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issue openedrenpy/renpy

ZeroDivisionError in CDD when setting mesh on a Placeholder

This was encountered while trying to reproduce something that turns out to be an invalid use-case, but might impact another case that is valid.

<details><summary>Test case</summary>

define config.gl2 = True

label main_menu:
    $ _confirm_quit = False
    return

label start:
    scene
    if True:
        show bad
    else:
        show good
    pause
    return

init python:
    class GoodExample(renpy.display.core.Displayable):
        def render(self, width, height, st, at):
            rv = renpy.render(Placeholder('girl'), width, height, st, at)
            return rv

    class BadExample(renpy.display.core.Displayable):
        def render(self, width, height, st, at):
            rv = renpy.render(Placeholder('girl'), width, height, st, at)
            rv.mesh = True
            return rv

image good = GoodExample()
image bad = BadExample()

</details> <details><summary>Stack trace</summary>

Full traceback:
  File "game/script.rpy", line 13, in script
    pause
  File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/ast.py", line 1955, in execute
    self.call("execute")
  File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/ast.py", line 1943, in call
    return renpy.statements.call(method, parsed, *args, **kwargs)
  File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/statements.py", line 278, in call
    return method(parsed, *args, **kwargs)
  File "renpy/common/000statements.rpy", line 439, in execute_pause
    renpy.pause()
  File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/exports.py", line 1489, in pause
    rv = renpy.ui.interact(mouse='pause', type='pause', roll_forward=roll_forward)
  File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/ui.py", line 298, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/display/core.py", line 2885, in interact
    repeat, rv = self.interact_core(preloads=preloads, trans_pause=trans_pause, **kwargs)
  File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/display/core.py", line 3384, in interact_core
    self.draw_screen(root_widget, fullscreen_video, (not fullscreen_video) or video_frame_drawn)
  File ".../renpy-nightly-2020-10-14-c8f1f20b5-sdk/renpy/display/core.py", line 2308, in draw_screen
    renpy.display.draw.draw_screen(surftree)
  File "gl2draw.pyx", line 806, in renpy.gl2.gl2draw.GL2Draw.draw_screen
  File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
  File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
  File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
  File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
  File "gl2draw.pyx", line 863, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
  File "gl2draw.pyx", line 876, in renpy.gl2.gl2draw.GL2Draw.load_all_textures
  File "gl2draw.pyx", line 906, in renpy.gl2.gl2draw.GL2Draw.render_to_texture
  File "gl2texture.pyx", line 200, in renpy.gl2.gl2texture.TextureLoader.render_to_texture
  File "gl2texture.pyx", line 317, in renpy.gl2.gl2texture.GLTexture.from_render
  File "matrix.pyx", line 384, in renpy.display.matrix.Matrix.ctexture_projection
  File "matrix_functions.pxi", line 101, in renpy.display.matrix.texture_projection_matrix
ZeroDivisionError: float division

</details>

Test cases used renpy-nightly-2020-10-14-c8f1f20b5-sdk.

created time in 9 days

issue commentrenpy/renpy

CDD meshes in image buttons

Thanks, Tom! 🎉

mal

comment created time in 9 days

issue openedrenpy/renpy

CDD meshes in image buttons

I'm not sure if this is a bug, an error on my part or simple an unsupported use case.

The synopsis is that the game sometimes throws an exception when using a CDD which is using a tex1 and mesh = True in an transformative image button.

The test case below the fold sets up a Render with two squares, the second a quarter the size of the first. It then applies the renpy.dissolve shader (this is purely for the test case because it uses tex1 - the internals of the shader don't matter.) It then displays this on a screen, once via add and once as the child of an image button which brightens on mouseover.

For some reason when using mesh = True the if the mouse touches the button outside the bounds of the smaller square an exception is thrown. The correct and expected behaviour can be observed by explicitly creating the Mesh object, rather than using True.

Notes:

  • That the two square textures are different sizes should pose no issue since they are sampled in the range of 0-1, and indeed this is exactly what happens when the Mesh2 object is provided.
  • When using focus_mask True with textures derived from images, the highlight appears to activate when the mouse passes over opaque pixels in the secondary (smaller) texture without it having been scaled by the shader.

<details><summary>Test case</summary>

define config.gl2 = True

label main_menu:
    $ _confirm_quit = False
    return

label start:
    scene
    show screen example()
    "This is the same CDD."
    "The one on the left has just been added to a screen. This is fine."
    "The one on the right is an image button."
    "It has a highlight effect on mouse over."
    "While the mouse stays in the upper left quarter, things appear fine."
    "Moving the mouse to other parts of the shape throw."
    "The \"good\" area is determined by the pixel size of tex1."
    "This only occurs when using Render.mesh = True."
    "Using Render.mesh = Mesh2 does not encounter this issue. See test-case."
    "Fin."
    return

init python:
    class Example(renpy.display.core.Displayable):
        def __init__(self, **properties):
            super(Example, self).__init__(**properties)
            self.child = Solid('f00', xysize=(200, 200))
            self.other = Solid('0f0', xysize=(100, 100))

        def render(self, width, height, st, at):
            child = renpy.render(self.child, width, height, st, at)
            rv = renpy.Render(child.width, child.height)
            rv.blit(child, (0, 0))

            other = renpy.render(self.other, width, height, st, at)
            rv.blit(other, (0, 0), focus=False, main=False)

            # THIS WORKS
            rv.mesh = renpy.gl2.gl2mesh2.Mesh2.texture_rectangle(
                0, 0, child.width, child.height,
                0, 0, 1, 1)

            # THIS DOES NOT - COMMENT OUT FOR WORKING VERSION
            rv.mesh = True

            # Arbitrary shader that requires tex1
            rv.add_shader("renpy.dissolve")
            rv.add_uniform("u_renpy_dissolve", .5)

            return rv

        def visit(self):
            return [self.child, self.other]

image foo = Example(pos=(-10, -10))

define bright = BrightnessMatrix(.1)

transform highlight:
    on idle:
        matrixcolor None
    on hover:
        matrixcolor bright

screen example():
    add 'foo':
        align .25, .5

    imagebutton:
        align .75, .5
        at highlight
        focus_mask True
        idle 'foo'
        action Return()

</details>

Test cases used renpy-nightly-2020-10-12-03b0d8a2e-sdk but was seeing this back in September too, have only just had a chance to investigate and write up.

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issue commentaws/aws-cli

Permission denied when piping stdout

The provenance of the aws-cli snap (https://snapcraft.io/aws-cli) is clearly indicated to be a verified publisher account representing AWS. If this is not, or is no longer the case then I'd recommend trying to either reclaim ownership or otherwise have it clearly marked as not an official source. Indeed looking at it now it seems to be seldom updated, and the edge channel non-functional. This is at the very least, confusing in it's own right.

As to the issue Itself, it remains reproducible, however with the version in the snap being so out of date, the reproduction means little. The "Exception ignored in" is typically as a result of an unhandled exception in a Python generator (or these days, perhaps an async method), and as the only Python part involved in the test case is on the aws-cli side, it would seem that at the very least there was (and I guess potentially still is) an unhandled exception capable of being thrown in the codebase, resulting in this fairly limited error message.

Given the lack of other reports of this, even if still legitimate it would seem to be an extreme edge case, and for our part we were forced to work around this over a year ago now, so it ends up of little consequence.

As a final thought I would encourage consideration being given to providing an up-to-date official snap package, it does provide a non-negligible benefit when getting new developers on-boarded and they already have five-hundred new things to learn, and a one liner installation that skips any requirement to know about Python versions, pip, or be constrained to an older version by the more slowly updating OS packaging systems is certainly convenient.

Thanks for your time!

mal

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issue closedrenpy/renpy

Please pass texture resolutions to shaders

The textureSize function was only added in GLSL 1.30 and GLES 3.0 so at present it's not possible to create or use shaders that rely upon or make use of texture aspect ratios or pixel calculations as there's no good way to pass texture dimensions to a shader program.

Would it be possible to add this information as standard under a predictable name? I'd suggest something like resN to mirror texN, such that uniform vec2 res0 would hold the pixel dimensions of tex0 and so on for the available textures. The data (at least for tex0) is already available to the Transform at the time shader uniforms are being set, so this seems like it could be a quick and simple win.

Would be happy to PR a basic version of this. 🙂

closed time in a month

mal

issue commentrenpy/renpy

Please pass texture resolutions to shaders

Aha! Thanks, taking a look implementing the correct solution, this addition looks to be working great in the a8e2cc0 nightly! 🎉

mal

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issue closedrenpy/renpy

Support for hex colour uniforms

I made a pretty quick and hacky pass at this to make sure it was feasible. I've not given much thought to efficiency, backwards compatibility or anything like that yet, just wanted to validate and be able to communicate the idea.

In a nutshell, it's to allow creators to use u_colour '#f83' in their transforms, which will be passed to their shaders as a vec3/vec4 ready to be worked with.

PoC: https://github.com/mal/renpy/commit/355eda1bd05064117c052fffb4e15ded5ecb7911

In order to do this, the PoC branch provided:

  • Extends the Color class with an rgba accessor to return a shader friendly 4-item tuple of the rgba components as floats between 0 and 1.
  • Allows Render.add_uniform to understand Color values and grab their rgba tuple.
  • Adds a basic understanding of how to recognise hexcolor properties and interpolate them to ATL.

Here's a very basic example of a circular shape pulsing different colours to demonstrate usage:

define config.gl2 = True

label main_menu:
    $ _confirm_quit = False
    return

init python:
    renpy.register_shader("example.radial", variables="""
        uniform vec4 u_colour;
        attribute vec2 a_tex_coord;
        varying vec2 v_tex_coord;
    """, vertex_200="""
        v_tex_coord = a_tex_coord;
    """, fragment_200="""
        vec4 colour = u_colour;
        colour.rgb *= colour.a;
        gl_FragColor = colour * smoothstep(.5, 1, 1 - distance(v_tex_coord, vec2(.5)));
   """)


transform magic:
    truecenter
    mesh True
    shader ('example.radial',)
    u_colour '#f77'
    linear 1. u_colour '#7f75'
    linear 1. u_colour '#7777ffaa'
    linear 1. u_colour '#f77'
    repeat

label start:
    scene black
    show expression Fixed(xysize=(350, 350)) at magic
    pause

closed time in a month

mal

issue commentrenpy/renpy

Support for hex colour uniforms

Closing in favour of using a wrapper (i.e. fn('#f77') #=> (1., 0.46, 0.46, 1.)) and not prematurely adding stuff to ATL. 🙂

mal

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Merge pull request #2368 from Andykl/fix-blur Fix int-float type in blur shader

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gl2: Pass texture resolutions to shaders

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gl2: Pass more texture resolutions to shaders

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issue openedrenpy/renpy

Support for hex colour uniforms

I made a pretty quick and hacky pass at this to make sure it was feasible. I've not given much thought to efficiency, backwards compatibility or anything like that yet, just wanted to validate and be able to communicate the idea.

In a nutshell, it's to allow creators to use u_colour '#f83' in their transforms, which will be passed to their shaders as a vec3/vec4 ready to be worked with.

PoC: https://github.com/mal/renpy/commit/355eda1bd05064117c052fffb4e15ded5ecb7911

In order to do this, the PoC branch provided:

  • Extends the Color class with an rgba accessor to return a shader friendly 4-item tuple of the rgba components as floats between 0 and 1.
  • Allows Render.add_uniform to understand Color values and grab their rgba tuple.
  • Adds a basic understanding of how to recognise hexcolor properties and interpolate them to ATL.

Here's a very basic example of a circular shape pulsing different colours to demonstrate usage:

define config.gl2 = True

label main_menu:
    $ _confirm_quit = False
    return

init python:
    renpy.register_shader("example.radial", variables="""
        uniform vec4 u_colour;
        attribute vec2 a_tex_coord;
        varying vec2 v_tex_coord;
    """, vertex_200="""
        v_tex_coord = a_tex_coord;
    """, fragment_200="""
        gl_FragColor = u_colour * (.5 - distance(v_tex_coord, vec2(.5)));
    """)

transform magic:
    truecenter
    mesh True
    shader ('example.radial',)
    u_colour '#f77'
    linear 1. u_colour '#7f75'
    linear 1. u_colour '#7777ffaa'
    linear 1. u_colour '#f77'
    repeat

label start:
    scene black
    show expression Fixed(xysize=(350, 350)) at magic
    pause

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PR opened renpy/renpy

gl2: Pass texture resolutions to shaders

Implementation of #2364.

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issue openedrenpy/renpy

Please pass texture resolutions to shaders

The textureSize function was only added in GLSL 1.30 and GLES 3.0 so at present it's not possible to create or use shaders that rely upon or make use of texture aspect ratios or pixel calculations as there's no good way to pass texture dimensions to a shader program.

Would it be possible to add this information as standard under a predictable name? I'd suggest something like resN to mirror texN, such that uniform vec2 res0 would hold the pixel dimensions of tex0 and so on for the available textures. The data (at least for tex0) is already available to the Transform at the time shader uniforms are being set, so this seems like it could be a quick and simple win.

Would be happy to PR a basic version of this. 🙂

created time in a month

issue commentchef/chef

Snap Track support in the snap_package resource

@tas50 would it be possible to get a Status: Untriaged label on this so it gets caught in the next review sweep please?

mal

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issue openedchef/chef

The archive_file resource seems backwards

Describe the Enhancement

The API of the archive_file resource is not immediately intuitive when coming to it with knowledge of other core Chef resources such as file, remote_file, directory, scm subtypes etc. It feels backwards since it's designed for the inverse purpose of what the obvious lizard-brain pattern-match assumption would be - that archive_file '/path' creates an archive file at that location.

A potential idea for a more "expected" way of doing things could be something like an archive_directory "/path" { source "/archive" } resource, which would be very close to the current archive_file with some attribute swaps path -> source, destination ->path with the "new" path being the "name" attribute. This could extend directory and would end up with an API comparable to those resources mentioned previously, and remote_directory (itself a very oddly named resource - why isn't this cookbook_directory?)

Describe the Need

It's not a need, more an API suggestion to help avoid potential confusion when encountering the archive_file resource. Having just been part of an internal effort to onboard and educate new Chef users this was one of the points raised as confusing. A parallel was even drawn to PHP's infamous method signature inconsistencies! D:

Current Alternative

Learn the idiosyncrasies.

Can We Help You Implement This?

Suspect this is sort of thing that might suffer the same fate as #7434, so just understanding if there is any appetite for it really. The current API is by now established, and while at times frustrating for new users, this isn't too much more than a small stumbling block in the grand scheme of things.

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Advanced tagging

Adds support for alternate stem branches, and tagging to signal the start of development and release candidate branches for the benefit of the CI pipe.

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issue closedrenpy/renpy

ATLTransform and Transform differ in unexpected ways

Use case for this is defining a reusable transform with python logic, and wanting to combine/override parts of it with normal ATL usage as one would a transform defined in ATL. The at keyword kinda has use here but that doesn't combine the transforms, it just seems to apply the ATLTransform(Transform(displayable)) which isn't quite what's expected and doesn't always play nice with rollback (the ATL rollsback, but the Transform applied with at does not.

Below is a very cut down PoC which shows the most basic of the confusing behaviours in this space. If I can recreate the rollback weirdness consistently I'll file that too.

label main_menu:
    $ _confirm_quit = False
    return

image txt = Fixed(Text('HELLO WORLD', align=(.5, .5)))

transform atl:
    xzoom -1

define code = Transform(xzoom=-1)

label start:
    scene expression '#000'

    show txt:
        atl
        yoffset -100
    "ATL Transform - Combines flip and yoffset as expected."

    hide txt
    "{i}reset{/i}"

    show txt:
        code
        yoffset -100
    "Code Transform - Displays nothing, more than a bit baffling."

    return

closed time in 2 months

mal

issue commentrenpy/renpy

ATLTransform and Transform differ in unexpected ways

Ahh I see, so to be viewed more as a macro being incorporated into the initial parse, than something dynamically constructed. It makes sense, but still seems a bit confusing when encountering it, but I don't have a good suggestion as how to warn about it either. Never mind. 👍

mal

comment created time in 2 months

issue closedrenpy/renpy

Lint unable to find dynamic variables

This looks to be related but also separate from https://github.com/renpy/renpy/issues/1534 (which now appears fixed). While lint understand parameters, it seems it doesn't comprehend dynamic variables.

File

label issue2343:
    $ renpy.dynamic(t=Transform(yzoom=-1))
    show text 'HELLO WORLD' at t              # lint error
    pause
    return

label issue1534(t=Transform(xzoom=-1)):
    show text 'HELLO WORLD' at t              # no lint error
    pause
    return

Lint output

Ren'Py 7.4.0.619 lint report, generated at: Wed Sep  2 17:37:13 2020

game/src/script.rpy:3 Could not evaluate 't', in the at list of a scene or show statment.
Perhaps you forgot to define or misspelled a transform.

closed time in 2 months

mal

issue commentrenpy/renpy

Lint unable to find dynamic variables

Ahh fair enough, I thought perhaps it would be possible to capture the names of the variables defined by dynamic and add them to lint's understanding of local state or something along those lines, but upon reflection (and after some sleep) I realise there's no good way to extract dynamic definitions from python blocks.

The only way this could be reliable would be to have a separate statement, something like dynamic var = value, which would be of questionable use outside of this specific linting issue to the point of being a non-starter. Thanks for the response. 🙂

mal

comment created time in 2 months

issue openedrenpy/renpy

ATLTransform and Transform differ in unexpected ways

label main_menu:
    $ _confirm_quit = False
    return

image txt = Fixed(Text('HELLO WORLD', align=(.5, .5)))

transform atl:
    xzoom -1

define code = Transform(xzoom=-1)

label start:
    scene expression '#000'

    show txt:
        atl
        yoffset -100
    "ATL Transform - Combines flip and yoffset as expected."

    hide txt
    "{i}reset{/i}"

    show txt:
        code
        yoffset -100
    "Code Transform - Displays nothing, more than a bit baffling."

    return

created time in 2 months

issue openedrenpy/renpy

Lint unable to find dynamic transforms

This looks to be related but also separate from https://github.com/renpy/renpy/issues/1534 (which now appears fixed). While lint understand parameters, it seems it doesn't comprehend dynamic variables.

File

label issue2343:
    $ renpy.dynamic(t=Transform(yzoom=-1))
    show text 'HELLO WORLD' at t              # lint error
    pause
    return

label issue1534(t=Transform(xzoom=-1)):
    show text 'HELLO WORLD' at t              # no lint error
    pause
    return

Lint output

Ren'Py 7.4.0.619 lint report, generated at: Wed Sep  2 17:37:13 2020

game/src/script.rpy:3 Could not evaluate 't', in the at list of a scene or show statment.
Perhaps you forgot to define or misspelled a transform.

created time in 2 months

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