Kivy自定义着色器触摸事件 [英] Kivy custom shaders touch events

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问题描述

我在游戏中使用自定义着色器,并且由于性能原因,我必须这样做.现在我正要把触摸事件绑定到我的粒子/Ufo上,以便我可以决定当有人触摸它们时该怎么做,但是我不知道如何计算它们的宽度和高度.我目前能够分辨出触摸事件发生在哪里,但是我的collide_point函数始终返回False,因为我没有游戏粒子的正确的WidthHeight. collide_point函数需要粒子的righttop,粒子的右上方和顶部需要粒子的widthheight起作用.在文档中说

Am using custom shader on my game, and i must because of performance. Now i am at the point where i want to bind touch events to my particles/Ufo so that i can decide what to do when someone touches them, but i don't know how i can calculate their width and height. I am currently able to tell where a touch event happened but my collide_point function always return False because i don't have the correct Width and Height of my game particle's. collide_point function require particle's right and top and particle's right and top requires particle's width and height to work. In the documentation it is said that

widthheight属性受布局逻辑的约束

the width and the height property is subject to layout logic

,但不使用任何Layout,而是使用Widget.如何计算游戏粒子的宽度和高度.下面是代码

but am not using any Layout, am using Widget instead. How can i calculate my game particle's width and height. Below is the code

from __future__ import division
from collections import namedtuple
import json
import math
import random
from kivy import platform
from kivy.app import App
from kivy.base import EventLoop
from kivy.clock import Clock
from kivy.core.image import Image
from kivy.core.window import Window
from kivy.graphics import Mesh
from kivy.graphics.instructions import RenderContext
from kivy.uix.widget import Widget
from kivy.utils import get_color_from_hex
import base64

UVMapping = namedtuple('UVMapping', 'u0 v0 u1 v1 su sv')

GLSL = """
---vertex
$HEADER$

attribute vec2  vCenter;
attribute float vScale;

void main(void)
{
    tex_coord0 = vTexCoords0;
    mat4 move_mat = mat4
        (1.0, 0.0, 0.0, vCenter.x,
         0.0, 1.0, 0.0, vCenter.y,
         0.0, 0.0, 1.0, 0.0,
         0.0, 0.0, 0.0, 1.0);
    vec4 pos = vec4(vPosition.xy * vScale, 0.0, 1.0)
        * move_mat;
    gl_Position = projection_mat * modelview_mat * pos;
}

---fragment
$HEADER$

void main(void)
{
    gl_FragColor = texture2D(texture0, tex_coord0);
}

"""

with open("game.glsl", "wb")  as glslc:
    glslc.write(GLSL)

def load_atlas():
    atlas = json.loads('''{"game-0.png": {"Elien": [2, 26, 100, 100]}}''') 

    tex_name, mapping = atlas.popitem()
    data = '''iVBORw0KGgoAAAANSUhEUgAAAIAAAACACAYAAADDPmHLAAACJklEQVR4nO3dy1ICQRAF0YLw/39ZVxMBGCjEMF23JvOsXPgounMaN61VQrtsH3x3TqFfLv9/ykdcq9z8RKv25Lro5yiUAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAfXUPsNM79ydWXbYZZVoAey7MPH6tQdScAI64KbV9T3QI6QGsuCKHDiH5l8DVd1aRd2QTT4DOjcCdBmknQMpTmDLH4ZICSFv0tHkOkRJA6mKnzvUxCQGkL3L6fLskBKBG3QFMebqmzPm2zgCmLeq0eV/SfQKoWVcAU5+mqXM/5QkA1xHA9Kdo+vx3PAHgDADOAOBWB3CW98+zvA5PADoDgDMAOAOAMwA4A4AzADgDgDMAuNUBnOXCxVlehycAnQHAGQBcRwDT3z+nz3/HEwCuK4CpT9HUuZ/yBIDrDGDa0zRt3pd0nwBTFnXKnG/rDkDNEgJIf7rS59slIYCq3EVOnetjUgKoylvstHkOkRRAVc6ip8xxuMS/E7gtfsflC8zGb9JOgFurNwO3+VWZJ8CtFacBcuM36QFsjggBvfGbKQFsHjfNfxix07QAHrmpOyX/EqgFDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwA7lrl7YpE7okkSZIkSZIkSZIkSZIkSZIkSZL+9AMvSSThyPfOhQAAAABJRU5ErkJggg=='''
    with open(tex_name, "wb")  as co:
        co.write(base64.b64decode(data))
    tex = Image(tex_name).texture
    tex_width, tex_height = tex.size

    uvmap = {}
    for name, val in mapping.items():
        x0, y0, w, h = val
        x1, y1 = x0 + w, y0 + h
        uvmap[name] = UVMapping(
            x0 / tex_width, 1 - y1 / tex_height,
            x1 / tex_width, 1 - y0 / tex_height,
            0.5 * w, 0.5 * h)

    return tex, uvmap


class Particle:
    x = 0
    y = 0
    size = 1

    def __init__(self, parent, i):
        self.parent = parent
        self.vsize = parent.vsize
        self.base_i = 4 * i * self.vsize
        self.reset(created=True)

    def update(self):
        for i in range(self.base_i,
                       self.base_i + 4 * self.vsize,
                       self.vsize):
            self.parent.vertices[i:i + 3] = (
                self.x, self.y, self.size)

    def reset(self, created=False):
        raise NotImplementedError()

    def advance(self, nap):
        raise NotImplementedError()


class GameScreen(Widget):
    indices = []
    vertices = []
    particles = []

    def __init__(self, **kwargs):
        Widget.__init__(self, **kwargs)
        self.canvas = RenderContext(use_parent_projection=True)
        self.canvas.shader.source = "game.glsl"

        self.vfmt = (
            (b'vCenter', 2, 'float'),
            (b'vScale', 1, 'float'),
            (b'vPosition', 2, 'float'),
            (b'vTexCoords0', 2, 'float'),
        )

        self.vsize = sum(attr[1] for attr in self.vfmt)
        self.texture, self.uvmap = load_atlas()

    def on_touch_down(self, touch):
        for w in self.particles:
            if w.collide_point(*touch.pos):
                w.reset() #Not Working
        return super(GameScreen, self).on_touch_down(touch) 

    def on_touch_move(self, touch):
        for w in self.particles:
            if w.collide_point(*touch.pos):
                w.reset() #Not Working
        return super(GameScreen, self).on_touch_move(touch) 

    def make_particles(self, Ap, num):
        count = len(self.particles)
        uv = self.uvmap[Ap.tex_name]

        for i in range(count, count + num):
            j = 4 * i
            self.indices.extend((
                j, j + 1, j + 2, j + 2, j + 3, j))

            self.vertices.extend((
                0, 0, 1, -uv.su, -uv.sv, uv.u0, uv.v1,
                0, 0, 1,  uv.su, -uv.sv, uv.u1, uv.v1,
                0, 0, 1,  uv.su,  uv.sv, uv.u1, uv.v0,
                0, 0, 1, -uv.su,  uv.sv, uv.u0, uv.v0,
            ))

            p = Ap(self, i)
            self.particles.append(p)

    def update_glsl(self, nap):
        for p in self.particles:
            p.advance(nap)
            p.update()

        self.canvas.clear()

        with self.canvas:
            Mesh(fmt=self.vfmt, mode='triangles',
                 indices=self.indices, vertices=self.vertices,
                 texture=self.texture)

class Ufo(Particle):
    plane = 2.0
    tex_name = 'Elien' 
    texture_size = 129
    right = top = 129

    def reset(self, created=False):
        self.plane = random.uniform(2.0, 2.8)
        self.x = random.randint(15, self.parent.right-15)
        self.y = self.parent.top+random.randint(100, 2500)
        self.size = random.uniform(0.5, 1.0) #every particle must have a random size
        self.top = self.size * self.texture_size 
        self.right = self.size * self.texture_size 

    def collide_point(self, x, y):
        '''Check if a point (x, y) is inside the Ufo's axis aligned bounding box.'''
        with open('TouchFeedback.txt', 'wb') as c:
            c.write(str(x)+', '+str(y)) 

        return self.x <= x <= self.right and self.y <= y <= self.top

    def advance(self, nap):
        self.y -= 100 * self.plane * nap
        if self.y < 0:
            self.reset()

class Game(GameScreen):
    def initialize(self):
        self.make_particles(Ufo, 20)

    def update_glsl(self, nap):
        GameScreen.update_glsl(self, nap)

class GameApp(App):
    def build(self):
        EventLoop.ensure_window()
        return Game()

    def on_start(self):
        self.root.initialize()
        Clock.schedule_interval(self.root.update_glsl, 60 ** -1)

if __name__ == '__main__':
    Window.clearcolor = get_color_from_hex('111110')
    GameApp().run()

推荐答案

我认为您不是在计算/更新Ufo对象的topright属性.另外,由于您的GL代码将(x,y)视为圆的中心,而Kivy将该(x,y)视为对象的左下角,因此需要牢记这一点.为了正确计算collide_point(),我在Ufo中添加了leftbottom属性,并使用这些属性来计算碰撞.这是具有这些更改的代码的更新版本:

I think you are not calculating/updating your top and right properties of your Ufo objects. Also, since your GL code considers (x,y) to be the center of your circle, but Kivy considers (x,y) to be the lower left corner of an object, you need to keep that in mind. In order to correctly calculate collide_point(), I have added left and bottom properties to your Ufo, and use those properties to calculate collisions. Here is an updated version of your code with those changes:

from __future__ import division
import kivy
from kivy.config import Config
from kivy.graphics.context_instructions import Color
from kivy.graphics.vertex_instructions import Rectangle
from kivy.lang import Builder

Config.set('modules', 'monitor', '')


from collections import namedtuple
import json
import math
import random
from kivy import platform
from kivy.app import App
from kivy.base import EventLoop
from kivy.clock import Clock
from kivy.core.image import Image
from kivy.core.window import Window
from kivy.event import EventDispatcher
from kivy.graphics import Mesh
from kivy.graphics.instructions import RenderContext
from kivy.properties import NumericProperty
from kivy.uix.widget import Widget
from kivy.utils import get_color_from_hex
import base64

UVMapping = namedtuple('UVMapping', 'u0 v0 u1 v1 su sv')

GLSL = """
---vertex
$HEADER$

attribute vec2  vCenter;
attribute float vScale;

void main(void)
{
    tex_coord0 = vTexCoords0;
    mat4 move_mat = mat4
        (1.0, 0.0, 0.0, vCenter.x,
         0.0, 1.0, 0.0, vCenter.y,
         0.0, 0.0, 1.0, 0.0,
         0.0, 0.0, 0.0, 1.0);
    vec4 pos = vec4(vPosition.xy * vScale, 0.0, 1.0)
        * move_mat;
    gl_Position = projection_mat * modelview_mat * pos;
}

---fragment
$HEADER$

void main(void)
{
    gl_FragColor = texture2D(texture0, tex_coord0);
}

"""

with open("game.glsl", "wb")  as glslc:
    glslc.write(GLSL.encode())

def load_atlas():
    atlas = json.loads('''{"game-0.png": {"Elien": [2, 26, 100, 100]}}''')

    tex_name, mapping = atlas.popitem()
    data = '''iVBORw0KGgoAAAANSUhEUgAAAIAAAACACAYAAADDPmHLAAACJklEQVR4nO3dy1ICQRAF0YLw/39ZVxMBGCjEMF23JvOsXPgounMaN61VQrtsH3x3TqFfLv9/ykdcq9z8RKv25Lro5yiUAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAGQCcAcAZAJwBwBkAnAHAfXUPsNM79ydWXbYZZVoAey7MPH6tQdScAI64KbV9T3QI6QGsuCKHDiH5l8DVd1aRd2QTT4DOjcCdBmknQMpTmDLH4ZICSFv0tHkOkRJA6mKnzvUxCQGkL3L6fLskBKBG3QFMebqmzPm2zgCmLeq0eV/SfQKoWVcAU5+mqXM/5QkA1xHA9Kdo+vx3PAHgDADOAOBWB3CW98+zvA5PADoDgDMAOAOAMwA4A4AzADgDgDMAuNUBnOXCxVlehycAnQHAGQBcRwDT3z+nz3/HEwCuK4CpT9HUuZ/yBIDrDGDa0zRt3pd0nwBTFnXKnG/rDkDNEgJIf7rS59slIYCq3EVOnetjUgKoylvstHkOkRRAVc6ip8xxuMS/E7gtfsflC8zGb9JOgFurNwO3+VWZJ8CtFacBcuM36QFsjggBvfGbKQFsHjfNfxix07QAHrmpOyX/EqgFDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwAzgDgDADOAOAMAM4A4AwA7lrl7YpE7okkSZIkSZIkSZIkSZIkSZIkSZL+9AMvSSThyPfOhQAAAABJRU5ErkJggg=='''
    with open(tex_name, "wb")  as co:
        co.write(base64.b64decode(data))
    tex = Image(tex_name).texture
    tex_width, tex_height = tex.size

    uvmap = {}
    for name, val in mapping.items():
        x0, y0, w, h = val
        x1, y1 = x0 + w, y0 + h
        uvmap[name] = UVMapping(
            x0 / tex_width, 1 - y1 / tex_height,
            x1 / tex_width, 1 - y0 / tex_height,
            0.5 * w, 0.5 * h)

    return tex, uvmap


class Particle(EventDispatcher):
    # x = 0
    # y = 0
    x = NumericProperty(0)
    y = NumericProperty(0)
    size = 1

    def __init__(self, parent, i):
        super(Particle, self).__init__()
        self.parent = parent
        self.vsize = parent.vsize
        self.base_i = 4 * i * self.vsize
        self.reset(created=True)

    def update(self):
        for i in range(self.base_i,
                       self.base_i + 4 * self.vsize,
                       self.vsize):
            self.parent.vertices[i:i + 3] = (
                self.x, self.y, self.size)

    def reset(self, created=False):
        raise NotImplementedError()

    def advance(self, nap):
        raise NotImplementedError()


class GameScreen(Widget):
    indices = []
    vertices = []
    particles = []

    def __init__(self, **kwargs):
        Widget.__init__(self, **kwargs)
        self.canvas = RenderContext(use_parent_projection=True)
        self.canvas.shader.source = "game.glsl"

        self.vfmt = (
            (b'vCenter', 2, 'float'),
            (b'vScale', 1, 'float'),
            (b'vPosition', 2, 'float'),
            (b'vTexCoords0', 2, 'float'),
        )

        self.vsize = sum(attr[1] for attr in self.vfmt)
        self.texture, self.uvmap = load_atlas()

    def on_touch_down(self, touch):
        for w in self.particles:
            if w.collide_point(*touch.pos):
                w.reset() #Not Working
        return super(GameScreen, self).on_touch_down(touch)

    def on_touch_move(self, touch):
        for w in self.particles:
            if w.collide_point(*touch.pos):
                w.reset() #Not Working
        return super(GameScreen, self).on_touch_move(touch)

    def make_particles(self, Ap, num):
        count = len(self.particles)
        uv = self.uvmap[Ap.tex_name]

        for i in range(count, count + num):
            j = 4 * i
            self.indices.extend((
                j, j + 1, j + 2, j + 2, j + 3, j))

            self.vertices.extend((
                0, 0, 1, -uv.su, -uv.sv, uv.u0, uv.v1,
                0, 0, 1,  uv.su, -uv.sv, uv.u1, uv.v1,
                0, 0, 1,  uv.su,  uv.sv, uv.u1, uv.v0,
                0, 0, 1, -uv.su,  uv.sv, uv.u0, uv.v0,
            ))

            p = Ap(self, i)
            self.particles.append(p)

    def update_glsl(self, nap):
        for p in self.particles:
            p.advance(nap)
            p.update()

        self.canvas.clear()
        self.canvas.before.clear()  # temporary

        with self.canvas.before:  # temporary code block
            for p in self.particles:
                Rectangle(pos=(p.left, p.bottom), size=(p.size*p.texture_size, p.size*p.texture_size))

        with self.canvas:
            Mesh(fmt=self.vfmt, mode='triangles',
                 indices=self.indices, vertices=self.vertices,
                 texture=self.texture)


class Ufo(Particle):
    plane = 2.0
    tex_name = 'Elien'
    texture_size = 129
    right = NumericProperty(129)
    top = NumericProperty(129)
    left = NumericProperty(0)
    bottom = NumericProperty(0)

    def reset(self, created=False):
        self.plane = random.uniform(2.0, 2.8)
        self.size = random.uniform(0.5, 1.0) #every particle must have a random size
        self.x = random.randint(15, self.parent.right-15)
        self.y = self.parent.top+random.randint(100, 2500)

    def collide_point(self, x, y):
        '''Check if a point (x, y) is inside the Ufo's axis aligned bounding box.'''
        return self.left <= x <= self.right and self.bottom <= y <= self.top

    def advance(self, nap):
        self.y -= 100 * self.plane * nap
        if self.y < 0:
            self.reset()

    def on_x(self, instance, new_x):
        self.right = new_x + self.size * self.texture_size / 2.0
        self.left = new_x - self.size * self.texture_size / 2.0

    def on_y(self, instance, new_y):
        self.top = new_y + self.size * self.texture_size / 2.0
        self.bottom = new_y - self.size * self.texture_size / 2.0

class Game(GameScreen):
    def initialize(self):
        self.make_particles(Ufo, 20)

    def update_glsl(self, nap):
        GameScreen.update_glsl(self, nap)

class GameApp(App):
    def build(self):
        EventLoop.ensure_window()
        return Game()

    def on_start(self):
        self.root.initialize()
        Clock.schedule_interval(self.root.update_glsl, 60 ** -1)

if __name__ == '__main__':
    Window.clearcolor = get_color_from_hex('111110')
    GameApp().run()

我还添加了使用canvas.before绘制Ufo边界框的图形.这只是为了可视化每个Ufoclickable区域,并且可以轻松将其删除.

I have also adding drawing the Ufo bounding box using canvas.before. This is just to visualize the clickable area for each Ufo, and can be easily removed.

这篇关于Kivy自定义着色器触摸事件的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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