54 lines
1.8 KiB
GDScript
54 lines
1.8 KiB
GDScript
extends SubViewport
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@onready var camera = %Camera
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@onready var image_sprite = %ImageSprite
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@onready var image_viewport_display = %ImageViewportDisplay
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func update() -> Array: # returns error messages (strings)
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var errors = []
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var fit_image = false
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# load texture(s)
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Filesystem.clear_additional_images()
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# ... from //!load directive -> TEXTURE
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var m = ShaderDirectiveParser.parse_load_directive(Filesystem.shader)
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if len(m) < 1:
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errors.append("Didn't find a load directive!")
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return errors
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var original_image_path = Filesystem.get_absolute_path(m[1])
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if original_image_path != Filesystem.last_original_image_path:
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fit_image = true
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var err = Filesystem.load_original_image(original_image_path)
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if err != "":
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errors.append(err)
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image_viewport_display.hide()
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return errors
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# ... from //!load+ directives
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for n in ShaderDirectiveParser.parse_load_additional_directive(Filesystem.shader):
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err = Filesystem.load_additional_image(n[1], Filesystem.get_absolute_path(n[2]))
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if err != "":
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errors.append(err)
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if len(errors) > 0:
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return errors
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# apply textures
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image_sprite.texture = Filesystem.original_image
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image_sprite.offset = Filesystem.original_image.get_size() / 2
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self.size = Filesystem.original_image.get_size()
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var mat = ShaderMaterial.new()
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mat.shader = Filesystem.shader
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# ... as shader parameters
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for key in Filesystem.additional_images:
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mat.set_shader_parameter(
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key, # uniform param name
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Filesystem.additional_images[key])
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# assign material
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image_sprite.material = mat
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# Get viewport texture
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await RenderingServer.frame_post_draw # for good measure
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Filesystem.result = get_texture().get_image()
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image_sprite.material = null
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image_sprite.texture = ImageTexture.create_from_image(Filesystem.result)
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if fit_image:
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camera.fit_image()
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image_viewport_display.show()
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# done
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return errors
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