Mercurial > touhou
annotate pytouhou/ui/shaders/eosd.py @ 465:5f5955635d2c
Move continues to PlayerState, and make sure they aren’t reinitialized before each stage.
author | Emmanuel Gil Peyrot <linkmauve@linkmauve.fr> |
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date | Wed, 11 Sep 2013 16:03:55 +0200 |
parents | a71b912b45b7 |
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rev | line source |
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370
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Add a programmable pipeline renderer, and a --fixed-pipeline switch to use the old one.
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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 attribute vec3 in_position; |
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25 attribute vec2 in_texcoord; |
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26 attribute vec4 in_color; |
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27 |
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28 uniform mat4 mvp; |
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29 |
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30 varying vec2 texcoord; |
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31 varying vec4 color; |
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32 |
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33 void main() |
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34 { |
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35 gl_Position = mvp * vec4(in_position, 1.0); |
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36 texcoord = in_texcoord; |
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37 color = in_color; |
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38 } |
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39 '''], [''' |
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40 #version 120 |
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41 |
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42 varying vec2 texcoord; |
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43 varying vec4 color; |
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44 |
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45 uniform sampler2D color_map; |
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46 |
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47 void main() |
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48 { |
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49 gl_FragColor = texture2D(color_map, texcoord) * color; |
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50 } |
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51 ''']) |
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52 |
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53 |
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54 class BackgroundShader(Shader): |
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55 def __init__(self): |
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56 Shader.__init__(self, [''' |
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57 #version 120 |
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58 |
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59 attribute vec3 in_position; |
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60 attribute vec2 in_texcoord; |
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61 attribute vec4 in_color; |
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62 |
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63 uniform mat4 mvp; |
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64 |
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65 varying vec2 texcoord; |
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66 varying vec4 color; |
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67 |
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68 void main() |
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69 { |
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70 gl_Position = mvp * vec4(in_position, 1.0); |
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71 texcoord = in_texcoord; |
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72 color = in_color; |
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73 } |
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74 '''], [''' |
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75 #version 120 |
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76 |
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77 varying vec2 texcoord; |
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78 varying vec4 color; |
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79 |
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80 uniform sampler2D color_map; |
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81 uniform float fog_scale; |
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82 uniform float fog_end; |
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83 uniform vec4 fog_color; |
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84 |
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85 void main() |
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86 { |
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87 vec4 temp_color = texture2D(color_map, texcoord) * color; |
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88 float depth = gl_FragCoord.z / gl_FragCoord.w; |
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89 float fog_density = clamp((fog_end - depth) * fog_scale, 0.0f, 1.0f); |
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90 gl_FragColor = vec4(mix(fog_color, temp_color, fog_density).rgb, temp_color.a); |
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91 } |
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92 ''']) |
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93 |
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94 |
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95 class PassthroughShader(Shader): |
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96 def __init__(self): |
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97 Shader.__init__(self, [''' |
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98 #version 120 |
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99 |
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100 attribute vec2 in_position; |
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101 attribute vec2 in_texcoord; |
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102 |
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103 uniform mat4 mvp; |
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104 |
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105 varying vec2 texcoord; |
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106 |
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107 void main() |
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108 { |
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109 gl_Position = mvp * vec4(in_position, 0.0, 1.0); |
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110 texcoord = in_texcoord; |
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111 } |
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112 '''], [''' |
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113 #version 120 |
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114 |
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115 varying vec2 texcoord; |
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116 |
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117 uniform sampler2D color_map; |
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118 |
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119 void main() |
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120 { |
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121 gl_FragColor = texture2D(color_map, texcoord); |
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122 } |
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123 ''']) |