WTS/game/scripts/cg/xray.rpy

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init python:
renpy.register_shader("xray_shader", variables="""
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform vec2 u_pos;
uniform float u_radius;
attribute vec2 a_tex_coord;
varying vec2 v_tex_coord;
""", vertex_600="""
v_tex_coord = a_tex_coord;
""", fragment_600="""
vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);
vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);
vec4 mask = texture2D(tex2, v_tex_coord.st, u_lod_bias);
float position = length(u_pos-v_tex_coord.st);
float distance = sqrt(dot(position, position));
float smoothing = smoothstep(u_radius+0.01, u_radius-0.1, distance);
if ( (distance < u_radius) ) {
vec4 masking = mix(color0, color1, mask.a);
gl_FragColor = mix(color1, masking, smoothing);
}
else {
gl_FragColor = color1;
}
""")
class Xray(renpy.Displayable, NoRollback):
nosave = [
"child",
"overlay",
"mask",
]
def __init__(self, child, overlay, mask=Null(), radius=0.25, tag_prefix="xray", **properties):
super(Xray, self).__init__(**properties)
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self._child = child
self._overlay = overlay
self._mask = mask
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self.child = ImageReference(child) if isinstance(child, str) else child
self.overlay = ImageReference(overlay) if isinstance(overlay, str) else overlay
self.mask = ImageReference(mask) if isinstance(mask, str) else mask
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self.radius = radius
self.tag_prefix = tag_prefix
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self.target = (0, 0)
def render(self, width, height, st, at):
child = renpy.render(self.child, width, height, st, at)
overlay = renpy.render(self.overlay, width, height, st, at)
mask = renpy.render(self.mask, width, height, st, at)
rv = renpy.Render(width, height)
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rv.operation = renpy.display.render.IMAGEDISSOLVE
rv.operation_alpha = 1.0
rv.operation_complete = 256.0 / (256.0 + 256.0)
rv.operation_parameter = 256
rv.mesh = True
rv.add_shader("xray_shader")
rv.add_uniform("u_pos", self.target)
rv.add_uniform("u_radius", self.radius)
rv.add_property("mipmap", renpy.config.mipmap_dissolves if (self.style.mipmap is None) else self.style.mipmap)
rv.blit(child, (0, 0))
rv.blit(overlay, (0, 0))
rv.blit(mask, (0, 0))
return rv
def per_interact(self):
tag_prefix = self.tag_prefix
redraw = False
for layer in self.nosave:
child = getattr(self, layer)
if isinstance(child, ImageReference):
name = getattr(self, "_{}".format(layer))
attributes = renpy.get_attributes(name) or renpy.get_attributes("{}_{}".format(tag_prefix, layer))
if attributes:
attributes = " ".join(attributes)
child = ImageReference("{} {}".format(name, attributes))
elif child.name != name:
child = ImageReference(name)
else:
continue
setattr(self, layer, child)
redraw = True
if redraw:
renpy.redraw(self, 0)
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def event(self, ev, x, y, st):
if not pygame.mouse.get_focused():
return
# if not ev.type == pygame.MOUSEMOTION:
# returnO
xtarget, ytarget = self.target
if (x != xtarget) or (y != ytarget):
self.target = (float(x) / config.screen_width, float(y) / config.screen_height)
renpy.redraw(self, 0)
def visit(self):
return [ self.child, self.overlay, self.mask ]