Removed the gif loader addon.

This commit is contained in:
Relintai 2022-12-10 19:26:44 +01:00
parent 2e8459268d
commit 83685593a9
13 changed files with 1 additions and 630 deletions

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# Derived from https://github.com/jegor377/godot-gdgifexporter
tool
extends EditorImportPlugin
func get_importer_name():
return "gif.animated.texture.plugin"
func get_visible_name():
return "Animated Texture"
func get_recognized_extensions():
return ["gif"]
func get_save_extension():
return "tres"
func get_resource_type():
return "AnimatedTexture"
func get_preset_count():
return 1
func get_preset_name(i):
return "Default"
func get_import_options(i):
return [
{"name": "Filter", "default_value": false},
{"name": "MipMaps", "default_value": false}
]
func import(source_file, save_path, options, platform_variants, gen_files):
var reader = GifReader.new()
reader.filter = options["Filter"]
reader.mipmaps = options["MipMaps"]
var tex = reader.read(source_file)
if tex == null:
return FAILED
var filename = save_path + "." + get_save_extension()
return ResourceSaver.save(filename, tex)

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# Derived from https://github.com/jegor377/godot-gdgifexporter
tool
extends EditorImportPlugin
func get_importer_name():
return "gif.animated.texture.plugin"
func get_visible_name():
return "Sprite Frames"
func get_recognized_extensions():
return ["gif"]
func get_save_extension():
return "tres"
func get_resource_type():
return "SpriteFrames"
func get_preset_count():
return 1
func get_preset_name(i):
return "Default"
func get_import_options(i):
return [
{"name": "Filter", "default_value": false},
{"name": "MipMaps", "default_value": false}
]
func import(source_file, save_path, options, platform_variants, gen_files):
var reader = GifReader.new()
reader.filter = options["Filter"]
reader.mipmaps = options["MipMaps"]
var tex = reader.read(source_file)
if tex == null:
return FAILED
var filename = save_path + "." + get_save_extension()
var sf = SpriteFrames.new()
var minLength = 1000
var maxLength = 0
for i in range(0, tex.frames):
sf.add_frame("default", tex.get_frame_texture(i))
var length = tex.get_frame_delay(i)
minLength = min(minLength, length)
maxLength = min(maxLength, length)
sf.set_animation_speed("default", 2.0 / (minLength + maxLength))
return ResourceSaver.save(filename, sf)

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tool
extends Reference
class_name GifReader
var filter = false
var mipmaps = false
var lzw_module = preload("./gif-lzw/lzw.gd")
var lzw = lzw_module.new()
func read(source_file):
var file = File.new()
if file.open(source_file, File.READ) != OK:
return null
var data = file.get_buffer(file.get_len())
file.close()
var pos = 0
# Header 'GIF89a'
var sttr : String = ""
for i in range(6):
sttr += char(data[i])
if (sttr != "GIF89a"):
print("Can only open GIF89a!")
return null
pos = pos + 6
# Logical Screen Descriptor
var width = get_int(data, pos)
var height = get_int(data, pos + 2)
var packed_info = data[pos + 4]
var background_color_index = data[pos + 5]
pos = pos + 7
# Global color table
var global_lut
if (packed_info & 0x80) != 0:
var lut_size = 1 << (1 + (packed_info & 0x07))
global_lut = get_lut(data, pos, lut_size)
pos = pos + 3 * lut_size
# Frames
var repeat = -1
var img = Image.new()
var frame_number = 0
var frame_delay = -1
var frame_anim_packed_info = -1
var frame_transparent_color = -1
var animated_texture = AnimatedTexture.new()
animated_texture.fps = 0
animated_texture.flags = 0
if filter:
animated_texture.flags = animated_texture.flags | Texture.FLAG_FILTER
if mipmaps:
animated_texture.flags = animated_texture.flags | Texture.FLAG_MIPMAPS
img.create(width, height, false, Image.FORMAT_RGBA8)
while pos < data.size():
if data[pos] == 0x21: # Extension block
var ext_type = data[pos + 1]
pos = pos + 2 # 21 xx ...
match ext_type:
0xF9: # Graphic extension
var subblock = get_subblock(data, pos)
frame_anim_packed_info = subblock[0]
frame_delay = get_int(subblock, 1)
frame_transparent_color = subblock[3]
0xFF: # Application extension
var subblock = get_subblock(data, pos)
if subblock != null and subblock.get_string_from_ascii() == "NETSCAPE2.0":
subblock = get_subblock(data, pos + 1 + subblock.size())
repeat = get_int(subblock, 1)
_: # Miscelaneous extension
#print("extension ", data[pos + 1])
pass
var block_len = 0
while data[pos + block_len] != 0:
block_len = block_len + data[pos + block_len] + 1
pos = pos + block_len + 1
elif data[pos] == 0x2C: # Image data
var img_left = get_int(data, pos + 1)
var img_top = get_int(data, pos + 3)
var img_width = get_int(data, pos + 5)
var img_height = get_int(data, pos + 7)
var img_packed_info = get_int(data, pos + 9)
pos = pos + 10
# Local color table
var local_lut = global_lut
if (img_packed_info & 0x80) != 0:
var lut_size = 1 << (1 + (img_packed_info & 0x07))
local_lut = get_lut(data, pos, lut_size)
pos = pos + 3 * lut_size
# Image data
var min_code_size = data[pos]
pos = pos + 1
var colors = []
for i in range(0, 1 << min_code_size):
colors.append(i)
var block = PoolByteArray()
while data[pos] != 0:
block.append_array(data.subarray(pos + 1, pos + data[pos]))
pos = pos + data[pos] + 1
pos = pos + 1
var decompressed = lzw.decompress_lzw(block, min_code_size, colors)
var disposal = (frame_anim_packed_info >> 2) & 7 # 1 = Keep, 2 = Clear
var transparency = frame_anim_packed_info & 1
if disposal == 2:
if transparency == 0 or background_color_index != frame_transparent_color:
img.fill(local_lut[background_color_index])
else:
img.fill(Color(0,0,0,0))
var p = 0
img.lock()
for y in range(0, img_height):
for x in range(0, img_width):
if p >= decompressed.size():
break
var c = decompressed[p]
if transparency == 0 or c != frame_transparent_color:
img.set_pixel(img_left + x, img_top + y, local_lut[c])
p = p + 1
img.unlock()
var frame = ImageTexture.new()
frame.create_from_image(img, 0)
animated_texture.set_frame_texture(frame_number, frame)
animated_texture.set_frame_delay(frame_number, frame_delay / 100.0)
frame_anim_packed_info = -1
frame_transparent_color = -1
frame_delay = -1
frame_number = frame_number + 1
elif data[pos] == 0x3B: # Trailer
pos = pos + 1
animated_texture.frames = frame_number
return animated_texture
func get_subblock(data, pos):
if data[pos] == 0:
return null
else:
return data.subarray(pos + 1, pos + data[pos])
func get_lut(data, pos, size):
var colors = Array()
for i in range(0, size):
colors.append(Color(data[pos + i * 3] / 255.0, data[pos + 1 + i * 3] / 255.0, data[pos + 2 + i * 3] / 255.0))
return colors
func get_int(data, pos):
return data[pos] + (data[pos + 1] << 8)

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d8645b160b084fc4ea1f09c45ce09bcc15fa0bcb

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MIT License
Copyright (c) 2021 Vincent Bousquet
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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# Godot GIF importer
Plugin for [Godot Engine](https://godotengine.org/) to import GIF image as AnimatedTexture
## Installation
Download or clone this repository and copy the contents of the `addons` folder to your own project's `addons` folder.
Then enable the plugin on the Project Settings. All your project's GIF assets should now appear in the Godot's asset browser as AnimatedTextures.
## Credits
This little script uses [godot-gif-lzw](https://github.com/jegor377/godot-gif-lzw) to decompress images, and is entirely based on the content of this [website](http://www.matthewflickinger.com/lab/whatsinagif/bits_and_bytes.asp).
The author of godot-gif-lzw also developped a [little godot script](https://github.com/jegor377/godot-gdgifexporter) to compress and export GIF images.
## License
[MIT License](LICENSE). Copyright (c) 2021 Vincent Bousquet.

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MIT License
Copyright (c) 2020 Igor Santarek
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.

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tool
extends Reference
class LSBLZWBitPacker:
var bit_index: int = 0
var stream: int = 0
var chunks: PoolByteArray = PoolByteArray([])
func put_byte():
chunks.append(stream & 0xff)
bit_index -= 8
stream >>= 8
func write_bits(value: int, bits_count: int) -> void:
value &= (1 << bits_count) - 1
value <<= bit_index
stream |= value
bit_index += bits_count
while bit_index >= 8:
self.put_byte()
func pack() -> PoolByteArray:
if bit_index != 0:
self.put_byte()
return chunks
func reset() -> void:
bit_index = 0
stream = 0
chunks = PoolByteArray([])

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tool
extends Reference
class LSBLZWBitUnpacker:
var chunk_stream: PoolByteArray
var bit_index: int = 0
var byte: int
var byte_index: int = 0
func _init(_chunk_stream: PoolByteArray):
chunk_stream = _chunk_stream
self.get_byte()
func get_bit(value: int, index: int) -> int:
return (value >> index) & 1
func set_bit(value: int, index: int) -> int:
return value | (1 << index)
func get_byte():
byte = chunk_stream[byte_index]
byte_index += 1
bit_index = 0
func read_bits(bits_count: int) -> int:
var result: int = 0
var result_bit_index: int = 0
for _i in range(bits_count):
if self.get_bit(byte, bit_index) == 1:
result = self.set_bit(result, result_bit_index)
result_bit_index += 1
bit_index += 1
if bit_index == 8:
self.get_byte()
return result
func remove_bits(bits_count: int) -> void:
self.read_bits(bits_count)

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tool
extends Reference
var lsbbitpacker = preload("./lsbbitpacker.gd")
var lsbbitunpacker = preload("./lsbbitunpacker.gd")
class CodeEntry:
var sequence: PoolByteArray
var raw_array: Array
func _init(_sequence):
raw_array = _sequence
sequence = _sequence
func add(other):
return CodeEntry.new(self.raw_array + other.raw_array)
func to_string():
var result: String = ""
for element in self.sequence:
result += str(element) + ", "
return result.substr(0, result.length() - 2)
class CodeTable:
var entries: Dictionary = {}
var counter: int = 0
var lookup: Dictionary = {}
func add(entry) -> int:
self.entries[self.counter] = entry
self.lookup[entry.raw_array] = self.counter
counter += 1
return counter
func find(entry) -> int:
return self.lookup.get(entry.raw_array, -1)
func has(entry) -> bool:
return self.find(entry) != -1
func get(index) -> CodeEntry:
return self.entries.get(index, null)
func to_string() -> String:
var result: String = "CodeTable:\n"
for id in self.entries:
result += str(id) + ": " + self.entries[id].to_string() + "\n"
result += "Counter: " + str(self.counter) + "\n"
return result
func log2(value: float) -> float:
return log(value) / log(2.0)
func get_bits_number_for(value: int) -> int:
if value == 0:
return 1
return int(ceil(log2(value + 1)))
func initialize_color_code_table(colors: PoolByteArray) -> CodeTable:
var result_code_table: CodeTable = CodeTable.new()
for color_id in colors:
# warning-ignore:return_value_discarded
result_code_table.add(CodeEntry.new([color_id]))
# move counter to the first available compression code index
var last_color_index: int = colors.size() - 1
var clear_code_index: int = pow(2, get_bits_number_for(last_color_index))
result_code_table.counter = clear_code_index + 2
return result_code_table
# compression and decompression done with source:
# http://www.matthewflickinger.com/lab/whatsinagif/lzw_image_data.asp
func compress_lzw(image: PoolByteArray, colors: PoolByteArray) -> Array:
# Initialize code table
var code_table: CodeTable = initialize_color_code_table(colors)
# Clear Code index is 2**<code size>
# <code size> is the amount of bits needed to write down all colors
# from color table. We use last color index because we can write
# all colors (for example 16 colors) with indexes from 0 to 15.
# Number 15 is in binary 0b1111, so we'll need 4 bits to write all
# colors down.
var last_color_index: int = colors.size() - 1
var clear_code_index: int = pow(2, get_bits_number_for(last_color_index))
var index_stream: PoolByteArray = image
var current_code_size: int = get_bits_number_for(clear_code_index)
var binary_code_stream = lsbbitpacker.LSBLZWBitPacker.new()
# initialize with Clear Code
binary_code_stream.write_bits(clear_code_index, current_code_size)
# Read first index from index stream.
var index_buffer: CodeEntry = CodeEntry.new([index_stream[0]])
var data_index: int = 1
# <LOOP POINT>
while data_index < index_stream.size():
# Get the next index from the index stream.
var k: CodeEntry = CodeEntry.new([index_stream[data_index]])
data_index += 1
# Is index buffer + k in our code table?
var new_index_buffer: CodeEntry = index_buffer.add(k)
if code_table.has(new_index_buffer): # if YES
# Add k to the end of the index buffer
index_buffer = new_index_buffer
else: # if NO
# Add a row for index buffer + k into our code table
binary_code_stream.write_bits(code_table.find(index_buffer), current_code_size)
# We don't want to add new code to code table if we've exceeded 4095
# index.
var last_entry_index: int = code_table.counter - 1
if last_entry_index != 4095:
# Output the code for just the index buffer to our code stream
# warning-ignore:return_value_discarded
code_table.add(new_index_buffer)
else:
# if we exceeded 4095 index (code table is full), we should
# output Clear Code and reset everything.
binary_code_stream.write_bits(clear_code_index, current_code_size)
code_table = initialize_color_code_table(colors)
# get_bits_number_for(clear_code_index) is the same as
# LZW code size + 1
current_code_size = get_bits_number_for(clear_code_index)
# Detect when you have to save new codes in bigger bits boxes
# change current code size when it happens because we want to save
# flexible code sized codes
var new_code_size_candidate: int = get_bits_number_for(code_table.counter - 1)
if new_code_size_candidate > current_code_size:
current_code_size = new_code_size_candidate
# Index buffer is set to k
index_buffer = k
# Output code for contents of index buffer
binary_code_stream.write_bits(code_table.find(index_buffer), current_code_size)
# output end with End Of Information Code
binary_code_stream.write_bits(clear_code_index + 1, current_code_size)
var min_code_size: int = get_bits_number_for(clear_code_index) - 1
return [binary_code_stream.pack(), min_code_size]
# gdlint: ignore=max-line-length
func decompress_lzw(code_stream_data: PoolByteArray, min_code_size: int, colors: PoolByteArray) -> PoolByteArray:
var code_table: CodeTable = initialize_color_code_table(colors)
var index_stream: PoolByteArray = PoolByteArray([])
var binary_code_stream = lsbbitunpacker.LSBLZWBitUnpacker.new(code_stream_data)
var current_code_size: int = min_code_size + 1
var clear_code_index: int = pow(2, min_code_size)
# CODE is an index of code table, {CODE} is sequence inside
# code table with index CODE. The same goes for PREVCODE.
# Remove first Clear Code from stream. We don't need it.
binary_code_stream.remove_bits(current_code_size)
# let CODE be the first code in the code stream
var code: int = binary_code_stream.read_bits(current_code_size)
# output {CODE} to index stream
index_stream.append_array(code_table.get(code).sequence)
# set PREVCODE = CODE
var prevcode: int = code
# <LOOP POINT>
while true:
if binary_code_stream.chunk_stream.size() - binary_code_stream.byte_index <= current_code_size:
break
# let CODE be the next code in the code stream
code = binary_code_stream.read_bits(current_code_size)
# Detect Clear Code. When detected reset everything and get next code.
if code == clear_code_index:
code_table = initialize_color_code_table(colors)
current_code_size = min_code_size + 1
code = binary_code_stream.read_bits(current_code_size)
prevcode = code
elif code == clear_code_index + 1: # Stop when detected EOI Code.
break
# is CODE in the code table?
var code_entry: CodeEntry = code_table.get(code)
if code_entry != null: # if YES
# output {CODE} to index stream
index_stream.append_array(code_entry.sequence)
# let k be the first index in {CODE}
var k: CodeEntry = CodeEntry.new([code_entry.sequence[0]])
# warning-ignore:return_value_discarded
# add {PREVCODE} + k to the code table
var prev_code_entry: CodeEntry = code_table.get(prevcode)
code_table.add(prev_code_entry.add(k))
# set PREVCODE = CODE
prevcode = code
else: # if NO
# let k be the first index of {PREVCODE}
var prevcode_entry: CodeEntry = code_table.get(prevcode)
var k: CodeEntry = CodeEntry.new([prevcode_entry.sequence[0]])
# output {PREVCODE} + k to index stream
index_stream.append_array(prevcode_entry.add(k).sequence)
# output {PREVCODE} + k to index stream
index_stream.append_array(prevcode_entry.add(k).sequence)
# add {PREVCODE} + k to code table
# warning-ignore:return_value_discarded
code_table.add(prevcode_entry.add(k))
# set PREVCODE = CODE
prevcode = code
# Detect when we should increase current code size and increase it.
var new_code_size_candidate: int = get_bits_number_for(code_table.counter)
if new_code_size_candidate > current_code_size:
current_code_size = new_code_size_candidate
return index_stream

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[plugin]
name="GIF Importer"
description="Editor plugin ti import GIF as AnimatedTexture"
author="SoftMotionLabs"
version="1.0"
script="plugin.gd"

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tool
extends EditorPlugin
var import_sprite_frames_plugin
var import_animated_texture_plugin
func _enter_tree():
import_sprite_frames_plugin = preload("GIF2SpriteFramesPlugin.gd").new()
add_import_plugin(import_sprite_frames_plugin)
import_animated_texture_plugin = preload("GIF2AnimatedTexturePlugin.gd").new()
add_import_plugin(import_animated_texture_plugin)
func _exit_tree():
remove_import_plugin(import_sprite_frames_plugin)
import_sprite_frames_plugin = null
remove_import_plugin(import_animated_texture_plugin)
import_animated_texture_plugin = null

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config_version=4 config_version=4
_global_script_classes=[ {
"base": "Reference",
"class": @"GifReader",
"language": @"GDScript",
"path": "res://addons/gif-importer/GIFReader.gd"
} ]
_global_script_class_icons={
@"GifReader": ""
}
[application] [application]
config/name="MemR" config/name="MemR"
@ -35,7 +25,7 @@ window/handheld/orientation="sensor"
[editor_plugins] [editor_plugins]
enabled=PoolStringArray( "res://addons/gif-importer/plugin.cfg" ) enabled=PoolStringArray( )
[physics] [physics]