Removed presets, load all images via load directives (implements #9), removed obsolete code, added some improvements
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21 changed files with 231 additions and 205 deletions
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@ -2,8 +2,9 @@ extends Camera2D
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var drag = false
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@onready var user_interface_container = get_parent().get_node("UI_Layer/UserInterfaceContainer")
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@onready var image_viewport = get_parent().get_node("ImageViewport")
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@onready var user_interface_container = %UserInterfaceContainer
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@onready var image_viewport = %ImageViewport
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@onready var image_viewport_display = %ImageViewportDisplay
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func _input(event):
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if event.is_action_pressed("zoom_out") && !Globals.camera_freeze:
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@ -32,11 +33,13 @@ func zoom_in():
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var old_mouse_pos = get_global_mouse_position()
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zoom *= 1.2
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global_position += old_mouse_pos - get_global_mouse_position()
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image_viewport_display.update_zoom_texture_filter(zoom)
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func zoom_out():
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var old_mouse_pos = get_global_mouse_position()
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zoom *= 1/1.2
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global_position += old_mouse_pos - get_global_mouse_position()
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image_viewport_display.update_zoom_texture_filter(zoom)
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func _on_fit_image_button_pressed():
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fit_image()
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@ -1,11 +1,8 @@
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extends Control
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@onready var preset_options = $PresetOptions
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@onready var code_editor = $CodeEdit
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@onready var open_shader_dialog = $OpenShaderDialog
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@onready var save_shader_dialog = $SaveShaderDialog
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var selected_preset_name = ShaderPresets.default_preset
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var last_save_filepath = ""
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@onready var code_editor = %CodeEdit
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@onready var open_shader_dialog = %OpenShaderDialog
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@onready var save_shader_dialog = %SaveShaderDialog
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# # # # # # # # # # #
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# GDShader keywords #
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@ -189,35 +186,17 @@ func _input(event):
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accept_event() # Event is now handled.
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_on_save_shader_button_pressed()
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func _on_preset_options_item_selected(index):
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selected_preset_name = preset_options.get_item_text(index)
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Globals.shader = ShaderPresets.presets[selected_preset_name]
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Globals.target_viewport.update()
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update()
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last_save_filepath = ""
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func update():
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preset_options.clear()
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# the following lines are weird af
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var presets: Array[String] = []
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var current_p_idx = 0
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for p in ShaderPresets.presets:
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presets.append(p)
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if p == selected_preset_name:
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current_p_idx = len(presets) - 1
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preset_options.add_item(p)
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preset_options.select(current_p_idx)
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# weirdness ends here
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code_editor.text = Globals.shader.code
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func _on_open_shader_button_pressed():
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open_shader_dialog.show()
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func _on_save_shader_button_pressed():
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if last_save_filepath == "":
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save_shader_dialog.current_file = selected_preset_name + "_custom.gdshader"
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if Globals.last_shader_savepath == "":
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save_shader_dialog.current_file = "shader.gdshader"
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else:
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save_shader_dialog.current_path = last_save_filepath
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save_shader_dialog.current_path = Globals.last_shader_savepath
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save_shader_dialog.show()
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func _on_open_shader_dialog_file_selected(path: String):
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@ -231,7 +210,7 @@ func _on_open_shader_dialog_file_selected(path: String):
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Globals.cwd = path.substr(0, path.rfind("/"))
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Globals.target_viewport.update()
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update()
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last_save_filepath = path
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Globals.last_shader_savepath = path
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func _on_save_shader_dialog_file_selected(path):
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print("Save ", path)
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@ -240,7 +219,7 @@ func _on_save_shader_dialog_file_selected(path):
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file.store_string(content)
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if "/" in path: # update current working directory
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Globals.cwd = path.substr(0, path.rfind("/"))
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last_save_filepath = path
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Globals.last_shader_savepath = path
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func _on_apply_shader_button_pressed():
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var shader = Shader.new()
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@ -1,6 +1,8 @@
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extends Node
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var camera_freeze = false
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@onready var shader: Shader = ShaderPresets.presets[ShaderPresets.default_preset]
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@onready var shader: Shader = load("res://src/shaders/empty.gdshader")
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var target_viewport: SubViewport
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var cwd = "."
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var last_image_savepath = ""
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var last_shader_savepath = ""
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@ -1,46 +1,71 @@
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extends SubViewport
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@onready var image_sprite = $ImageSprite
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@onready var camera = %Camera
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@onready var image_sprite = %ImageSprite
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var image_original_tex: ImageTexture
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var image_result: Image
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var load_uniform_regex: RegEx
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var load_regex: RegEx
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var load_additional_regex: RegEx
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var last_tex_path = ""
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func _ready():
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load_uniform_regex = RegEx.new()
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load_uniform_regex.compile(r'\/\/!load\s(\w*)\s(.*)')
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load_regex = RegEx.new()
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load_additional_regex = RegEx.new()
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load_regex.compile(r'\/\/!load\s(.*)')
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load_additional_regex.compile(r'\/\/!load\+\s(\w*)\s(.*)')
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func set_original_image(image: Image):
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image_original_tex = ImageTexture.create_from_image(image)
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image_sprite.texture = image_original_tex
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image_sprite.offset = image_original_tex.get_size() / 2
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size = image_original_tex.get_size()
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func load_texture(path):
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print("Load ", path)
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var img = Image.new()
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var err = img.load(path)
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if err == OK:
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image_original_tex = ImageTexture.create_from_image(img)
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image_sprite.texture = image_original_tex
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image_sprite.offset = image_original_tex.get_size() / 2
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size = image_original_tex.get_size()
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else:
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print("An error occured!")
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func get_absolute_path(p: String) -> String:
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if !p.begins_with("/"):
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return Globals.cwd + "/" + p.lstrip("./")
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return p
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func update():
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if image_original_tex != null:
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image_sprite.texture = image_original_tex
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var mat = ShaderMaterial.new()
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mat.shader = Globals.shader
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# load images from //!load directives and apply them to
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# the material as shader parameters
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for m in load_uniform_regex.search_all(Globals.shader.code):
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# this only works for Linux!
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var img_path = m.strings[2]
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if !img_path.begins_with("/"):
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img_path = Globals.cwd + "/" + img_path.lstrip("./")
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#
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print("Load ", img_path)
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var u_image = Image.load_from_file(img_path)
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mat.set_shader_parameter(
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m.strings[1], # uniform param name
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ImageTexture.create_from_image(u_image))
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# assign material
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image_sprite.material = mat
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# Get viewport texture
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await RenderingServer.frame_post_draw # for good measure
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image_result = get_texture().get_image()
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image_sprite.material = null
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image_sprite.texture = ImageTexture.create_from_image(image_result)
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# load images from //!load directive -> TEXTURE
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var regex_match = load_regex.search(Globals.shader.code)
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if regex_match == null: # Error!
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print("Didn't find any load directives!")
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return
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var tex_path = get_absolute_path(regex_match.strings[1])
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load_texture(tex_path) # load every time
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if tex_path != last_tex_path:
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camera.fit_image()
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last_tex_path = tex_path
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if Globals.last_image_savepath == "":
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Globals.last_image_savepath = tex_path
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image_sprite.texture = image_original_tex
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var mat = ShaderMaterial.new()
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mat.shader = Globals.shader
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# load images from //!load+ directives and apply them to
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# the material as shader parameters
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for m in load_additional_regex.search_all(Globals.shader.code):
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# this only works for Linux!
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var img_path = get_absolute_path(m.strings[2])
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#
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print("Load ", img_path)
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var u_image = Image.load_from_file(img_path)
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mat.set_shader_parameter(
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m.strings[1], # uniform param name
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ImageTexture.create_from_image(u_image))
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# assign material
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image_sprite.material = mat
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# Get viewport texture
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await RenderingServer.frame_post_draw # for good measure
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image_result = get_texture().get_image()
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image_sprite.material = null
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image_sprite.texture = ImageTexture.create_from_image(image_result)
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func get_result():
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return image_result
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@ -1,9 +1,7 @@
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extends Sprite2D
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@onready var camera = get_parent().get_node("Camera")
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func _process(_delta):
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if camera.zoom.x >= 1.5:
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func update_zoom_texture_filter(zoom: Vector2):
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if zoom.x >= 1.5:
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texture_filter = TEXTURE_FILTER_NEAREST_WITH_MIPMAPS
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else:
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texture_filter = TEXTURE_FILTER_LINEAR
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28
src/Main.gd
28
src/Main.gd
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@ -1,33 +1,15 @@
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extends Node2D
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@onready var camera = $Camera
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@onready var image_viewport = $ImageViewport
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@onready var ui_container = $UI_Layer/UserInterfaceContainer
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@onready var ui_control_fileopen = $UI_Layer/UserInterfaceContainer/OpenImageDialog
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@onready var ui_control_filesave = $UI_Layer/UserInterfaceContainer/SaveImageDialog
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var last_save_filepath = ""
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@onready var image_viewport = %ImageViewport
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@onready var ui_control_filesave = %SaveImageDialog
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func _ready():
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Globals.target_viewport = image_viewport
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func _on_open_image_button_pressed():
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ui_control_fileopen.show()
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func _on_open_image_dialog_file_selected(path):
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print("Load ", path)
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var img = Image.new()
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var err = img.load(path)
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if err == OK:
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image_viewport.set_original_image(img)
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image_viewport.update()
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camera.fit_image()
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last_save_filepath = path
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else:
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print("An error occured!")
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func _on_save_image_button_pressed():
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if image_viewport.get_result() != null:
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ui_control_filesave.current_path = last_save_filepath
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ui_control_filesave.current_path = Globals.last_image_savepath
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ui_control_filesave.show()
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func _on_save_image_dialog_file_selected(path):
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@ -36,4 +18,4 @@ func _on_save_image_dialog_file_selected(path):
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if err != OK:
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print("An error occured!")
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else:
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last_save_filepath = path
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Globals.last_image_savepath = path
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@ -1,14 +0,0 @@
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extends Node
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const dir = "res://src/presets/shaders/"
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@onready var presets = {
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"Empty": load(dir + "empty.gdshader"),
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"Greyscale": load(dir + "greyscale.gdshader"),
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"Lowpass": load(dir + "lowpass.gdshader"),
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"Channel Offset": load(dir + "channel_offset.gdshader"),
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"RGB -> UV Distort": load(dir + "rgb_uv_distort.gdshader"),
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"Mix": load(dir + "mix.gdshader")
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}
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var default_preset: String = "Empty"
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@ -1,12 +0,0 @@
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shader_type canvas_item;
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const vec2 offset_r = vec2(-0.002, -0.002);
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const vec2 offset_g = vec2(0., 0.);
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const vec2 offset_b = vec2(0.002, 0.002);
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void fragment() {
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COLOR.r = texture(TEXTURE , UV + offset_r).r;
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COLOR.g = texture(TEXTURE , UV + offset_g).g;
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COLOR.b = texture(TEXTURE , UV + offset_b).b;
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COLOR.a = COLOR.a;
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}
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@ -1,10 +0,0 @@
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shader_type canvas_item;
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void fragment() {
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vec4 tex = texture(TEXTURE , UV);
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float b = (COLOR.r + COLOR.g + COLOR.b) / 3.0;
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COLOR.r = b;
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COLOR.g = b;
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COLOR.b = b;
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COLOR.a = tex.a;
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}
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@ -1,13 +0,0 @@
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shader_type canvas_item;
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// Settings
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const float threshold = 0.5;
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//
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void fragment() {
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vec4 tex = texture(TEXTURE , UV);
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COLOR.r = min(tex.r, threshold);
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COLOR.g = min(tex.g, threshold);
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COLOR.b = min(tex.b, threshold);
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COLOR.a = tex.a;
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}
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@ -1,8 +0,0 @@
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shader_type canvas_item;
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//!load img2 ./icon.png
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uniform sampler2D img2: repeat_enable, filter_nearest;
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void fragment() {
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COLOR = mix(COLOR, texture(img2, UV), .5);
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}
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@ -1,11 +0,0 @@
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shader_type canvas_item;
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const float strength = 0.1;
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void fragment() {
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vec2 uv = UV;
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float b = (COLOR.r + COLOR.g + COLOR.b) / 3.0;
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uv.x = mix(uv.x, b, strength);
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uv.y = mix(uv.y, b, strength);
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COLOR = texture(TEXTURE, uv);
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}
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@ -1,5 +1,7 @@
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shader_type canvas_item;
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//!load /path/to/your/image
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void fragment() {
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// Called for every pixel the material is visible on.
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}
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