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Add depth sampling for fill
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@ -103,7 +103,7 @@ def get_colormap_code(rgb_list: Sequence[float]) -> str:
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@lru_cache()
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def get_fill_canvas(ctx) -> Tuple[Framebuffer, VertexArray, Tuple[float, float, float]]:
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def get_fill_canvas(ctx: moderngl.Context) -> Tuple[Framebuffer, VertexArray, Tuple[float, float, float]]:
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"""
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Because VMobjects with fill are rendered in a funny way, using
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alpha blending to effectively compute the winding number around
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@ -121,8 +121,8 @@ def get_fill_canvas(ctx) -> Tuple[Framebuffer, VertexArray, Tuple[float, float,
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# Important to make sure dtype is floating point (not fixed point)
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# so that alpha values can be negative and are not clipped
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texture = ctx.texture(size=size, components=4, dtype='f2')
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depth_buffer = ctx.depth_renderbuffer(size) # TODO, currently not used
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texture_fbo = ctx.framebuffer(texture, depth_buffer)
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depth_texture = ctx.depth_texture(size=size)
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texture_fbo = ctx.framebuffer(texture, depth_texture)
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# We'll paint onto a canvas with initially negative rgbs, and
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# discard any pixels remaining close to this value. This is
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@ -150,6 +150,7 @@ def get_fill_canvas(ctx) -> Tuple[Framebuffer, VertexArray, Tuple[float, float,
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#version 330
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uniform sampler2D Texture;
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uniform sampler2D DepthTexture;
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uniform vec3 null_rgb;
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in vec2 v_textcoord;
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@ -164,12 +165,13 @@ def get_fill_canvas(ctx) -> Tuple[Framebuffer, VertexArray, Tuple[float, float,
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// Un-blend from the null value
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color.rgb -= (1 - color.a) * null_rgb;
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//TODO, set gl_FragDepth;
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gl_FragDepth = texture(DepthTexture, v_textcoord)[0];
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}
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''',
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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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simple_program['null_rgb'].value = null_rgb
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verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
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