0% found this document useful (0 votes)
88 views

Model-Based Rendering: Models, Renders, and Drawing Operations

Ren'Py uses a model-based renderer that takes advantage of modern GPU features. This allows for visual effects not otherwise possible. Model-based rendering is one of Ren'Py's most advanced features and may be difficult to understand without knowledge of OpenGL and shaders. It works by drawing a tree of render objects that contain models, which are the fundamental things drawn to the screen. Models consist of meshes, textures, shaders, and other properties.

Uploaded by

cesar makhi
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
88 views

Model-Based Rendering: Models, Renders, and Drawing Operations

Ren'Py uses a model-based renderer that takes advantage of modern GPU features. This allows for visual effects not otherwise possible. Model-based rendering is one of Ren'Py's most advanced features and may be difficult to understand without knowledge of OpenGL and shaders. It works by drawing a tree of render objects that contain models, which are the fundamental things drawn to the screen. Models consist of meshes, textures, shaders, and other properties.

Uploaded by

cesar makhi
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

Model-Based Rendering

While Ren'Py is primarily used with two dimensional rectangular images that are common in visual
novels, underneath the hood it has a model-based renderer intended to to take advantage of features
found in modern GPUs. This allows for a number of visual effects that would not otherwise be
possible.
As a warning, this is one of the most advanced features available in Ren'Py. In many cases, it's not
necessary to understand how model-based rendering works behind the scenes - features like
matrixcolor and Live2D support can be used without understanding how Model-Based rendering
works, and more such features will be added to the understanding. This documentation is intended for
very advanced creators, and for developers looking to add to Ren'Py itself.
As of Ren'Py 7.4 (late 2020), Model-Based rendering needs to be enabled to be used. This is done by
setting config.gl2 to True, using:
define config.gl2 = True

define config.gl2 = False

If true, Ren'Py will default to using a model-based renderer.

As it's expected that model-based rendering will become the only renderer in the near future, the rest of
this documentation is written as if model-based rendering is enabled all the time.
Model-Based Rendering is one of the most advanced features in Ren'Py, and this documentation may
be hard to understand without first looking at the OpenGL, OpenGL ES, GLSL, and GLSL ES manual.
What's more, since there are portions of the models that are passed directly to your GPU drivers, which
may accept erroneous inputs, it's important to check on multiple kinds of hardware.

Models, Renders, and Drawing Operations


The fundamental thing that Ren'Py draws to the screen is a Model. A model consists of the following
things:
• A Mesh of one or more triangles. A triangle consists of three vertices (corners), each of which
contains a position in two or three-dimensional space, and may contain additional information,
most commonly texture coordinates.
• Zero or more textures, with the precise number allowed being limited by the GPUs your game
can run on. All GPUs should support at least three textures per model. A texture is a rectangle
containing image data that's been loaded on the GPU, either directly or using a render-to-texture
operation.
• A list of shader part names. Ren'Py uses these shader parts to created shaders, which are
programs that are run on the GPU to render the model. Shader part names can be prefixed with
a "-" to prevent that shader part from being used.
• Uniform values. A uniform is additional data that is the same throughout the model. For
example, when a model represents a solid color, the color is a uniform.
• GL properties. GL properties are flags that further control how things are rendered, such as the
minification/magnification modes and the color mask.
As Ren'Py usually draws more than one thing to the screen, it creates a tree of Render objects. These
Render objects may have Models or other Renders as children. (A Render object can also be turned into
a Model. as described below.) A Render contains:
• A list of children, including a 2-dimensional offset that is applied to each child.
• A Matrix that describes how the children are transformed in three-dimensional space.
• Lists of shader part names, uniforms, and GL properties that are applied to the Models when
being drawn.
• Flags that determine if the drawable-space clipping polygon should be updated.
Ren'Py draws the screen by performing a depth-first walk through the tree of Renders, until a Model is
encountered. During this walk, Ren'Py updates a matrix transforming the location of the Model, a
clipping polygon, and lists of shader parts, uniforms, and gl properties. When a Model is encountered
as part of this walk, the appropriate shader program is activated on the GPU, all information is
transferred, and a drawing operation occurs.

Where Models are Created


Ren'Py creates Models automatically as part of its normal operation. The main reason to understand
where models are created is that models correspond to drawing operations, and hence are the units that
shaders are applied to.
Images and Image Manipulators
These create a model with a mesh containing two triangles that cover the rectangle of the image.
The mesh contains texture coordinates. The model uses the "renpy.texture" shader.
Solid()
The Solid displayable creates a mesh containing two triangles, and no texture coordinates. The
model uses the "renpy.solid" shader, with the color placed in the u_renpy_solid_color
uniform.
Dissolve(), ImageDissolve(), AlphaDissolve(), Pixellate(), AlphaMask(),
Flatten()
Each of these transforms and displayables creates a Model with a mesh, shaders, and uniforms as
is needed for its purposes.
Live2D
Live2D displayables may created multiple Models when rendered, generally one Model for each
layer.
Transform() and ATL

A Transform creates a model if mesh is true, or if blur is being used. In this case, the children
of the Transform are rendered to textures, with the mesh of the first texture being used for the
mesh associated with the model.
Not every transform creates a Model. Some transforms will simply add shaders and uniforms to a
Render (such as transforms that use blur or alpha). Other transforms simply affect geometry.

Render
A Transform creates a model if its mesh attribute is True. is being used. In this case, the children
of the Render are rendered to textures, with the mesh of the first texture being used for the mesh
associated with the model.

It's expected that Ren'Py will add more ways of creating models in the future.

Shader Program Generation


Ren'Py generates a shader program by first assembling a list of shader part names. This list consists of
"renpy.geometry", the list of shader parts taken from Renders, and the list of shader parts found in the
Model being drawn.
The shader parts are then deduplicated. If a shader part begins with "-", it is removed from the list, as is
the rest of that part without the leading "-". (So "-renpy.geometry" will cause itself and
"renpy.geometry" to be removed.)
Ren'Py then takes the list of shader parts, and retrieves lists of variables, functions, vertex shade parts,
and fragment shader parts. These are, in turn, used to generate the source code for shaders, with the
parts of the vertex and fragement shaders being included in low-number to high-number priority order.
Ren'Py keeps a cache of all combinations of shader parts that have ever been used in
game/cache/shaders.txt, and loads them at startup. If major changes in shader use occur, this file should
be edited or deleted so it can be re-created with valid data.

Creating a Custom Shader


New shader parts can be created by calling the renpy.register_shader function and supplying portions of
GLSL shaders.
Generally, shader parts should be of the form "namespace.part", such as "mygame.recolor" or
"mylibrary.warp". Names beginning with "renpy." or "live2d." are reserved for Ren'Py, as are names
beginning with _.
renpy.register_shader(name, **kwargs)

This registers a shader part. This takes name, and then keyword arguments.

name
A string giving the name of the shader part. Names starting with an underscore or "renpy."
are reserved for Ren'Py.
variables

The variables used by the shader part. These should be listed one per line, a storage
(uniform, attribute, or varying) followed by a type, name, and semicolon. For example:
variables='''
uniform sampler2D tex0;
attribute vec2 a_tex_coord;
varying vec2 v_tex_coord;
'''

vertex_functions
If given, a string containing functions that will be included in the vertex shader.
fragment_functions
If given, a string containing functions that will be included in the fragment shader.

Other keyword arguments should start with vertex_ or fragment_, and end with an integer
priority. So "fragment_200" or "vertex_300". These give text that's placed in the appropriate
shader at the given priority, with lower priority numbers inserted before higher priority numbers.

Ren'Py supports only the following variable types:


• float (a Python float)
• vec2 (a tuple of 2 floats)
• vec3 (a tuple of 3 floats)
• vec4 (a tuple of 4 floats)
• mat4 (a Matrix)
• sampler2D (supplied by Ren'Py)
Uniform variables should begin with u_, attributes with a_, and varying variables with v_. Names
starting with u_renpy_, a_renpy, and v_renpy are reserved, as are the standard variables given below.
As a general sketch for priority levels, priority 100 sets up geometry, priority 200 determines the initial
fragment color (gl_FragColor), and higher-numbered priorities can apply effects to alter that color.
Here's an example of a custom shader part that applies a gradient across each model it is used to render:
init python:

renpy.register_shader("example.gradient", variables="""
uniform vec4 u_gradient_left;
uniform vec4 u_gradient_right;
uniform vec2 u_model_size;
varying float v_gradient_done;
attribute vec4 a_position;
""", vertex_300="""
v_gradient_done = a_position.x / u_model_size.x;
""", fragment_300="""
gl_FragColor *= mix(u_gradient_left, u_gradient_right, v_gradient_done);
""")

The custom shader can then be applied using a transform:


transform gradient:
shader "example.gradient"
u_gradient_left (1.0, 0.0, 0.0, 1.0)
u_gradient_right (0.0, 0.0, 1.0, 1.0)

show eileen happy at gradient


There is a variable that can help in debugging custom shaders:
define config.log_gl_shaders = False

If true, source code for the GLSL shader programs will be written to log.txt on start.

Transforms and Model-Based Rendering


Model-Based rendering adds the following properties to ATL and Transform():

mesh
Type: None or True or tuple
Default: None
If not None, this Transform will be rendered as a model. This means:

• A mesh will be created. If this is a 2-component tuple, it's taken as the number of points in
the mesh, in the x and y directions. (Eacn dimension must be at least 2.) If True, the mesh
is taken from the child.
• The child of this transform will be rendered to a texture.
• The renpy.texture shader will be added.

mesh_pad
Type: None or tuple
Default: None
If not None, this can either be a 2 or 4 component tuple. If mesh is true and this is given, this
applies padding to the size of the textues applied to the the textures used by the mesh. A two
component tuple applies padding to the right and bottom, while a four component tuple applies
padding to the left, top, right, and bottom.

This can be used, in conjunction with the pixel_perfect property, to render text into a mesh. In
Ren'Py, text is rendered at the screen resoltution, which might overflow the boundaries of the
texture that will be applied to the mesh. Adding a few pixels of padding makes the texture bigger,
which will display all pixels. For example:

transform adjust_text:
mesh True
mesh_pad (10, 0)
gl_pixel_perfect True
shader "shaders.adjust_text"

will ensure that the texture passed to the shader contains all of the pixels of the text.

shader
Type: None or str or list of str
Default: None
If not None, a shader part name or list of shader part names that will be applied to the this Render
(if a Model is created) or the Models reached through this Render.
blend
Type: None or str
Default: None
if not None, this should be a string. This string is looked up in config.gl_blend_func to
get the value for the gl_blend_func property. It's used to use alternate blend modes.

The default blend modes this supports are "normal", "add", "multiply", "min", and "max".

In addition, uniforms that start with u_ and not u_renpy are made available as Transform properties. GL
properties are made available as transform properties starting with gl_. For example, the color_mask
property is made available as gl_color_mask.

Blend Functions
define config.gl_blend_func = { ... }

A dictionaryt used to map a blend mode name to a blend function. The blend modes are suppled
to the blend func property, given below.

The default blend modes are:


gl_blend_func["normal"] = (GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA,
GL_FUNC_ADD, GL_ONE, GL_ONE_MINUS_SRC_ALPHA)
gl_blend_func["add"] = (GL_FUNC_ADD, GL_ONE, GL_ONE, GL_FUNC_ADD, GL_ZERO, GL_ONE)
gl_blend_func["multiply"] = (GL_FUNC_ADD, GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA,
GL_FUNC_ADD, GL_ZERO, GL_ONE)
gl_blend_func["min"] = (GL_MIN, GL_ONE, GL_ONE, GL_MIN, GL_ONE, GL_ONE)
gl_blend_func["max"] = (GL_MAX, GL_ONE, GL_ONE, GL_MAX, GL_ONE, GL_ONE)

Uniforms and Attributes


The following uniforms are made available to all Models.
vec2 u_model_size
The width and height of the model.

float u_lod_bias
The level of detail bias to apply to texture lookups. This may be set in a Transform. The default
value, taken from config.gl_lod_bias and defaulting to -0.5, biases Ren'Py to always pick
the next bigger level and scale it down.
mat4 u_transform
The transform used to project virtual pixels to the OpenGL viewport.
float u_time
The time of the frame. The epoch is undefined, so it's best to treat this as a number that increases
by one second a second. The time is modulo 86400, so it will reset to 0.0 once a day.
vec4 u_random
Four random numbers between 0.0 and 1.0 that are (with incredibly high likelyhood) different
from frame to frame.
sampler2D tex0, sampler2D tex1, sampler2D tex2
If textures are available, the corresponding samplers are placed in this variable.
vec2 res0, vec2 res1, vec2 res2
If textures are available, the size of the textures are placed in these variables. When the texture is
loaded from disk, this is the size of the image file. After a render to texture, it's the number of
drawable pixels the rendered texture covered.

The following attributes are available to all models:


vec4 a_position
The position of the vertex being rendered.

If textures are available, so is the following attribute:


vec2 a_tex_coord
The coordinate that this vertex projects to inside the textures.

GL Properties
GL properties change the global state of OpenGL, or the Model-Based renderer. These properties can
be used with a Transform, or with the Render.add_property() function.

gl_anisotropic

If supplied, this determines if the textures applied to a mesh are created with anisotropy.
Anisotropy is a feature that causes multiple texels (texture pixels) to be sampled when a texture is
zoomed by a different amount in X and Y.
This defaults to true. Ren'Py sets this to False for certain effects, like the Pixellate transition.
gl_blend_func

If present, this is expected to be a six-component tuple, which is used to set the equation used to
blend the pixel being drawn with the pixel it is being drawn to, and the parameters to that
equation.
Specifically, this should be (rgb_equation, src_rgb, dst_rgb, alpha_equation, src_alpha,
dst_alpha). These will be used to call:

glBlendEquationSeparate(rgb_equation, alpha_equation)
glBlendFuncSeparate(src_rgb, dst_rgb, src_alpha, dst_alpha)

Please see the OpenGL documentation for what these functions do. OpenGL constants can be
imported from renpy.uguu:

init python:
from renpy.uguu import GL_ONE, GL_ONE_MINUS_SRC_ALPHA

The blend transform property is generally an easy way to use this.


gl_color_masks
This is expecting to be a 4-tuple of booleans, corresponding to the four channels of a pixel (red,
green, blue, and alpha). If a given channel is true, the draw operation will write to that pixel.
Otherwise, it will not.
gl_depth

If true, this will clear the depth buffer, and then enable depth rendering for this displayable and
the children of this displayable.
Note that drawing any pixel, even transparent pixels, will update the depth buffer. As a result,
using this with images that have transparency may lead to unexpected problems. (As an
alternative, consider the zorder and behind clauses of the show statement.)

gl_mipmap
If supplied, this determines if the textures supplied to a mesh are created with mipmaps. This
defaults to true.
gl_pixel_perfect
This only makes sense to set when a mesh is being created. When True, Ren'Py will move the
mesh such that the first vertex is aligned with a pixel on the screen. This is mostly used in
conjunction with text, to ensure that the text remains sharp.
gl_texture_wrap

When supplied, this determines how the textures applied to a mesh are wrapped. This expects a
2-component tuple, where the first component is used to set GL_TEXTURE_WRAP_S and the
second component is used to set GL_TEXTURE_WRAP_T, which conventionally are the X and
Y axes of the created textyure.
The values should be OpenGL constants imported from renpy.uguu:

init python:
from renpy.uguu import GL_CLAMP_TO_EDGE, GL_MIRRORED_REPEAT, GL_REPEAT

Model Displayable
The Model displayable acts as a factory to created models for use with the model-based renderer.
class Model(size=None, **properties)

This is a displayable that causes Ren'Py to create a 2D or 3D model for use with the model-based
renderer, that will be drawn in a single operation with the shaders given here, or selected by an
enclosing Transform or Displayable.

size
If not None, this should be a width, height tuple, that's used to give the size of the Model. If
not given, the model is the size of the area provided to it. The fit parameter to a texture
takes precedence.
If no mesh method is called, a mesh that sets a_position and a_tex_coord to match the way
Ren'Py loads textures is created if at least one texture is supplied. Otherwise, a mesh that only
sets a_position is used.

All methods on this calls return the displayable the method is called on, making it possible to
chain calls.

child(displayable, fit=False)

This is the same as the texture method, except that the focus and main parameters are set to
true.

grid_mesh(width, height)

Creates a mesh that consists of a width x height grid of evenly spaced points, connecting
each point to the closest points vertically and horizontally, and dividing each rectangle in
the grid so created into triangles.

width, height
The number of points in the horizontal vertical directions, a integer that is at least 2.
properties(name, value)

Sets the value of a gl property.

name
A string giving the name of the GL property, including the "gl_" prefix.
value
The value of the gl property.
shader(shader)

Adds a shader to this model.

shader
A string given the name of a shader to use with this model.
texture(displayable, focus=False, main=False, fit=False)

Add a texture to this model, by rendering the given displayable. The first texture added will
be tex0, the second tex1, a and so on.

focus
If true, focus events are passed to the displayable. It's assumed that coordinate
relative to the model map 1:1 with coordinates relative to the displayable.
main
If true, this is marked as a main child of this displayable, which allows it to be
inspected using the displayable inspector.
fit
If true, the Model is given the size of the displayable. This may only be true for one
texture.
uniform(name, value)

Sets the value of a uniform that is passed to the shaders.

name
A string giving the name of the uniform to set, including the "u_" prefix.
value
The value of the uniform. Either a float, a 2, 3, or 4 element tuple of floats, or a
Matrix.

Model Displayable Examples


The Model displayable can be used in conjunction with an ATL transform and a built-in shader to
create the Dissolve transform:
transform dt(delay=1.0, new_widget=None, old_widget=None):
delay delay
Model().texture(old_widget).child(new_widget)
shader [ 'renpy.dissolve' ]

u_renpy_dissolve 0.0
linear delay u_renpy_dissolve 1.0

Default Shader Parts


renpy.geometry (priority 100)
Variables:
uniform mat4 u_transform;
attribute vec4 a_position;

Vertex shader:
gl_Position = u_transform * a_position;

renpy.blur (priority 200)


Variables:
uniform sampler2D tex0;
attribute vec2 a_tex_coord;
varying vec2 v_tex_coord;
uniform float u_renpy_blur_log2;

Vertex shader:
v_tex_coord = a_tex_coord;

Fragment shader:
gl_FragColor = vec4(0.);
float renpy_blur_norm = 0.;

for (float i = -5.; i < 1.; i += 1.) {


float renpy_blur_weight = exp(-0.5 * pow(u_renpy_blur_log2 - i, 2.));
renpy_blur_norm += renpy_blur_weight;
}

gl_FragColor += renpy_blur_norm * texture2D(tex0, v_tex_coord.xy, 0.);

for (float i = 1.; i < 14.; i += 1.) {

if (i >= u_renpy_blur_log2 + 5.) {


break;
}

float renpy_blur_weight = exp(-0.5 * pow(u_renpy_blur_log2 - i, 2.));


gl_FragColor += renpy_blur_weight * texture2D(tex0, v_tex_coord.xy, i);
renpy_blur_norm += renpy_blur_weight;
}

gl_FragColor /= renpy_blur_norm;

renpy.dissolve (priority 200)


Variables:
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform float u_renpy_dissolve;
attribute vec2 a_tex_coord;
varying vec2 v_tex_coord;

Vertex shader:
v_tex_coord = a_tex_coord;

Fragment shader:
vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);
vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);

gl_FragColor = mix(color0, color1, u_renpy_dissolve);

renpy.imagedissolve (priority 200)


Variables:
uniform float u_lod_bias;
uniform sampler2D tex0;
uniform sampler2D tex1;
uniform sampler2D tex2;
uniform float u_renpy_dissolve_offset;
uniform float u_renpy_dissolve_multiplier;
attribute vec2 a_tex_coord;
varying vec2 v_tex_coord;
Vertex shader:
v_tex_coord = a_tex_coord;

Fragment shader:
vec4 color0 = texture2D(tex0, v_tex_coord.st, u_lod_bias);
vec4 color1 = texture2D(tex1, v_tex_coord.st, u_lod_bias);
vec4 color2 = texture2D(tex2, v_tex_coord.st, u_lod_bias);

float a = clamp((color0.a + u_renpy_dissolve_offset) * u_renpy_dissolve_multiplier,


0.0, 1.0);
gl_FragColor = mix(color1, color2, a);

renpy.solid (priority 200)


Variables:
uniform vec4 u_renpy_solid_color;

Fragment shader:
gl_FragColor = u_renpy_solid_color;

renpy.texture (priority 200)


Variables:
uniform float u_lod_bias;
uniform sampler2D tex0;
attribute vec2 a_tex_coord;
varying vec2 v_tex_coord;

Vertex shader:
v_tex_coord = a_tex_coord;

Fragment shader:
gl_FragColor = texture2D(tex0, v_tex_coord.xy, u_lod_bias);

renpy.matrixcolor (priority 400)


Variables:
uniform mat4 u_renpy_matrixcolor;

Fragment shader:
gl_FragColor = u_renpy_matrixcolor * gl_FragColor;

renpy.alpha (priority 500)


Variables:
uniform float u_renpy_alpha;
uniform float u_renpy_over;

Fragment shader:
gl_FragColor = gl_FragColor * vec4(u_renpy_alpha, u_renpy_alpha, u_renpy_alpha,
u_renpy_alpha * u_renpy_over);

You might also like