wee*_*not 1 glsl post-processing kivy
我有一个kivy应用程序,我希望在特定RenderContext上绘制的所有内容都应用着色器后处理效果(类似于文档中kivy-examples中的EffectWidget示例中演示的效果).
在worldWidget 的构造函数中,我创建了RenderContext
self.prc = RenderContext()
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设置其投影矩阵(这是有效的)
self.prc['projection_mat'] = proj_mat
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然后尝试将其片段着色器设置为默认片段着色器的最小副本,该着色器应该只将十分之一变为不透明(基本上使屏幕变暗).
self.prc.shader.fs = """
#ifdef GL_ES
precision highp float;
#endif
/* Outputs from the vertex shader */
varying vec4 frag_color;
varying vec2 tex_coord0;
/* uniform texture samplers */
uniform sampler2D texture0;
void main (void){
gl_FragColor = 0.1*frag_color * texture2D(texture0, tex_coord0);
}
"""
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如果此着色器的代码不正确,则程序不会运行,抱怨着色器编译错误,这表示正在编译着色器.但是,我没有看到着色器的任何影响.绘制的所有内容prc都是绘制的,但是在正常的不透明度下.我究竟做错了什么?谢谢你的时间!
编辑!
我被要求提供一个完整的可运行示例.以下程序绘制两个矩形.左侧的Rectangle有自己的RenderContext,不受灰度后处理影响(它绘制为红色)的影响.右边的矩形没有自己的RenderContext中,它被正确地受到影响后处理.
这是代码:
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.floatlayout import FloatLayout
from kivy.graphics import *
from kivy.graphics.opengl import *
from kivy.graphics.shader import *
from kivy.core.window import Window
from kivy.graphics.transformation import Matrix
from kivy.logger import Logger
class World(Widget) :
def __init__(self, **kwargs):
Logger.debug('world.init()')
# Parent RenderContext for subsuming all other render contexts
self.prc=RenderContext()
proj_mat = Matrix()
proj_mat.look_at(0.,0.,1., # eye position coords
0.,0.,0., # looking at these coords
0,1.,0) # a vector that points up
if Window.height > Window.width :
self.xRadius = float(Window.width)/Window.height
self.yRadius = 1.0
proj_mat.scale(1.0/self.xRadius,1.0,1.0)
else :
self.xRadius = 1.0
self.yRadius = float(Window.height)/Window.width
proj_mat.scale(1.0,1.0/self.yRadius,1.0)
self.prc['projection_mat'] = proj_mat
## an effect shader used to make objects monochromatic (grayscale)
self.prc.shader.fs = """
#ifdef GL_ES
precision highp float;
#endif
/* Outputs from the vertex shader */
varying vec4 frag_color;
varying vec2 vTexCoords0;
/* uniform texture samplers */
uniform sampler2D texture0;
uniform vec2 resolution;
uniform float time;
void main() {
vec4 rgb = texture2D(texture0, vTexCoords0);
float c = (rgb.x + rgb.y + rgb.z) * 0.3333;
gl_FragColor = vec4(c, c, c, 1.0);
}
"""
if not self.prc.shader.success :
raise Exception('Effect shader compile failed.')
self.canvas = self.prc
## Left Rectangle drawn with its own RenderContext
## this is not affected by the effect shader (if it were, it would be drawn as white)
## but it is affected by the parent's projection matrix
self.spriteRC = RenderContext(use_parent_projection=True)
self.spriteRC.add(Color(1,0,0,1))
self.spriteRC.add(Rectangle(pos=(-0.25,0.0),size=(0.1,0.1)))
## Right Rectangle object drawn directly to the canvas
## this **is** affected by the effect shader
self.canvas.add(Color(1,0,0,1))
self.canvas.add(Rectangle(pos=(0.25,0),size=(0.1,0.1)))
self.canvas.add(self.spriteRC)
super(World, self).__init__(**kwargs)
class GameApp(App):
def build(self):
w = World()
fl = FloatLayout()
fl.add_widget(w)
return fl
if __name__ == '__main__':
GameApp().run()
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着色器无法堆叠在管道中.只会使用最新的绑定,这不是Kivy的限制,但这就是OpenGL的工作原理.即:
self.c1 = RenderContext()
self.c2 = RenderContext()
self.c2.add(Rectangle())
self.c1.add(self.c2)
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矩形将仅由最新的着色器处理,即c2中的着色器.
为了获得矩形的特定着色器,然后使用c1着色器处理输出,请使用Framebuffer(Fbo是RenderContext子类)!
self.c1 = RenderContext()
self.c2 = Fbo(size=...)
self.c2.add(Rectangle())
self.c1.add(self.c2) # this is just for triggering the render from c1 when c2 content changes
self.c1.add(Rectangle(size=self.c2.size, texture=self.c2.texture))
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我在这里错过了所有Color和其他参数,但它只是用于演示.您可以像在RenderContext上一样更改Fbo上的着色器.