Release/v8.0 #46

Merged
ChaoticByte merged 5 commits from release/v8.0 into main 2025-01-27 17:19:16 +00:00
13 changed files with 156 additions and 76 deletions

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@ -3,7 +3,15 @@
![screenshot](./screenshot.png)
<p align=center>Create image filters by writing shaders.</p>
<p align=center>An image editing/compositing software for graphics programmers.</p>
## Table of Contents
- [Supported Platforms](#supported-platforms)
- [Usage](#usage)
- [Shaderlib](#shaderlib)
- [Commandline interface](#commandline-interface)
- [Known Issues](#known-issues)
## Supported Platforms
@ -13,8 +21,12 @@ You can find the latest releases [here](https://github.com/ChaoticByte/Fragmente
## Usage
The repo includes examples. You can use them as a starting-point to write your own filters.
Just load an image using `//!load`, edit the shader code and hit `F5` to see the changes.
With Fragemented, you are editing images by writing GDShaders. This brings almost endless opportunities to create unique art.
If you want to learn GDShader, take a look at the [Godot docs](https://docs.godotengine.org/en/stable/tutorials/shaders/).
The repo also includes examples. You can use them as a starting-point to write your own filters.
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.
### Load TEXTURE using the `//!load` directive
@ -68,12 +80,15 @@ Here is an example:
```glsl
shader_type canvas_item;
#include "res://shaderlib/hsv.gdshaderinc"
#include "res://shaderlib/oklab.gdshaderinc"
//!load ./examples/images/swamp.jpg
//!load ./images/swamp.jpg
void fragment() {
COLOR = hsv_offset(COLOR, 0.32, 0.2, 0.0);
vec4 oklab = rgb2oklab(COLOR);
vec4 oklch = oklab2oklch(oklab);
oklch.z -= 2.0;
COLOR = oklab2rgb(oklch2oklab(oklch));
}
```
@ -89,14 +104,23 @@ You can run Fragmented from the commandline or scripts.
./Fragmented cmd --shader PATH [--load-image PATH]
--shader PATH The path to the shader
--output PATH Where to write the resulting image to
--output PATH Where to write the resulting image to.
In batch mode, this must be a folder.
--load-image PATH The path to the image. This will overwrite the
load directive of the shader file (optional)
load directive of the shader file.
Passing a folder activates batch mode.
(optional)
```
You can also run `./Fragmented cmd help` to show the help message.
### Batch Mode
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.
> Note: You *can* use this feature for video frames, but it will take a loooong time.
#### Examples
```
@ -106,3 +130,9 @@ You can also run `./Fragmented cmd help` to show the help message.
```
./Fragmented cmd --shader ./examples/oklab.gdshader --load-image ~/Pictures/test.png --output ./output.png
```
## Known Issues
- screen scaling is unsupported; Using screen scaling could lead to an either blurry UI, or no scaling at all -> see #45
- the shaderlib API is still unstable, this will change with version 10
- 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
FROM clone-src
WORKDIR /godot-src
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
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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@ -1,7 +1,7 @@
shader_type canvas_item;
#include "res://shaderlib/colorspaces.gdshaderinc"
#include "res://shaderlib/effects.gdshaderinc"
#include "res://shaderlib/hsv.gdshaderinc"
#include "res://shaderlib/pixelate.gdshaderinc"
//!load ./images/swamp.jpg

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@ -1,6 +1,6 @@
shader_type canvas_item;
#include "res://shaderlib/colorspaces.gdshaderinc"
#include "res://shaderlib/oklab.gdshaderinc"
//!load ./images/swamp.jpg

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@ -1,7 +1,7 @@
shader_type canvas_item;
#include "res://shaderlib/transform.gdshaderinc"
#include "res://shaderlib/transparency.gdshaderinc"
#include "res://shaderlib/place_texture.gdshaderinc"
#include "res://shaderlib/common.gdshaderinc"
//!load ./images/swamp.jpg
//!load+ img2 ./images/grass.png

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@ -11,7 +11,7 @@ config_version=5
[application]
config/name="Fragmented"
config/version="v7.0"
config/version="v8.0"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.3", "Mobile")
run/low_processor_mode=true

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@ -3,3 +3,13 @@
float cbrt(float x) {
return pow(x, 1.0/3.0);
}
/*
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);
return vec4(col.r, col.g, col.b, alpha);
}

27
shaderlib/hsv.gdshaderinc Normal file
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@ -0,0 +1,27 @@
/*
rgb2hsv and hsv2rgb functions adapted
from https://godotshaders.com/shader/hsv-adjustment/
original code by https://godotshaders.com/author/al1-ce/
Color space conversion functions always work with vec4.
The fourth value is always alpha.
*/
// Convert RGB to HSV (hue, saturation, brightness)
vec4 rgb2hsv(vec4 c) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, c.a);
}
// Convert HSV back to RGB (red, green, blue)
vec4 hsv2rgb(vec4 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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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@ -1,42 +1,16 @@
/*
Color space conversion functions always work with vec4.
The fourth value is always alpha.
*/
#include "res://shaderlib/common.gdshaderinc"
/*
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) {
vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0);
vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g));
vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r));
float d = q.x - min(q.w, q.y);
float e = 1.0e-10;
return vec4(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x, c.a);
}
// Convert HSV back to RGB (red, green, blue)
vec4 hsv2rgb(vec4 c) {
vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www);
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);
}
/*
OkLab and OkLCh
For more details on oklab, see
- https://bottosson.github.io/posts/oklab/
- https://en.wikipedia.org/wiki/Oklab_color_space
Color space conversion functions always work with vec4.
The fourth value is always alpha.
*/
#include "res://shaderlib/common.gdshaderinc"
vec4 rgb2oklab(vec4 c) {
float l = 0.4122214708f * c.r + 0.5363325363f * c.g + 0.0514459929f * c.b;
float m = 0.2119034982f * c.r + 0.6806995451f * c.g + 0.1073969566f * c.b;

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@ -1,10 +0,0 @@
/*
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);
return vec4(col.r, col.g, col.b, alpha);
}

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@ -1,5 +1,9 @@
extends Node
const BATCH_MODE_SUPPORTED_EXTS = [
".bmp", ".dds", ".exr", ".hdr", ".jpeg", ".jpg", ".ktx", ".png", ".svg", ".webp"
]
@onready var editor_window = %EditorWindow
@onready var ui_container = %UserInterfaceContainer
@onready var app_name = ProjectSettings.get_setting("application/config/name")
@ -9,9 +13,12 @@ func show_help():
"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",
" --output PATH Where to write the resulting image to.\n",
" In batch mode, this must be a folder.\n",
" --load-image PATH The path to the image. This will overwrite the\n",
" load directive of the shader file (optional)\n")
" load directive of the shader file.\n",
" Passing a folder activates batch mode.\n",
" (optional)\n")
func parse_custom_cmdline(args: PackedStringArray):
var kwargs: Dictionary = {"--shader": null, "--output": null, "--load-image": null}
@ -25,32 +32,74 @@ func parse_custom_cmdline(args: PackedStringArray):
i += 1
return kwargs
func cli_handle_errors(errors: Array) -> int:
# returns number of errors
var n_errors = errors.size()
if n_errors > 0:
print("One or more errors occurred.")
for e in errors:
printerr(e)
return n_errors
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:
return
var kwargs: Dictionary = parse_custom_cmdline(args)
if kwargs["--shader"] == null or kwargs["--output"] == null:
show_help()
get_tree().quit(1)
return
var batch_mode = false
var load_image_dir: DirAccess
if kwargs["--load-image"] != null:
load_image_dir = DirAccess.open(kwargs["--load-image"])
if load_image_dir != null:
# batch mode
if DirAccess.open(kwargs["--output"]) == null:
printerr("If --load-image is a directory, --output has to be one too.\n")
show_help()
get_tree().quit(1)
return
else:
batch_mode = true
#
Filesystem.load_shader(kwargs["--shader"])
#
if batch_mode:
var in_dir_path = load_image_dir.get_current_dir()
var out_dir_path: String = kwargs["--output"].rstrip("/")
for f in load_image_dir.get_files():
var supported = false
for e in BATCH_MODE_SUPPORTED_EXTS:
if f.ends_with(e):
supported = true
break
if supported:
f = in_dir_path + "/" + f
print(f)
var errors = await $Compositor.update(f)
if cli_handle_errors(errors) == 0:
var filename = out_dir_path + "/" + f.substr(f.rfind("/"), -1)
Filesystem.save_result(filename)
else:
get_tree().quit(1)
return
get_tree().quit(0)
else:
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:
if cli_handle_errors(errors) == 0:
Filesystem.save_result(kwargs["--output"])
get_tree().quit(0)
else:
get_tree().quit(1)
else:
update_title()
# position windows