Add an `use_hdr` property to GradientTexture to allow storing HDR colors

This is disabled by default to save some memory and preserve the existing
behavior of clamping colors.
This commit is contained in:
Hugo Locurcio 2021-05-02 03:53:10 +02:00
parent 5fb9a2a54d
commit fd5e3d9702
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GPG Key ID: 39E8F8BE30B0A49C
3 changed files with 57 additions and 16 deletions

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@ -14,6 +14,9 @@
<member name="gradient" type="Gradient" setter="set_gradient" getter="get_gradient"> <member name="gradient" type="Gradient" setter="set_gradient" getter="get_gradient">
The [Gradient] that will be used to fill the texture. The [Gradient] that will be used to fill the texture.
</member> </member>
<member name="use_hdr" type="bool" setter="set_use_hdr" getter="is_using_hdr" default="false">
If [code]true[/code], the generated texture will support high dynamic range ([constant Image.FORMAT_RGBAF] format). This allows for glow effects to work if [member Environment.glow_enabled] is [code]true[/code]. If [code]false[/code], the generated texture will use low dynamic range; overbright colors will be clamped ([constant Image.FORMAT_RGBA8] format).
</member>
<member name="width" type="int" setter="set_width" getter="get_width" default="2048"> <member name="width" type="int" setter="set_width" getter="get_width" default="2048">
The number of color samples that will be obtained from the [Gradient]. The number of color samples that will be obtained from the [Gradient].
</member> </member>

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@ -1724,11 +1724,16 @@ void GradientTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_gradient"), &GradientTexture::get_gradient); ClassDB::bind_method(D_METHOD("get_gradient"), &GradientTexture::get_gradient);
ClassDB::bind_method(D_METHOD("set_width", "width"), &GradientTexture::set_width); ClassDB::bind_method(D_METHOD("set_width", "width"), &GradientTexture::set_width);
// The `get_width()` method is already exposed by the parent class Texture.
ClassDB::bind_method(D_METHOD("set_use_hdr", "enabled"), &GradientTexture::set_use_hdr);
ClassDB::bind_method(D_METHOD("is_using_hdr"), &GradientTexture::is_using_hdr);
ClassDB::bind_method(D_METHOD("_update"), &GradientTexture::_update); ClassDB::bind_method(D_METHOD("_update"), &GradientTexture::_update);
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_gradient", "get_gradient"); ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "gradient", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_gradient", "get_gradient");
ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,4096"), "set_width", "get_width"); ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,4096"), "set_width", "get_width");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "use_hdr"), "set_use_hdr", "is_using_hdr");
} }
void GradientTexture::set_gradient(Ref<Gradient> p_gradient) { void GradientTexture::set_gradient(Ref<Gradient> p_gradient) {
@ -1766,28 +1771,44 @@ void GradientTexture::_update() {
return; return;
} }
PoolVector<uint8_t> data; if (use_hdr) {
data.resize(width * 4); // High dynamic range.
{ Ref<Image> image = memnew(Image(width, 1, false, Image::FORMAT_RGBAF));
PoolVector<uint8_t>::Write wd8 = data.write();
Gradient &g = **gradient; Gradient &g = **gradient;
// `create()` isn't available for non-uint8_t data, so fill in the data manually.
image->lock();
for (int i = 0; i < width; i++) { for (int i = 0; i < width; i++) {
float ofs = float(i) / (width - 1); float ofs = float(i) / (width - 1);
Color color = g.get_color_at_offset(ofs); image->set_pixel(i, 0, g.get_color_at_offset(ofs));
wd8[i * 4 + 0] = uint8_t(CLAMP(color.r * 255.0, 0, 255));
wd8[i * 4 + 1] = uint8_t(CLAMP(color.g * 255.0, 0, 255));
wd8[i * 4 + 2] = uint8_t(CLAMP(color.b * 255.0, 0, 255));
wd8[i * 4 + 3] = uint8_t(CLAMP(color.a * 255.0, 0, 255));
} }
image->unlock();
VS::get_singleton()->texture_allocate(texture, width, 1, 0, Image::FORMAT_RGBAF, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER);
VS::get_singleton()->texture_set_data(texture, image);
} else {
// Low dynamic range. "Overbright" colors will be clamped.
PoolVector<uint8_t> data;
data.resize(width * 4);
{
PoolVector<uint8_t>::Write wd8 = data.write();
Gradient &g = **gradient;
for (int i = 0; i < width; i++) {
float ofs = float(i) / (width - 1);
Color color = g.get_color_at_offset(ofs);
wd8[i * 4 + 0] = uint8_t(CLAMP(color.r * 255.0, 0, 255));
wd8[i * 4 + 1] = uint8_t(CLAMP(color.g * 255.0, 0, 255));
wd8[i * 4 + 2] = uint8_t(CLAMP(color.b * 255.0, 0, 255));
wd8[i * 4 + 3] = uint8_t(CLAMP(color.a * 255.0, 0, 255));
}
}
Ref<Image> image = memnew(Image(width, 1, false, Image::FORMAT_RGBA8, data));
VS::get_singleton()->texture_allocate(texture, width, 1, 0, Image::FORMAT_RGBA8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER);
VS::get_singleton()->texture_set_data(texture, image);
} }
Ref<Image> image = memnew(Image(width, 1, false, Image::FORMAT_RGBA8, data));
VS::get_singleton()->texture_allocate(texture, width, 1, 0, Image::FORMAT_RGBA8, VS::TEXTURE_TYPE_2D, VS::TEXTURE_FLAG_FILTER);
VS::get_singleton()->texture_set_data(texture, image);
emit_changed(); emit_changed();
} }
@ -1799,6 +1820,19 @@ int GradientTexture::get_width() const {
return width; return width;
} }
void GradientTexture::set_use_hdr(bool p_enabled) {
if (p_enabled == use_hdr) {
return;
}
use_hdr = p_enabled;
_queue_update();
}
bool GradientTexture::is_using_hdr() const {
return use_hdr;
}
Ref<Image> GradientTexture::get_data() const { Ref<Image> GradientTexture::get_data() const {
return VisualServer::get_singleton()->texture_get_data(texture); return VisualServer::get_singleton()->texture_get_data(texture);
} }

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@ -622,6 +622,7 @@ private:
bool update_pending; bool update_pending;
RID texture; RID texture;
int width; int width;
bool use_hdr = false;
void _queue_update(); void _queue_update();
void _update(); void _update();
@ -636,6 +637,9 @@ public:
void set_width(int p_width); void set_width(int p_width);
int get_width() const; int get_width() const;
void set_use_hdr(bool p_enabled);
bool is_using_hdr() const;
virtual RID get_rid() const { return texture; } virtual RID get_rid() const { return texture; }
virtual int get_height() const { return 1; } virtual int get_height() const { return 1; }
virtual bool has_alpha() const { return true; } virtual bool has_alpha() const { return true; }