96 lines
3.9 KiB
GDScript
96 lines
3.9 KiB
GDScript
extends Control
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const INPUT_TEX_WIDTH := 2048
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const INPUT_FORMAT := Image.FORMAT_RGBA8 # Image.FORMAT_LA8
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const INPUT_BYTES_PER_TEXEL := 4 # 2
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const OUTPUT_BYTES_PER_TEXEL := 4
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const OUTPUT_WIDTH := 4096
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const QUAD_COLOR := PoolColorArray([Color.white, Color.white, Color.white, Color.white])
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var viewport: Viewport
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var render_queue: Array # of Images
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var result_queue: Array # of [String, PoolByteArray]
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var current_tex: ImageTexture # Needed to prevent GC before draw
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var waiting_for_viewport: Array
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var done_first_draw: bool
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func _ready() -> void:
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self.viewport = get_parent()
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self.render_queue = []
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self.result_queue = []
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self.waiting_for_viewport = []
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self.done_first_draw = false
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self.current_tex = ImageTexture.new()
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func push_image(img: Image, uv_rows: int = 4096, desc: String = '') -> void:
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self.render_queue.append([img, uv_rows, desc])
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func push_bytes(data: PoolByteArray, uv_rows: int = 4096, desc: String = '') -> void:
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# print(data.subarray(0, 15))
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var rows = int(pow(2, ceil(log((len(data)/INPUT_BYTES_PER_TEXEL) / INPUT_TEX_WIDTH)/log(2))))
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var target_length = rows * INPUT_BYTES_PER_TEXEL * INPUT_FORMAT
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while len(data) < target_length: # This is inefficient, but this function should be called with pre-padded data anyway
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data.append(0)
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var image := Image.new()
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image.create_from_data(INPUT_TEX_WIDTH, rows, false, INPUT_FORMAT, data)
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self.render_queue.append([image, uv_rows, desc])
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func _process(_delta) -> void:
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update()
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func _draw() -> void:
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# Seems like the first one always fails
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if not self.done_first_draw:
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self.done_first_draw = true
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return
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if self.waiting_for_viewport:
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# Another node later in the draw sequence can call this within the same frame,
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# otherwise, this picks it up the following frame
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get_result()
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if not self.render_queue:
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return
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# Draw the next ImageTexture
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var image_and_uv_rows_and_desc = self.render_queue.pop_front()
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self.current_tex.create_from_image(image_and_uv_rows_and_desc[0], 0)
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self.material.set_shader_param('midi_events', self.current_tex)
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self.material.set_shader_param('midi_events_size', self.current_tex.get_size())
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var uv_rows: int = image_and_uv_rows_and_desc[1]
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var uv_rows_inv: int = 4096 - uv_rows
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var uv_v: float = uv_rows / float(OUTPUT_WIDTH)
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var points := PoolVector2Array([Vector2(0, uv_rows_inv), Vector2(OUTPUT_WIDTH, uv_rows_inv), Vector2(OUTPUT_WIDTH, OUTPUT_WIDTH), Vector2(0, OUTPUT_WIDTH)])
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var uvs := PoolVector2Array([Vector2(0, 1-uv_v), Vector2(1, 1-uv_v), Vector2(1, 1), Vector2(0, 1)])
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draw_primitive(points, QUAD_COLOR, uvs, self.current_tex)
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self.waiting_for_viewport = [uv_rows, image_and_uv_rows_and_desc[2]] # Grab the result next draw
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func get_result() -> void:
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var result_rows: int = waiting_for_viewport[0]
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var result_desc: String = waiting_for_viewport[1]
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var result_texture := self.viewport.get_texture()
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var result_image := result_texture.get_data()
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var result_bytes := result_image.get_data()
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var result_byte_count := result_rows * OUTPUT_WIDTH * OUTPUT_BYTES_PER_TEXEL
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result_bytes.resize(result_byte_count)
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self.result_queue.append([result_desc, result_bytes])
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self.waiting_for_viewport = []
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# # Debugging: compare a sequence of all the possible 16bit integers
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# print_debug('result_image format is %d and has size'%result_image.get_format(), result_image.get_size(), result_bytes.subarray(0, 11))
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# test_readback(result_bytes)
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func test_readback(result_bytes: PoolByteArray):
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# Debugging: compare a sequence of all the possible 16bit integers
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var buff := StreamPeerBuffer.new()
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buff.set_data_array(result_bytes)
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var tex_readback = 0
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var uv_readback = 0
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for i in 0x1000:
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tex_readback = buff.get_u16()
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uv_readback = buff.get_u16()
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if tex_readback != i:
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print('tex readback %d (0x%04x) was instead %d (0x%04x)'%[i, i, tex_readback, tex_readback])
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if uv_readback != i:
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print('uv readback %d (0x%04x) was instead %d (0x%04x)'%[i, i, uv_readback, uv_readback])
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