Resizes [indices_image] to the image's size.
func resize_indices() -> void:
indices_image.crop(get_width(), get_height())
## Equivalent of [method Image.set_pixel],
## but also handles the logic necessary for indexed mode.
func set_pixel_custom(x: int, y: int, color: Color) -> void:
set_pixelv_custom(Vector2i(x, y), color)
## Equivalent of [method Image.set_pixelv],
## but also handles the logic necessary for indexed mode.
func set_pixelv_custom(point: Vector2i, color: Color) -> void:
var new_color := color
if is_indexed:
var color_to_fill := TRANSPARENT
var color_index := 0
if not color.is_equal_approx(TRANSPARENT):
if palette.has(color):
color_index = palette.find(color)
# If the color selected in the palette is the same then it should take prioity.
var selected_index = Palettes.current_palette_get_selected_color_index(
Tools.active_button
)
if selected_index != -1:
if palette[selected_index].is_equal_approx(color):
color_index = selected_index
else: # Find the most similar color
var smaller_distance := color_distance(color, palette[0])
for i in palette.size():
var swatch := palette[i]
if is_zero_approx(swatch.a): # Skip transparent colors
continue
var dist := color_distance(color, swatch)
if dist < smaller_distance:
smaller_distance = dist
color_index = i
indices_image.set_pixelv(point, Color((color_index + 1) / 255.0, 0, 0, 0))
color_to_fill = palette[color_index]
new_color = color_to_fill
else:
indices_image.set_pixelv(point, TRANSPARENT)
new_color = TRANSPARENT
set_pixelv(point, new_color)
## Finds the distance between colors [param c1] and [param c2].
func color_distance(c1: Color, c2: Color) -> float:
var v1 := Vector4(c1.r, c1.g, c1.b, c1.a)
var v2 := Vector4(c2.r, c2.g, c2.b, c2.a)
return v2.distance_to(v1)
## Adds image data to a [param dict] [Dictionary]. Used for undo/redo.
func add_data_to_dictionary(dict: Dictionary, other_image: ImageExtended = null) -> void:
# The order matters! Setting self's data first would make undo/redo appear to work incorrectly.
if is_instance_valid(other_image):
dict[other_image.indices_image] = indices_image.data
dict[other_image] = data
else:
dict[indices_image] = indices_image.data
dict[self] = data