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32 Commits

Author SHA1 Message Date
Neyl
153b2d5034 Support of BokehShader in effects 2025-01-10 17:06:12 +01:00
Neyl
fa86d81db7 added BokehShader2.ts that link runtime and packaged shader code. Removed the shader from Extensions/3D as it was not the way to go 2025-01-10 13:21:34 +01:00
Neyl
77a0c2e6ad first implementation test of DoF shader from ThreeJS 2025-01-10 11:25:23 +01:00
Neyl
98152b191f added a guard for object 2025-01-09 13:32:25 +01:00
Neyl
197440497d Update yarn.lock 2025-01-09 12:55:30 +01:00
Neyl
892f5e6e86 Merge branch 'feat/animation-name-behaviors' of https://github.com/4ian/GDevelop into feat/animation-name-behaviors 2025-01-09 12:07:36 +01:00
Neyl
f92ab329e3 add filter support for unnamed animations 2025-01-09 12:06:35 +01:00
Neyl
728a82761a Update EventsBasedBehaviorPropertiesEditor.js 2025-01-09 11:29:31 +01:00
Neyl
2bb236d591 removed an empty line 2025-01-09 11:25:00 +01:00
Neyl
45a53f614f Update newIDE/app/src/EventsBasedBehaviorEditor/EventsBasedBehaviorPropertiesEditor.js
Co-authored-by: D8H <Davy.Helard@gmail.com>
2025-01-09 11:22:34 +01:00
Neyl
dee21a203e changed getChoice syntax 2025-01-09 11:15:34 +01:00
Neyl
3663eef67c fixed stylistic issues 2025-01-09 10:56:59 +01:00
Neyl
17d38a04e3 fixed stylistic issues 2025-01-09 10:55:28 +01:00
Neyl
23df4f2a92 removed a console.log 2025-01-09 10:50:18 +01:00
Neyl
4858ccbbea Update BehaviorPropertiesEditor.js 2025-01-09 10:46:01 +01:00
Neyl
025516a95e removed a console.log 2025-01-09 10:45:29 +01:00
Neyl
1d81ab954f Update CompactBehaviorPropertiesEditor.js 2025-01-09 10:41:18 +01:00
Neyl
a11d08d36c Update CompactBehaviorPropertiesEditor.js 2025-01-09 10:40:45 +01:00
Neyl
96ae5ec458 Update String.cpp 2025-01-09 10:39:08 +01:00
Neyl
4157b4fdba Update ObjectJsImplementation.cpp 2025-01-09 10:38:39 +01:00
Neyl
124da1e850 Update ObjectJsImplementation.cpp 2025-01-09 10:38:20 +01:00
Neyl
ccc9992a97 Update String.cpp 2025-01-09 10:37:50 +01:00
Neyl
0487fa8bb9 Update String.cpp 2025-01-09 10:37:05 +01:00
Neyl
8c811139fd label correction for no value 2025-01-09 10:27:01 +01:00
Neyl
4a7f8de196 Update EventsBasedBehaviorPropertiesEditor.js 2025-01-09 10:15:10 +01:00
Neyl
a7f5ef1d28 Update index.js 2025-01-09 10:13:22 +01:00
Neyl
c6aca52b11 Add support of animationName selector on compact behavior properties editor 2025-01-09 10:11:21 +01:00
Neyl
2ec5f51576 correction for PR 2025-01-08 15:31:59 +01:00
Neyl
ae32021120 Cleaning the code for PR 2025-01-08 12:16:12 +01:00
Neyl
37e43c5f33 Functional feature for object editing dialog window 2025-01-08 11:59:59 +01:00
Neyl
ba65a1bc56 Started to add proper animation name support in editor, WIP 2025-01-07 15:13:25 +01:00
Neyl
2500ac930f WIP 2025-01-06 17:40:45 +01:00
12 changed files with 594 additions and 4 deletions

View File

@@ -53,7 +53,8 @@ std::map<gd::String, gd::PropertyDescriptor> CustomConfigurationHelper::GetPrope
if (configurationContent.HasChild(propertyName)) {
if (propertyType == "String" || propertyType == "Choice" ||
propertyType == "Color" || propertyType == "Behavior" ||
propertyType == "Resource" || propertyType == "LeaderboardId") {
propertyType == "Resource" || propertyType == "LeaderboardId" ||
propertyType == "AnimationName") {
newProperty.SetValue(
configurationContent.GetChild(propertyName).GetStringValue());
} else if (propertyType == "Number") {
@@ -89,7 +90,8 @@ bool CustomConfigurationHelper::UpdateProperty(
if (propertyType == "String" || propertyType == "Choice" ||
propertyType == "Color" || propertyType == "Behavior" ||
propertyType == "Resource" || propertyType == "LeaderboardId") {
propertyType == "Resource" || propertyType == "LeaderboardId" ||
propertyType == "AnimationName") {
element.SetStringValue(newValue);
} else if (propertyType == "Number") {
element.SetDoubleValue(newValue.To<double>());

View File

@@ -0,0 +1,97 @@
namespace gdjs {
interface DepthOfFieldFilterNetworkSyncData {
b: number;
c: number;
}
gdjs.PixiFiltersTools.registerFilterCreator(
'Scene3D::DepthOfField',
new (class implements gdjs.PixiFiltersTools.FilterCreator {
makeFilter(
target: EffectsTarget,
effectData: EffectData
): gdjs.PixiFiltersTools.Filter {
if (typeof THREE === 'undefined') {
return new gdjs.PixiFiltersTools.EmptyFilter();
}
console.log("Donne moi une info !!");
return new (class implements gdjs.PixiFiltersTools.Filter {
shaderPass: THREE_ADDONS.ShaderPass;
_isEnabled: boolean;
constructor() {
this.shaderPass = new THREE_ADDONS.ShaderPass(
THREE_ADDONS.BokehDepthShader
);
console.log(THREE_ADDONS);
this._isEnabled = false;
}
isEnabled(target: EffectsTarget): boolean {
return this._isEnabled;
}
setEnabled(target: EffectsTarget, enabled: boolean): boolean {
if (this._isEnabled === enabled) {
return true;
}
if (enabled) {
return this.applyEffect(target);
} else {
return this.removeEffect(target);
}
}
applyEffect(target: EffectsTarget): boolean {
if (!(target instanceof gdjs.Layer)) {
return false;
}
target.getRenderer().addPostProcessingPass(this.shaderPass);
this._isEnabled = true;
return true;
}
removeEffect(target: EffectsTarget): boolean {
if (!(target instanceof gdjs.Layer)) {
return false;
}
target.getRenderer().removePostProcessingPass(this.shaderPass);
this._isEnabled = false;
return true;
}
updatePreRender(target: gdjs.EffectsTarget): any {}
updateDoubleParameter(parameterName: string, value: number): void {
if (parameterName === 'brightness') {
this.shaderPass.uniforms[parameterName].value = value;
}
if (parameterName === 'contrast') {
this.shaderPass.uniforms[parameterName].value = value;
}
}
getDoubleParameter(parameterName: string): number {
if (parameterName === 'brightness') {
return this.shaderPass.uniforms[parameterName].value;
}
if (parameterName === 'contrast') {
return this.shaderPass.uniforms[parameterName].value;
}
return 0;
}
updateStringParameter(parameterName: string, value: string): void {}
updateColorParameter(parameterName: string, value: number): void {}
getColorParameter(parameterName: string): number {
return 0;
}
updateBooleanParameter(parameterName: string, value: boolean): void {}
getNetworkSyncData(): DepthOfFieldFilterNetworkSyncData {
return {
b: this.shaderPass.uniforms.brightness.value,
c: this.shaderPass.uniforms.contrast.value,
};
}
updateFromNetworkSyncData(
data: DepthOfFieldFilterNetworkSyncData
) {
}
})();
}
})()
);
}

View File

@@ -1983,6 +1983,16 @@ module.exports = {
.setLabel(_('Threshold (between 0 and 1)'))
.setType('number');
}
{
const effect = extension
.addEffect('DepthOfField')
.setFullName(_('DepthOfField'))
.setDescription(_('Apply a depth-of-field effect.'))
.markAsNotWorkingForObjects()
.markAsOnlyWorkingFor3D()
.addIncludeFile('Extensions/3D/BokehShader2.js');
const properties = effect.getProperties();
}
{
const effect = extension
.addEffect('BrightnessAndContrast')

File diff suppressed because one or more lines are too long

View File

@@ -13,6 +13,7 @@ import { BrightnessContrastShader } from 'three/examples/jsm/shaders/BrightnessC
import { ColorCorrectionShader } from 'three/examples/jsm/shaders/ColorCorrectionShader';
import { HueSaturationShader } from 'three/examples/jsm/shaders/HueSaturationShader';
import { ExposureShader } from 'three/examples/jsm/shaders/ExposureShader';
import { BokehShader } from 'three/examples/jsm/shaders/BokehShader2';
declare global {
namespace THREE_ADDONS {
@@ -32,6 +33,7 @@ declare global {
ColorCorrectionShader,
HueSaturationShader,
ExposureShader,
BokehShader,
};
}
}

View File

@@ -833,6 +833,7 @@ interface ObjectConfiguration {
void UnserializeFrom([Ref] Project project, [Const, Ref] SerializerElement element);
unsigned long GetAnimationsCount();
[Const, Ref] DOMString GetAnimationName(unsigned long index);
};
interface UniquePtrObjectConfiguration {

View File

@@ -12,6 +12,7 @@ declare class gdObjectConfiguration {
serializeTo(element: gdSerializerElement): void;
unserializeFrom(project: gdProject, element: gdSerializerElement): void;
getAnimationsCount(): number;
getAnimationName(index: number): string;
delete(): void;
ptr: number;
};

View File

@@ -0,0 +1,397 @@
import {
Vector2
} from 'three';
/**
* Depth-of-field shader with bokeh
* ported from GLSL shader by Martins Upitis
* http://blenderartists.org/forum/showthread.php?237488-GLSL-depth-of-field-with-bokeh-v2-4-(update)
*
* Requires #define RINGS and SAMPLES integers
*/
const BokehShader = {
name: 'BokehShader',
uniforms: {
'textureWidth': { value: 1.0 },
'textureHeight': { value: 1.0 },
'focalDepth': { value: 1.0 },
'focalLength': { value: 24.0 },
'fstop': { value: 0.9 },
'tColor': { value: null },
'tDepth': { value: null },
'maxblur': { value: 1.0 },
'showFocus': { value: 0 },
'manualdof': { value: 0 },
'vignetting': { value: 0 },
'depthblur': { value: 0 },
'threshold': { value: 0.5 },
'gain': { value: 0.0 },
'bias': { value: 0.5 },
'fringe': { value: 0.7 },
'znear': { value: 0.1 },
'zfar': { value: 100 },
'noise': { value: 1 },
'dithering': { value: 0.0001 },
'pentagon': { value: 0 },
'shaderFocus': { value: 1 },
'focusCoords': { value: new Vector2() }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
#include <common>
varying vec2 vUv;
uniform sampler2D tColor;
uniform sampler2D tDepth;
uniform float textureWidth;
uniform float textureHeight;
uniform float focalDepth; //focal distance value in meters, but you may use autofocus option below
uniform float focalLength; //focal length in mm
uniform float fstop; //f-stop value
uniform bool showFocus; //show debug focus point and focal range (red = focal point, green = focal range)
/*
make sure that these two values are the same for your camera, otherwise distances will be wrong.
*/
uniform float znear; // camera clipping start
uniform float zfar; // camera clipping end
//------------------------------------------
//user variables
const int samples = SAMPLES; //samples on the first ring
const int rings = RINGS; //ring count
const int maxringsamples = rings * samples;
uniform bool manualdof; // manual dof calculation
float ndofstart = 1.0; // near dof blur start
float ndofdist = 2.0; // near dof blur falloff distance
float fdofstart = 1.0; // far dof blur start
float fdofdist = 3.0; // far dof blur falloff distance
float CoC = 0.03; //circle of confusion size in mm (35mm film = 0.03mm)
uniform bool vignetting; // use optical lens vignetting
float vignout = 1.3; // vignetting outer border
float vignin = 0.0; // vignetting inner border
float vignfade = 22.0; // f-stops till vignete fades
uniform bool shaderFocus;
// disable if you use external focalDepth value
uniform vec2 focusCoords;
// autofocus point on screen (0.0,0.0 - left lower corner, 1.0,1.0 - upper right)
// if center of screen use vec2(0.5, 0.5);
uniform float maxblur;
//clamp value of max blur (0.0 = no blur, 1.0 default)
uniform float threshold; // highlight threshold;
uniform float gain; // highlight gain;
uniform float bias; // bokeh edge bias
uniform float fringe; // bokeh chromatic aberration / fringing
uniform bool noise; //use noise instead of pattern for sample dithering
uniform float dithering;
uniform bool depthblur; // blur the depth buffer
float dbsize = 1.25; // depth blur size
/*
next part is experimental
not looking good with small sample and ring count
looks okay starting from samples = 4, rings = 4
*/
uniform bool pentagon; //use pentagon as bokeh shape?
float feather = 0.4; //pentagon shape feather
//------------------------------------------
float penta(vec2 coords) {
//pentagonal shape
float scale = float(rings) - 1.3;
vec4 HS0 = vec4( 1.0, 0.0, 0.0, 1.0);
vec4 HS1 = vec4( 0.309016994, 0.951056516, 0.0, 1.0);
vec4 HS2 = vec4(-0.809016994, 0.587785252, 0.0, 1.0);
vec4 HS3 = vec4(-0.809016994,-0.587785252, 0.0, 1.0);
vec4 HS4 = vec4( 0.309016994,-0.951056516, 0.0, 1.0);
vec4 HS5 = vec4( 0.0 ,0.0 , 1.0, 1.0);
vec4 one = vec4( 1.0 );
vec4 P = vec4((coords),vec2(scale, scale));
vec4 dist = vec4(0.0);
float inorout = -4.0;
dist.x = dot( P, HS0 );
dist.y = dot( P, HS1 );
dist.z = dot( P, HS2 );
dist.w = dot( P, HS3 );
dist = smoothstep( -feather, feather, dist );
inorout += dot( dist, one );
dist.x = dot( P, HS4 );
dist.y = HS5.w - abs( P.z );
dist = smoothstep( -feather, feather, dist );
inorout += dist.x;
return clamp( inorout, 0.0, 1.0 );
}
float bdepth(vec2 coords) {
// Depth buffer blur
float d = 0.0;
float kernel[9];
vec2 offset[9];
vec2 wh = vec2(1.0/textureWidth,1.0/textureHeight) * dbsize;
offset[0] = vec2(-wh.x,-wh.y);
offset[1] = vec2( 0.0, -wh.y);
offset[2] = vec2( wh.x -wh.y);
offset[3] = vec2(-wh.x, 0.0);
offset[4] = vec2( 0.0, 0.0);
offset[5] = vec2( wh.x, 0.0);
offset[6] = vec2(-wh.x, wh.y);
offset[7] = vec2( 0.0, wh.y);
offset[8] = vec2( wh.x, wh.y);
kernel[0] = 1.0/16.0; kernel[1] = 2.0/16.0; kernel[2] = 1.0/16.0;
kernel[3] = 2.0/16.0; kernel[4] = 4.0/16.0; kernel[5] = 2.0/16.0;
kernel[6] = 1.0/16.0; kernel[7] = 2.0/16.0; kernel[8] = 1.0/16.0;
for( int i=0; i<9; i++ ) {
float tmp = texture2D(tDepth, coords + offset[i]).r;
d += tmp * kernel[i];
}
return d;
}
vec3 color(vec2 coords,float blur) {
//processing the sample
vec3 col = vec3(0.0);
vec2 texel = vec2(1.0/textureWidth,1.0/textureHeight);
col.r = texture2D(tColor,coords + vec2(0.0,1.0)*texel*fringe*blur).r;
col.g = texture2D(tColor,coords + vec2(-0.866,-0.5)*texel*fringe*blur).g;
col.b = texture2D(tColor,coords + vec2(0.866,-0.5)*texel*fringe*blur).b;
vec3 lumcoeff = vec3(0.299,0.587,0.114);
float lum = dot(col.rgb, lumcoeff);
float thresh = max((lum-threshold)*gain, 0.0);
return col+mix(vec3(0.0),col,thresh*blur);
}
vec3 debugFocus(vec3 col, float blur, float depth) {
float edge = 0.002*depth; //distance based edge smoothing
float m = clamp(smoothstep(0.0,edge,blur),0.0,1.0);
float e = clamp(smoothstep(1.0-edge,1.0,blur),0.0,1.0);
col = mix(col,vec3(1.0,0.5,0.0),(1.0-m)*0.6);
col = mix(col,vec3(0.0,0.5,1.0),((1.0-e)-(1.0-m))*0.2);
return col;
}
float linearize(float depth) {
return -zfar * znear / (depth * (zfar - znear) - zfar);
}
float vignette() {
float dist = distance(vUv.xy, vec2(0.5,0.5));
dist = smoothstep(vignout+(fstop/vignfade), vignin+(fstop/vignfade), dist);
return clamp(dist,0.0,1.0);
}
float gather(float i, float j, int ringsamples, inout vec3 col, float w, float h, float blur) {
float rings2 = float(rings);
float step = PI*2.0 / float(ringsamples);
float pw = cos(j*step)*i;
float ph = sin(j*step)*i;
float p = 1.0;
if (pentagon) {
p = penta(vec2(pw,ph));
}
col += color(vUv.xy + vec2(pw*w,ph*h), blur) * mix(1.0, i/rings2, bias) * p;
return 1.0 * mix(1.0, i /rings2, bias) * p;
}
void main() {
//scene depth calculation
float depth = linearize(texture2D(tDepth,vUv.xy).x);
// Blur depth?
if ( depthblur ) {
depth = linearize(bdepth(vUv.xy));
}
//focal plane calculation
float fDepth = focalDepth;
if (shaderFocus) {
fDepth = linearize(texture2D(tDepth,focusCoords).x);
}
// dof blur factor calculation
float blur = 0.0;
if (manualdof) {
float a = depth-fDepth; // Focal plane
float b = (a-fdofstart)/fdofdist; // Far DoF
float c = (-a-ndofstart)/ndofdist; // Near Dof
blur = (a>0.0) ? b : c;
} else {
float f = focalLength; // focal length in mm
float d = fDepth*1000.0; // focal plane in mm
float o = depth*1000.0; // depth in mm
float a = (o*f)/(o-f);
float b = (d*f)/(d-f);
float c = (d-f)/(d*fstop*CoC);
blur = abs(a-b)*c;
}
blur = clamp(blur,0.0,1.0);
// calculation of pattern for dithering
vec2 noise = vec2(rand(vUv.xy), rand( vUv.xy + vec2( 0.4, 0.6 ) ) )*dithering*blur;
// getting blur x and y step factor
float w = (1.0/textureWidth)*blur*maxblur+noise.x;
float h = (1.0/textureHeight)*blur*maxblur+noise.y;
// calculation of final color
vec3 col = vec3(0.0);
if(blur < 0.05) {
//some optimization thingy
col = texture2D(tColor, vUv.xy).rgb;
} else {
col = texture2D(tColor, vUv.xy).rgb;
float s = 1.0;
int ringsamples;
for (int i = 1; i <= rings; i++) {
/*unboxstart*/
ringsamples = i * samples;
for (int j = 0 ; j < maxringsamples ; j++) {
if (j >= ringsamples) break;
s += gather(float(i), float(j), ringsamples, col, w, h, blur);
}
/*unboxend*/
}
col /= s; //divide by sample count
}
if (showFocus) {
col = debugFocus(col, blur, depth);
}
if (vignetting) {
col *= vignette();
}
gl_FragColor.rgb = col;
gl_FragColor.a = 1.0;
#include <tonemapping_fragment>
#include <colorspace_fragment>
}`
};
const BokehDepthShader = {
name: 'BokehDepthShader',
uniforms: {
'mNear': { value: 1.0 },
'mFar': { value: 1000.0 },
},
vertexShader: /* glsl */`
varying float vViewZDepth;
void main() {
#include <begin_vertex>
#include <project_vertex>
vViewZDepth = - mvPosition.z;
}`,
fragmentShader: /* glsl */`
uniform float mNear;
uniform float mFar;
varying float vViewZDepth;
void main() {
float color = 1.0 - smoothstep( mNear, mFar, vViewZDepth );
gl_FragColor = vec4( vec3( color ), 1.0 );
}`
};
export { BokehShader, BokehDepthShader };

View File

@@ -16,3 +16,4 @@ export { UnrealBloomPass } from "./examples/jsm/postprocessing/UnrealBloomPass";
export { BrightnessContrastShader } from "./examples/jsm/shaders/BrightnessContrastShader";
export { HueSaturationShader } from "./examples/jsm/shaders/HueSaturationShader";
export { ExposureShader } from "./examples/jsm/shaders/ExposureShader";
export { BokehShader, BokehDepthShader } from "./examples/jsm/shaders/BokehShader2";

View File

@@ -234,6 +234,42 @@ const createField = (
getDescription,
hasImpactOnAllOtherFields: property.hasImpactOnOtherProperties(),
};
} else if (valueType === 'animationname') {
return {
getChoices: () => {
if (!object) {
return [];
}
const animationArray = mapFor(
0,
object.getConfiguration().getAnimationsCount(),
i => {
const animationName = object.getConfiguration().getAnimationName(i);
if (animationName === '') {
return null;
}
return {
value: animationName,
label: animationName,
};
}
).filter(Boolean);
animationArray.push({ value: '', label: '(no animation)' });
return animationArray;
},
name,
valueType: 'string',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
.getValue();
},
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
getDescription,
};
} else {
console.error(
`A property with type=${valueType} could not be mapped to a field. Ensure that this type is correct and understood by the IDE.`

View File

@@ -729,6 +729,11 @@ export default function EventsBasedBehaviorPropertiesEditor({
value="Boolean"
label={t`Boolean (checkbox)`}
/>
<SelectOption
key="property-type-animationname"
value="AnimationName"
label={t`Animation name (text)`}
/>
<SelectOption
key="property-type-choice"
value="Choice"
@@ -802,7 +807,9 @@ export default function EventsBasedBehaviorPropertiesEditor({
</SelectField>
)}
{(property.getType() === 'String' ||
property.getType() === 'Number') && (
property.getType() === 'Number' ||
property.getType() ===
'AnimationName') && (
<SemiControlledTextField
commitOnBlur
floatingLabelText={

View File

@@ -220,6 +220,41 @@ const createField = (
getLabel,
getDescription,
};
} else if (valueType === 'animationname') {
return {
getChoices: () => {
if (!object) {
return [];
}
const animationArray = mapFor(
0,
object.getConfiguration().getAnimationsCount(),
i => {
const animationName = object.getConfiguration().getAnimationName(i);
if (animationName === '') {
return null;
}
return {
value: animationName,
label: animationName,
};
}
).filter(Boolean);
animationArray.push({ value: '', label: '(no animation)' });
return animationArray;
},
name,
valueType: 'string',
getValue: (instance: Instance): string => {
return getProperties(instance)
.get(name)
.getValue();
},
setValue: (instance: Instance, newValue: string) => {
onUpdateProperty(instance, name, newValue);
},
getLabel,
};
} else {
console.error(
`A property with type=${valueType} could not be mapped to a field. Ensure that this type is correct and understood by the IDE.`