extends RefCounted var _shader: Shader func get_indexed_datas(image: Image, colors: Array) -> PackedByteArray: _shader = preload("./lookup_color.gdshader") return _convert(image, colors) func get_similar_indexed_datas(image: Image, colors: Array) -> PackedByteArray: _shader = preload("./lookup_similar.gdshader") return _convert(image, colors) func _convert(image: Image, colors: Array) -> PackedByteArray: var vp := RenderingServer.viewport_create() var canvas := RenderingServer.canvas_create() RenderingServer.viewport_attach_canvas(vp, canvas) RenderingServer.viewport_set_size(vp, image.get_width(), image.get_height()) RenderingServer.viewport_set_disable_3d(vp, true) RenderingServer.viewport_set_active(vp, true) var ci_rid := RenderingServer.canvas_item_create() RenderingServer.viewport_set_canvas_transform(vp, canvas, Transform3D()) RenderingServer.canvas_item_set_parent(ci_rid, canvas) var texture := ImageTexture.create_from_image(image) RenderingServer.canvas_item_add_texture_rect( ci_rid, Rect2(Vector2.ZERO, image.get_size()), texture ) var mat_rid := RenderingServer.material_create() RenderingServer.material_set_shader(mat_rid, _shader.get_rid()) var lut := Image.create(256, 1, false, Image.FORMAT_RGB8) lut.fill(Color8(colors[0][0], colors[0][1], colors[0][2])) for i in colors.size(): lut.set_pixel(i, 0, Color8(colors[i][0], colors[i][1], colors[i][2])) var lut_tex := ImageTexture.create_from_image(lut) # Not sure why putting lut_tex is an array is needed, but without it, it doesn't work RenderingServer.material_set_param(mat_rid, "lut", [lut_tex]) RenderingServer.canvas_item_set_material(ci_rid, mat_rid) RenderingServer.viewport_set_update_mode(vp, RenderingServer.VIEWPORT_UPDATE_ONCE) RenderingServer.force_draw(false) image = RenderingServer.texture_2d_get(RenderingServer.viewport_get_texture(vp)) RenderingServer.free_rid(vp) RenderingServer.free_rid(canvas) RenderingServer.free_rid(ci_rid) RenderingServer.free_rid(mat_rid) image.convert(Image.FORMAT_R8) return image.get_data()