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) self._child = child self._overlay = overlay self._mask = mask self.child = ImageReference(child) if isinstance(child, basestring) else child self.overlay = ImageReference(overlay) if isinstance(overlay, basestring) else overlay self.mask = ImageReference(mask) if isinstance(mask, basestring) else mask self.radius = radius self.tag_prefix = tag_prefix 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) 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 not attributes: continue attributes = " ".join(attributes) child = ImageReference("{} {}".format(name, attributes)) setattr(self, layer, child) redraw = True if redraw: renpy.redraw(self, 0) 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 ]