Pigment/src/ImageCompositor.gd

90 lines
3.3 KiB
GDScript

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_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:
# Inject code to validate shader compilation
var shader_code = shader.code;
# -> get position of fragment shader
var fragment_function_match = _fragment_function_regex.search(shader.code)
if fragment_function_match == null:
return false
# -> inject uniform
var uniform_name = "shader_compilation_validate_" + str(randi_range(999999999, 100000000))
var uniform_code_line = "\nuniform bool " + uniform_name + ";\n"
shader_code = shader_code.insert(fragment_function_match.get_start(), uniform_code_line)
# -> inject variable access to prevent that the uniform gets optimized away
shader_code = shader_code.insert(fragment_function_match.get_end() + len(uniform_code_line), "\n" + uniform_name + ";\n")
# apply shader code
shader.code = shader_code
# test if uniform list is empty -> if it is empty, the shader compilation failed
return len(shader.get_shader_uniform_list()) > 0
func shader_has_uniform(shader: Shader, var_name: String, type: int) -> bool:
for u in shader.get_shader_uniform_list():
if u["name"] == var_name && u["type"] == type:
return true
return false
func set_vsync(enabled: bool):
if enabled:
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_ENABLED)
else:
DisplayServer.window_set_vsync_mode(DisplayServer.VSYNC_DISABLED)
func update() -> Array: # returns error messages (strings)
if Filesystem.input_image_path == "":
return ["No image loaded!"]
var shader = Filesystem.shader # read from disk
if shader == null:
return ["No shader opened!"]
# validate shader
if not validate_shader_compilation(shader):
return ["Shader compilation failed!"]
var errors = []
# load texture
var fit_image = Filesystem.input_image_path != Filesystem.last_input_image_path
var err = Filesystem.load_image()
if err != "":
errors.append(err)
image_viewport_display.hide()
return errors
# apply texture
image_sprite.texture = Filesystem.input_image_texture
image_sprite.offset = Filesystem.input_image_texture.get_size() / 2
self.size = Filesystem.input_image_texture.get_size()
# show the image viewport & fit the image
if fit_image: camera.fit_image()
image_viewport_display.show()
# create shader material
var mat = ShaderMaterial.new()
mat.shader = shader
# assign material
image_sprite.material = mat
# iterate n times
set_vsync(false) # speed up processing
# Get viewport texture
await RenderingServer.frame_post_draw # wait for next frame to get drawn
Filesystem.result = get_texture().get_image()
image_sprite.texture = ImageTexture.create_from_image(Filesystem.result)
set_vsync(true) # reenable vsync
image_sprite.material = null
# done
return errors