Fragmented/src/ImageViewport.gd

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GDScript3
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extends SubViewport
@onready var camera = %Camera
@onready var image_sprite = %ImageSprite
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@onready var image_viewport_display = %ImageViewportDisplay
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func update():
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var fit_image = false
# load image from //!load directive -> TEXTURE
var m = ShaderDirectiveParser.parse_load_directive(Filesystem.shader)
if len(m) < 1:
return # AAAAAAAa
var original_image_path = Filesystem.get_absolute_path(m[1])
if original_image_path != Filesystem.last_original_image_path:
fit_image = true
Filesystem.load_original_image(original_image_path)
if Filesystem.original_image == null:
image_viewport_display.hide()
return
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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()
var mat = ShaderMaterial.new()
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mat.shader = Filesystem.shader
# load images from //!load+ directives and apply them to
# the material as shader parameters
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for n in ShaderDirectiveParser.parse_load_additional_directive(Filesystem.shader):
mat.set_shader_parameter(
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n[1], # uniform param name
Filesystem.load_image(Filesystem.get_absolute_path(n[2]))
)
# assign material
image_sprite.material = mat
# Get viewport texture
await RenderingServer.frame_post_draw # for good measure
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Filesystem.result = get_texture().get_image()
image_sprite.material = null
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image_sprite.texture = ImageTexture.create_from_image(Filesystem.result)
if fit_image:
camera.fit_image()
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image_viewport_display.show()