"""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 :py:attr:`~pyglet.sprite.Sprite.x` and :py:attr:`~pyglet.sprite.Sprite.y` properties. Other properties determine the sprite's :py:attr:`~pyglet.sprite.Sprite.rotation`, :py:attr:`~pyglet.sprite.Sprite.scale` and :py:attr:`~pyglet.sprite.Sprite.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 (:py:attr:`~pyglet.image.AbstractImage.anchor_x`, :py:attr:`~pyglet.image.AbstractImage.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 :py:class:`~pyglet.graphics.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 :py:mod:`pyglet.graphics` for more details on batched rendering, and grouping of sprites within batches. .. versionadded:: 1.1 """ import sys import pyglet from pyglet.gl import * from pyglet import clock from pyglet import event from pyglet import graphics from pyglet import image _is_pyglet_doc_run = hasattr(sys, "is_pyglet_doc_run") and sys.is_pyglet_doc_run vertex_source = """#version 150 in vec3 position; in vec4 size; in vec4 color; in vec4 texture_uv; in float rotation; out vec4 geo_size; out vec4 geo_color; out vec4 geo_tex_coords; out float geo_rotation; void main() { gl_Position = vec4(position, 1); geo_size = size; geo_color = color; geo_tex_coords = texture_uv; geo_rotation = rotation; } """ geometry_source = """#version 150 // We are taking single points form the vertex shader // and emitting 4 new vertices creating a quad/sprites layout (points) in; layout (triangle_strip, max_vertices = 4) out; uniform WindowBlock { mat4 projection; mat4 view; } window; // Since geometry shader can take multiple values from a vertex // shader we need to define the inputs from it as arrays. // In our instance we just take single values (points) in vec4 geo_size[]; in vec4 geo_color[]; in vec4 geo_tex_coords[]; in float geo_rotation[]; out vec2 uv; out vec4 frag_color; void main() { // We grab the position value from the vertex shader vec2 center = gl_in[0].gl_Position.xy; // Calculate the half size of the sprites for easier calculations vec2 hsize = geo_size[0].xy / 2.0; // Convert the rotation to radians float angle = radians(-geo_rotation[0]); // Create a scale vector vec2 scale = vec2(geo_size[0][2], geo_size[0][3]); // Create a 2d rotation matrix mat2 rot = mat2(cos(angle), sin(angle), -sin(angle), cos(angle)); // Calculate the left, bottom, right, top: float tl = geo_tex_coords[0].s; float tb = geo_tex_coords[0].t; float tr = geo_tex_coords[0].s + geo_tex_coords[0].p; float tt = geo_tex_coords[0].t + geo_tex_coords[0].q; // Emit a triangle strip creating a quad (4 vertices). // Here we need to make sure the rotation is applied before we position the sprite. // We just use hardcoded texture coordinates here. If an atlas is used we // can pass an additional vec4 for specific texture coordinates. // Each EmitVertex() emits values down the shader pipeline just like a single // run of a vertex shader, but in geomtry shaders we can do it multiple times! // Upper left gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, hsize.y) * scale + center, 0.0, 1.0); uv = vec2(tl, tt); frag_color = geo_color[0]; EmitVertex(); // lower left gl_Position = window.projection * window.view * vec4(rot * vec2(-hsize.x, -hsize.y) * scale + center, 0.0, 1.0); uv = vec2(tl, tb); frag_color = geo_color[0]; EmitVertex(); // upper right gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, hsize.y) * scale + center, 0.0, 1.0); uv = vec2(tr, tt); frag_color = geo_color[0]; EmitVertex(); // lower right gl_Position = window.projection * window.view * vec4(rot * vec2(hsize.x, -hsize.y) * scale + center, 0.0, 1.0); uv = vec2(tr, tb); frag_color = geo_color[0]; EmitVertex(); // We are done with this triangle strip now EndPrimitive(); } """ fragment_source = """#version 150 in vec2 uv; in vec4 frag_color; out vec4 final_color; uniform sampler2D sprite_texture; void main() { final_color = texture(sprite_texture, uv) * frag_color; } """ fragment_array_source = """#version 150 core in vec2 uv; in vec4 frag_color; out vec4 final_colors; uniform sampler2DArray sprite_texture; void main() { final_colors = texture(sprite_texture, uv) * frag_color; } """ def get_default_shader(): try: return pyglet.gl.current_context.pyglet_sprite_default_shader except AttributeError: vert_shader = graphics.shader.Shader(vertex_source, 'vertex') geom_shader = graphics.shader.Shader(geometry_source, 'geometry') frag_shader = graphics.shader.Shader(fragment_source, 'fragment') default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader) pyglet.gl.current_context.pyglet_sprite_default_shader = default_shader_program return pyglet.gl.current_context.pyglet_sprite_default_shader def get_default_array_shader(): try: return pyglet.gl.current_context.pyglet_sprite_default_array_shader except AttributeError: vert_shader = graphics.shader.Shader(vertex_source, 'vertex') geom_shader = graphics.shader.Shader(geometry_source, 'geometry') frag_shader = graphics.shader.Shader(fragment_array_source, 'fragment') default_shader_program = graphics.shader.ShaderProgram(vert_shader, geom_shader, frag_shader) pyglet.gl.current_context.pyglet_sprite_default_array_shader = default_shader_program return pyglet.gl.current_context.pyglet_sprite_default_array_shader 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, program, parent=None): """Create a sprite group. The group is created internally when a :py:class:`~pyglet.sprite.Sprite` is created; applications usually do not need to explicitly create it. :Parameters: `texture` : `~pyglet.image.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``. `program` : `~pyglet.graphics.shader.ShaderProgram` A custom ShaderProgram. `order` : int Change the order to render above or below other Groups. `parent` : `~pyglet.graphics.Group` Optional parent group. """ super().__init__(parent=parent) self.texture = texture self.blend_src = blend_src self.blend_dest = blend_dest self.program = program def set_state(self): self.program.use() glActiveTexture(GL_TEXTURE0) glBindTexture(self.texture.target, self.texture.id) glEnable(GL_BLEND) glBlendFunc(self.blend_src, self.blend_dest) def unset_state(self): glDisable(GL_BLEND) self.program.stop() def __repr__(self): return "{0}({1})".format(self.__class__.__name__, self.texture) def __eq__(self, other): return (other.__class__ is self.__class__ and self.program is other.program and self.parent == 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((self.program, 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 _frame_index = 0 _paused = False _rotation = 0 _rgba = [255, 255, 255, 255] _scale = 1.0 _scale_x = 1.0 _scale_y = 1.0 _visible = True _vertex_list = None group_class = SpriteGroup 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, subpixel=False, program=None): """Create a sprite. :Parameters: `img` : `~pyglet.image.AbstractImage` or `~pyglet.image.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` : `~pyglet.graphics.Batch` Optional batch to add the sprite to. `group` : `~pyglet.graphics.Group` Optional parent group of the sprite. `subpixel` : bool Allow floating-point coordinates for the sprite. By default, coordinates are restricted to integer values. `program` : `~pyglet.graphics.shader.ShaderProgram` A custom shader to use. This shader program must contain the exact same attribute names and types as the default shader. The class methods and properties depend on this, and will crash otherwise. """ self._x = x self._y = y self._z = z self._img = img if isinstance(img, image.Animation): self._animation = img 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() if not program: if isinstance(img, image.TextureArrayRegion): self._program = get_default_array_shader() else: self._program = get_default_shader() else: self._program = program self._batch = batch or graphics.get_default_batch() self._user_group = group self._group = self.group_class(self._texture, blend_src, blend_dest, self.program, group) self._subpixel = subpixel self._create_vertex_list() def _create_vertex_list(self): texture = self._texture self._vertex_list = self.program.vertex_list( 1, GL_POINTS, self._batch, self._group, position=('f', (self._x, self._y, self._z)), size=('f', (texture.width, texture.height, 1, 1)), color=('Bn', self._rgba), texture_uv=('f', texture.uv), rotation=('f', (self._rotation,))) @property def program(self): return self._program @program.setter def program(self, program): if self._program == program: return self._group = self.group_class(self._texture, self._group.blend_src, self._group.blend_dest, program, self._user_group) self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch) self._program = program 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 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: :py:class:`pyglet.graphics.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_POINTS, 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: :py:class:`pyglet.graphics.Group` """ return self._group.parent @group.setter def group(self, group): if self._group.parent == group: return self._group = self.group_class(self._texture, self._group.blend_src, self._group.blend_dest, self._group.program, group) self._batch.migrate(self._vertex_list, GL_POINTS, self._group, self._batch) @property def image(self): """Image or animation to display. :type: :py:class:`~pyglet.image.AbstractImage` or :py:class:`~pyglet.image.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()) def _set_texture(self, texture): if texture.id is not self._texture.id: self._group = self._group.__class__(texture, self._group.blend_src, self._group.blend_dest, self._group.program, self._group.parent) self._vertex_list.delete() self._texture = texture self._create_vertex_list() else: self._vertex_list.texture_uv[:] = texture.uv self._texture = texture @property def position(self): """The (x, y, z) coordinates of the sprite, as a tuple. :Parameters: `x` : int X coordinate of the sprite. `y` : int Y coordinate of the sprite. `z` : int Z coordinate of the sprite. """ return self._x, self._y, self._z @position.setter def position(self, position): self._x, self._y, self._z = position self._vertex_list.position[:] = 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._vertex_list.position[:] = x, self._y, self._z @property def y(self): """Y coordinate of the sprite. :type: int """ return self._y @y.setter def y(self, y): self._y = y self._vertex_list.position[:] = self._x, y, self._z @property def z(self): """Z coordinate of the sprite. :type: int """ return self._z @z.setter def z(self, z): self._z = z self._vertex_list.position[:] = self._x, self._y, z @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._vertex_list.rotation[0] = self._rotation @property def scale(self): """Base 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._vertex_list.scale[:] = scale * self._scale_x, scale * self._scale_y @property def scale_x(self): """Horizontal scaling factor. A scaling factor of 1 (the default) has no effect. A scale of 2 will draw the sprite at twice the native width of its image. :type: float """ return self._scale_x @scale_x.setter def scale_x(self, scale_x): self._scale_x = scale_x self._vertex_list.scale[:] = self._scale * scale_x, self._scale * self._scale_y @property def scale_y(self): """Vertical scaling factor. A scaling factor of 1 (the default) has no effect. A scale of 2 will draw the sprite at twice the native height of its image. :type: float """ return self._scale_y @scale_y.setter def scale_y(self, scale_y): self._scale_y = scale_y self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * scale_y def update(self, x=None, y=None, z=None, rotation=None, scale=None, scale_x=None, scale_y=None): """Simultaneously change the position, rotation or scale. This method is provided for convenience. There is not much performance benefit to updating multiple Sprite attributes at once. :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. `scale_x` : float Horizontal scaling factor. `scale_y` : float Vertical scaling factor. """ translations_outdated = False # only bother updating if the translation actually changed if x is not None: self._x = x translations_outdated = True if y is not None: self._y = y translations_outdated = True if z is not None: self._z = z translations_outdated = True if translations_outdated: self._vertex_list.position[:] = (self._x, self._y, self._z) if rotation is not None and rotation != self._rotation: self._rotation = rotation self._vertex_list.rotation[:] = rotation scales_outdated = False # only bother updating if the scale actually changed if scale is not None: self._scale = scale scales_outdated = True if scale_x is not None: self._scale_x = scale_x scales_outdated = True if scale_y is not None: self._scale_y = scale_y scales_outdated = True if scales_outdated: self._vertex_list.scale[:] = self._scale * self._scale_x, self._scale * self._scale_y @property def width(self): """Scaled width of the sprite. Read-only. Invariant under rotation. :type: int """ if self._subpixel: return self._texture.width * abs(self._scale_x) * abs(self._scale) else: return int(self._texture.width * abs(self._scale_x) * abs(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 * abs(self._scale_y) * abs(self._scale) else: return int(self._texture.height * abs(self._scale_y) * abs(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._rgba[3] @opacity.setter def opacity(self, opacity): self._rgba[3] = opacity self._vertex_list.color[:] = self._rgba @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._rgba[:3] @color.setter def color(self, rgb): self._rgba[:3] = list(map(int, rgb)) self._vertex_list.color[:] = self._rgba @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._vertex_list.texture_uv[:] = (0, 0, 0, 0) if not visible else self._texture.uv @property def paused(self): """Pause/resume the Sprite's Animation If `Sprite.image` is an Animation, you can pause or resume the animation by setting this property to True or False. If not an Animation, this has no effect. :type: bool """ return self._paused @paused.setter def paused(self, pause): if not hasattr(self, '_animation') or pause == self._paused: return if pause is True: clock.unschedule(self._animate) else: frame = self._animation.frames[self._frame_index] self._next_dt = frame.duration if self._next_dt: clock.schedule_once(self._animate, self._next_dt) self._paused = pause @property def frame_index(self): """The current Animation frame. If the `Sprite.image` is an `Animation`, you can query or set the current frame. If not an Animation, this will always be 0. :type: int """ return self._frame_index @frame_index.setter def frame_index(self, index): # Bound to available number of frames if self._animation is None: return self._frame_index = max(0, min(index, len(self._animation.frames)-1)) 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_POINTS) self._group.unset_state_recursive() def __del__(self): try: if self._vertex_list is not None: self._vertex_list.delete() except: pass if _is_pyglet_doc_run: 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')