Add depth shader to handle winding fill depth test.

This commit is contained in:
Grant Sanderson 2024-08-19 14:09:07 -05:00
parent 4cb16dfc0b
commit 3b5d63d2fa
5 changed files with 100 additions and 16 deletions

View file

@ -277,7 +277,7 @@ class VShaderWrapper(ShaderWrapper):
f"{vtype}_{name}": get_shader_code_from_file(
os.path.join(f"quadratic_bezier_{vtype}", f"{name}.glsl")
)
for vtype in ["stroke", "fill"]
for vtype in ["stroke", "fill", "depth"]
for name in ["vert", "geom", "frag"]
}
@ -294,7 +294,13 @@ class VShaderWrapper(ShaderWrapper):
geometry_shader=self.program_code["fill_geom"],
fragment_shader=self.program_code["fill_frag"],
)
self.programs = [self.stroke_program, self.fill_program]
self.fill_depth_program = get_shader_program(
self.ctx,
vertex_shader=self.program_code["depth_vert"],
geometry_shader=self.program_code["depth_geom"],
fragment_shader=self.program_code["depth_frag"],
)
self.programs = [self.stroke_program, self.fill_program, self.fill_depth_program]
# Full vert format looks like this (total of 4x23 = 92 bytes):
# point 3
@ -314,6 +320,9 @@ class VShaderWrapper(ShaderWrapper):
self.fill_border_vert_format = '3f 20x 4f 4f 24x 1f'
self.fill_border_vert_attributes = ['point', 'joint_product', 'stroke_rgba', 'stroke_width']
self.fill_depth_vert_format = '3f 52x 3f 16x'
self.fill_depth_vert_attributes = ['point', 'base_point']
def init_vertex_objects(self):
self.vbo = None
self.stroke_vao = None
@ -337,7 +346,12 @@ class VShaderWrapper(ShaderWrapper):
content=[(self.vbo, self.fill_border_vert_format, *self.fill_border_vert_attributes)],
mode=self.render_primitive,
)
self.vaos = [self.stroke_vao, self.fill_vao, self.fill_border_vao]
self.fill_depth_vao = self.ctx.vertex_array(
program=self.fill_depth_program,
content=[(self.vbo, self.fill_depth_vert_format, *self.fill_depth_vert_attributes)],
mode=self.render_primitive,
)
self.vaos = [self.stroke_vao, self.fill_vao, self.fill_border_vao, self.fill_depth_vao]
def set_backstroke(self, value: bool = True):
self.stroke_behind = value
@ -366,7 +380,7 @@ class VShaderWrapper(ShaderWrapper):
return
original_fbo = self.ctx.fbo
texture_fbo, texture_vao = self.fill_canvas
texture_fbo, depth_texture_fbo, texture_vao = self.fill_canvas
texture_fbo.clear()
texture_fbo.use()
@ -384,17 +398,27 @@ class VShaderWrapper(ShaderWrapper):
self.ctx.disable(moderngl.DEPTH_TEST)
self.fill_vao.render()
if apply_depth_test:
depth_texture_fbo.clear(1.0)
depth_texture_fbo.use()
gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE)
gl.glBlendEquation(gl.GL_MIN)
self.fill_depth_vao.render()
self.ctx.enable(moderngl.DEPTH_TEST)
original_fbo.use()
gl.glBlendFunc(gl.GL_ONE, gl.GL_ONE_MINUS_SRC_ALPHA)
texture_vao.render()
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
# Border width is used for antialiasing. Take the maximum between these
# two alphas, before compositing back to the rest of the scene
gl.glBlendFuncSeparate(
gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA,
gl.GL_ONE, gl.GL_ZERO
)
gl.glBlendEquationSeparate(gl.GL_FUNC_ADD, gl.GL_MAX)
self.fill_border_vao.render()
original_fbo.use()
gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
gl.glBlendEquation(gl.GL_FUNC_ADD)
texture_vao.render()
def render(self):
if self.stroke_behind:
self.render_stroke()

View file

@ -0,0 +1,7 @@
#version 330
out float frag_depth;
void main() {
frag_depth = gl_FragCoord.z;
}

View file

@ -0,0 +1,39 @@
#version 330
layout (triangles) in;
layout (triangle_strip, max_vertices = 6) out;
in vec3 verts[3];
in vec3 v_base_point[3];
in int v_vert_index[3];
out float depth;
#INSERT emit_gl_Position.glsl
void emit_triangle(vec3 points[3]){
for(int i = 0; i < 3; i++){
emit_gl_Position(points[i]);
// float z = gl_Position.z / gl_Position.w;
// depth = 0.5 * z + 0.5;
EmitVertex();
}
EndPrimitive();
}
void main(){
// Vector graphic shaders use TRIANGLE_STRIP, but only
// every other one needs to be rendered
if (v_vert_index[0] % 2 != 0) return;
// Curves are marked as ended when the handle after
// the first anchor is set equal to that anchor
if (verts[0] == verts[1]) return;
// Emit main triangle
emit_triangle(vec3[3](v_base_point[0], verts[0], verts[2]));
emit_triangle(vec3[3](verts[0], verts[1], verts[2]));
}

View file

@ -0,0 +1,14 @@
#version 330
in vec3 point;
in vec3 base_point;
out vec3 verts;
out vec3 v_base_point;
out int v_vert_index;
void main(){
verts = point;
v_base_point = base_point;
v_vert_index = gl_VertexID;
}

View file

@ -148,14 +148,14 @@ def get_fill_canvas(ctx: moderngl.Context) -> Tuple[Framebuffer, VertexArray]:
along with the rgb value which is meant to be discarded.
"""
cam_config = get_configuration(parse_cli())['camera_config']
# Double the size so as to effectively to 4x multi-sample antialiasing
size = (2 * cam_config['pixel_width'], 2 * cam_config['pixel_height'])
size = (cam_config['pixel_width'], cam_config['pixel_height'])
# Important to make sure dtype is floating point (not fixed point)
# so that alpha values can be negative and are not clipped
texture = ctx.texture(size=size, components=4, dtype='f2')
depth_texture = ctx.depth_texture(size=size)
texture_fbo = ctx.framebuffer(texture, depth_texture)
depth_texture = ctx.texture(size=size, components=1, dtype='f4')
texture_fbo = ctx.framebuffer(texture)
depth_texture_fbo = ctx.framebuffer(depth_texture)
simple_program = ctx.program(
vertex_shader='''
@ -200,4 +200,4 @@ def get_fill_canvas(ctx: moderngl.Context) -> Tuple[Framebuffer, VertexArray]:
'texcoord',
mode=moderngl.TRIANGLE_STRIP
)
return (texture_fbo, fill_texture_vao)
return (texture_fbo, depth_texture_fbo, fill_texture_vao)