Hi Dan, I've attached a modified sprite.py with added z coordinate.
On Friday, December 7, 2018 at 10:07:46 PM UTC+9, Darth Dan wrote: > > Hi! I know I'm necroposting, and sorry for a noob question, but there > doesn't seem to be any info on the web, and your branch link doesn't seem > to work any more. > What should I modify to add a z-coordinate to my sprites? > > > On Friday, September 30, 2016 at 5:30:19 PM UTC+3, Benjamin Moran wrote: >> >> Hi Charles, >> >> I have a zsprite branch (that probably has the same changes that you've >> already made) that can be found here: >> https://bitbucket.org/treehousegames/pyglet/branch/z_sprite >> >> The OpenGL blending/code you posted looks fine, but it might be getting >> overridden by the SpriteGroup (pyglet.sprite.SpriteGroup) . My branch is >> not yet complete, but I've also modified the SpriteGroup class so that it's >> at least working OK for me. it only works right for simple >> transparent/solid alpha (not opacity), but it does render all sprites in >> the correct z order. Give it a try and see if it works for you. The z >> scale is set to be from -255 to 255. >> >> I will probably fix the opacity stuff at some point... >> >>> >>>> -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to pyglet-users+unsubscr...@googlegroups.com. To post to this group, send email to pyglet-users@googlegroups.com. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
# ---------------------------------------------------------------------------- # pyglet # Copyright (c) 2006-2008 Alex Holkner # All rights reserved. # # Redistribution and use in source and binary forms, with or without # modification, are permitted provided that the following conditions # are met: # # * Redistributions of source code must retain the above copyright # notice, this list of conditions and the following disclaimer. # * Redistributions in binary form must reproduce the above copyright # notice, this list of conditions and the following disclaimer in # the documentation and/or other materials provided with the # distribution. # * Neither the name of pyglet nor the names of its # contributors may be used to endorse or promote products # derived from this software without specific prior written # permission. # # THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS # "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT # LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS # FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE # COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, # INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, # BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; # LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER # CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT # LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN # ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE # POSSIBILITY OF SUCH DAMAGE. # ---------------------------------------------------------------------------- """Display positioned, scaled and rotated images. A sprite is an instance of an image displayed on-screen. Multiple sprites can display the same image at different positions on the screen. Sprites can also be scaled larger or smaller, rotated at any angle and drawn at a fractional opacity. The following complete example loads a ``"ball.png"`` image and creates a sprite for that image. The sprite is then drawn in the window's draw event handler:: import pyglet ball_image = pyglet.image.load('ball.png') ball = pyglet.sprite.Sprite(ball_image, x=50, y=50) window = pyglet.window.Window() @window.event def on_draw(): ball.draw() pyglet.app.run() The sprite can be moved by modifying the ``x`` and ``y`` properties. Other properties determine the sprite's rotation, scale and opacity. By default sprite coordinates are restricted to integer values to avoid sub-pixel artifacts. If you require to use floats, for example for smoother animations, you can set the ``subpixel`` parameter to ``True`` when creating the sprite (:since: pyglet 1.2). The sprite's positioning, rotation and scaling all honor the original image's anchor (anchor_x, anchor_y). Drawing multiple sprites ======================== Sprites can be "batched" together and drawn at once more quickly than if each of their ``draw`` methods were called individually. The following example creates one hundred ball sprites and adds each of them to a `Batch`. The entire batch of sprites is then drawn in one call:: batch = pyglet.graphics.Batch() ball_sprites = [] for i in range(100): x, y = i * 10, 50 ball_sprites.append(pyglet.sprite.Sprite(ball_image, x, y, batch=batch)) @window.event def on_draw(): batch.draw() Sprites can be freely modified in any way even after being added to a batch, however a sprite can belong to at most one batch. See the documentation for `pyglet.graphics` for more details on batched rendering, and grouping of sprites within batches. :since: pyglet 1.1 """ __docformat__ = 'restructuredtext' __version__ = '$Id$' import math import sys import warnings from pyglet.gl import * from pyglet import clock from pyglet import event from pyglet import graphics from pyglet import image _is_epydoc = hasattr(sys, 'is_epydoc') and sys.is_epydoc class SpriteGroup(graphics.Group): """Shared sprite rendering group. The group is automatically coalesced with other sprite groups sharing the same parent group, texture and blend parameters. """ def __init__(self, texture, blend_src, blend_dest, parent=None): """Create a sprite group. The group is created internally within `Sprite`; applications usually do not need to explicitly create it. :Parameters: `texture` : `Texture` The (top-level) texture containing the sprite image. `blend_src` : int OpenGL blend source mode; for example, ``GL_SRC_ALPHA``. `blend_dest` : int OpenGL blend destination mode; for example, ``GL_ONE_MINUS_SRC_ALPHA``. `parent` : `Group` Optional parent group. """ super(SpriteGroup, self).__init__(parent) self.texture = texture self.blend_src = blend_src self.blend_dest = blend_dest def set_state(self): glEnable(self.texture.target) glBindTexture(self.texture.target, self.texture.id) glPushAttrib(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT) glEnable(GL_BLEND) glBlendFunc(self.blend_src, self.blend_dest) glEnable(GL_DEPTH_TEST) glDepthFunc(GL_LESS) glEnable(GL_ALPHA_TEST) glAlphaFunc(GL_GREATER, 0.01) def unset_state(self): glPopAttrib() glDisable(self.texture.target) def __repr__(self): return '%s(%r)' % (self.__class__.__name__, self.texture) def __eq__(self, other): return (other.__class__ is self.__class__ and self.parent is other.parent and self.texture.target == other.texture.target and self.texture.id == other.texture.id and self.blend_src == other.blend_src and self.blend_dest == other.blend_dest) def __hash__(self): return hash((id(self.parent), self.texture.id, self.texture.target, self.blend_src, self.blend_dest)) class Sprite(event.EventDispatcher): """Instance of an on-screen image. See the module documentation for usage. """ _batch = None _animation = None _rotation = 0 _opacity = 255 _rgb = (255, 255, 255) _scale = 1.0 _visible = True _vertex_list = None def __init__(self, img, x=0, y=0, z=0, blend_src=GL_SRC_ALPHA, blend_dest=GL_ONE_MINUS_SRC_ALPHA, batch=None, group=None, usage='dynamic', subpixel=False): """Create a sprite. :Parameters: `img` : `AbstractImage` or `Animation` Image or animation to display. `x` : int X coordinate of the sprite. `y` : int Y coordinate of the sprite. `z` : int Z coordinate of the sprite. `blend_src` : int OpenGL blend source mode. The default is suitable for compositing sprites drawn from back-to-front. `blend_dest` : int OpenGL blend destination mode. The default is suitable for compositing sprites drawn from back-to-front. `batch` : `Batch` Optional batch to add the sprite to. `group` : `Group` Optional parent group of the sprite. `usage` : str Vertex buffer object usage hint, one of ``"none"``, ``"stream"``, ``"dynamic"`` (default) or ``"static"``. Applies only to vertex data. `subpixel` : bool Allow floating-point coordinates for the sprite. By default, coordinates are restricted to integer values. """ if batch is not None: self._batch = batch self._x = x self._y = y self._z = z if isinstance(img, image.Animation): self._animation = img self._frame_index = 0 self._texture = img.frames[0].image.get_texture() self._next_dt = img.frames[0].duration if self._next_dt: clock.schedule_once(self._animate, self._next_dt) else: self._texture = img.get_texture() self._group = SpriteGroup(self._texture, blend_src, blend_dest, group) self._usage = usage self._subpixel = subpixel self._create_vertex_list() def __del__(self): try: if self._vertex_list is not None: self._vertex_list.delete() except: pass def delete(self): """Force immediate removal of the sprite from video memory. This is often necessary when using batches, as the Python garbage collector will not necessarily call the finalizer as soon as the sprite is garbage. """ if self._animation: clock.unschedule(self._animate) self._vertex_list.delete() self._vertex_list = None self._texture = None # Easy way to break circular reference, speeds up GC self._group = None def _animate(self, dt): self._frame_index += 1 if self._frame_index >= len(self._animation.frames): self._frame_index = 0 self.dispatch_event('on_animation_end') if self._vertex_list is None: return # Deleted in event handler. frame = self._animation.frames[self._frame_index] self._set_texture(frame.image.get_texture()) if frame.duration is not None: duration = frame.duration - (self._next_dt - dt) duration = min(max(0, duration), frame.duration) clock.schedule_once(self._animate, duration) self._next_dt = duration else: self.dispatch_event('on_animation_end') @property def batch(self): """Graphics batch. The sprite can be migrated from one batch to another, or removed from its batch (for individual drawing). Note that this can be an expensive operation. :type: `Batch` """ return self._batch @batch.setter def batch(self, batch): if self._batch == batch: return if batch is not None and self._batch is not None: self._batch.migrate(self._vertex_list, GL_QUADS, self._group, batch) self._batch = batch else: self._vertex_list.delete() self._batch = batch self._create_vertex_list() @property def group(self): """Parent graphics group. The sprite can change its rendering group, however this can be an expensive operation. :type: `Group` """ return self._group.parent @group.setter def group(self, group): if self._group.parent == group: return self._group = SpriteGroup(self._texture, self._group.blend_src, self._group.blend_dest, group) if self._batch is not None: self._batch.migrate(self._vertex_list, GL_QUADS, self._group, self._batch) @property def image(self): """Image or animation to display. :type: `AbstractImage` or `Animation` """ if self._animation: return self._animation return self._texture @image.setter def image(self, img): if self._animation is not None: clock.unschedule(self._animate) self._animation = None if isinstance(img, image.Animation): self._animation = img self._frame_index = 0 self._set_texture(img.frames[0].image.get_texture()) self._next_dt = img.frames[0].duration if self._next_dt: clock.schedule_once(self._animate, self._next_dt) else: self._set_texture(img.get_texture()) self._update_position() def _set_texture(self, texture): if texture.id is not self._texture.id: self._group = SpriteGroup(texture, self._group.blend_src, self._group.blend_dest, self._group.parent) if self._batch is None: self._vertex_list.tex_coords[:] = texture.tex_coords else: self._vertex_list.delete() self._texture = texture self._create_vertex_list() else: self._vertex_list.tex_coords[:] = texture.tex_coords self._texture = texture def _create_vertex_list(self): if self._subpixel: vertex_format = 'v3f/%s' % self._usage else: vertex_format = 'v3i/%s' % self._usage if self._batch is None: self._vertex_list = graphics.vertex_list(4, vertex_format, 'c4B', ('t3f', self._texture.tex_coords)) else: self._vertex_list = self._batch.add(4, GL_QUADS, self._group, vertex_format, 'c4B', ('t3f', self._texture.tex_coords)) self._update_position() self._update_color() def _update_position(self): img = self._texture scale = self._scale if not self._visible: vertices = [0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0] elif self._rotation: x1 = -img.anchor_x * scale y1 = -img.anchor_y * scale x2 = x1 + img.width * scale y2 = y1 + img.height * scale x = self._x y = self._y z = self._z r = -math.radians(self._rotation) cr = math.cos(r) sr = math.sin(r) ax = x1 * cr - y1 * sr + x ay = x1 * sr + y1 * cr + y bx = x2 * cr - y1 * sr + x by = x2 * sr + y1 * cr + y cx = x2 * cr - y2 * sr + x cy = x2 * sr + y2 * cr + y dx = x1 * cr - y2 * sr + x dy = x1 * sr + y2 * cr + y vertices = [ax, ay, z, bx, by, z, cx, cy, z, dx, dy, z] elif scale != 1.0: x1 = self._x - img.anchor_x * scale y1 = self._y - img.anchor_y * scale x2 = x1 + img.width * scale y2 = y1 + img.height * scale z = self._z vertices = [x1, y1, z, x2, y1, z, x2, y2, z, x1, y2, z] else: x1 = self._x - img.anchor_x y1 = self._y - img.anchor_y x2 = x1 + img.width y2 = y1 + img.height z = self._z vertices = [x1, y1, z, x2, y1, z, x2, y2, z, x1, y2, z] if not self._subpixel: vertices = [int(v) for v in vertices] self._vertex_list.vertices[:] = vertices def _update_color(self): r, g, b = self._rgb self._vertex_list.colors[:] = [r, g, b, int(self._opacity)] * 4 @property def image_aabb(self): img = self._texture l = self._x - img.anchor_x b = self._y - img.anchor_y r = l + img.width t = b + img.height return l, b, r, t @property def polygon(self): v = self._vertex_list.vertices # vertices = [ax, ay, z, bx, by, z, cx, cy, z, dx, dy, z] return v[0], v[1], v[3], v[4], v[6], v[7], v[9], v[10] @property def corners(self): v = self._vertex_list.vertices return (v[0], v[1]), (v[3], v[4]), (v[6], v[7]), (v[9], v[10]) @property def position(self): """The (x, y) coordinates of the sprite, as a tuple. :Parameters: `x` : int X coordinate of the sprite. `y` : int Y coordinate of the sprite. """ return self._x, self._y, self._z @position.setter def position(self, pos): self._x, self._y, self._z = pos self._update_position() @property def x(self): """X coordinate of the sprite. :type: int """ return self._x @x.setter def x(self, x): self._x = x self._update_position() @property def y(self): """Y coordinate of the sprite. :type: int """ return self._y @y.setter def y(self, y): self._y = y self._update_position() @property def z(self): """Z coordinate of the sprite. :type: int """ return self._z @z.setter def z(self, z): self._z = z self._update_position() @property def rotation(self): """Clockwise rotation of the sprite, in degrees. The sprite image will be rotated about its image's (anchor_x, anchor_y) position. :type: float """ return self._rotation @rotation.setter def rotation(self, rotation): self._rotation = rotation self._update_position() @property def scale(self): """Scaling factor. A scaling factor of 1 (the default) has no effect. A scale of 2 will draw the sprite at twice the native size of its image. :type: float """ return self._scale @scale.setter def scale(self, scale): self._scale = scale self._update_position() def update(self, x=None, y=None, z=None, rotation=None, scale=None): """Change simultaneously the position, rotation and scale. The reason for this extra method is performance only. If the sprite changes two or the three components position, rotation and scale at the same time, there will be a benefit from calling this method, rather than using its position setter followed by its rotation setter for instance. :Parameters: `x` : int X coordinate of the sprite. `y` : int Y coordinate of the sprite. `z` : int Z coordinate of the sprite. `rotation` : float Clockwise rotation of the sprite, in degrees. `scale` : float Scaling factor. """ if x is not None: self._x = x if y is not None: self._y = y if z is not None: self._z = z if rotation is not None: self._rotation = rotation if scale is not None: self._scale = scale self._update_position() @property def width(self): """Scaled width of the sprite. Read-only. Invariant under rotation. :type: int """ if self._subpixel: return self._texture.width * self._scale else: return int(self._texture.width * self._scale) @property def height(self): """Scaled height of the sprite. Read-only. Invariant under rotation. :type: int """ if self._subpixel: return self._texture.height * self._scale else: return int(self._texture.height * self._scale) @property def opacity(self): """Blend opacity. This property sets the alpha component of the colour of the sprite's vertices. With the default blend mode (see the constructor), this allows the sprite to be drawn with fractional opacity, blending with the background. An opacity of 255 (the default) has no effect. An opacity of 128 will make the sprite appear translucent. :type: int """ return self._opacity @opacity.setter def opacity(self, opacity): self._opacity = opacity self._update_color() @property def color(self): """Blend color. This property sets the color of the sprite's vertices. This allows the sprite to be drawn with a color tint. The color is specified as an RGB tuple of integers '(red, green, blue)'. Each color component must be in the range 0 (dark) to 255 (saturated). :type: (int, int, int) """ return self._rgb @color.setter def color(self, rgb): self._rgb = list(map(int, rgb)) self._update_color() @property def visible(self): """True if the sprite will be drawn. :type: bool """ return self._visible @visible.setter def visible(self, visible): self._visible = visible self._update_position() def draw(self): """Draw the sprite at its current position. See the module documentation for hints on drawing multiple sprites efficiently. """ self._group.set_state_recursive() self._vertex_list.draw(GL_QUADS) self._group.unset_state_recursive() if _is_epydoc: def on_animation_end(self): """The sprite animation reached the final frame. The event is triggered only if the sprite has an animation, not an image. For looping animations, the event is triggered each time the animation loops. :event: """ Sprite.register_event_type('on_animation_end')