Fragmented/src/ImageCompositor.gd

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class_name ImageCompositor extends SubViewport
var image_sprite: Sprite2D
func _init() -> void:
# Overwrite some variables
self.render_target_update_mode = SubViewport.UPDATE_ALWAYS
self.disable_3d = true
self.transparent_bg = true
self.canvas_item_default_texture_filter = Viewport.DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST
self.image_sprite = Sprite2D.new()
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@onready var camera = %Camera
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@onready var image_viewport_display = %ImageViewportDisplay
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func _ready() -> void:
# Add image sprite as child to be rendered
self.add_child(image_sprite)
var _fragment_function_regex: RegEx = RegEx.create_from_string(r'\s*void\s+fragment\s*\(\s*\)\s*{\s*')
func validate_shader_compilation(shader: Shader) -> bool:
# Inject code to validate shader compilation
var shader_code = shader.code;
# -> get position of fragment shader
var fragment_function_match = _fragment_function_regex.search(shader.code)
if fragment_function_match == null:
return false
# -> inject uniform
var uniform_name = "shader_compilation_validate_" + str(randi_range(999999999, 100000000))
var uniform_code_line = "\nuniform bool " + uniform_name + ";\n"
shader_code = shader_code.insert(fragment_function_match.get_start(), uniform_code_line)
# -> inject variable access to prevent that the uniform gets optimized away
shader_code = shader_code.insert(fragment_function_match.get_end() + len(uniform_code_line), "\n" + uniform_name + ";\n")
# apply shader code
shader.code = shader_code
# test if uniform list is empty -> if it is empty, the shader compilation failed
return len(shader.get_shader_uniform_list()) > 0
func inject_step_uniform(shader_code: String) -> Shader:
var shader = Shader.new()
# this should run after validate_shader_compilation()
var fragment_function_match = _fragment_function_regex.search(shader_code)
shader.code = shader_code.insert(fragment_function_match.get_start(), "\nuniform int STEP;")
return shader
func update(overwrite_image_path: String = "") -> Array: # returns error messages (strings)
# inject STEP uniform & get number of steps
var shader: Shader = inject_step_uniform(Filesystem.shader_code)
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var steps: int = ShaderDirectiveParser.parse_steps_directive(shader.code)
# validate shader
if not validate_shader_compilation(shader):
return ["Shader compilation failed!"]
var errors = []
# load texture(s) from //!load directive -> TEXTURE
var original_image_path = ""
if overwrite_image_path == "":
var m = ShaderDirectiveParser.parse_load_directive(shader.code)
if len(m) < 1:
errors.append("Didn't find a load directive!")
return errors
original_image_path = Filesystem.get_absolute_path(m[1])
else:
original_image_path = overwrite_image_path
var fit_image = false
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if original_image_path != Filesystem.last_original_image_path:
fit_image = true
var err = Filesystem.load_original_image(original_image_path)
if err != "":
errors.append(err)
image_viewport_display.hide()
return errors
# ... from //!load+ directives
Filesystem.clear_additional_images()
for n in ShaderDirectiveParser.parse_load_additional_directive(shader.code):
err = Filesystem.load_additional_image(n[1], Filesystem.get_absolute_path(n[2]))
if err != "":
errors.append(err)
if len(errors) > 0:
return errors
# apply textures
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image_sprite.texture = Filesystem.original_image
image_sprite.offset = Filesystem.original_image.get_size() / 2
self.size = Filesystem.original_image.get_size()
# create shader material
var mat = ShaderMaterial.new()
mat.shader = shader
# add images as shader parameters
for key in Filesystem.additional_images:
mat.set_shader_parameter(
key, # uniform param name
Filesystem.additional_images[key])
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# assign material
image_sprite.material = mat
# iterate n times
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for i in range(steps):
# set STEP param
mat.set_shader_parameter("STEP", i)
# Get viewport texture
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await RenderingServer.frame_post_draw # wait for next frame to get drawn
Filesystem.result = get_texture().get_image()
image_sprite.texture = ImageTexture.create_from_image(Filesystem.result)
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image_sprite.material = null
if fit_image:
camera.fit_image()
camera.update_vd_zoomlevel()
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image_viewport_display.show()
# done
return errors