Last active
September 2, 2024 10:12
-
-
Save tshirtman/222abcb1e6808c89192934996740adb5 to your computer and use it in GitHub Desktop.
a tilemap implementation in kivy using a shader
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
from array import array | |
from kivy.uix.widget import Widget | |
from kivy.clock import Clock | |
from kivy import properties as P | |
from kivy.graphics import ( | |
RenderContext, BindTexture, Rectangle, Color | |
) | |
from kivy.graphics.texture import Texture | |
from kivy.core.window import Window | |
SHILE_SET = """ | |
$HEADER$ | |
uniform sampler2D world_texture; | |
uniform float time; | |
uniform vec2 resolution; | |
uniform vec2 tile_size; | |
uniform vec2 offset; | |
uniform vec2 world_resolution; | |
uniform float zoom; | |
uniform vec2 source_resolution; | |
void main(void){ | |
// pixel position in widget | |
vec4 frag_coord = frag_modelview_mat * gl_FragCoord; | |
vec2 frag_pos = vec2(frag_coord.xy - offset) / zoom; | |
// pixel position in world | |
vec2 pos = frag_pos / zoom; | |
// cell and offset from cell origin | |
vec2 cell_pos = frag_pos / tile_size; | |
vec2 pixel_coord = mod(frag_pos, tile_size); | |
vec2 tile_id = texture2D(world_texture, cell_pos / world_resolution).rg * 255.; | |
// lookup pixel at position of tile in tileset | |
vec2 pixel_pos = vec2(tile_id * tile_size + pixel_coord); | |
gl_FragColor = texture2D(texture0, pixel_pos / source_resolution); | |
} | |
""" | |
class ShileSet(Widget): | |
offset = P.ListProperty([0, 0]) | |
source = P.StringProperty() | |
world = P.ListProperty([]) | |
tile_size = P.ListProperty([8, 8]) | |
zoom = P.NumericProperty(1) | |
fs = P.StringProperty(SHILE_SET) | |
def __init__(self, **kwargs): | |
self.canvas = RenderContext(fs=self.fs) | |
super().__init__(**kwargs) | |
Clock.schedule_interval(self.update_glsl, 0) | |
with self.canvas: | |
Color(1, 1, 1, 1, mode='rgba') | |
self.rectangle = Rectangle( | |
size=self.size, | |
pos=self.pos, | |
source=self.source, | |
) | |
self.bind( | |
size=self.update_rect, | |
pos=self.update_rect, | |
source=self.update_rect, | |
world=self.update_world | |
) | |
def update_rect(self, *args): | |
self.rectangle.pos = self.pos | |
self.rectangle.size = self.size | |
self.rectangle.source = self.source | |
def on_fs(self, instance, value): | |
shader = self.canvas.shader | |
old_value = shader.fs | |
shader.fs = value | |
if not shader.success: | |
shader.fs = old_value | |
raise Exception("failed") | |
def update_glsl(self, dt): | |
self.canvas["time"] = Clock.get_boottime() | |
self.canvas["resolution"] = [float(x) for x in self.size] | |
self.canvas["offset"] = [float(x) for x in self.offset] | |
self.canvas["zoom"] = float(self.zoom) | |
self.canvas["tile_size"] = [float(x) for x in self.tile_size] | |
self.canvas["world_texture"] = 1 | |
self.canvas["source_resolution"] = [float(x) for x in self.source_resolution] | |
self.canvas["world_resolution"] = [float(x) for x in self.world_texture.size] | |
win_rc = Window.render_context | |
self.canvas["projection_mat"] = win_rc["projection_mat"] | |
self.canvas["modelview_mat"] = win_rc["modelview_mat"] | |
self.canvas["frag_modelview_mat"] = win_rc["frag_modelview_mat"] | |
def update_world(self, *args): | |
H = len(self.world) | |
W = len(self.world[0]) if H else 0 | |
texture = Texture.create(size=(W, H)) | |
texture.min_filter = 'nearest' | |
texture.mag_filter = 'nearest' | |
# use r and g channel to contain x and y of tile id | |
buff = [] | |
for line in self.world: | |
for cell in line: | |
buff.extend([ | |
cell[0], # R: x of tile_id | |
cell[1], # G: y of tile_id | |
0, # B not used | |
]) | |
texture.blit_buffer( | |
bytes(buff), colorfmt='rgb', bufferfmt='ubyte' | |
) | |
with self.canvas: | |
BindTexture(texture=texture, index=1) | |
self.world_texture = texture |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
'''Example application using Shiled a tile map implementation in a shader. | |
Overworld.png comes from https://opengameart.org/content/zelda-like-tilesets-and-sprites and is licenced as CC-0 | |
''' | |
from random import randint | |
from kivy.app import App | |
from kivy.lang import Builder | |
from kivy import properties as P | |
from kivy.animation import Animation | |
import shiled | |
KV = ''' | |
FloatLayout: | |
padding: 100 | |
spacing: 100 | |
ShileSet: | |
source: 'Overworld.png' | |
source_resolution: 640, 576 | |
tile_size: 16, 16 | |
world: app.world | |
zoom: app.zoom | |
offset: app.offset | |
ShileSet: | |
id: map2 | |
source: 'Overworld.png' | |
source_resolution: 640, 576 | |
tile_size: 16, 16 | |
world: app.world | |
zoom: app.zoom2 | |
offset: app.offset2 | |
''' | |
class Application(App): | |
world = P.ListProperty() | |
offset = P.ListProperty([0, 0]) | |
offset2 = P.ListProperty([0, 0]) | |
zoom = P.NumericProperty(4.) | |
zoom2 = P.NumericProperty(2.) | |
def build(self): | |
self.world = [ | |
[ | |
[randint(1, 40), randint(1, 40)] | |
for cell in range(200) | |
] for line in range(100) | |
] | |
a = ( | |
Animation(offset=(0, -1000), duration=5) | |
+ Animation(offset=(-1000, -1000), duration=5) | |
+ Animation(offset=(-1000, 0), duration=5) | |
+ Animation(offset=(0, 0), duration=5) | |
) | |
a.repeat = True | |
a.start(self) | |
root = Builder.load_string(KV) | |
root.bind(on_touch_move=self.handle_move, on_touch_down=self.handle_down) | |
return root | |
def handle_down(self, root, touch): | |
if 'button' in touch.profile and touch.button.startswith("scroll"): | |
self.zoom2 *= (0.9 if touch.button.endswith("down") else 1.1) | |
self.zoom2 = min(8, max(0.5, self.zoom2)) | |
def handle_move(self, root, touch): | |
if root.ids.map2.collide_point(*touch.pos): | |
ox = self.offset2[0] + touch.dx | |
oy = self.offset2[1] + touch.dy | |
self.offset2 = [ox, oy] | |
if __name__ == "__main__": | |
Application().run() |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment