annotate pytouhou/ui/shaders/eosd.py @ 392:45e1a9a37e66

When merging RGB and alpha data, get the C arrays only at the start of the loop.
author Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
date Mon, 07 Jan 2013 22:06:02 +0100
parents 74471afbac37
children 346614f788f1
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1 # -*- encoding: utf-8 -*-
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2 ##
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3 ## Copyright (C) 2012 Emmanuel Gil Peyrot <linkmauve@linkmauve.fr>
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4 ##
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5 ## This program is free software; you can redistribute it and/or modify
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6 ## it under the terms of the GNU General Public License as published
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7 ## by the Free Software Foundation; version 3 only.
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8 ##
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9 ## This program is distributed in the hope that it will be useful,
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10 ## but WITHOUT ANY WARRANTY; without even the implied warranty of
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11 ## MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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12 ## GNU General Public License for more details.
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13 ##
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14
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15
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16 from pytouhou.ui.shader import Shader
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17
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18
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19 class GameShader(Shader):
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20 def __init__(self):
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21 Shader.__init__(self, ['''
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22 #version 120
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23
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24 uniform mat4 mvp;
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25
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26 void main()
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27 {
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28 gl_Position = mvp * gl_Vertex;
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29 gl_FrontColor = gl_Color;
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30 gl_TexCoord[0] = gl_MultiTexCoord0;
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31 }
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32 '''], [ '''
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33 #version 120
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34
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35 uniform sampler2D color_map;
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36
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37 void main()
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38 {
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39 gl_FragColor = texture2D(color_map, gl_TexCoord[0].st) * gl_Color;
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40 }
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41 '''])
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42
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43
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44 class BackgroundShader(Shader):
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45 def __init__(self):
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46 Shader.__init__(self, ['''
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47 #version 120
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48
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49 uniform mat4 model_view;
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50 uniform mat4 projection;
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51
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52 varying float fog_density;
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53
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54 void main()
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55 {
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56 gl_Position = model_view * gl_Vertex;
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57 gl_FrontColor = gl_Color;
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58 gl_TexCoord[0] = gl_MultiTexCoord0;
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59
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60 float fog_position = -gl_Position.z / gl_Position.w;
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61 fog_density = clamp((gl_Fog.end - fog_position) * gl_Fog.scale, 0.0f, 1.0f);
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62
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63 gl_Position = projection * gl_Position;
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64 }
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65 '''], [ '''
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66 #version 120
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67
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68 uniform sampler2D color_map;
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69
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70 varying float fog_density;
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71
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72 void main()
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73 {
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74 vec4 color = texture2D(color_map, gl_TexCoord[0].st) * gl_Color;
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75 gl_FragColor = mix(gl_Fog.color, color, fog_density);
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76 gl_FragColor.w = color.w;
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77 }
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78 '''])