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extends Reference
var _shader: Shader
func get_indexed_datas(image: Image, colors: Array) -> PoolByteArray:
_shader = preload("./lookup_color.shader")
return _convert(image, colors)
func get_similar_indexed_datas(image: Image, colors: Array) -> PoolByteArray:
_shader = preload("./lookup_similar.shader")
return _convert(image, colors)
func _convert(image: Image, colors: Array) -> PoolByteArray:
var vp = VisualServer.viewport_create()
var canvas = VisualServer.canvas_create()
VisualServer.viewport_attach_canvas(vp, canvas)
VisualServer.viewport_set_size(vp, image.get_width(), image.get_height())
VisualServer.viewport_set_disable_3d(vp, true)
VisualServer.viewport_set_usage(vp, VisualServer.VIEWPORT_USAGE_2D)
VisualServer.viewport_set_hdr(vp, true)
VisualServer.viewport_set_active(vp, true)
var ci_rid = VisualServer.canvas_item_create()
VisualServer.viewport_set_canvas_transform(vp, canvas, Transform())
VisualServer.canvas_item_set_parent(ci_rid, canvas)
var texture = ImageTexture.new()
texture.create_from_image(image)
VisualServer.canvas_item_add_texture_rect(
ci_rid, Rect2(Vector2(0, 0), image.get_size()), texture
)
var mat_rid = VisualServer.material_create()
VisualServer.material_set_shader(mat_rid, _shader.get_rid())
var lut = Image.new()
lut.create(256, 1, false, Image.FORMAT_RGB8)
lut.fill(Color8(colors[0][0], colors[0][1], colors[0][2]))
lut.lock()
for i in colors.size():
lut.set_pixel(i, 0, Color8(colors[i][0], colors[i][1], colors[i][2]))
var lut_tex = ImageTexture.new()
lut_tex.create_from_image(lut)
VisualServer.material_set_param(mat_rid, "lut", lut_tex)
VisualServer.canvas_item_set_material(ci_rid, mat_rid)
VisualServer.viewport_set_update_mode(vp, VisualServer.VIEWPORT_UPDATE_ONCE)
VisualServer.viewport_set_vflip(vp, true)
VisualServer.force_draw(false)
image = VisualServer.texture_get_data(VisualServer.viewport_get_texture(vp))
VisualServer.free_rid(vp)
VisualServer.free_rid(canvas)
VisualServer.free_rid(ci_rid)
VisualServer.free_rid(mat_rid)
image.convert(Image.FORMAT_R8)
return image.get_data()
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