60 lines
1.7 KiB
GDScript3
60 lines
1.7 KiB
GDScript3
|
extends Node
|
||
|
|
||
|
@onready var shader: Shader = load("res://src/shader/template.gdshader")
|
||
|
var original_image: ImageTexture
|
||
|
var result: Image
|
||
|
|
||
|
var cwd = "."
|
||
|
var last_image_savepath = ""
|
||
|
var last_shader_savepath = ""
|
||
|
var last_original_image_path = ""
|
||
|
|
||
|
func get_absolute_path(p: String) -> String:
|
||
|
# this only works on Linux!
|
||
|
if !p.begins_with("/"):
|
||
|
return self.cwd + "/" + p.lstrip("./")
|
||
|
return p
|
||
|
|
||
|
func load_original_image(path: String):
|
||
|
print("Load ", path)
|
||
|
var img = Image.new()
|
||
|
var err = img.load(path)
|
||
|
if err == OK:
|
||
|
original_image = ImageTexture.create_from_image(img)
|
||
|
if path != self.last_original_image_path:
|
||
|
self.last_original_image_path = path
|
||
|
if self.last_image_savepath == "":
|
||
|
self.last_image_savepath = path
|
||
|
else:
|
||
|
print("An error occured!")
|
||
|
|
||
|
func load_image(path: String) -> ImageTexture:
|
||
|
print("Load ", path)
|
||
|
return ImageTexture.create_from_image(Image.load_from_file(path))
|
||
|
|
||
|
func save_result(path: String):
|
||
|
print("Export ", path)
|
||
|
var err = self.result.save_png(path)
|
||
|
if err != OK:
|
||
|
print("An error occured!")
|
||
|
else:
|
||
|
self.last_image_savepath = path
|
||
|
|
||
|
func load_shader(path: String):
|
||
|
print("Load ", path)
|
||
|
var file = FileAccess.open(path, FileAccess.READ)
|
||
|
var shader_code = file.get_as_text()
|
||
|
self.shader = Shader.new()
|
||
|
shader.code = shader_code
|
||
|
if "/" in path: # update current working directory
|
||
|
self.cwd = path.substr(0, path.rfind("/"))
|
||
|
self.last_shader_savepath = path
|
||
|
|
||
|
func save_shader(path: String, content: String):
|
||
|
print("Save ", path)
|
||
|
var file = FileAccess.open(path, FileAccess.WRITE)
|
||
|
file.store_string(content)
|
||
|
if "/" in path: # update current working directory
|
||
|
self.cwd = path.substr(0, path.rfind("/"))
|
||
|
self.last_shader_savepath = path
|