forked from Cavemanon/SnootGame
make the mod menu work (not testing mods) and slightly better the mod processing code
This commit is contained in:
91
game/src/rounded_corners.rpy
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91
game/src/rounded_corners.rpy
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@@ -0,0 +1,91 @@
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# RoundedCorners() rounds the corners of a displayable you give it
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python early:
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import collections, pygame_sdl2 as pygame
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def normalize_color(col):
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a = col[3] / 255.0
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r = a * col[0] / 255.0
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g = a * col[1] / 255.0
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b = a * col[2] / 255.0
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return (r, g, b, a)
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_rounded_corners_relative = {
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None: 0.0,
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"min": 1.0,
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"max": 2.0,
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"width": 3.0,
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"height": 4.0,
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}
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def RoundedCorners(child, radius, relative=None, outline_width=0.0, outline_color="#fff", **kwargs):
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if not isinstance(radius, tuple): radius = (radius,) * 4
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relative = _rounded_corners_relative[relative]
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outline_color = normalize_color(Color(outline_color))
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return Transform(child, mesh=True, shader="shader.rounded_corners", u_radius=radius, u_relative=relative, u_outline_color=outline_color, u_outline_width=outline_width, **kwargs)
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CurriedRoundedCorners = renpy.curry(RoundedCorners)
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renpy.register_shader("shader.rounded_corners", variables="""
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uniform vec4 u_radius;
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uniform float u_outline_width;
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uniform vec4 u_outline_color;
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uniform float u_relative;
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uniform sampler2D tex0;
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attribute vec2 a_tex_coord;
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varying vec2 v_tex_coord;
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uniform vec2 u_model_size;
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""", vertex_200="""
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v_tex_coord = a_tex_coord;
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""", fragment_functions="""
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float rounded_rectangle(vec2 p, vec2 b, float r) {
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return length(max(abs(p) - b + r, 0.0)) - r;
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}
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float get_radius(vec2 uv_minus_center, vec4 radius) {
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vec2 xy = (uv_minus_center.x > 0.0) ? radius.xy : radius.zw;
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float r = (uv_minus_center.y > 0.0) ? xy.x : xy.y;
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return r;
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}
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""", fragment_200="""
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vec2 center = u_model_size.xy / 2.0;
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vec2 uv = (v_tex_coord.xy * u_model_size.xy);
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vec2 uv_minus_center = uv - center;
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float radius = get_radius(uv_minus_center, u_radius);
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vec4 color = texture2D(tex0, v_tex_coord);
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if (u_relative != 0.0) {
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float side_size;
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if (u_relative == 1.0) {
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side_size = u_model_size.x;
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} else if (u_relative == 2.0) {
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side_size = u_model_size.y;
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} else if (u_relative == 3.0) {
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side_size = min(u_model_size.x, u_model_size.y);
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} else {
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side_size = max(u_model_size.x, u_model_size.y);
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}
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radius *= side_size;
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}
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if (u_outline_width > 0.0) {
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vec2 center_outline = center - u_outline_width;
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float crop1 = rounded_rectangle(uv - center, center, radius);
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float crop2 = rounded_rectangle(uv - center, center_outline, radius - u_outline_width);
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float coeff1 = smoothstep(1.0, -1.0, crop1);
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float coeff2 = smoothstep(1.0, -1.0, crop2);
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float outline_coeff = (coeff1 - coeff2);
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gl_FragColor = mix(vec4(0.0), mix(color, u_outline_color, outline_coeff), coeff1);
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}
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else {
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float crop = rounded_rectangle(uv_minus_center, center, radius);
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gl_FragColor = mix(color, vec4(0.0), smoothstep(0.0, 1.0, crop));
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}
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""")
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