basilisk-engine 0.1.52__py3-none-any.whl → 0.1.53__py3-none-any.whl
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- basilisk/__init__.py +27 -27
- basilisk/audio/sound.py +40 -40
- basilisk/bsk_assets/cube.obj +48 -48
- basilisk/collisions/broad/broad_aabb.py +102 -102
- basilisk/collisions/broad/broad_bvh.py +137 -137
- basilisk/collisions/collider.py +95 -95
- basilisk/collisions/collider_handler.py +225 -225
- basilisk/collisions/narrow/contact_manifold.py +95 -95
- basilisk/collisions/narrow/dataclasses.py +34 -34
- basilisk/collisions/narrow/deprecated.py +46 -46
- basilisk/collisions/narrow/epa.py +91 -91
- basilisk/collisions/narrow/gjk.py +66 -66
- basilisk/collisions/narrow/graham_scan.py +24 -24
- basilisk/collisions/narrow/helper.py +29 -29
- basilisk/collisions/narrow/line_intersections.py +106 -106
- basilisk/collisions/narrow/sutherland_hodgman.py +75 -75
- basilisk/config.py +53 -53
- basilisk/draw/draw.py +100 -100
- basilisk/draw/draw_handler.py +181 -181
- basilisk/draw/font_renderer.py +28 -28
- basilisk/engine.py +168 -168
- basilisk/generic/abstract_bvh.py +15 -15
- basilisk/generic/abstract_custom.py +133 -133
- basilisk/generic/collisions.py +70 -70
- basilisk/generic/input_validation.py +82 -82
- basilisk/generic/math.py +17 -17
- basilisk/generic/matrices.py +35 -35
- basilisk/generic/meshes.py +72 -72
- basilisk/generic/quat.py +142 -142
- basilisk/generic/quat_methods.py +7 -7
- basilisk/generic/raycast_result.py +26 -26
- basilisk/generic/vec3.py +143 -143
- basilisk/input_output/IO_handler.py +91 -91
- basilisk/input_output/clock.py +49 -49
- basilisk/input_output/keys.py +43 -43
- basilisk/input_output/mouse.py +90 -90
- basilisk/input_output/path.py +14 -14
- basilisk/mesh/cube.py +33 -33
- basilisk/mesh/mesh.py +233 -233
- basilisk/mesh/mesh_from_data.py +150 -150
- basilisk/mesh/model.py +271 -271
- basilisk/mesh/narrow_aabb.py +89 -89
- basilisk/mesh/narrow_bvh.py +91 -91
- basilisk/mesh/narrow_primative.py +23 -23
- basilisk/nodes/helper.py +28 -28
- basilisk/nodes/node.py +709 -709
- basilisk/nodes/node_handler.py +106 -106
- basilisk/particles/particle_handler.py +68 -68
- basilisk/particles/particle_renderer.py +92 -92
- basilisk/physics/impulse.py +112 -112
- basilisk/physics/physics_body.py +43 -43
- basilisk/physics/physics_engine.py +35 -35
- basilisk/render/batch.py +103 -103
- basilisk/render/bloom.py +117 -117
- basilisk/render/camera.py +260 -260
- basilisk/render/chunk.py +113 -113
- basilisk/render/chunk_handler.py +167 -167
- basilisk/render/frame.py +130 -130
- basilisk/render/framebuffer.py +192 -192
- basilisk/render/image.py +128 -128
- basilisk/render/image_handler.py +120 -120
- basilisk/render/light.py +96 -96
- basilisk/render/light_handler.py +58 -58
- basilisk/render/material.py +232 -232
- basilisk/render/material_handler.py +133 -133
- basilisk/render/post_process.py +180 -180
- basilisk/render/shader.py +135 -135
- basilisk/render/shader_handler.py +109 -109
- basilisk/render/sky.py +119 -119
- basilisk/scene.py +295 -295
- basilisk/shaders/batch.frag +291 -291
- basilisk/shaders/batch.vert +117 -117
- basilisk/shaders/bloom_downsample.frag +23 -23
- basilisk/shaders/bloom_upsample.frag +33 -33
- basilisk/shaders/crt.frag +34 -34
- basilisk/shaders/draw.frag +27 -27
- basilisk/shaders/draw.vert +25 -25
- basilisk/shaders/filter.frag +22 -22
- basilisk/shaders/frame.frag +13 -13
- basilisk/shaders/frame.vert +13 -13
- basilisk/shaders/frame_hdr.frag +27 -27
- basilisk/shaders/geometry.frag +10 -10
- basilisk/shaders/geometry.vert +41 -41
- basilisk/shaders/normal.frag +62 -62
- basilisk/shaders/normal.vert +96 -96
- basilisk/shaders/particle.frag +81 -81
- basilisk/shaders/particle.vert +86 -86
- basilisk/shaders/sky.frag +23 -23
- basilisk/shaders/sky.vert +13 -13
- {basilisk_engine-0.1.52.dist-info → basilisk_engine-0.1.53.dist-info}/METADATA +82 -89
- basilisk_engine-0.1.53.dist-info/RECORD +110 -0
- {basilisk_engine-0.1.52.dist-info → basilisk_engine-0.1.53.dist-info}/WHEEL +1 -1
- basilisk_engine-0.1.52.dist-info/RECORD +0 -110
- {basilisk_engine-0.1.52.dist-info → basilisk_engine-0.1.53.dist-info}/top_level.txt +0 -0
basilisk/render/bloom.py
CHANGED
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import moderngl as mgl
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import glm
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from .framebuffer import Framebuffer
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from .shader import Shader
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class Bloom:
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def __init__(self, frame):
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self.engine = frame.engine
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self.ctx = self.engine.ctx
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self.frame = frame
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# Load bloom tools
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self.downsample_shader = Shader(self.engine, self.engine.root + '/shaders/frame.vert', self.engine.root + '/shaders/bloom_downsample.frag')
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self.upsample_shader = Shader(self.engine, self.engine.root + '/shaders/frame.vert', self.engine.root + '/shaders/bloom_upsample.frag')
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self.downsample_vao = self.ctx.vertex_array(self.downsample_shader.program, [(self.frame.vbo, '3f 2f', 'in_position', 'in_uv')], skip_errors=True)
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self.upsample_vao = self.ctx.vertex_array(self.upsample_shader.program, [(self.frame.vbo, '3f 2f', 'in_position', 'in_uv')], skip_errors=True)
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self.upsample_buffers = []
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self.downsample_buffers = []
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self.generate_bloom_buffers()
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def render(self) -> None:
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"""
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GPU downsamples and upsamples the bloom texture to blur it
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"""
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self.clear()
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n = self.engine.config.bloom_quality
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self.ctx.enable(mgl.BLEND)
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self.ctx.blend_func = mgl.ADDITIVE_BLENDING
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# Render the screen's bloom texture to a local buffer
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bloom_texture = self.frame.input_buffer.color_attachments[1]
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self.downsample_shader.bind(bloom_texture, 'screenTexture', 0)
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self.downsample_shader.write(glm.ivec2(bloom_texture.size), 'textureSize')
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self.downsample_buffers[0].clear()
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self.downsample_buffers[0].use()
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self.downsample_vao.render()
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for i in range(0, n):
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self.downsample(self.downsample_buffers[i], self.downsample_buffers[i + 1])
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self.upsample(self.downsample_buffers[n - 1], self.downsample_buffers[n], self.upsample_buffers[n])
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for i in range(n - 1, -1, -1):
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self.upsample(self.upsample_buffers[i + 1], self.downsample_buffers[i], self.upsample_buffers[i])
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self.ctx.disable(mgl.BLEND)
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def downsample(self, source: Framebuffer, dest: Framebuffer) -> None:
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"""
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"""
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# Bind the source texture to the shader
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if isinstance(source, Framebuffer): texture = source.texture
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else: texture = source
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self.downsample_shader.bind(texture, 'screenTexture', 0)
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self.downsample_shader.write(glm.ivec2(source.size), 'textureSize')
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# Clear and use the destination fbo
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dest.use()
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dest.clear()
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# Render using the downsample vao (2x2 box filter)
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self.downsample_vao.render()
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def upsample(self, low: Framebuffer, high: Framebuffer, dest: Framebuffer) -> None:
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"""
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"""
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# Bind the source texture to the shader
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self.upsample_shader.bind(high.texture, 'highTexture', 0)
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self.upsample_shader.bind(low.texture, 'lowTexture', 1)
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self.upsample_shader.write(glm.ivec2(low.size), 'textureSize')
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# Clear and use the destination fbo
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dest.use()
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dest.clear()
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# Render using the upsample vao (3x3 tent filter)
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self.upsample_vao.render()
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return dest
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def generate_bloom_buffers(self) -> None:
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"""
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Generates n buffers for down/up sampling
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"""
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n = self.engine.config.bloom_quality
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size = self.frame.input_buffer.size
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self.downsample_buffers = []
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self.upsample_buffers = []
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for i in range(n + 1):
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downsample_fbo = Framebuffer(self.engine, size=(max(size[0] // (2 ** (i)), 1), max(size[1] // (2 ** (i)), 1)))
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upsample_fbo = Framebuffer(self.engine, size=(max(size[0] // (2 ** (i)), 1), max(size[1] // (2 ** (i)), 1)))
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self.downsample_buffers.append(downsample_fbo)
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self.upsample_buffers.append(upsample_fbo)
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def clear(self):
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for buffer in self.upsample_buffers + self.downsample_buffers:
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buffer.clear()
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@property
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def fbo(self): return self.upsample_buffers[0]
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@property
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import moderngl as mgl
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import glm
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from .framebuffer import Framebuffer
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from .shader import Shader
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class Bloom:
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def __init__(self, frame):
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self.engine = frame.engine
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self.ctx = self.engine.ctx
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self.frame = frame
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# Load bloom tools
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self.downsample_shader = Shader(self.engine, self.engine.root + '/shaders/frame.vert', self.engine.root + '/shaders/bloom_downsample.frag')
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self.upsample_shader = Shader(self.engine, self.engine.root + '/shaders/frame.vert', self.engine.root + '/shaders/bloom_upsample.frag')
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self.downsample_vao = self.ctx.vertex_array(self.downsample_shader.program, [(self.frame.vbo, '3f 2f', 'in_position', 'in_uv')], skip_errors=True)
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self.upsample_vao = self.ctx.vertex_array(self.upsample_shader.program, [(self.frame.vbo, '3f 2f', 'in_position', 'in_uv')], skip_errors=True)
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self.upsample_buffers = []
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self.downsample_buffers = []
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self.generate_bloom_buffers()
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def render(self) -> None:
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"""
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GPU downsamples and upsamples the bloom texture to blur it
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"""
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self.clear()
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n = self.engine.config.bloom_quality
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self.ctx.enable(mgl.BLEND)
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self.ctx.blend_func = mgl.ADDITIVE_BLENDING
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# Render the screen's bloom texture to a local buffer
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bloom_texture = self.frame.input_buffer.color_attachments[1]
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self.downsample_shader.bind(bloom_texture, 'screenTexture', 0)
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self.downsample_shader.write(glm.ivec2(bloom_texture.size), 'textureSize')
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self.downsample_buffers[0].clear()
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self.downsample_buffers[0].use()
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self.downsample_vao.render()
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for i in range(0, n):
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self.downsample(self.downsample_buffers[i], self.downsample_buffers[i + 1])
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self.upsample(self.downsample_buffers[n - 1], self.downsample_buffers[n], self.upsample_buffers[n])
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for i in range(n - 1, -1, -1):
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self.upsample(self.upsample_buffers[i + 1], self.downsample_buffers[i], self.upsample_buffers[i])
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self.ctx.disable(mgl.BLEND)
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def downsample(self, source: Framebuffer, dest: Framebuffer) -> None:
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"""
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"""
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# Bind the source texture to the shader
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if isinstance(source, Framebuffer): texture = source.texture
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else: texture = source
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self.downsample_shader.bind(texture, 'screenTexture', 0)
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self.downsample_shader.write(glm.ivec2(source.size), 'textureSize')
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# Clear and use the destination fbo
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dest.use()
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dest.clear()
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# Render using the downsample vao (2x2 box filter)
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self.downsample_vao.render()
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def upsample(self, low: Framebuffer, high: Framebuffer, dest: Framebuffer) -> None:
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"""
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"""
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# Bind the source texture to the shader
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self.upsample_shader.bind(high.texture, 'highTexture', 0)
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self.upsample_shader.bind(low.texture, 'lowTexture', 1)
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self.upsample_shader.write(glm.ivec2(low.size), 'textureSize')
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# Clear and use the destination fbo
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dest.use()
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dest.clear()
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# Render using the upsample vao (3x3 tent filter)
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self.upsample_vao.render()
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return dest
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def generate_bloom_buffers(self) -> None:
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"""
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Generates n buffers for down/up sampling
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"""
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n = self.engine.config.bloom_quality
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size = self.frame.input_buffer.size
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self.downsample_buffers = []
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self.upsample_buffers = []
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for i in range(n + 1):
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downsample_fbo = Framebuffer(self.engine, size=(max(size[0] // (2 ** (i)), 1), max(size[1] // (2 ** (i)), 1)))
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upsample_fbo = Framebuffer(self.engine, size=(max(size[0] // (2 ** (i)), 1), max(size[1] // (2 ** (i)), 1)))
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self.downsample_buffers.append(downsample_fbo)
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self.upsample_buffers.append(upsample_fbo)
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def clear(self):
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for buffer in self.upsample_buffers + self.downsample_buffers:
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buffer.clear()
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@property
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def fbo(self): return self.upsample_buffers[0]
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@property
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def texture(self): return self.fbo.texture
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