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Add depth shader to handle winding fill depth test.
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parent
4cb16dfc0b
commit
3b5d63d2fa
5 changed files with 100 additions and 16 deletions
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@ -277,7 +277,7 @@ class VShaderWrapper(ShaderWrapper):
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f"{vtype}_{name}": get_shader_code_from_file(
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os.path.join(f"quadratic_bezier_{vtype}", f"{name}.glsl")
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)
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for vtype in ["stroke", "fill"]
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for vtype in ["stroke", "fill", "depth"]
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for name in ["vert", "geom", "frag"]
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}
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@ -294,7 +294,13 @@ class VShaderWrapper(ShaderWrapper):
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geometry_shader=self.program_code["fill_geom"],
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fragment_shader=self.program_code["fill_frag"],
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)
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self.programs = [self.stroke_program, self.fill_program]
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self.fill_depth_program = get_shader_program(
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self.ctx,
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vertex_shader=self.program_code["depth_vert"],
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geometry_shader=self.program_code["depth_geom"],
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fragment_shader=self.program_code["depth_frag"],
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)
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self.programs = [self.stroke_program, self.fill_program, self.fill_depth_program]
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# Full vert format looks like this (total of 4x23 = 92 bytes):
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# point 3
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@ -314,6 +320,9 @@ class VShaderWrapper(ShaderWrapper):
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self.fill_border_vert_format = '3f 20x 4f 4f 24x 1f'
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self.fill_border_vert_attributes = ['point', 'joint_product', 'stroke_rgba', 'stroke_width']
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self.fill_depth_vert_format = '3f 52x 3f 16x'
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self.fill_depth_vert_attributes = ['point', 'base_point']
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def init_vertex_objects(self):
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self.vbo = None
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self.stroke_vao = None
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@ -337,7 +346,12 @@ class VShaderWrapper(ShaderWrapper):
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content=[(self.vbo, self.fill_border_vert_format, *self.fill_border_vert_attributes)],
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mode=self.render_primitive,
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)
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self.vaos = [self.stroke_vao, self.fill_vao, self.fill_border_vao]
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self.fill_depth_vao = self.ctx.vertex_array(
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program=self.fill_depth_program,
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content=[(self.vbo, self.fill_depth_vert_format, *self.fill_depth_vert_attributes)],
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mode=self.render_primitive,
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)
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self.vaos = [self.stroke_vao, self.fill_vao, self.fill_border_vao, self.fill_depth_vao]
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def set_backstroke(self, value: bool = True):
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self.stroke_behind = value
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@ -366,7 +380,7 @@ class VShaderWrapper(ShaderWrapper):
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return
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original_fbo = self.ctx.fbo
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texture_fbo, texture_vao = self.fill_canvas
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texture_fbo, depth_texture_fbo, texture_vao = self.fill_canvas
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texture_fbo.clear()
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texture_fbo.use()
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@ -384,17 +398,27 @@ class VShaderWrapper(ShaderWrapper):
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self.ctx.disable(moderngl.DEPTH_TEST)
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self.fill_vao.render()
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if apply_depth_test:
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depth_texture_fbo.clear(1.0)
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depth_texture_fbo.use()
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gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE)
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gl.glBlendEquation(gl.GL_MIN)
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self.fill_depth_vao.render()
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self.ctx.enable(moderngl.DEPTH_TEST)
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original_fbo.use()
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gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA)
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texture_vao.render()
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gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
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# Border width is used for antialiasing. Take the maximum between these
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# two alphas, before compositing back to the rest of the scene
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gl.glBlendFuncSeparate(
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gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA,
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gl.GL_ONE, gl.GL_ZERO
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)
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gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_MAX)
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self.fill_border_vao.render()
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original_fbo.use()
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gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
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gl.glBlendEquation(gl.GL_FUNC_ADD)
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texture_vao.render()
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def render(self):
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if self.stroke_behind:
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self.render_stroke()
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7
manimlib/shaders/quadratic_bezier_depth/frag.glsl
Normal file
7
manimlib/shaders/quadratic_bezier_depth/frag.glsl
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@ -0,0 +1,7 @@
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#version 330
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out float frag_depth;
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void main() {
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frag_depth = gl_FragCoord.z;
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}
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39
manimlib/shaders/quadratic_bezier_depth/geom.glsl
Normal file
39
manimlib/shaders/quadratic_bezier_depth/geom.glsl
Normal file
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@ -0,0 +1,39 @@
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#version 330
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 6) out;
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in vec3 verts[3];
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in vec3 v_base_point[3];
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in int v_vert_index[3];
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out float depth;
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#INSERT emit_gl_Position.glsl
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void emit_triangle(vec3 points[3]){
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for(int i = 0; i < 3; i++){
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emit_gl_Position(points[i]);
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// float z = gl_Position.z / gl_Position.w;
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// depth = 0.5 * z + 0.5;
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EmitVertex();
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}
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EndPrimitive();
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}
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void main(){
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// Vector graphic shaders use TRIANGLE_STRIP, but only
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// every other one needs to be rendered
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if (v_vert_index[0] % 2 != 0) return;
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// Curves are marked as ended when the handle after
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// the first anchor is set equal to that anchor
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if (verts[0] == verts[1]) return;
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// Emit main triangle
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emit_triangle(vec3[3](v_base_point[0], verts[0], verts[2]));
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emit_triangle(vec3[3](verts[0], verts[1], verts[2]));
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}
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14
manimlib/shaders/quadratic_bezier_depth/vert.glsl
Normal file
14
manimlib/shaders/quadratic_bezier_depth/vert.glsl
Normal file
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@ -0,0 +1,14 @@
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#version 330
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in vec3 point;
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in vec3 base_point;
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out vec3 verts;
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out vec3 v_base_point;
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out int v_vert_index;
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void main(){
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verts = point;
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v_base_point = base_point;
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v_vert_index = gl_VertexID;
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}
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@ -148,14 +148,14 @@ def get_fill_canvas(ctx: moderngl.Context) -> Tuple[Framebuffer, VertexArray]:
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along with the rgb value which is meant to be discarded.
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"""
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cam_config = get_configuration(parse_cli())['camera_config']
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# Double the size so as to effectively to 4x multi-sample antialiasing
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size = (2 * cam_config['pixel_width'], 2 * cam_config['pixel_height'])
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size = (cam_config['pixel_width'], cam_config['pixel_height'])
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# Important to make sure dtype is floating point (not fixed point)
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# so that alpha values can be negative and are not clipped
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texture = ctx.texture(size=size, components=4, dtype='f2')
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depth_texture = ctx.depth_texture(size=size)
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texture_fbo = ctx.framebuffer(texture, depth_texture)
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depth_texture = ctx.texture(size=size, components=1, dtype='f4')
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texture_fbo = ctx.framebuffer(texture)
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depth_texture_fbo = ctx.framebuffer(depth_texture)
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simple_program = ctx.program(
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vertex_shader='''
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@ -200,4 +200,4 @@ def get_fill_canvas(ctx: moderngl.Context) -> Tuple[Framebuffer, VertexArray]:
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'texcoord',
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mode=moderngl.TRIANGLE_STRIP
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)
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return (texture_fbo, fill_texture_vao)
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return (texture_fbo, depth_texture_fbo, fill_texture_vao)
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