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Set up by-hand anti-aliasing for FillShaderWrapper
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parent
018b07212f
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7609b1db78
1 changed files with 25 additions and 11 deletions
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@ -275,17 +275,17 @@ class FillShaderWrapper(ShaderWrapper):
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super().__init__(ctx, *args, **kwargs)
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super().__init__(ctx, *args, **kwargs)
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size = (2 * DEFAULT_PIXEL_WIDTH, 2 * DEFAULT_PIXEL_HEIGHT)
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size = (2 * DEFAULT_PIXEL_WIDTH, 2 * DEFAULT_PIXEL_HEIGHT)
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self.fill_texture = ctx.texture(
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texture = ctx.texture(
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size=size,
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size=size,
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components=4,
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components=4,
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# Important to make sure floating point (not fixed point) is
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# Important to make sure floating point (not fixed point) is
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# used so that alpha values are not clipped
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# used so that alpha values are not clipped
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dtype='f2',
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dtype='f2',
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)
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)
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# TODO, depth buffer is not really used yet
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depth_buffer = ctx.depth_renderbuffer(size) # TODO, currently not used
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fill_depth = ctx.depth_renderbuffer(size)
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self.texture_fbo = ctx.framebuffer(texture, depth_buffer)
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self.fill_fbo = ctx.framebuffer(self.fill_texture, fill_depth)
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self.fill_prog = ctx.program(
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simple_program = ctx.program(
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vertex_shader='''
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vertex_shader='''
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#version 330
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#version 330
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@ -301,24 +301,38 @@ class FillShaderWrapper(ShaderWrapper):
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#version 330
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#version 330
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uniform sampler2D Texture;
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uniform sampler2D Texture;
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uniform sampler2D DepthTexture;
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uniform float v_nudge;
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uniform float h_nudge;
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in vec2 v_textcoord;
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in vec2 v_textcoord;
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out vec4 frag_color;
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out vec4 frag_color;
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void main() {
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void main() {
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frag_color = texture(Texture, v_textcoord);
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// Apply poor man's anti-aliasing
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frag_color = abs(frag_color);
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vec2 tc0 = v_textcoord + vec2(v_nudge, h_nudge);
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vec2 tc1 = v_textcoord + vec2(v_nudge, -h_nudge);
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vec2 tc2 = v_textcoord + vec2(-v_nudge, h_nudge);
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vec2 tc3 = v_textcoord + vec2(-v_nudge, -h_nudge);
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frag_color =
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0.25 * abs(texture(Texture, tc0)) +
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0.25 * abs(texture(Texture, tc1)) +
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0.25 * abs(texture(Texture, tc2)) +
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0.25 * abs(texture(Texture, tc3));
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if(frag_color.a == 0) discard;
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if(frag_color.a == 0) discard;
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//TODO, set gl_FragDepth;
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//TODO, set gl_FragDepth;
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}
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}
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''',
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''',
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)
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)
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self.fill_prog['Texture'].value = get_texture_id(self.fill_texture)
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simple_program['Texture'].value = get_texture_id(texture)
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# Quarter pixel width/height
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simple_program['h_nudge'].value = 0.25 / size[0]
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simple_program['v_nudge'].value = 0.25 / size[1]
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verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
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verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
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self.fill_texture_vao = ctx.simple_vertex_array(
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self.fill_texture_vao = ctx.simple_vertex_array(
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self.fill_prog,
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simple_program,
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ctx.buffer(verts.astype('f4').tobytes()),
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ctx.buffer(verts.astype('f4').tobytes()),
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'texcoord',
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'texcoord',
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)
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)
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@ -332,8 +346,8 @@ class FillShaderWrapper(ShaderWrapper):
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vao.render(moderngl.TRIANGLES)
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vao.render(moderngl.TRIANGLES)
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return
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return
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original_fbo = self.ctx.fbo
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original_fbo = self.ctx.fbo
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self.fill_fbo.clear()
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self.texture_fbo.clear()
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self.fill_fbo.use()
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self.texture_fbo.use()
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self.ctx.blend_func = (moderngl.ONE, moderngl.ONE)
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self.ctx.blend_func = (moderngl.ONE, moderngl.ONE)
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vao.render(self.render_primitive)
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vao.render(self.render_primitive)
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self.ctx.blend_func = moderngl.DEFAULT_BLENDING
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self.ctx.blend_func = moderngl.DEFAULT_BLENDING
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