cli: added support for processing whole directories (batch mode) - this implements #40; changed build template to support more image formats
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3 changed files with 81 additions and 23 deletions
13
README.md
13
README.md
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@ -104,14 +104,23 @@ You can run Fragmented from the commandline or scripts.
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./Fragmented cmd --shader PATH [--load-image PATH]
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--shader PATH The path to the shader
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--output PATH Where to write the resulting image to
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--output PATH Where to write the resulting image to.
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In batch mode, this must be a folder.
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--load-image PATH The path to the image. This will overwrite the
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load directive of the shader file (optional)
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load directive of the shader file.
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Passing a folder activates batch mode.
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(optional)
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```
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You can also run `./Fragmented cmd help` to show the help message.
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### Batch Mode
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Since version v8.0, you can pass a directory to `--load-image` and `--output`. This will process all images in the input directory and write the output to the output directory.
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> Note: You *can* use this feature for video frames, but it will take a loooong time.
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#### Examples
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```
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@ -18,4 +18,4 @@ RUN git clone https://github.com/godotengine/godot.git -b 4.3-stable /godot-src
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FROM clone-src
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WORKDIR /godot-src
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ENTRYPOINT scons platform=linuxbsd target=template_release lto=full optimize=size disable_3d=yes module_text_server_adv_enabled=no module_text_server_fb_enabled=yes module_basis_universal_enabled=no module_csg_enabled=no module_dds_enabled=no module_enet_enabled=no module_gridmap_enabled=no module_hdr_enabled=no module_jsonrpc_enabled=no module_ktx_enabled=no module_mbedtls_enabled=no module_meshoptimizer_enabled=no module_minimp3_enabled=no module_mobile_vr_enabled=no module_msdfgen_enabled=no module_multiplayer_enabled=no module_navigation_enabled=no module_ogg_enabled=no module_openxr_enabled=no module_raycast_enabled=no module_squish_enabled=no module_svg_enabled=no module_tga_enabled=no module_theora_enabled=no module_tinyexr_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_webxr_enabled=no module_zip_enabled=no arch=x86_64 && strip bin/godot.linuxbsd.template_release.x86_64
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ENTRYPOINT scons platform=linuxbsd target=template_release lto=full optimize=size disable_3d=yes module_text_server_adv_enabled=no module_text_server_fb_enabled=yes module_basis_universal_enabled=no module_csg_enabled=no module_enet_enabled=no module_gridmap_enabled=no module_jsonrpc_enabled=no module_mbedtls_enabled=no module_meshoptimizer_enabled=no module_minimp3_enabled=no module_mobile_vr_enabled=no module_msdfgen_enabled=no module_multiplayer_enabled=no module_navigation_enabled=no module_ogg_enabled=no module_openxr_enabled=no module_raycast_enabled=no module_squish_enabled=no module_theora_enabled=no module_upnp_enabled=no module_vhacd_enabled=no module_vorbis_enabled=no module_webrtc_enabled=no module_websocket_enabled=no module_webxr_enabled=no arch=x86_64 && strip bin/godot.linuxbsd.template_release.x86_64
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67
src/Main.gd
67
src/Main.gd
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@ -1,5 +1,9 @@
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extends Node
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const BATCH_MODE_SUPPORTED_EXTS = [
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".bmp", ".dds", ".exr", ".hdr", ".jpeg", ".jpg", ".ktx", ".png", ".svg", ".webp"
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]
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@onready var editor_window = %EditorWindow
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@onready var ui_container = %UserInterfaceContainer
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@onready var app_name = ProjectSettings.get_setting("application/config/name")
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@ -9,9 +13,12 @@ func show_help():
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"Usage:\n\n",
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"./Fragmented cmd --shader PATH [--load-image PATH]\n\n",
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" --shader PATH The path to the shader\n",
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" --output PATH Where to write the resulting image to\n",
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" --output PATH Where to write the resulting image to.\n",
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" In batch mode, this must be a folder.\n",
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" --load-image PATH The path to the image. This will overwrite the\n",
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" load directive of the shader file (optional)\n")
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" load directive of the shader file.\n",
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" Passing a folder activates batch mode.\n",
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" (optional)\n")
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func parse_custom_cmdline(args: PackedStringArray):
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var kwargs: Dictionary = {"--shader": null, "--output": null, "--load-image": null}
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@ -25,32 +32,74 @@ func parse_custom_cmdline(args: PackedStringArray):
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i += 1
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return kwargs
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func cli_handle_errors(errors: Array) -> int:
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# returns number of errors
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var n_errors = errors.size()
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if n_errors > 0:
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print("One or more errors occurred.")
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for e in errors:
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printerr(e)
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return n_errors
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func _ready():
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var args = OS.get_cmdline_args()
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if "cmd" in args: # commandline interface
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if "help" in args:
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show_help()
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get_tree().quit(1)
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else:
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return
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var kwargs: Dictionary = parse_custom_cmdline(args)
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if kwargs["--shader"] == null or kwargs["--output"] == null:
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show_help()
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get_tree().quit(1)
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return
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var batch_mode = false
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var load_image_dir: DirAccess
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if kwargs["--load-image"] != null:
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load_image_dir = DirAccess.open(kwargs["--load-image"])
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if load_image_dir != null:
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# batch mode
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if DirAccess.open(kwargs["--output"]) == null:
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printerr("If --load-image is a directory, --output has to be one too.\n")
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show_help()
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get_tree().quit(1)
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return
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else:
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batch_mode = true
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#
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Filesystem.load_shader(kwargs["--shader"])
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#
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if batch_mode:
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var in_dir_path = load_image_dir.get_current_dir()
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var out_dir_path: String = kwargs["--output"].rstrip("/")
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for f in load_image_dir.get_files():
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var supported = false
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for e in BATCH_MODE_SUPPORTED_EXTS:
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if f.ends_with(e):
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supported = true
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break
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if supported:
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f = in_dir_path + "/" + f
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print(f)
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var errors = await $Compositor.update(f)
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if cli_handle_errors(errors) == 0:
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var filename = out_dir_path + "/" + f.substr(f.rfind("/"), -1)
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Filesystem.save_result(filename)
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else:
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get_tree().quit(1)
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return
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get_tree().quit(0)
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else:
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var errors = []
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if kwargs["--load-image"] == null:
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errors = await $Compositor.update()
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else:
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errors = await $Compositor.update(kwargs["--load-image"])
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if errors.size() > 0:
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print("One or more errors occurred.")
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for e in errors:
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printerr(e)
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get_tree().quit(1)
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else:
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if cli_handle_errors(errors) == 0:
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Filesystem.save_result(kwargs["--output"])
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get_tree().quit(0)
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else:
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get_tree().quit(1)
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else:
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update_title()
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# position windows
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