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b3044f64a6
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46
README.md
46
README.md
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@ -3,7 +3,15 @@
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<p align=center>Create image filters by writing shaders.</p>
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<p align=center>An image editing/compositing software for graphics programmers.</p>
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## Table of Contents
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- [Supported Platforms](#supported-platforms)
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- [Usage](#usage)
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- [Shaderlib](#shaderlib)
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- [Commandline interface](#commandline-interface)
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- [Known Issues](#known-issues)
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## Supported Platforms
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@ -13,8 +21,12 @@ You can find the latest releases [here](https://github.com/ChaoticByte/Fragmente
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## Usage
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The repo includes examples. You can use them as a starting-point to write your own filters.
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Just load an image using `//!load`, edit the shader code and hit `F5` to see the changes.
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With Fragemented, you are editing images by writing GDShaders. This brings almost endless opportunities to create unique art.
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If you want to learn GDShader, take a look at the [Godot docs](https://docs.godotengine.org/en/stable/tutorials/shaders/).
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The repo also includes examples. You can use them as a starting-point to write your own filters.
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Besides the regular GDShader stuff, Fragmented also has so-called directives. Those allow to further control the behaviour of the application. The most important directive is `//!load` to load an image.
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### Load TEXTURE using the `//!load` directive
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@ -68,12 +80,15 @@ Here is an example:
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```glsl
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shader_type canvas_item;
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#include "res://shaderlib/hsv.gdshaderinc"
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#include "res://shaderlib/oklab.gdshaderinc"
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//!load ./examples/images/swamp.jpg
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//!load ./images/swamp.jpg
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void fragment() {
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COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
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vec4 oklab = rgb2oklab(COLOR);
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vec4 oklch = oklab2oklch(oklab);
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oklch.z -= 2.0;
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COLOR = oklab2rgb(oklch2oklab(oklch));
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}
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```
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@ -89,14 +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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```
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./Fragmented cmd --shader ./examples/oklab.gdshader --load-image ~/Pictures/test.png --output ./output.png
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```
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## Known Issues
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- screen scaling is unsupported; Using screen scaling could lead to an either blurry UI, or no scaling at all -> see #45
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- the shaderlib API is still unstable, this will change with version 10
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- commandline interface: `--headless` is not supported
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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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shader_type canvas_item;
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#include "res://shaderlib/colorspaces.gdshaderinc"
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#include "res://shaderlib/effects.gdshaderinc"
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#include "res://shaderlib/hsv.gdshaderinc"
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#include "res://shaderlib/pixelate.gdshaderinc"
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//!load ./images/swamp.jpg
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shader_type canvas_item;
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#include "res://shaderlib/colorspaces.gdshaderinc"
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#include "res://shaderlib/oklab.gdshaderinc"
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//!load ./images/swamp.jpg
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shader_type canvas_item;
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#include "res://shaderlib/transform.gdshaderinc"
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#include "res://shaderlib/transparency.gdshaderinc"
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#include "res://shaderlib/place_texture.gdshaderinc"
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#include "res://shaderlib/common.gdshaderinc"
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//!load ./images/swamp.jpg
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//!load+ img2 ./images/grass.png
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@ -11,7 +11,7 @@ config_version=5
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[application]
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config/name="Fragmented"
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config/version="v7.0"
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config/version="v8.0"
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run/main_scene="res://scenes/main.tscn"
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config/features=PackedStringArray("4.3", "Mobile")
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run/low_processor_mode=true
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float cbrt(float x) {
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return pow(x, 1.0/3.0);
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}
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/*
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Alpha Blending a over b after Bruce A. Wallace
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source: https://en.wikipedia.org/wiki/Alpha_compositing
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*/
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vec4 alpha_blend(vec4 b, vec4 a) {
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float alpha = a.a + (b.a * (1.0 - a.a));
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vec3 col = ((a.rgb*a.a) + ((b.rgb*b.a) * (1.0 - a.a)) / alpha);
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return vec4(col.r, col.g, col.b, alpha);
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}
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27
shaderlib/hsv.gdshaderinc
Normal file
27
shaderlib/hsv.gdshaderinc
Normal file
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/*
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rgb2hsv and hsv2rgb functions adapted
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from https://godotshaders.com/shader/hsv-adjustment/
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original code by https://godotshaders.com/author/al1-ce/
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Color space conversion functions always work with vec4.
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The fourth value is always alpha.
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*/
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// Convert RGB to HSV (hue, saturation, brightness)
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vec4 rgb2hsv(vec4 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, c.a);
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}
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// Convert HSV back to RGB (red, green, blue)
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vec4 hsv2rgb(vec4 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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vec3 rgb = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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return vec4(rgb.r, rgb.g, rgb.b, c.a);
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}
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/*
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Color space conversion functions always work with vec4.
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The fourth value is always alpha.
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*/
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#include "res://shaderlib/common.gdshaderinc"
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/*
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rgb2hsv and hsv2rgb functions adapted
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from https://godotshaders.com/shader/hsv-adjustment/
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original code by https://godotshaders.com/author/al1-ce/
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*/
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// Convert RGB to HSV (hue, saturation, brightness)
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vec4 rgb2hsv(vec4 c) {
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vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
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vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
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vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
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float d = q.x - min(q.w, q.y);
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float e = 1.0e-10;
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return vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, c.a);
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}
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// Convert HSV back to RGB (red, green, blue)
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vec4 hsv2rgb(vec4 c) {
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vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
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vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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vec3 rgb = c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
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return vec4(rgb.r, rgb.g, rgb.b, c.a);
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}
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/*
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OkLab and OkLCh
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For more details on oklab, see
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- https://bottosson.github.io/posts/oklab/
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- https://en.wikipedia.org/wiki/Oklab_color_space
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Color space conversion functions always work with vec4.
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The fourth value is always alpha.
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*/
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#include "res://shaderlib/common.gdshaderinc"
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vec4 rgb2oklab(vec4 c) {
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float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
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float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;
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@ -1,10 +0,0 @@
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/*
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Alpha Blending a over b after Bruce A. Wallace
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source: https://en.wikipedia.org/wiki/Alpha_compositing
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*/
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vec4 alpha_blend(vec4 b, vec4 a) {
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float alpha = a.a + (b.a * (1.0 - a.a));
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vec3 col = ((a.rgb*a.a) + ((b.rgb*b.a) * (1.0 - a.a)) / alpha);
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return vec4(col.r, col.g, col.b, alpha);
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}
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src/Main.gd
89
src/Main.gd
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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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"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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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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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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else:
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Filesystem.load_shader(kwargs["--shader"])
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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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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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Filesystem.save_result(kwargs["--output"])
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get_tree().quit(0)
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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 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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Add table
Add a link
Reference in a new issue