Release/v7.0 #43
18 changed files with 332 additions and 130 deletions
41
LICENSE
41
LICENSE
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@ -1,21 +1,28 @@
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MIT License
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BSD 3-Clause License
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Copyright (c) 2024 Julian Müller (ChaoticByte)
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Copyright (c) 2025, Julian Müller (ChaoticByte)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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Redistribution and use in source and binary forms, with or without
|
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modification, are permitted provided that the following conditions are met:
|
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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1. Redistributions of source code must retain the above copyright notice, this
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||||
list of conditions and the following disclaimer.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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2. Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its
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contributors may be used to endorse or promote products derived from
|
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this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
|
||||
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
|
||||
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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|
|
30
README.md
30
README.md
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@ -74,3 +74,33 @@ void fragment() {
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COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
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}
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```
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## Commandline interface
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You can run Fragmented from the commandline or scripts.
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> Note: Headless mode is not supported. Using the commandline interface still opens a window.
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### Usage
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```
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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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--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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```
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You can also run `./Fragmented cmd help` to show the help message.
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#### Examples
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```
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./Fragmented cmd --shader ./examples/oklab.gdshader --output ./output.png
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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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8
examples/blur.gdshader
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8
examples/blur.gdshader
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@ -0,0 +1,8 @@
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shader_type canvas_item;
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//!load ./images/swamp.jpg
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#include "res://shaderlib/blur.gdshaderinc"
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void fragment() {
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COLOR = gaussian_blur(TEXTURE, UV, 48, 24.0);
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}
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@ -1,6 +1,6 @@
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shader_type canvas_item;
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#include "res://shaderlib/hsv.gdshaderinc"
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#include "res://shaderlib/colorspaces.gdshaderinc"
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#include "res://shaderlib/effects.gdshaderinc"
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//!load ./images/swamp.jpg
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@ -8,6 +8,7 @@ shader_type canvas_item;
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void fragment() {
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COLOR = pixelate(TEXTURE, UV, 200.0);
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vec4 hsv = rgb2hsv(COLOR);
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COLOR = hsv_offset(COLOR, 0.65, .42-(hsv.y*.3), -.125);
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COLOR = hsv_multiply(COLOR, 1.0, 1.0, 1.25);
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hsv.xyz += vec3(0.65, .42-(hsv.y*.3), -.125);
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hsv.xyz *= vec3(1.0, 1.0, 1.25);
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COLOR = hsv2rgb(hsv);
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}
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12
examples/oklab.gdshader
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12
examples/oklab.gdshader
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shader_type canvas_item;
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#include "res://shaderlib/colorspaces.gdshaderinc"
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//!load ./images/swamp.jpg
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void fragment() {
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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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@ -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="v6.2"
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config/version="v7.0"
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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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@ -1,7 +1,7 @@
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[gd_scene load_steps=10 format=3 uid="uid://bjah7k4bxo044"]
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[ext_resource type="Script" path="res://src/Main.gd" id="1_2625y"]
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[ext_resource type="Script" path="res://src/Compositor.gd" id="2_hvo65"]
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[ext_resource type="Script" path="res://src/ImageCompositor.gd" id="2_4thch"]
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[ext_resource type="Shader" path="res://src/shader/ivd_outline.gdshader" id="3_6xihe"]
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[ext_resource type="Script" path="res://src/ImageViewportDisplay.gd" id="3_n4itb"]
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[ext_resource type="Script" path="res://src/UIWindow.gd" id="6_8k0ha"]
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@ -20,14 +20,7 @@ script = ExtResource("1_2625y")
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[node name="Compositor" type="SubViewport" parent="."]
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unique_name_in_owner = true
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disable_3d = true
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transparent_bg = true
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canvas_item_default_texture_filter = 0
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render_target_update_mode = 4
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script = ExtResource("2_hvo65")
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[node name="ImageSprite" type="Sprite2D" parent="Compositor"]
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unique_name_in_owner = true
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script = ExtResource("2_4thch")
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[node name="ImageViewportDisplay" type="Sprite2D" parent="."]
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unique_name_in_owner = true
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@ -44,6 +37,7 @@ unique_name_in_owner = true
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disable_3d = true
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position = Vector2i(48, 36)
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size = Vector2i(704, 704)
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visible = false
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script = ExtResource("6_8k0ha")
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[node name="UserInterfaceContainer" parent="EditorWindow" instance=ExtResource("7_5ci0e")]
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BIN
screenshot.png
BIN
screenshot.png
Binary file not shown.
Before Width: | Height: | Size: 635 KiB After Width: | Height: | Size: 630 KiB |
32
shaderlib/blur.gdshaderinc
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32
shaderlib/blur.gdshaderinc
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/*
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gaussian_blur adapted from https://godotshaders.com/shader/customizable-gausian-blur/
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original code by https://godotshaders.com/author/djbob-gaming-yt/
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maximum radius is 64
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*/
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vec4 gaussian_blur(sampler2D texture, vec2 uv, int radius, float sigma) {
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vec2 resolution = 1.0 / vec2(textureSize(texture, 0));
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// calculate kernel
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float kernel[64];
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float sum = 0.0;
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for (int i = 0; i <= radius; i++) {
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kernel[i] = exp(-0.5 * float(i * i) / (sigma * sigma));
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sum += i == 0 ? kernel[i] : 2.0 * kernel[i];
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}
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for (int i = 0; i <= radius; i++) {
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kernel[i] /= sum;
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}
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//
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vec4 final_color = vec4(0.0);
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float total_weight = 0.0;
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for (int x = -radius; x <= radius; x++) {
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for (int y = -radius; y <= radius; y++) {
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float weight = kernel[abs(x)] * kernel[abs(y)];
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vec2 offset = vec2(float(x), float(y)) * resolution;
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final_color += texture(texture, uv + offset) * weight;
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total_weight += weight;
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}
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}
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final_color /= total_weight;
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return final_color;
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}
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90
shaderlib/colorspaces.gdshaderinc
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90
shaderlib/colorspaces.gdshaderinc
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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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*/
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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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float s = 0.0883024619f * c.r + 0.2817188376f * c.g + 0.6299787005f * c.b;
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float l_ = cbrt(l);
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float m_ = cbrt(m);
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float s_ = cbrt(s);
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return vec4(
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0.2104542553f*l_ + 0.7936177850f*m_ - 0.0040720468f*s_,
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1.9779984951f*l_ - 2.4285922050f*m_ + 0.4505937099f*s_,
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0.0259040371f*l_ + 0.7827717662f*m_ - 0.8086757660f*s_,
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c.a
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);
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}
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vec4 oklab2rgb(vec4 c) {
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float l_ = c.x + 0.3963377774f * c.y + 0.2158037573f * c.z;
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float m_ = c.x - 0.1055613458f * c.y - 0.0638541728f * c.z;
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float s_ = c.x - 0.0894841775f * c.y - 1.2914855480f * c.z;
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float l = l_*l_*l_;
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float m = m_*m_*m_;
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float s = s_*s_*s_;
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return vec4(
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+4.0767416621f * l - 3.3077115913f * m + 0.2309699292f * s,
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-1.2684380046f * l + 2.6097574011f * m - 0.3413193965f * s,
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-0.0041960863f * l - 0.7034186147f * m + 1.7076147010f * s,
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c.a
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);
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}
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vec4 oklab2oklch(vec4 c) {
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return vec4(
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c.x,
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sqrt((c.y * c.y) + (c.z * c.z)),
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atan(c.z, c.y),
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c.a
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);
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}
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vec4 oklch2oklab(vec4 c) {
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return vec4(
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c.x,
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c.y * cos(c.z),
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c.y * sin(c.z),
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c.a
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);
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}
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5
shaderlib/common.gdshaderinc
Normal file
5
shaderlib/common.gdshaderinc
Normal file
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@ -0,0 +1,5 @@
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// inefficient cuberoot function
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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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@ -1,32 +1,34 @@
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/* glslSmartDenoise by Michele Morrone, adapted
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original code: https://github.com/BrutPitt/glslSmartDeNoise
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license of the original code:
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BSD 2-Clause License
|
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/*
|
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glslSmartDenoise by Michele Morrone, adapted
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original code: https://github.com/BrutPitt/glslSmartDeNoise
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license of the original code:
|
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Copyright (c) 2019-2020 Michele Morrone
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All rights reserved.
|
||||
BSD 2-Clause License
|
||||
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
Copyright (c) 2019-2020 Michele Morrone
|
||||
All rights reserved.
|
||||
|
||||
1. Redistributions of source code must retain the above copyright notice, this
|
||||
Redistribution and use in source and binary forms, with or without
|
||||
modification, are permitted provided that the following conditions are met:
|
||||
|
||||
1. Redistributions of source code must retain the above copyright notice, this
|
||||
list of conditions and the following disclaimer.
|
||||
|
||||
2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
2. Redistributions in binary form must reproduce the above copyright notice,
|
||||
this list of conditions and the following disclaimer in the documentation
|
||||
and/or other materials provided with the distribution.
|
||||
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
|
||||
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
|
||||
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
|
||||
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
|
||||
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
|
||||
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
|
||||
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
|
||||
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
|
||||
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
|
||||
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
|
||||
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
||||
*/
|
||||
|
||||
#define INV_SQRT_OF_2PI 0.39894228040143267793994605993439 // 1.0/SQRT_OF_2PI
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|
|
|
@ -1,50 +0,0 @@
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|||
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||||
// rgb2hsv and hsv2rgb functions adapted
|
||||
// from https://godotshaders.com/shader/hsv-adjustment/
|
||||
// original code by https://godotshaders.com/author/al1-ce/
|
||||
|
||||
// Convert RGB to HSV (hue, saturation, brightness)
|
||||
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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|
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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);
|
||||
return vec4(rgb.r, rgb.g, rgb.b, c.a);
|
||||
}
|
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|
||||
// Offset the hue, saturation and brightness of a RGB color
|
||||
vec4 hsv_offset(
|
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vec4 rgba,
|
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float offset_hue,
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float offset_saturation,
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||||
float offset_brightness
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||||
) {
|
||||
vec4 c = rgb2hsv(rgba);
|
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c.x += offset_hue;
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c.y += offset_saturation;
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c.z += offset_brightness;
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return hsv2rgb(c);
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||||
}
|
||||
|
||||
// Multiply the hue, saturation and brightness of a RGB color
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||||
vec4 hsv_multiply(
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||||
vec4 rgba,
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||||
float mult_hue,
|
||||
float mult_saturation,
|
||||
float mult_brightness
|
||||
) {
|
||||
vec4 c = rgb2hsv(rgba);
|
||||
c.x *= mult_hue;
|
||||
c.y *= mult_saturation;
|
||||
c.z *= mult_brightness;
|
||||
return hsv2rgb(c);
|
||||
}
|
|
@ -1,6 +1,8 @@
|
|||
|
||||
// Load in a texture from a sampler2D with an offset and scale
|
||||
// See examples/place_texture.gdshader
|
||||
/*
|
||||
Load in a texture from a sampler2D with an offset and scale
|
||||
See examples/place_texture.gdshader
|
||||
*/
|
||||
vec4 place_texture(sampler2D sampler, vec2 uv, vec2 texture_pixel_size, vec2 offset, vec2 scale) {
|
||||
vec2 texture_size = vec2(textureSize(sampler, 0));
|
||||
// position of current pixel; sample color c
|
||||
|
|
|
@ -1,6 +1,8 @@
|
|||
|
||||
// Alpha Blending a over b after Bruce A. Wallace
|
||||
// source: https://en.wikipedia.org/wiki/Alpha_compositing
|
||||
/*
|
||||
Alpha Blending a over b after Bruce A. Wallace
|
||||
source: https://en.wikipedia.org/wiki/Alpha_compositing
|
||||
*/
|
||||
vec4 alpha_blend(vec4 b, vec4 a) {
|
||||
float alpha = a.a + (b.a * (1.0 - a.a));
|
||||
vec3 col = ((a.rgb*a.a) + ((b.rgb*b.a) * (1.0 - a.a)) / alpha);
|
||||
|
|
|
@ -129,18 +129,20 @@ const gdshader_preprocessor = [
|
|||
]
|
||||
# shaderlib
|
||||
var shaderlib_regex = {
|
||||
"hsv": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/hsv\.gdshaderinc\"'),
|
||||
"colorspaces": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/colorspaces\.gdshaderinc\"'),
|
||||
"transform": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/transform\.gdshaderinc\"'),
|
||||
"transparency": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/transparency\.gdshaderinc\"'),
|
||||
"effects": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/effects\.gdshaderinc\"'),
|
||||
"denoise": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/denoise\.gdshaderinc\"')
|
||||
"denoise": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/denoise\.gdshaderinc\"'),
|
||||
"blur": RegEx.create_from_string(r'\s*\#include\s+\"res\:\/\/shaderlib\/blur\.gdshaderinc\"'),
|
||||
}
|
||||
const shaderlib_functions = {
|
||||
"hsv": ["rgb2hsv", "hsv2rgb", "hsv_offset", "hsv_multiply"],
|
||||
"colorspaces": ["rgb2hsv", "hsv2rgb", "oklab2rgb", "rgb2oklab", "oklab2oklch", "oklch2oklab"],
|
||||
"transform": ["place_texture"],
|
||||
"transparency": ["alpha_blend"],
|
||||
"effects": ["pixelate"],
|
||||
"denoise": ["smart_denoise"]
|
||||
"denoise": ["smart_denoise"],
|
||||
"blur": ["gaussian_blur"],
|
||||
}
|
||||
#
|
||||
# configure Highlighter
|
||||
|
|
|
@ -1,9 +1,22 @@
|
|||
extends SubViewport
|
||||
class_name ImageCompositor extends SubViewport
|
||||
|
||||
var image_sprite: Sprite2D
|
||||
|
||||
func _init() -> void:
|
||||
# Overwrite some variables
|
||||
self.render_target_update_mode = SubViewport.UPDATE_ALWAYS
|
||||
self.disable_3d = true
|
||||
self.transparent_bg = true
|
||||
self.canvas_item_default_texture_filter = Viewport.DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST
|
||||
self.image_sprite = Sprite2D.new()
|
||||
|
||||
@onready var camera = %Camera
|
||||
@onready var image_sprite = %ImageSprite
|
||||
@onready var image_viewport_display = %ImageViewportDisplay
|
||||
|
||||
func _ready() -> void:
|
||||
# Add image sprite as child to be rendered
|
||||
self.add_child(image_sprite)
|
||||
|
||||
var _fragment_function_regex: RegEx = RegEx.create_from_string(r'\s*void\s+fragment\s*\(\s*\)\s*{\s*')
|
||||
|
||||
func validate_shader_compilation(shader: Shader) -> bool:
|
||||
|
@ -31,7 +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)
|
||||
|
@ -40,11 +53,15 @@ func update() -> Array: # returns error messages (strings)
|
|||
return ["Shader compilation failed!"]
|
||||
var errors = []
|
||||
# load texture(s) from //!load directive -> TEXTURE
|
||||
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
|
||||
var original_image_path = Filesystem.get_absolute_path(m[1])
|
||||
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
|
48
src/Main.gd
48
src/Main.gd
|
@ -4,7 +4,54 @@ 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():
|
||||
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(
|
||||
|
@ -12,6 +59,7 @@ func _ready():
|
|||
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 != "":
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue