Implement a commandline interface that can be used in scripts - implements #42

This commit is contained in:
ChaoticByte 2025-01-19 12:51:10 +01:00
parent 1a21589fc1
commit 0fad7cb575
No known key found for this signature in database
4 changed files with 100 additions and 17 deletions

View file

@ -74,3 +74,33 @@ void fragment() {
COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
}
```
## Commandline interface
You can run Fragmented from the commandline or scripts.
> Note: Headless mode is not supported. Using the commandline interface still opens a window.
### Usage
```
./Fragmented cmd --shader PATH [--load-image PATH]
--shader PATH The path to the shader
--output PATH Where to write the resulting image to
--load-image PATH The path to the image. This will overwrite the
load directive of the shader file (optional)
```
You can also run `./Fragmented cmd help` to show the help message.
#### Examples
```
./Fragmented cmd --shader ./examples/oklab.gdshader --output ./output.png
```
```
./Fragmented cmd --shader ./examples/oklab.gdshader --load-image ~/Pictures/test.png --output ./output.png
```

View file

@ -37,6 +37,7 @@ unique_name_in_owner = true
disable_3d = true
position = Vector2i(48, 36)
size = Vector2i(704, 704)
visible = false
script = ExtResource("6_8k0ha")
[node name="UserInterfaceContainer" parent="EditorWindow" instance=ExtResource("7_5ci0e")]

View file

@ -44,7 +44,7 @@ func inject_step_uniform(shader_code: String) -> Shader:
shader.code = shader_code.insert(fragment_function_match.get_start(), "\nuniform int STEP;")
return shader
func update() -> Array: # returns error messages (strings)
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)
var steps: int = ShaderDirectiveParser.parse_steps_directive(shader.code)
@ -53,11 +53,15 @@ func update() -> Array: # returns error messages (strings)
return ["Shader compilation failed!"]
var errors = []
# load texture(s) from //!load directive -> TEXTURE
var m = ShaderDirectiveParser.parse_load_directive(shader.code)
if len(m) < 1:
errors.append("Didn't find a load directive!")
return errors
var original_image_path = Filesystem.get_absolute_path(m[1])
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
if original_image_path != Filesystem.last_original_image_path:
fit_image = true

View file

@ -4,18 +4,66 @@ extends Node
@onready var ui_container = %UserInterfaceContainer
@onready var app_name = ProjectSettings.get_setting("application/config/name")
func show_help():
print(
"Usage:\n\n",
"./Fragmented cmd --shader PATH [--load-image PATH]\n\n",
" --shader PATH The path to the shader\n",
" --output PATH Where to write the resulting image to\n",
" --load-image PATH The path to the image. This will overwrite the\n",
" load directive of the shader file (optional)\n")
func parse_custom_cmdline(args: PackedStringArray):
var kwargs: Dictionary = {"--shader": null, "--output": null, "--load-image": null}
var args_len = args.size()
var i = 0
while i < args_len:
var a = args[i]
if a in kwargs && args_len > i+1:
i += 1
kwargs[a] = args[i]
i += 1
return kwargs
func _ready():
update_title()
# position windows
get_window().position = Vector2i(
editor_window.position.x + editor_window.size.x + 50,
editor_window.position.y)
get_window().min_size = Vector2i(400, 400)
editor_window.min_size = Vector2i(560, 400)
# Load last opened file
Filesystem.remember_last_opened_file()
if Filesystem.last_shader_savepath != "":
ui_container.get_node("Editor")._on_open_shader_dialog_file_selected(Filesystem.last_shader_savepath)
var args = OS.get_cmdline_args()
if "cmd" in args: # commandline interface
if "help" in args:
show_help()
get_tree().quit(1)
else:
var kwargs: Dictionary = parse_custom_cmdline(args)
if kwargs["--shader"] == null or kwargs["--output"] == null:
show_help()
get_tree().quit(1)
else:
Filesystem.load_shader(kwargs["--shader"])
var errors = []
if kwargs["--load-image"] == null:
errors = await $Compositor.update()
else:
errors = await $Compositor.update(kwargs["--load-image"])
if errors.size() > 0:
print("One or more errors occurred.")
for e in errors:
printerr(e)
get_tree().quit(1)
else:
Filesystem.save_result(kwargs["--output"])
get_tree().quit(0)
else:
update_title()
# position windows
get_window().position = Vector2i(
editor_window.position.x + editor_window.size.x + 50,
editor_window.position.y)
get_window().min_size = Vector2i(400, 400)
editor_window.min_size = Vector2i(560, 400)
editor_window.show()
# Load last opened file
Filesystem.remember_last_opened_file()
if Filesystem.last_shader_savepath != "":
ui_container.get_node("Editor")._on_open_shader_dialog_file_selected(Filesystem.last_shader_savepath)
func update_title(current_file: String = ""):
if current_file == "":