Optimized performance for complex shaders and refactored some of the code - fixes #1

This commit is contained in:
ChaoticByte 2024-06-04 21:05:46 +02:00
parent 7549d1685b
commit d5ffa86e2c
No known key found for this signature in database
7 changed files with 47 additions and 46 deletions

View file

@ -1,17 +1,16 @@
extends Camera2D
var drag = false
var _freeze = false
@onready var user_interface_container = get_parent().get_node("UI_Layer/UserInterfaceContainer")
@onready var image_viewport = get_parent().get_node("ImageViewport")
func _input(event):
if event.is_action_pressed("zoom_out") && !_freeze:
if event.is_action_pressed("zoom_out") && !Globals.camera_freeze:
zoom_out()
elif event.is_action_pressed("zoom_in") && !_freeze:
elif event.is_action_pressed("zoom_in") && !Globals.camera_freeze:
zoom_in()
if event.is_action_pressed("drag") && !_freeze:
if event.is_action_pressed("drag") && !Globals.camera_freeze:
drag = true
elif event.is_action_released("drag"):
drag = false
@ -20,7 +19,7 @@ func _input(event):
func fit_image():
var ui_container_size = user_interface_container.size
var image_size = image_viewport.image_original.get_size()
var image_size = image_viewport.image_original_tex.get_size()
var viewport_size = get_viewport_rect().size
var zoomf = (viewport_size.x - ui_container_size.x) / image_size.x / 1.1
if zoomf * image_size.y > viewport_size.y:
@ -38,11 +37,5 @@ func zoom_out():
zoom *= 1/1.2
global_position += old_mouse_pos - get_global_mouse_position()
func freeze():
_freeze = true
func unfreeze():
_freeze = false
func _on_fit_image_button_pressed():
fit_image()

View file

@ -2,10 +2,6 @@ extends Control
@onready var preset_options = $PresetOptions
@onready var code_editor = $CodeEdit
@onready var camera_freeze = get_parent().get_parent().get_parent().find_child("Camera").freeze
@onready var camera_unfreeze = get_parent().get_parent().get_parent().find_child("Camera").unfreeze
var selected_preset_name = ShaderPresets.default_preset
#
@ -99,24 +95,30 @@ func _on_code_edit_code_completion_requested():
#
func _camera_freeze():
Globals.camera_freeze = true
func _camera_unfreeze():
Globals.camera_freeze = false
func _ready():
code_editor.code_completion_enabled = true
code_editor.syntax_highlighter = ShaderSyntaxHighlighter.new()
for c in get_children():
c.connect("mouse_entered", camera_freeze)
c.connect("mouse_exited", camera_unfreeze)
c.connect("mouse_entered", _camera_freeze)
c.connect("mouse_exited", _camera_unfreeze)
update()
func _on_code_edit_text_changed():
var shader = Shader.new()
shader.code = code_editor.text
GlitchShader.shader = shader
GlitchShader.apply()
Globals.shader = shader
Globals.target_viewport.update()
func _on_preset_options_item_selected(index):
selected_preset_name = preset_options.get_item_text(index)
GlitchShader.shader = ShaderPresets.presets[selected_preset_name]
GlitchShader.apply()
Globals.shader = ShaderPresets.presets[selected_preset_name]
Globals.target_viewport.update()
update()
func update():
@ -131,4 +133,4 @@ func update():
preset_options.add_item(p)
preset_options.select(current_p_idx)
# weirdness ends here
code_editor.text = GlitchShader.shader.code
code_editor.text = Globals.shader.code

View file

@ -1,10 +0,0 @@
extends Node
var target_sprite: Sprite2D
@onready var shader: Shader = ShaderPresets.presets[ShaderPresets.default_preset]
func apply():
var mat = ShaderMaterial.new()
mat.shader = shader
target_sprite.material = mat

5
src/Globals.gd Normal file
View file

@ -0,0 +1,5 @@
extends Node
var camera_freeze = false
@onready var shader: Shader = ShaderPresets.presets[ShaderPresets.default_preset]
var target_viewport: SubViewport

View file

@ -2,10 +2,26 @@ extends SubViewport
@onready var image_sprite = $ImageSprite
var image_original: ImageTexture
var image_original_tex: ImageTexture
var image_result: Image
func set_original_image(image: Image):
image_original = ImageTexture.create_from_image(image)
image_sprite.texture = image_original
image_sprite.offset = image_original.get_size() / 2
size = image_original.get_size()
image_original_tex = ImageTexture.create_from_image(image)
image_sprite.texture = image_original_tex
image_sprite.offset = image_original_tex.get_size() / 2
size = image_original_tex.get_size()
func update():
if image_original_tex != null:
image_sprite.texture = image_original_tex
var mat = ShaderMaterial.new()
mat.shader = Globals.shader
image_sprite.material = mat
# Get viewport texture
await RenderingServer.frame_post_draw # for good measure
image_result = get_texture().get_image()
image_sprite.material = null
image_sprite.texture = ImageTexture.create_from_image(image_result)
func get_result():
return image_result

View file

@ -2,14 +2,12 @@ extends Node2D
@onready var camera = $Camera
@onready var image_viewport = $ImageViewport
@onready var image_sprite = $ImageViewport/ImageSprite
@onready var ui_container = $UI_Layer/UserInterfaceContainer
@onready var ui_control_fileopen = $UI_Layer/UserInterfaceContainer/OpenFileDialog
@onready var ui_control_filesave = $UI_Layer/UserInterfaceContainer/SaveFileDialog
func _ready():
GlitchShader.target_sprite = image_sprite
GlitchShader.shader = ShaderPresets.presets[ShaderPresets.default_preset]
Globals.target_viewport = image_viewport
func _on_open_image_button_pressed():
if OS.get_name() == "Android":
@ -22,7 +20,7 @@ func _on_open_file_dialog_file_selected(path):
var err = img.load(path)
if err == OK:
image_viewport.set_original_image(img)
GlitchShader.apply()
image_viewport.update()
camera.fit_image()
else:
print("An error occured!")
@ -31,9 +29,6 @@ func _on_save_image_button_pressed():
ui_control_filesave.show()
func _on_save_file_dialog_file_selected(path):
# Get viewport texture
await RenderingServer.frame_post_draw # for good measure
var img = image_viewport.get_texture().get_image()
var err = img.save_png(path)
var err = image_viewport.get_result().save_png(path)
if err != OK:
print("An error occured!")