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Update gdgifexporter (#299)
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commit
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@ -3,7 +3,7 @@
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## gdgifexporter
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- Upstream: https://github.com/jegor377/godot-gdgifexporter
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- Version: git (9cdc448922717f069dd12e0377c1d9fc09d30f9f, 2020)
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- Version: git (201123154acfb9a1e00149fa708b4f13645d88dc, 2020)
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- License: MIT
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Files extracted from source:
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@ -1,7 +1,20 @@
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extends Node
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func setup(image: Image, colors: Array) -> PoolByteArray:
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var _shader: Shader
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func get_indexed_datas(image: Image, colors: Array) -> PoolByteArray:
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_shader = preload("./lookup_color.shader")
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return _convert(image, colors)
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func get_similar_indexed_datas(image: Image, colors: Array) -> PoolByteArray:
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_shader = preload("./lookup_similar.shader")
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return _convert(image, colors)
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func _convert(image: Image, colors: Array) -> PoolByteArray:
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var vp = VisualServer.viewport_create()
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var canvas = VisualServer.canvas_create()
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VisualServer.viewport_attach_canvas(vp, canvas)
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@ -18,13 +31,13 @@ func setup(image: Image, colors: Array) -> PoolByteArray:
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texture.create_from_image(image)
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VisualServer.canvas_item_add_texture_rect(ci_rid, Rect2(Vector2(0, 0), image.get_size()), texture)
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var shader = preload("./lookup_similar.shader")
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var mat_rid = VisualServer.material_create()
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VisualServer.material_set_shader(mat_rid, shader.get_rid())
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VisualServer.material_set_shader(mat_rid, _shader.get_rid())
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var lut = Image.new()
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lut.create(256, 1, false, Image.FORMAT_RGB8)
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lut.fill(Color8(colors[0][0], colors[0][1], colors[0][2]))
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lut.lock()
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for i in 256:
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for i in colors.size():
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lut.set_pixel(i, 0, Color8(colors[i][0], colors[i][1], colors[i][2]))
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var lut_tex = ImageTexture.new()
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lut_tex.create_from_image(lut)
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@ -35,5 +48,11 @@ func setup(image: Image, colors: Array) -> PoolByteArray:
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VisualServer.viewport_set_vflip(vp, true)
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VisualServer.force_draw(false)
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image = VisualServer.texture_get_data(VisualServer.viewport_get_texture(vp))
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VisualServer.free_rid(vp)
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VisualServer.free_rid(canvas)
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VisualServer.free_rid(ci_rid)
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VisualServer.free_rid(mat_rid)
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image.convert(Image.FORMAT_R8)
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return image.get_data()
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@ -3,28 +3,21 @@ extends Node
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class LSB_LZWBitPacker:
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var bit_index: int = 0
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var byte: int = 0
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var stream: int = 0
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var chunks: PoolByteArray = PoolByteArray([])
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func get_bit(value: int, index: int) -> int:
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return (value >> index) & 1
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func set_bit(value: int, index: int) -> int:
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return value | (1 << index)
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func put_byte():
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chunks.append(byte)
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bit_index = 0
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byte = 0
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chunks.append(stream & 0xff)
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bit_index -= 8
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stream >>= 8
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func write_bits(value: int, bits_count: int) -> void:
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for i in range(bits_count):
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if self.get_bit(value, i) == 1:
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byte = self.set_bit(byte, bit_index)
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bit_index += 1
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if bit_index == 8:
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value &= (1 << bits_count) - 1
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value <<= bit_index
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stream |= value
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bit_index += bits_count
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while bit_index >= 8:
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self.put_byte()
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func pack() -> PoolByteArray:
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@ -34,5 +27,5 @@ class LSB_LZWBitPacker:
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func reset() -> void:
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bit_index = 0
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byte = 0
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stream = 0
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chunks = PoolByteArray([])
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19
addons/gdgifexporter/lookup_color.shader
Normal file
19
addons/gdgifexporter/lookup_color.shader
Normal file
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@ -0,0 +1,19 @@
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shader_type canvas_item;
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render_mode unshaded;
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uniform sampler2D lut;
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void fragment() {
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vec4 color = texture(TEXTURE, UV);
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float index = 0.0;
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if (color.a > 0.0) {
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for (int i = 0; i < 256; i++) {
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vec4 c = texture(lut, vec2((float(i) + 0.5) / 256.0, 0.5));
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if (c.rgb == color.rgb) {
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index = float(i) / 255.0;
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break;
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}
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}
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}
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COLOR = vec4(vec3(index), 1.0);
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}
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@ -144,5 +144,5 @@ func quantize_and_convert_to_codes(image: Image) -> Array:
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if transparency:
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color_array.push_front([0, 0, 0])
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var data: PoolByteArray = converter.setup(image, color_array)
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var data: PoolByteArray = converter.get_similar_indexed_datas(image, color_array)
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return [data, color_array, transparency]
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