Test shaders

This commit is contained in:
Insality 2024-12-03 20:42:33 +02:00
parent 917a84fc94
commit 9a1cd795b8
11 changed files with 668 additions and 1 deletions

37
druid/druid.script Normal file
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@ -0,0 +1,37 @@
-- Place this script nearby with the gui component to able make requests
-- To the go namespace from GUI with events systems (cross context)
local event_queue = require("druid.event_queue")
---Usage: event_queue.request("druid.get_atlas_path", callback, gui.get_texture(self.node), msg.url())
---Pass texture name to get atlas info and sender url to check if the request is valid
local MESSAGE_GET_ATLAS_PATH = "druid.get_atlas_path"
---@param texture_name hash The name from gui.get_texture(node)
---@param sender hash Just msg.url from the caller
local function get_atlas_path(texture_name, sender)
local my_url = msg.url()
my_url.fragment = nil
local copy_url = msg.url(sender)
copy_url.fragment = nil
-- This check should works well
local is_my_url = my_url == copy_url
if not is_my_url then
return nil
end
return go.get(sender, "textures", { key = texture_name })
end
function init(self)
event_queue.subscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path)
end
function final(self)
event_queue.unsubscribe(MESSAGE_GET_ATLAS_PATH, get_atlas_path)
end

84
druid/event_queue.lua Normal file
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local event = require("event.event")
---@class event.queue
local M = {}
local event_handlers = {}
local pending_callbacks = {}
---Request to handle a specified event and processes the queue of callbacks associated with it.
---If event has already been triggered, the callback will be executed immediately.
---If event not triggered yet, callback will be executed when event will be triggered.
---It triggered only once and then removed from the queue.
---@param event_name string The name of the event to trigger.
---@param callback fun() The callback function to execute upon triggering.
---@param ... any Additional arguments for the callback.
function M.request(event_name, callback, ...)
pending_callbacks[event_name] = pending_callbacks[event_name] or {}
table.insert(pending_callbacks[event_name], { event.create(callback), ... })
M.process_pending_callbacks(event_name)
end
---Subscribes to a specified event and executes a callback when the event is triggered.
-- If the event has already been triggered, the callback will be executed immediately.
---@param event_name string The name of the event to subscribe to.
---@param callback fun() The function to call when the event is triggered.
function M.subscribe(event_name, callback)
event_handlers[event_name] = event_handlers[event_name] or event.create()
if event_handlers[event_name] then
event_handlers[event_name]:subscribe(callback)
end
M.process_pending_callbacks(event_name)
end
---Unsubscribes a callback function from a specified event.
---@param event_name string The name of the event to unsubscribe from.
---@param callback fun() The function to remove from the event's subscription list.
function M.unsubscribe(event_name, callback)
if event_handlers[event_name] then
event_handlers[event_name]:unsubscribe(callback)
end
end
---Processes the queue for a given event name, executing callbacks and handling results.
---Processed callbacks are removed from the queue.
---@param event_name string The name of the event for which to process the queue.
function M.process_pending_callbacks(event_name)
local callbacks_to_process = pending_callbacks[event_name]
local event_handler = event_handlers[event_name]
if not callbacks_to_process or not event_handler then
return
end
-- Loop through the queue in reverse to prevent index errors during removal
for i = #callbacks_to_process, 1, -1 do
local callback_entry = callbacks_to_process[i]
-- Better to figure out how to make it without 2 unpacks, but ok for all our cases now
local args = { unpack(callback_entry, 2) }
-- Safely call the event handler and handle errors
local success, result = pcall(event_handler.trigger, event_handler, unpack(args))
if success and result then
local callback_function = callback_entry[1]
pcall(callback_function, result) -- Safely invoke the callback, catching any errors
table.remove(callbacks_to_process, i) -- Remove the processed callback from the queue
end
end
-- Clean up if the callback queue is empty
if #callbacks_to_process == 0 then
pending_callbacks[event_name] = nil
end
end
return M

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@ -12,6 +12,11 @@ local POSITION_X = hash("position.x")
local SCALE_X = hash("scale.x") local SCALE_X = hash("scale.x")
local SIZE_X = hash("size.x") local SIZE_X = hash("size.x")
M.PROP_SIZE_X = hash("size.x")
M.PROP_SIZE_Y = hash("size.y")
M.PROP_SCALE_X = hash("scale.x")
M.PROP_SCALE_Y = hash("scale.y")
local function get_text_width(text_node) local function get_text_width(text_node)
if text_node then if text_node then
local text_metrics = M.get_text_metrics_from_node(text_node) local text_metrics = M.get_text_metrics_from_node(text_node)
@ -540,4 +545,121 @@ function M.get_full_position(node, root)
end end
---@class druid.animation_data
---@field frames table<number, table<string, number>> @List of frames with uv coordinates and size
---@field width number @Width of the animation
---@field height number @Height of the animation
---@field fps number @Frames per second
---@field current_frame number @Current frame
---@field node node @Node with flipbook animation
---@field v vector4 @Vector with UV coordinates and size
---@param node node
---@param atlas_path string @Path to the atlas
---@return druid.animation_data
function M.get_animation_data_from_node(node, atlas_path)
local atlas_data = resource.get_atlas(atlas_path)
local tex_info = resource.get_texture_info(atlas_data.texture)
local tex_w = tex_info.width
local tex_h = tex_info.height
local animation_data
local sprite_image_id = gui.get_flipbook(node)
for _, animation in ipairs(atlas_data.animations) do
if hash(animation.id) == sprite_image_id then
animation_data = animation
break
end
end
assert(animation_data, "Unable to find image " .. sprite_image_id)
local frames = {}
for index = animation_data.frame_start, animation_data.frame_end - 1 do
local uvs = atlas_data.geometries[index].uvs
assert(#uvs == 8, "Sprite trim mode should be disabled for the images.")
-- UV texture coordinates
-- 1
-- ^ V
-- |
-- |
-- | U
-- 0-------> 1
-- uvs = {
-- 0, 0,
-- 0, height,
-- width, height,
-- width, 0
-- },
-- Point indeces (Point number {uv_index_x, uv_index_y})
-- geometries.indices = {0 (1,2), 1(3,4), 2(5,6), 0(1,2), 2(5,6), 3(7,8)}
-- 1------2
-- | / |
-- | A / |
-- | / B |
-- | / |
-- 0------3
local width = uvs[5] - uvs[1] -- Width of sprite region
local height = uvs[2] - uvs[4] -- Height of sprite region
local is_rotated = height < 0 -- In case of rotated sprite
local x_left = uvs[1]
local y_bottom = uvs[2]
local x_right = uvs[5]
local y_top = uvs[6]
-- Okay now it's correct for non rotated
local uv_coord = vmath.vector4(
x_left / tex_w,
(tex_h - y_bottom) / tex_h,
x_right / tex_w,
(tex_h - y_top) / tex_h
)
if is_rotated then
-- In case the atlas has clockwise rotated sprite.
-- 0---------------1
-- | \ A |
-- | \ |
-- | \ |
-- | B \ |
-- 3---------------2
height = -height
uv_coord.x, uv_coord.y, uv_coord.z, uv_coord.w = uv_coord.y, uv_coord.z, uv_coord.w, uv_coord.x
-- Update uv_coord
--uv_coord = vmath.vector4(
-- u1 / tex_w,
-- (tex_h - v2) / tex_h,
-- u2 / tex_w,
-- (tex_h - v1) / tex_h
--)
end
local frame = {
uv_coord = uv_coord,
w = width,
h = height,
uv_rotated = is_rotated and vmath.vector4(0, 1, 0, 0) or vmath.vector4(1, 0, 0, 0)
}
table.insert(frames, frame)
end
return {
frames = frames,
width = animation_data.width,
height = animation_data.height,
fps = animation_data.fps,
v = vmath.vector4(1, 1, animation_data.width, animation_data.height),
current_frame = 1,
node = node,
}
end
return M return M

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@ -0,0 +1,84 @@
#version 140
uniform sampler2D texture_sampler;
in vec2 var_texcoord0;
in vec4 var_color;
in vec4 var_uv;
in vec4 var_repeat; // [repeat_x, repeat_y, anchor_x, anchor_y]
in vec4 var_params; // [margin_x, margin_y, offset_x, offset_y]
in vec4 var_perspective;
in vec4 var_uv_rotated;
out vec4 color_out;
void main() {
vec2 pivot = var_repeat.zw;
// Margin is a value between 0 and 1 that means offset/padding from the one image to another
vec2 margin = var_params.xy;
vec2 offset = var_params.zw;
vec2 repeat = var_repeat.xy;
// Atlas UV to local UV [0, 1]
float u = (var_texcoord0.x - var_uv.x) / (var_uv.z - var_uv.x);
float v = (var_texcoord0.y - var_uv.y) / (var_uv.w - var_uv.y);
// Adjust local UV by the pivot point. So 0:0 will be at the pivot point of node
u = u - (0.5 + pivot.x);
v = v - (0.5 - pivot.y);
// If rotated, swap UV
if (var_uv_rotated.y < 0.5) {
float temp = u;
u = v;
v = temp;
}
// Adjust repeat by the margin
repeat.x = repeat.x / (1.0 + margin.x);
repeat.y = repeat.y / (1.0 + margin.y);
// Repeat is a value between 0 and 1 that represents the number of times the texture is repeated in the atlas.
float tile_u = fract(u * repeat.x);
float tile_v = fract(v * repeat.y);
float tile_width = 1.0 / repeat.x;
float tile_height = 1.0 / repeat.y;
// Adjust tile UV by the pivot point.
// Not center is left top corner, need to adjust it to pivot point
tile_u = fract(tile_u + pivot.x + 0.5);
tile_v = fract(tile_v - pivot.y + 0.5);
// Apply offset
tile_u = fract(tile_u + offset.x);
tile_v = fract(tile_v + offset.y);
// Extend margins
margin = margin * 0.5;
tile_u = mix(0.0 - margin.x, 1.0 + margin.x, tile_u);
tile_v = mix(0.0 - margin.y, 1.0 + margin.y, tile_v);
float alpha = 0.0;
// If the tile is outside the margins, make it transparent, without IF
alpha = step(0.0, tile_u) * step(tile_u, 1.0) * step(0.0, tile_v) * step(tile_v, 1.0);
tile_u = clamp(tile_u, 0.0, 1.0); // Keep borders in the range 0-1
tile_v = clamp(tile_v, 0.0, 1.0); // Keep borders in the range 0-1
if (var_uv_rotated.y < 0.5) {
float temp = tile_u;
tile_u = tile_v;
tile_v = temp;
}
// Remap local UV to the atlas UV
vec2 uv = vec2(
mix(var_uv.x, var_uv.z, tile_u), // Get texture coordinate from the atlas
mix(var_uv.y, var_uv.w, tile_v) // Get texture coordinate from the atlas
//mix(var_uv.x, var_uv.z, tile_u * var_uv_rotated.x + tile_v * var_uv_rotated.z),
//mix(var_uv.y, var_uv.w, 1.0 - (tile_u * var_uv_rotated.y + tile_v * var_uv_rotated.x))
);
lowp vec4 tex = texture(texture_sampler, uv);
color_out = tex * var_color;
}

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@ -0,0 +1,43 @@
name: "repeat"
tags: "gui"
vertex_program: "/druid/materials/gui_repeat/gui_repeat.vp"
fragment_program: "/druid/materials/gui_repeat/gui_repeat.fp"
vertex_constants {
name: "view_proj"
type: CONSTANT_TYPE_VIEWPROJ
}
vertex_constants {
name: "uv_coord"
type: CONSTANT_TYPE_USER
value {
z: 1.0
w: 1.0
}
}
vertex_constants {
name: "uv_repeat"
type: CONSTANT_TYPE_USER
value {
x: 1.0
y: 1.0
}
}
vertex_constants {
name: "params"
type: CONSTANT_TYPE_USER
value {
}
}
vertex_constants {
name: "perspective"
type: CONSTANT_TYPE_USER
value {
}
}
vertex_constants {
name: "uv_rotated"
type: CONSTANT_TYPE_USER
value {
x: 1.0
}
}

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@ -0,0 +1,55 @@
#version 140
in mediump vec3 position;
in mediump vec2 texcoord0;
in lowp vec4 color;
uniform vertex_inputs
{
highp mat4 view_proj;
highp vec4 uv_coord;
highp vec4 uv_repeat; // [repeat_x, repeat_y, pivot_x, pivot_y]
vec4 uv_rotated;
vec4 params; // [margin_x, margin_y, offset_x, offset_y]
vec4 perspective; // [perspective_x, perspective_y, zoom, offset_y]
};
out mediump vec2 var_texcoord0;
out lowp vec4 var_color;
out highp vec4 var_uv;
out highp vec4 var_repeat;
out vec4 var_params;
out vec4 var_perspective;
out vec4 var_uv_rotated;
void main()
{
var_texcoord0 = texcoord0;
var_color = vec4(color.rgb * color.a, color.a);
var_uv = uv_coord;
var_repeat = uv_repeat;
var_params = params;
var_perspective = perspective;
var_uv_rotated = uv_rotated;
float perspective_y = position.z;
float scale_x = 1.0 - abs(perspective.x);
float scale_y = 1.0 - abs(perspective_y);
mat4 transform = mat4(
scale_x, 0, 0, perspective.z,
0, scale_y, 0, perspective.w,
0, 0, 1, 0,
perspective.x, perspective_y, 0, 1.0
);
// Matrix Info = mat4(
// scale_x, skew_x, 0, offset_x,
// skew_y, scale_y, 0, offset_y,
// 0, 0, scale_z, offset_z,
// perspective_x, perspective_y, perspective_z, zoom
//)
gl_Position = view_proj * vec4(position.xyz, 1.0) * transform;
}

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@ -0,0 +1,18 @@
#version 140
uniform sampler2D texture_sampler;
in vec2 var_texcoord0;
in vec4 var_color;
out vec4 color_out;
void main() {
lowp vec4 tex = texture(texture_sampler, var_texcoord0.xy);
if (tex.a < 0.5) {
discard;
}
// Final color of stencil texture
color_out = tex * var_color;
}

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@ -0,0 +1,8 @@
name: "repeat"
tags: "gui"
vertex_program: "/druid/materials/stencil/gui_stencil.vp"
fragment_program: "/druid/materials/stencil/gui_stencil.fp"
vertex_constants {
name: "view_proj"
type: CONSTANT_TYPE_VIEWPROJ
}

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@ -0,0 +1,20 @@
#version 140
uniform vertex_inputs {
highp mat4 view_proj;
};
// positions are in world space
in mediump vec3 position;
in mediump vec2 texcoord0;
in lowp vec4 color;
out mediump vec2 var_texcoord0;
out lowp vec4 var_color;
void main()
{
var_texcoord0 = texcoord0;
var_color = vec4(color.rgb * color.a, color.a);
gl_Position = view_proj * vec4(position.xyz, 1.0);
}

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@ -0,0 +1,195 @@
local helper = require("druid.helper")
local event_queue = require("druid.event_queue")
---@class druid.node_repeat: druid.widget
---@field animation table
---@field node node
---@field params vector4
---@field time number
local M = {}
function M:init(node)
self.node = self:get_node(node)
self.animation = nil
gui.set_material(self.node, hash("gui_repeat"))
self.time = 0
self.margin = 0
self.params = gui.get(self.node, "params") --[[@as vector4]]
self:get_atlas_path(function(atlas_path)
self.is_inited = self:init_tiling_animation(atlas_path)
local repeat_x, repeat_y = self:get_repeat()
self:animate(repeat_x, repeat_y)
end)
--self.druid.events.on_node_property_changed:subscribe(self.on_node_property_changed, self)
end
function M:on_node_property_changed(node, property)
if not self.is_inited or node ~= self.node then
return
end
if property == "size" or property == "scale" then
local repeat_x, repeat_y = self:get_repeat()
self:set_repeat(repeat_x, repeat_y)
end
end
function M:get_repeat()
if not self.is_inited then
return 1, 1
end
local size_x = gui.get(self.node, helper.PROP_SIZE_X)
local size_y = gui.get(self.node, helper.PROP_SIZE_Y)
local scale_x = gui.get(self.node, helper.PROP_SCALE_X)
local scale_y = gui.get(self.node, helper.PROP_SCALE_Y)
local repeat_x = (size_x / self.animation.width) / scale_x
local repeat_y = (size_y / self.animation.height) / scale_y
return repeat_x, repeat_y
end
function M:get_atlas_path(callback)
event_queue.request("druid.get_atlas_path", callback, gui.get_texture(self.node), msg.url())
end
---@return boolean
function M:init_tiling_animation(atlas_path)
if not atlas_path then
print("No atlas path found for node", gui.get_id(self.node), gui.get_texture(self.node))
print("Probably you should add druid.script at window collection to access resources")
return false
end
self.animation = helper.get_animation_data_from_node(self.node, atlas_path)
return true
end
-- Start our repeat shader work
-- @param repeat_x -- X factor
-- @param repeat_y -- Y factor
function M:animate(repeat_x, repeat_y)
if not self.is_inited then
return
end
local node = self.node
local animation = self.animation
local frame = animation.frames[1]
gui.set(node, "uv_coord", frame.uv_coord)
self:set_repeat(repeat_x, repeat_y)
if #animation.frames > 1 and animation.fps > 0 then
animation.handle =
timer.delay(1/animation.fps, true, function(self, handle, time_elapsed)
local next_rame = animation.frames[animation.current_frame]
gui.set(node, "uv_coord", next_rame.uv_coord)
animation.current_frame = animation.current_frame + 1
if animation.current_frame > #animation.frames then
animation.current_frame = 1
end
end)
end
end
function M:final()
local animation = self.animation
if animation.handle then
timer.cancel(animation.handle)
animation.handle = nil
end
end
-- Update repeat factor values
-- @param repeat_x
-- @param repeat_y
function M:set_repeat(repeat_x, repeat_y)
local animation = self.animation
animation.v.x = repeat_x or animation.v.x
animation.v.y = repeat_y or animation.v.y
local anchor = helper.get_pivot_offset(gui.get_pivot(self.node))
animation.v.z = anchor.x
animation.v.w = anchor.y
gui.set(self.node, "uv_repeat", animation.v)
end
function M:set_perpective(perspective_x, perspective_y)
if perspective_x then
gui.set(self.node, "perspective.x", perspective_x)
end
if perspective_y then
gui.set(self.node, "perspective.y", perspective_y)
end
return self
end
function M:set_perpective_offset(offset_x, offset_y)
if offset_x then
gui.set(self.node, "perspective.z", offset_x)
end
if offset_y then
gui.set(self.node, "perspective.w", offset_y)
end
return self
end
function M:set_offset(offset_perc_x, offset_perc_y)
self.params.z = offset_perc_x or self.params.z
self.params.w = offset_perc_y or self.params.w
gui.set(self.node, "params", self.params)
return self
end
function M:set_margin(margin_x, margin_y)
self.params.x = margin_x or self.params.x
self.params.y = margin_y or self.params.y
gui.set(self.node, "params", self.params)
return self
end
---@param scale number
function M:set_scale(scale)
local current_scale_x = gui.get(self.node, helper.PROP_SCALE_X)
local current_scale_y = gui.get(self.node, helper.PROP_SCALE_Y)
local current_size_x = gui.get(self.node, helper.PROP_SIZE_X)
local current_size_y = gui.get(self.node, helper.PROP_SIZE_Y)
local delta_scale_x = scale / current_scale_x
local delta_scale_y = scale / current_scale_y
gui.set(self.node, helper.PROP_SCALE_X, scale)
gui.set(self.node, helper.PROP_SCALE_Y, scale)
gui.set(self.node, helper.PROP_SIZE_X, current_size_x / delta_scale_x)
gui.set(self.node, helper.PROP_SIZE_Y, current_size_y / delta_scale_y)
--self.druid:on_node_property_changed(self.node, "scale")
--self.druid:on_node_property_changed(self.node, "size")
--local repeat_x, repeat_y = self:get_repeat()
--self:set_repeat(repeat_x, repeat_y)
return self
end
return M

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@ -19,6 +19,7 @@ function M:init()
self.min = 0 self.min = 0
self.max = 1 self.max = 1
self.step = 0.01
self.text_name = self.druid:new_text("text_name") self.text_name = self.druid:new_text("text_name")
:set_text_adjust("scale_then_trim", 0.3) :set_text_adjust("scale_then_trim", 0.3)
@ -63,7 +64,7 @@ end
---@param value number ---@param value number
function M:set_value(value, is_instant) function M:set_value(value, is_instant)
local diff = math.abs(self.max - self.min) local diff = math.abs(self.max - self.min)
self.slider:set(value / diff, true) self.slider:set((value - self.min) / diff, true)
local is_changed = self._value ~= value local is_changed = self._value ~= value
if not is_changed then if not is_changed then