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Use gl_InstanceID instead of hacking triangle_strip
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parent
4774d2bc3b
commit
6e56c31d67
6 changed files with 34 additions and 37 deletions
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@ -457,7 +457,10 @@ class Camera(object):
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self.ctx.enable(moderngl.BLEND)
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self.ctx.blend_func = moderngl.ONE, moderngl.ONE
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self.ctx.blend_equation = moderngl.FUNC_SUBTRACT
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render_group["vao"].render(int(shader_wrapper.render_primitive))
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render_group["vao"].render(
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int(shader_wrapper.render_primitive),
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instances=2,
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)
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self.ctx.blend_func = moderngl.DEFAULT_BLENDING
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self.ctx.blend_equation = moderngl.FUNC_ADD
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self.fbo.use()
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@ -1183,7 +1183,6 @@ class VMobject(Mobject):
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for submob in family:
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if submob.has_fill():
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submob.data["base_point"][:] = submob.data["point"][0]
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# submob.data["base_color"][:] = submob.data["fill_color"][0]
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fill_datas.append(submob.data[fill_names])
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# Add dummy
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fill_datas.append(submob.data[fill_names][-1:])
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@ -1,9 +1,7 @@
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#version 330
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in vec4 color;
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in float fill_all; // Either 0 or 1
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in float orientation;
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in float fill_all;
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in vec2 uv_coords;
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out vec4 frag_color;
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@ -11,11 +9,9 @@ out vec4 frag_color;
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void main() {
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if (color.a == 0) discard;
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frag_color = color;
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if (orientation == 0) return;
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float x0 = uv_coords.x;
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float y0 = uv_coords.y;
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float Fxy = y0 - x0 * x0;
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if(orientation * Fxy < 0) discard;
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if (bool(fill_all)) return;
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float x = uv_coords.x;
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float y = uv_coords.y;
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if(y - x * x < 0) discard;
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}
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@ -1,7 +1,7 @@
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#version 330
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layout (triangles) in;
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layout (triangle_strip, max_vertices = 7) out;
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layout (triangle_strip, max_vertices = 3) out;
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uniform float anti_alias_width;
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uniform float pixel_size;
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@ -11,11 +11,10 @@ in vec3 verts[3];
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in vec4 v_color[3];
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in vec3 v_base_point[3];
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in float v_vert_index[3];
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in float v_inst_id[3];
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out vec4 color;
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out float orientation;
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out float fill_all;
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// uv space is where the curve coincides with y = x^2
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out vec2 uv_coords;
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@ -38,31 +37,29 @@ void main(){
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// actually only need every other strip element
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if (int(v_vert_index[0]) % 2 == 1) return;
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// Curves are marked as eneded when the handle after
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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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vec3 unit_normal = get_unit_normal(verts[0], verts[1], verts[2]);
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// Emit main triangle
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orientation = 0.0;
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uv_coords = vec2(0.0);
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emit_vertex_wrapper(verts[2], v_color[2], unit_normal);
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emit_vertex_wrapper(v_base_point[0], v_color[1], unit_normal);
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emit_vertex_wrapper(verts[0], v_color[0], unit_normal);
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// Emit edge triangle
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orientation = 1.0;
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uv_coords = vec2(0, 0);
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// Two dummies
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emit_vertex_wrapper(verts[0], v_color[0], unit_normal);
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emit_vertex_wrapper(verts[0], v_color[0], unit_normal);
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// Inner corner
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uv_coords = vec2(0.5, 0);
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emit_vertex_wrapper(verts[1], v_color[1], unit_normal);
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// Last corner
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uv_coords = vec2(1.0, 1.0);
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emit_vertex_wrapper(verts[2], v_color[2], unit_normal);
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EndPrimitive();
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if(int(v_inst_id[0]) % 2 == 0){
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// Emit main triangle
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fill_all = float(true);
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uv_coords = vec2(0.0);
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emit_vertex_wrapper(verts[0], v_color[0], unit_normal);
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emit_vertex_wrapper(v_base_point[0], v_color[0], unit_normal);
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emit_vertex_wrapper(verts[2], v_color[2], unit_normal);
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}else{
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// Emit edge triangle
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fill_all = float(false);
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uv_coords = vec2(0.0, 0.0);
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emit_vertex_wrapper(verts[0], v_color[0], unit_normal);
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uv_coords = vec2(0.5, 0);
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emit_vertex_wrapper(verts[1], v_color[1], unit_normal);
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uv_coords = vec2(1.0, 1.0);
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emit_vertex_wrapper(verts[2], v_color[2], unit_normal);
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EndPrimitive();
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}
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}
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@ -9,10 +9,12 @@ out vec4 v_joint_product;
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out vec4 v_color;
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out vec3 v_base_point;
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out float v_vert_index;
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out float v_inst_id;
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void main(){
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verts = point;
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v_color = fill_rgba;
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v_base_point = base_point;
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v_vert_index = gl_VertexID;
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v_inst_id = gl_InstanceID;
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}
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@ -154,7 +154,7 @@ void main() {
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// actually only need every other strip element
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if (int(v_vert_index[0]) % 2 == 1) return;
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// Curves are marked as eneded when the handle after
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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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