Varniex
5d3f730824
Cleaning up some imports + Minor Bug fixed in VectorField ( #2253 )
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* cleaning up imports
* sample_points -> sample_coords
2024-12-05 14:42:46 -08:00
Grant Sanderson
0804109301
Flatten uniform arrays
2024-09-21 12:15:37 -04:00
Grant Sanderson
6d23df0497
Clean up changes associated with fixing aspect ratio issue
2024-09-06 12:50:19 -05:00
Grant Sanderson
2178ec2b85
Merge branch 'master' into fix-aspect-ratio
2024-09-06 10:24:42 -07:00
Grant Sanderson
e7c540f415
Move texture id tracking to ShaderWrapper
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Rather than having a globally unique id for each texture, dynamically allocate new texure ids within each ShaderWrapper, so that there is no upper bound on how many textures can be used.
2024-09-06 11:07:38 -05:00
Grant Sanderson
79ec791fc2
Move get_fill_canvas into VShaderWrapper
2024-08-21 09:02:22 -05:00
Grant Sanderson
dfc5f152dd
Have border width pre-multiply by alpha, and don't use a separate texture for that border width
2024-08-20 22:03:45 -05:00
Grant Sanderson
6223623b40
Ensure border width blends better within filled VMobject for opacity < 1
2024-08-19 21:39:53 -05:00
Grant Sanderson
7217c9fca5
Reorganize VShaderWrapper.render_fill
2024-08-19 20:51:37 -05:00
Grant Sanderson
3b5d63d2fa
Add depth shader to handle winding fill depth test.
2024-08-19 14:09:07 -05:00
Grant Sanderson
4a6e6ca646
Double the size of the fill canvas, to effectively do msaa
2024-08-16 12:04:27 -05:00
Grant Sanderson
c7acbe5de6
Brighten up fill
2024-08-15 10:53:46 -05:00
Grant Sanderson
41ece958fd
Explicitly call out global naure of ID_TO_TEXTURE map
2024-01-17 15:02:19 -06:00
german2020
65e7943ff7
fix aspect_ratio other than 16:9 issue
2023-08-27 13:51:54 +08:00
Grant Sanderson
4f42ebeb4f
Small formatting tweaks
2023-06-10 09:26:20 -07:00
Grant Sanderson
7c561d3757
Edit set_program_uniform
2023-02-03 11:05:40 -08:00
Grant Sanderson
ac3db9b636
Add set_program_uniform function
2023-02-02 21:13:18 -08:00
Grant Sanderson
c3823e722d
Update fill shader alpha blending, and simplify the fill canvas
2023-02-02 11:28:20 -08:00
Grant Sanderson
b1fb3e1d54
Add render mode and early discard for fill canvas vao
2023-02-01 11:19:22 -08:00
Grant Sanderson
474a6c27e3
Counteract alpha scaling from fill frag
2023-01-28 15:00:15 -08:00
Grant Sanderson
144e512952
Use active camera config, not default
2023-01-28 12:19:49 -08:00
Grant Sanderson
60a27f52f1
Add depth sampling for fill
2023-01-28 10:36:41 -08:00
Grant Sanderson
71ef39ea5b
Remove "poor man's anti-aliasing" for Fill and instead render a small border width for fill
2023-01-27 16:15:20 -08:00
Grant Sanderson
97e4c25453
Add comment
2023-01-27 08:29:41 -08:00
Grant Sanderson
1707958e0f
Clean up fill shader a bit
2023-01-27 08:26:54 -08:00
Grant Sanderson
8f6c14ad5f
Increase threshold for discarding fill fragments
2023-01-26 22:41:23 -08:00
Grant Sanderson
5803a00598
Use smaller fill_texture, adjusting winding-fill blending hack as is necessary
2023-01-26 20:14:22 -08:00
Grant Sanderson
37f0bf8c11
Fix winding fill blending
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(Using somewhat of a hack)
2023-01-26 15:27:48 -08:00
Grant Sanderson
3f5df432ce
Consider winding_fill alphas pre-multiplied
2023-01-26 12:17:21 -08:00
Grant Sanderson
a68bc1271b
Have FillShaders all share the same texture used for intermediary rendering
2023-01-25 19:43:16 -08:00
Grant Sanderson
c94d8fd3b0
Move Texture handling and vao creation outside of Camera
2023-01-25 12:10:39 -08:00
Grant Sanderson
3299741359
Move program code to ShaderWrapper, away from Camera
2023-01-25 11:23:31 -08:00
Grant Sanderson
f15ac81131
Pull out helper functions from shader_wrapper.py
2023-01-16 14:18:35 -08:00
Grant Sanderson
72472c5836
Refactor in terms of a ShaderWrapper object
2020-07-22 18:21:42 -07:00
Grant Sanderson
2671817ae9
Refactor away from treating shader_info as a dictionary, and make it a proper type as ShaderWrapper. This also includes some cleanup in hos Camera renders
2020-06-29 18:17:18 -07:00
Grant Sanderson
2b3bd2bfce
Use an index buffer for shaders to save memory
2020-06-29 11:05:09 -07:00
Grant Sanderson
279f66ceaf
A little refactoring and performance improvement
2020-06-28 12:14:46 -07:00
Grant Sanderson
10c6bfe3ad
Add refresh_shader_info_id insetead of having create_shader_info_id called all the time
2020-06-27 00:01:45 -07:00
Grant Sanderson
60e1c88eb4
Slight tweaks to how shader_info id is found and stored
2020-06-26 23:05:25 -07:00
Grant Sanderson
212cdbb4d2
Speed improvements. Camera saves vbo for static mobjects, data in shader_data_info is saved and concatenated in raw form
2020-06-26 19:29:34 -07:00
Grant Sanderson
5ce8d08e0f
Go back to recomputing shader id
2020-06-17 17:10:35 -07:00
Grant Sanderson
1e6eef89ec
Have shader_info remember its own id
2020-06-15 11:59:24 -07:00
Grant Sanderson
9d772496dd
Removes the need to be able to recover shader_info from shader_id
2020-06-14 19:01:04 -07:00
Grant Sanderson
222b6d1220
Push depth test decision to the mobject level, as opposed to the camera
2020-06-14 17:41:47 -07:00
Grant Sanderson
bab809b9a6
Allow for passing shader uniforms from mobjects
2020-06-08 15:57:12 -07:00
Grant Sanderson
39230a805c
Better handling of textures, now letting multiple get passed in to a textured surface
2020-06-08 15:06:22 -07:00
Grant Sanderson
9d4b16d03f
Moved around where batching mobjects by shader type occurs, while also pulling out some of the shader_id helper functions
2020-02-17 12:14:40 -08:00