e1b8de8512
Assimp was contributing a lot of to the size of Ren'Py, so put it on a diet and removed all the formats except for GLTF). This would also let us switch toanother GLTF parser in the future.
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.. _model:
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Model-Based Rendering
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=====================
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While Ren'Py is primarily used with two dimensional rectangular images that
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are common in visual novels, underneath the hood it has a model-based renderer
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intended to to take advantage of features found in modern GPUs. This allows
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for a number of visual effects that would not otherwise be possible.
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As a warning, this is one of the most advanced features available in Ren'Py.
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In many cases, it's not necessary to understand how model-based rendering
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works behind the scenes - features like :tpref:`matrixcolor` and Live2D support
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can be used without understanding how Model-Based rendering works, and more
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such features will be added to the understanding. This documentation is
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intended for very advanced creators, and for developers looking to add
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to Ren'Py itself.
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Model-Based Rendering is one of the most advanced features in Ren'Py, and
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this documentation may be hard to understand without first looking at the
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OpenGL, OpenGL ES, GLSL, and GLSL ES manual. What's more, since there are
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portions of the models that are passed directly to your GPU drivers, which
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may accept erroneous inputs, it's important to check on multiple kinds of
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hardware.
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Models, Renders, and Drawing Operations
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---------------------------------------
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The fundamental thing that Ren'Py draws to the screen is a Model. A model
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consists of the following things:
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* A Mesh of one or more triangles. A triangle consists of
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three vertices (corners), each of which contains a position in two or
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three-dimensional space, and may contain additional information, most
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commonly texture coordinates.
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* Zero or more textures, with the precise number allowed being limited by the
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GPUs your game can run on. All GPUs should support at least three textures
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per model. A texture is a rectangle containing image data that's been loaded
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on the GPU, either directly or using a render-to-texture operation.
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* A list of shader part names. Ren'Py uses these shader parts to create shaders,
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which are programs that are run on the GPU to render the model. Shader part
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names can be prefixed with a "-" to prevent that shader part from being used.
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* Uniform values. A uniform is additional data that is the same throughout the
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model. For example, when a model represents a solid color, the color is a
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uniform.
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* GL properties. GL properties are flags that further control how things
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are rendered, such as the minification/magnification modes and the
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color mask.
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As Ren'Py usually draws more than one thing to the screen, it creates a
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tree of :class:`Render` objects. These Render objects may have Models or
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other Renders as children. (A Render object can also be turned into a Model.
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as described below.) A Render contains:
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* A list of children, including a 2-dimensional offset that is applied to
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each child.
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* A :class:`Matrix` that describes how the children are transformed in
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three-dimensional space.
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* Lists of shader part names, uniforms, and GL properties that are applied
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to the Models when being drawn.
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* Flags that determine if the drawable-space clipping polygon should be
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updated.
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Ren'Py draws the screen by performing a depth-first walk through the tree of
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Renders, until a Model is encountered. During this walk, Ren'Py updates a
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matrix transforming the location of the Model, a clipping polygon, and
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lists of shader parts, uniforms, and GL properties. When a Model is encountered
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as part of this walk, the appropriate shader program is activated on the GPU,
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all information is transferred, and a drawing operation occurs.
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Where Models are Created
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------------------------
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Ren'Py creates Models automatically as part of its normal operation.
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The main reason to understand where models are created is that models
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correspond to drawing operations, and hence are the units that shaders
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are applied to.
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Images and Image Manipulators
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These create a model with a mesh containing two triangles that cover
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the rectangle of the image. The mesh contains texture coordinates.
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The model uses the "renpy.texture" shader.
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:func:`Solid`
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The Solid displayable creates a mesh containing two triangles, and no
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texture coordinates. The model uses the "renpy.solid" shader,
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with the color placed in the ``u_renpy_solid_color`` uniform.
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:func:`Dissolve`, :func:`ImageDissolve`, :func:`AlphaDissolve`, :func:`Pixellate`, :func:`AlphaMask`, :func:`Flatten`
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Each of these transforms and displayables creates a Model with a mesh,
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shaders, and uniforms as is needed for its purposes.
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Live2D
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Live2D displayables may created multiple Models when rendered, generally
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one Model for each layer.
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:func:`Transform` and ATL
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A Transform creates a model if :tpref:`mesh` is True, or if :tpref:`blur`
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is being used. In this case, the children of the Transform are rendered
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to textures, with the mesh of the first texture being used for the mesh
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associated with the model.
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Not every transform creates a Model. Some transforms will simply add
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shaders and uniforms to a Render (such as transforms that use
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:tpref:`blur` or :tpref:`alpha`). Other transforms simply affect
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geometry.
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:class:`Render`
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A Transform creates a model if its ``mesh`` attribute is True.
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In this case, the children of the Render are rendered to
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textures, with the mesh of the first texture being used for
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the mesh associated with the model.
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It's expected that Ren'Py will add more ways of creating models in the
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future.
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Shader Program Generation
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-------------------------
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Ren'Py generates a shader program by first assembling a list of shader part
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names. This list consists of "renpy.geometry", the list of shader parts
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taken from Renders, and the list of shader parts found in the Model being
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drawn.
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The shader parts are then deduplicated. If a shader part begins with "-",
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it is removed from the list, as is the rest of that part without the
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leading "-". (So "-renpy.geometry" will cause itself and "renpy.geometry"
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to be removed.)
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Ren'Py then takes the list of shader parts, and retrieves lists of variables,
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functions, vertex shader parts, and fragment shader parts. These are, in turn,
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used to generate the source code for shaders, with the parts of the vertex and
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fragment shaders being included in low-number to high-number priority order.
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This means that any variable created by one of the shaders will be accessible
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by every other fragment from any other shader in the list of shader parts.
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There is no scope like in Python functions to protect interference between
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shaders.
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Ren'Py keeps a cache of all combinations of shader parts that have ever been
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used in game/cache/shaders.txt, and loads them at startup. If major changes
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in shader use occur, this file should be edited or deleted so it can be
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re-created with valid data.
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.. _custom-shaders:
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Creating a Custom Shader
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-------------------------
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New shader parts can be created by calling the renpy.register_shader
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function and supplying portions of GLSL shaders.
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Generally, shader parts should be of the form "namespace.part", such as
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"mygame.recolor" or "mylibrary.warp". Names beginning with "renpy." or
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"live2d." are reserved for Ren'Py, as are names beginning with _.
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.. include:: inc/register_shader
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Ren'Py supports only the following variable types:
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* float (a Python float)
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* vec2 (a tuple of 2 floats)
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* vec3 (a tuple of 3 floats)
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* vec4 (a tuple of 4 floats)
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* mat2 (a :class:`Matrix`)
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* mat3 (a :class:`Matrix`)
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* mat4 (a :class:`Matrix`)
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* sampler2D (supplied by Ren'Py)
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Uniform variables should begin with u\_, attributes with a\_, and varying
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variables with v\_. Names starting with u_renpy\_, a_renpy, and v_renpy
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are reserved, as are the standard variables given below.
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As a general sketch for priority levels, priority 100 sets up geometry,
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priority 200 determines the initial fragment color (gl_FragColor), and
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higher-numbered priorities can apply effects to alter that color.
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Here's an example of a custom shader part that applies a gradient across
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each model it is used to render::
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init python:
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renpy.register_shader("example.gradient", variables="""
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uniform vec4 u_gradient_left;
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uniform vec4 u_gradient_right;
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uniform vec2 u_model_size;
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varying float v_gradient_done;
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attribute vec4 a_position;
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""", vertex_300="""
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v_gradient_done = a_position.x / u_model_size.x;
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""", fragment_300="""
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float gradient_done = v_gradient_done;
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gl_FragColor *= mix(u_gradient_left, u_gradient_right, gradient_done);
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""")
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The custom shader can then be applied using a transform::
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transform gradient:
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shader "example.gradient"
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u_gradient_left (1.0, 0.0, 0.0, 1.0)
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u_gradient_right (0.0, 0.0, 1.0, 1.0)
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show eileen happy at gradient
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As stated before, the ``gradient_done`` variable from the example.gradient shader
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will be accessible by any and all other shaders applied from the same list. This
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can be useful when having optional parts in a given shader system, but it can also
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lead to name collisions when using two independent shaders.
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There is a variable that can help in debugging custom shaders:
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.. var:: config.log_gl_shaders = False
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If true, source code for the GLSL shader programs will be written to
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log.txt on start.
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.. _shader-local-variables:
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Shader Part Local Variables
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---------------------------
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Variables can be declared shader-local by using one of ``u__``, ``a__``,
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``v__``, or ``l__`` as a prefix. When this is done, the double underscores
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are filled in with the shader name with all dots replaced with underscores.
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For example, if the shader name is ``example.gradient``, the prefix
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``u__`` will be replaced with ``u_example_gradient_``.
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The main use of this is with :doc:`text shaders <textshaders>`, where most
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uniforms are shader-local. Also, local variables inside the shader should
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be declared with ``l__``.
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Transforms and Model-Based Rendering
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------------------------------------
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Model-Based rendering adds the following properties to ATL and :func:`Transform`:
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.. transform-property:: mesh
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:type: None or True or tuple
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:default: None
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If not None, this Transform will be rendered as a model. This means:
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* A mesh will be created. If this is a 2-component tuple, it's taken
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as the number of points in the mesh, in the x and y directions. (Each
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dimension must be at least 2.) If True, the mesh is taken from the
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child.
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* The child of this transform will be rendered to a texture.
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* The renpy.texture shader will be added.
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.. transform-property:: mesh_pad
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:type: None or tuple
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:default: None
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If not None, this can either be a 2 or 4-component tuple. If mesh is
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True and this is given, this applies padding to the size of the textures
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applied to the textures used by the mesh. A 2-component tuple applies
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padding to the right and bottom, while a 4-component tuple applies
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padding to the left, top, right, and bottom.
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This can be used, in conjunction with the ``gl_pixel_perfect`` property,
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to render text into a mesh. In Ren'Py, text is rendered at the screen
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resolution, which might overflow the boundaries of the texture that
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will be applied to the mesh. Adding a few pixels of padding makes the
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texture bigger, which will display all pixels. For example::
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transform adjust_text:
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mesh True
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mesh_pad (10, 0)
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gl_pixel_perfect True
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shader "shaders.adjust_text"
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will ensure that the texture passed to the shader contains all of the pixels
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of the text.
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.. transform-property:: shader
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:type: None or str or list of str
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:default: None
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If not None, a shader part name or list of shader part names that will be
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applied to this Render (if a Model is created) or the Models reached
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through this Render.
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.. transform-property:: blend
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:type: None or str
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:default: None
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if not None, this should be a string. This string is looked up in
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:var:`config.gl_blend_func` to get the value for the gl_blend_func
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property. It's used to use alternate blend modes.
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The default blend modes this supports are "normal", "add", "multiply",
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"min", and "max".
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In addition, uniforms that start with u\_ but not with u_renpy are made available
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as Transform properties. GL properties are made available as transform
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properties starting with gl\_. For example, the color_mask property is made
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available as gl_color_mask.
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Blend Functions
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---------------
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.. var:: config.gl_blend_func = { ... }
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A dictionary used to map a blend mode name to a blend function. The
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blend modes are supplied to the :ref:`gl_blend_func <gl-blend-func>` property, given below.
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The default blend modes are::
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gl_blend_func["normal"] = (GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
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gl_blend_func["add"] = (GL_FUNC_ADD, GL_ONE, GL_ONE, GL_FUNC_ADD, GL_ZERO, GL_ONE)
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gl_blend_func["multiply"] = (GL_FUNC_ADD, GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA, GL_FUNC_ADD, GL_ZERO, GL_ONE)
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gl_blend_func["min"] = (GL_MIN, GL_ONE, GL_ONE, GL_MIN, GL_ONE, GL_ONE)
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gl_blend_func["max"] = (GL_MAX, GL_ONE, GL_ONE, GL_MAX, GL_ONE, GL_ONE)
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As Ren'Py uses premultiplied alpha, the results of some of these may be counterintuitive when a pixel
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is not opaque. In the GPU, the color (r, g, b, a) is represented as (r * a, g * a, b * a, a), and the blend function
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uses these premultiplied colors. This may be a different result that you get for these blend modes in a paint program,
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when what is drawn is not fully opaque.
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.. _model-uniforms:
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Float, Sample, and Vector Uniforms
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-----------------------------------
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The following uniforms are made available to all models.
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``vec2 u_model_size``
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The width and height of the model, as supplied to Ren'Py. This
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is only available for 2D models that supply a size, and is (0, 0)
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for 3d models.
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.. _u-lod-bias:
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``float u_lod_bias``
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The level of detail bias to apply to texture lookups. This may be
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set in a Transform. The default value, taken from :var:`config.gl_lod_bias`
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and defaulting to -0.5, biases Ren'Py to always pick the next bigger
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level and scale it down.
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``float u_time``
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The time of the frame. The epoch is undefined, so it's best to treat
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this as a number that increases by one second a second. The time is
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modulo 86400, so it will reset to 0.0 once a day.
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``vec4 u_random``
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Four random numbers between 0.0 and 1.0 that are (with incredibly high
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likelyhood) different from frame to frame.
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``vec4 u_viewport``
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This gives the current viewport being drawn into. u_viewport.xy is
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are the coordinates of the bottom-left corner of the viewport, relative
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to the bottom-left corner of the window. u_viewport.pq is the width
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and height of the viewport.
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``vec2 u_virtual_size``
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This is the virtual size of the game (:var:`config.screen_width`, :var:`config.screen_height`).
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This can be used to convert from gl_Position to virtual coordinates using:
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.. code-block:: glsl
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v_position = u_virtual_size * vec2(gl_Position.x * .5 + .5, -gl_Position.y * .5 + .5)
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``vec2 u_drawable_size``
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The size of the drawable are of the windows, in pixels, at the resolution
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the game is running at. For example, if a 1280x720 game is scaled up to
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1980x1080, this will be (1920, 1080).
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``sampler2D tex0``, ``sampler2D tex1``, ``sampler2D tex2``
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If textures are available, the corresponding samplers are placed in
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this variable.
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``vec2 res0``, ``vec2 res1``, ``vec2 res2``
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If textures are available, the size of the textures are placed in these
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variables. When the texture is loaded from disk, this is the size of the
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image file. After a render to texture, it's the number of drawable pixels
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the rendered texture covered.
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Matrix Uniforms
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----------------
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The following uniforms are made available to all models. This assumes that only one transform with the
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:tpref:`perspective` property is used to render a model. When multiple transforms with the :tpref:`perspective`
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are used, the innermost transformation with perspective set defines the world and view spaces.
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``mat4 u_projection``
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This is a matrix that transforms coordinates from view space to the OpenGL viewport.
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This is sent by Ren'Py, and is updated by transforms with the :tpref:`perspective` property
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to encapsulate the effects of that property.
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``mat4 u_view``
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This is a matrix that transforms vertex coordinates from the world space to the view space. This
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defaults to the identity matrix, but can be set by transforms with the :tpref:`perspective` property,
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in which case the effects of positioning, rotation, and scaling are encapsulated in this matrix.
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``mat4 u_model``
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This is a matrix that transforms vertex coordinates from the model space to the world space.
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``mat4 u_projectionview``
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This matrix contains ``u_projection * u_view``. It exists to minimize the number of uniforms that need
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to be sent to the GPU, and the amount of work that needs to be done in the shader.
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``mat4 u_transform``
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This is the same as ``u_projectionview * u_model``. It's the matrix that transforms vertex coordinates
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directly to the OpenGL viewport. It exists to minimize the number of uniforms that need to be sent to the GPU,
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the amount of work that needs to be done in the shader, and for compatibility with older versions of Ren'Py.
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In addition to these methods, Ren'Py can sythesize matrices with certain functions applied when suffixes are
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appended to the matrix
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``_inverse``
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When appended to a matrix, this returns the inverse of the matrix. For example, ``u_projection_inverse``
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is the inverse of the projection matrix.
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``_transpose``
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When appended to a matrix, this returns the transpose of the matrix. For example, ``u_view_transpose``
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is the transpose of the projection matrix.
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``_inversetranspose``
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|
When appended to a matrix, this returns the inverse of the transpose of the matrix. For example,
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``u_model_inversetranspose`` is the inverse of the transpose of the model matrix. This is useful for
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transforming normals.
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Attributes
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----------
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The following attribute is available to all models:
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``vec4 a_position``
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The position of the vertex being rendered. This is in virtual pixels, relative to the upper
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left corner of the texture.
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If textures are available, so is the following attribute:
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``vec2 a_tex_coord``
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The coordinate that this vertex projects to inside the textures.
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If normals are available, so is the following attribute:
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``vec3 a_normal``
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The normal of the vertex being rendered.
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If tangents are available, so are the following attributes:
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``vec3 a_tangent``
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The tangent of the vertex being rendered.
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``vec3 a_bitangent``
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The bitangent of the vertex being rendered.
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.. _gl-properties:
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GL Properties
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|
-------------
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GL properties change the global state of OpenGL, or the Model-Based renderer.
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These properties can be used with a Transform, or with the :func:`Render.add_property`
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function.
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.. _gl-blend-func:
|
|
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|
``gl_blend_func``
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If present, this is expected to be a six-component tuple, which is
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used to set the equation used to blend the pixel being drawn with the
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pixel it is being drawn to, and the parameters to that equation.
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|
|
|
Specifically, this should be (`rgb_equation`, `src_rgb`, `dst_rgb`,
|
|
`alpha_equation`, `src_alpha`, `dst_alpha`). These will be used to
|
|
call::
|
|
|
|
glBlendEquationSeparate(rgb_equation, alpha_equation)
|
|
glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha)
|
|
|
|
Please see the OpenGL documentation for what these functions do.
|
|
OpenGL constants can be imported from renpy.uguu::
|
|
|
|
init python:
|
|
from renpy.uguu import GL_ONE, GL_ONE_MINUS_SRC_ALPHA
|
|
|
|
The :tpref:`blend` transform property is generally an easy way to
|
|
use this.
|
|
|
|
``gl_color_mask``
|
|
This is expecting to be a 4-tuple of booleans, corresponding to the four
|
|
channels of a pixel (red, green, blue, and alpha). If a given channel is
|
|
True, the draw operation will write to that pixel. Otherwise, it will
|
|
not.
|
|
|
|
``gl_depth``
|
|
If True, this will clear the depth buffer, and then enable depth
|
|
rendering for this displayable and the children of this displayable.
|
|
|
|
Note that drawing any pixel, even transparent pixels, will update
|
|
the depth buffer. As a result, using this with images that have
|
|
transparency may lead to unexpected problems. (As an alternative,
|
|
consider the ``zorder`` and ``behind`` clauses of the ``show`` statement.)
|
|
|
|
``gl_pixel_perfect``
|
|
When True, Ren'Py will move the mesh such that the first vertex is aligned with
|
|
a pixel on the screen. This is mostly used in conjunction with text,
|
|
to ensure that the text remains sharp.
|
|
|
|
The following properties only take effect when a texture is being created,
|
|
by a Transform with :tpref:`mesh` set, or by :func:`Model`, where these
|
|
can be supplied the property method.
|
|
|
|
``gl_drawable_resolution``
|
|
If True or not set, the texture is rendered at the same resolution
|
|
as the window displaying the game. If False, it's rendered at the
|
|
virtual resolution of the displayable.
|
|
|
|
``gl_anisotropic``
|
|
If supplied, this determines if the textures applied to a mesh are
|
|
created with anisotropy. Anisotropy is a feature that causes multiple
|
|
texels (texture pixels) to be sampled when a texture is zoomed by a
|
|
different amount in X and Y.
|
|
|
|
This defaults to True. Ren'Py sets this to False for certain effects,
|
|
like the Pixellate transition.
|
|
|
|
``gl_mipmap``
|
|
If supplied, this determines if the textures supplied to a mesh are
|
|
created with mipmaps. This defaults to True.
|
|
|
|
``gl_texture_wrap``
|
|
When supplied, this determines how the textures applied to a mesh
|
|
are wrapped. This expects a 2-component tuple, where the first
|
|
component is used to set GL_TEXTURE_WRAP_S and the second component
|
|
is used to set GL_TEXTURE_WRAP_T, which conventionally are the X and Y
|
|
axes of the created texture.
|
|
|
|
The values should be OpenGL constants imported from renpy.uguu::
|
|
|
|
init python:
|
|
from renpy.uguu import GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, GL_REPEAT
|
|
|
|
This can also be customized for specific textures. `gl_texture_wrap_tex0` controls
|
|
the first texture, `gl_texture_wrap_tex1` the second, `gl_texture_wrap_tex2`, the third,
|
|
and `gl_texture_wrap_tex3` the fourth. While only these four are avalable through Transforms,
|
|
it's possibe to supply "texture_wrap_tex4" or "texture_wrap_myuniform" to Render.add_property.
|
|
|
|
GLTFModel Displayable
|
|
-----------------------
|
|
|
|
The GLTFModel displayble allow you to load 3D models in the GLTF file format. This is what you should use
|
|
if you have a 3D model you created in another program and want to display in Ren'Py.
|
|
|
|
.. include:: inc/assimp
|
|
|
|
Model Displayable
|
|
-----------------
|
|
|
|
The Model displayable acts as a factory to created models for use with the
|
|
model-based renderer. This is an older API you may wish to use when you want to create
|
|
models in Python.
|
|
|
|
.. include:: inc/model_displayable
|
|
|
|
Model Displayable Examples
|
|
^^^^^^^^^^^^^^^^^^^^^^^^^^
|
|
|
|
The Model displayable can be used in conjunction with an ATL transform and
|
|
a built-in shader to create the Dissolve transform::
|
|
|
|
transform dt(delay=1.0, new_widget=None, old_widget=None):
|
|
delay delay
|
|
Model().texture(old_widget).child(new_widget)
|
|
shader [ 'renpy.dissolve' ]
|
|
|
|
u_renpy_dissolve 0.0
|
|
linear delay u_renpy_dissolve 1.0
|
|
|
|
Using the Model displayable as the child of a displayable is incompatible
|
|
with :tpref:`mesh`, as the two both create models inside Ren'Py.
|
|
|
|
Animated Shaders
|
|
----------------
|
|
|
|
When using shaders that depend on ``u_time`` to animate, one must be aware,
|
|
that even though every shader on screen will run on every frame displayed,
|
|
Ren'Py does not run on constant FPS, and will fall back to the minimum frame
|
|
rate of 5 FPS if no displayables require to be redrawn.
|
|
|
|
When using an animating shader in an ATL transform, this can cause that shader
|
|
to "stutter" and only animate properly while some other object on screen
|
|
animates as well, in case the transform you're using it in does not cause
|
|
redraws otherwise. In this case, an empty ATL loop can be introduced to force
|
|
redraws to happen::
|
|
|
|
transform fancy_shader:
|
|
shader 'my_fancy_shader'
|
|
pause 0
|
|
repeat
|
|
|
|
``pause 0`` will cycle the frames as fast as possible. You can also set
|
|
different values for ``pause`` to specify a minimum frame rate, like
|
|
``pause 1.0/30``.
|
|
|
|
|
|
Shader Parts
|
|
------------
|
|
|
|
For a list of shader parts that Ren'Py uses, see the :doc:`shader_parts`.
|