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Reorganize VShaderWrapper.render_fill
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parent
b288d5301e
commit
7217c9fca5
2 changed files with 49 additions and 46 deletions
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@ -327,8 +327,19 @@ class VShaderWrapper(ShaderWrapper):
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original_fbo = self.ctx.fbo
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texture_fbo, depth_texture_fbo, texture_vao = self.fill_canvas
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# First, draw the border for antialiasing
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self.fill_border_vao.render()
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# Render to a separate texture, due to strange alpha compositing
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# for the blended winding calculation
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texture_fbo.clear()
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texture_fbo.use()
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# Be sure not to apply depth test while rendering fill
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# but set it back to where it was after
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apply_depth_test = bool(gl.glGetBooleanv(gl.GL_DEPTH_TEST))
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self.ctx.disable(moderngl.DEPTH_TEST)
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gl.glBlendFuncSeparate(
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# Ordinary blending for colors
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gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA,
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@ -337,10 +348,6 @@ class VShaderWrapper(ShaderWrapper):
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gl.GL_ONE_MINUS_DST_ALPHA, gl.GL_ONE,
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)
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# Be sure not to apply depth test while rendering fill
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# but set it back to where it was after
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apply_depth_test = bool(gl.glGetBooleanv(gl.GL_DEPTH_TEST))
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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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@ -350,20 +357,15 @@ class VShaderWrapper(ShaderWrapper):
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self.fill_depth_vao.render()
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self.ctx.enable(moderngl.DEPTH_TEST)
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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.glBlendFunc(gl.GL_ONE, 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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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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def render(self):
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if self.stroke_behind:
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self.render_stroke()
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@ -157,47 +157,48 @@ def get_fill_canvas(ctx: moderngl.Context) -> Tuple[Framebuffer, VertexArray]:
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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_vert = '''
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#version 330
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in vec2 texcoord;
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out vec2 uv;
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void main() {
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gl_Position = vec4((2.0 * texcoord - 1.0), 0.0, 1.0);
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uv = texcoord;
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}
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'''
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alpha_adjust_frag = '''
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#version 330
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uniform sampler2D Texture;
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uniform sampler2D DepthTexture;
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in vec2 uv;
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out vec4 color;
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void main() {
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color = texture(Texture, uv);
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if(color.a == 0) discard;
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// Counteract scaling in fill frag
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color.a *= 1.06;
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gl_FragDepth = texture(DepthTexture, uv)[0];
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}
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'''
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simple_program = ctx.program(
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vertex_shader='''
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#version 330
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in vec2 texcoord;
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out vec2 uv;
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void main() {
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gl_Position = vec4((2.0 * texcoord - 1.0), 0.0, 1.0);
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uv = texcoord;
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}
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''',
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fragment_shader='''
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#version 330
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uniform sampler2D Texture;
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uniform sampler2D DepthTexture;
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in vec2 uv;
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out vec4 color;
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void main() {
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color = texture(Texture, uv);
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if(color.a == 0) discard;
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// Counteract scaling in fill frag
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color *= 1.06;
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gl_FragDepth = texture(DepthTexture, uv)[0];
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}
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''',
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vertex_shader=simple_vert,
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fragment_shader=alpha_adjust_frag,
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)
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simple_program['Texture'].value = get_texture_id(texture)
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simple_program['DepthTexture'].value = get_texture_id(depth_texture)
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verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
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simple_vbo = ctx.buffer(verts.astype('f4').tobytes())
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fill_texture_vao = ctx.simple_vertex_array(
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simple_program,
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ctx.buffer(verts.astype('f4').tobytes()),
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'texcoord',
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simple_program, simple_vbo, 'texcoord',
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mode=moderngl.TRIANGLE_STRIP
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)
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return (texture_fbo, depth_texture_fbo, fill_texture_vao)
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