mirror of
https://github.com/3b1b/manim.git
synced 2025-04-13 09:47:07 +00:00
Have FillShaders all share the same texture used for intermediary rendering
This commit is contained in:
parent
cb36fda6d7
commit
a68bc1271b
2 changed files with 85 additions and 68 deletions
|
@ -7,14 +7,14 @@ import re
|
|||
import OpenGL.GL as gl
|
||||
import moderngl
|
||||
import numpy as np
|
||||
from functools import lru_cache
|
||||
|
||||
from manimlib.constants import DEFAULT_PIXEL_HEIGHT
|
||||
from manimlib.constants import DEFAULT_PIXEL_WIDTH
|
||||
from manimlib.utils.iterables import resize_array
|
||||
from manimlib.utils.shaders import get_shader_code_from_file
|
||||
from manimlib.utils.shaders import get_shader_program
|
||||
from manimlib.utils.shaders import image_path_to_texture
|
||||
from manimlib.utils.shaders import get_texture_id
|
||||
from manimlib.utils.shaders import get_intermediary_palette
|
||||
from manimlib.utils.shaders import release_texture
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
@ -274,68 +274,6 @@ class FillShaderWrapper(ShaderWrapper):
|
|||
):
|
||||
super().__init__(ctx, *args, **kwargs)
|
||||
|
||||
size = (2 * DEFAULT_PIXEL_WIDTH, 2 * DEFAULT_PIXEL_HEIGHT)
|
||||
texture = ctx.texture(
|
||||
size=size,
|
||||
components=4,
|
||||
# Important to make sure floating point (not fixed point) is
|
||||
# used so that alpha values are not clipped
|
||||
dtype='f2',
|
||||
)
|
||||
depth_buffer = ctx.depth_renderbuffer(size) # TODO, currently not used
|
||||
self.texture_fbo = ctx.framebuffer(texture, depth_buffer)
|
||||
|
||||
simple_program = ctx.program(
|
||||
vertex_shader='''
|
||||
#version 330
|
||||
|
||||
in vec2 texcoord;
|
||||
out vec2 v_textcoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4((2.0 * texcoord - 1.0), 0.0, 1.0);
|
||||
v_textcoord = texcoord;
|
||||
}
|
||||
''',
|
||||
fragment_shader='''
|
||||
#version 330
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D DepthTexture;
|
||||
uniform float v_nudge;
|
||||
uniform float h_nudge;
|
||||
|
||||
in vec2 v_textcoord;
|
||||
out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
// Apply poor man's anti-aliasing
|
||||
vec2 tc0 = v_textcoord + vec2(v_nudge, h_nudge);
|
||||
vec2 tc1 = v_textcoord + vec2(v_nudge, -h_nudge);
|
||||
vec2 tc2 = v_textcoord + vec2(-v_nudge, h_nudge);
|
||||
vec2 tc3 = v_textcoord + vec2(-v_nudge, -h_nudge);
|
||||
frag_color =
|
||||
0.25 * abs(texture(Texture, tc0)) +
|
||||
0.25 * abs(texture(Texture, tc1)) +
|
||||
0.25 * abs(texture(Texture, tc2)) +
|
||||
0.25 * abs(texture(Texture, tc3));
|
||||
if(frag_color.a == 0) discard;
|
||||
//TODO, set gl_FragDepth;
|
||||
}
|
||||
''',
|
||||
)
|
||||
|
||||
simple_program['Texture'].value = get_texture_id(texture)
|
||||
# Quarter pixel width/height
|
||||
simple_program['h_nudge'].value = 0.25 / size[0]
|
||||
simple_program['v_nudge'].value = 0.25 / size[1]
|
||||
|
||||
verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
|
||||
self.fill_texture_vao = ctx.simple_vertex_array(
|
||||
simple_program,
|
||||
ctx.buffer(verts.astype('f4').tobytes()),
|
||||
'texcoord',
|
||||
)
|
||||
|
||||
def render(self):
|
||||
vao = self.vao
|
||||
|
@ -345,11 +283,14 @@ class FillShaderWrapper(ShaderWrapper):
|
|||
if not winding:
|
||||
vao.render(moderngl.TRIANGLES)
|
||||
return
|
||||
|
||||
texture_fbo, texture_vao = get_intermediary_palette(self.ctx)
|
||||
|
||||
original_fbo = self.ctx.fbo
|
||||
self.texture_fbo.clear()
|
||||
self.texture_fbo.use()
|
||||
texture_fbo.clear()
|
||||
texture_fbo.use()
|
||||
self.ctx.blend_func = (moderngl.ONE, moderngl.ONE)
|
||||
vao.render(self.render_primitive)
|
||||
self.ctx.blend_func = moderngl.DEFAULT_BLENDING
|
||||
original_fbo.use()
|
||||
self.fill_texture_vao.render(moderngl.TRIANGLE_STRIP)
|
||||
texture_vao.render(moderngl.TRIANGLE_STRIP)
|
||||
|
|
|
@ -6,13 +6,17 @@ from functools import lru_cache
|
|||
import moderngl
|
||||
from PIL import Image
|
||||
|
||||
from manimlib.constants import DEFAULT_PIXEL_HEIGHT
|
||||
from manimlib.constants import DEFAULT_PIXEL_WIDTH
|
||||
from manimlib.utils.directories import get_shader_dir
|
||||
from manimlib.utils.file_ops import find_file
|
||||
|
||||
from typing import TYPE_CHECKING
|
||||
|
||||
if TYPE_CHECKING:
|
||||
from typing import Sequence, Optional
|
||||
from typing import Sequence, Optional, Tuple
|
||||
from moderngl.vertex_array import VertexArray
|
||||
from moderngl.framebuffer import Framebuffer
|
||||
|
||||
|
||||
ID_TO_TEXTURE: dict[int, moderngl.Texture] = dict()
|
||||
|
@ -93,3 +97,75 @@ def get_colormap_code(rgb_list: Sequence[float]) -> str:
|
|||
for rgb in rgb_list
|
||||
)
|
||||
return f"vec3[{len(rgb_list)}]({data})"
|
||||
|
||||
|
||||
|
||||
@lru_cache()
|
||||
def get_intermediary_palette(ctx) -> Tuple[Framebuffer, VertexArray]:
|
||||
"""
|
||||
Creates a texture, loaded into a frame buffer, and a vao
|
||||
which can display that texture as a simple quad onto a screen.
|
||||
"""
|
||||
size = (2 * DEFAULT_PIXEL_WIDTH, 2 * DEFAULT_PIXEL_HEIGHT)
|
||||
texture = ctx.texture(
|
||||
size=size,
|
||||
components=4,
|
||||
# Important to make sure floating point (not fixed point) is
|
||||
# used so that alpha values are not clipped
|
||||
dtype='f2',
|
||||
)
|
||||
depth_buffer = ctx.depth_renderbuffer(size) # TODO, currently not used
|
||||
texture_fbo = ctx.framebuffer(texture, depth_buffer)
|
||||
|
||||
simple_program = ctx.program(
|
||||
vertex_shader='''
|
||||
#version 330
|
||||
|
||||
in vec2 texcoord;
|
||||
out vec2 v_textcoord;
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4((2.0 * texcoord - 1.0), 0.0, 1.0);
|
||||
v_textcoord = texcoord;
|
||||
}
|
||||
''',
|
||||
fragment_shader='''
|
||||
#version 330
|
||||
|
||||
uniform sampler2D Texture;
|
||||
uniform sampler2D DepthTexture;
|
||||
uniform float v_nudge;
|
||||
uniform float h_nudge;
|
||||
|
||||
in vec2 v_textcoord;
|
||||
out vec4 frag_color;
|
||||
|
||||
void main() {
|
||||
// Apply poor man's anti-aliasing
|
||||
vec2 tc0 = v_textcoord + vec2(v_nudge, h_nudge);
|
||||
vec2 tc1 = v_textcoord + vec2(v_nudge, -h_nudge);
|
||||
vec2 tc2 = v_textcoord + vec2(-v_nudge, h_nudge);
|
||||
vec2 tc3 = v_textcoord + vec2(-v_nudge, -h_nudge);
|
||||
frag_color =
|
||||
0.25 * abs(texture(Texture, tc0)) +
|
||||
0.25 * abs(texture(Texture, tc1)) +
|
||||
0.25 * abs(texture(Texture, tc2)) +
|
||||
0.25 * abs(texture(Texture, tc3));
|
||||
if(frag_color.a == 0) discard;
|
||||
//TODO, set gl_FragDepth;
|
||||
}
|
||||
''',
|
||||
)
|
||||
|
||||
simple_program['Texture'].value = get_texture_id(texture)
|
||||
# Quarter pixel width/height
|
||||
simple_program['h_nudge'].value = 0.25 / size[0]
|
||||
simple_program['v_nudge'].value = 0.25 / size[1]
|
||||
|
||||
verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
|
||||
fill_texture_vao = ctx.simple_vertex_array(
|
||||
simple_program,
|
||||
ctx.buffer(verts.astype('f4').tobytes()),
|
||||
'texcoord',
|
||||
)
|
||||
return (texture_fbo, fill_texture_vao)
|
||||
|
|
Loading…
Add table
Reference in a new issue