ModernGL奮闘記 (8) - αブレンディング -
今回はαブレンディングを実装する.単にQuadを半透明に表示する.
コード
以下のQuadを描画する回をベースとする.
https://mugichoko.hatenablog.com/entry/2021/11/13/235559mugichoko.hatenablog.com
- 上下キーでα値を設定し,シェーダプログラムに送る
- αブレンディングの設定を有効にしておく
self.window.ctx.blend_funcの部分参照
from pathlib import Path import moderngl as mgl import moderngl_window from moderngl_window.conf import settings from moderngl_window import resources from moderngl_window.resources import programs from moderngl_window.meta import ProgramDescription from moderngl_window.scene.camera import Camera import numpy as np class Quad: def __init__(self, ctx: mgl.Context, prog: mgl.Program) -> None: self.prog = prog # Quad vertices = np.array([ # x, y, u, v -0.5, -0.5, 0.0, 0.0, # 0: Bottom left +0.5, -0.5, 1.0, 0.0, # 1: Bottom right +0.5, +0.5, 1.0, 1.0, # 2: Top right -0.5, +0.5, 0.0, 1.0, # 3: Top left ], dtype="f4") indices = np.array([0, 1, 2, 3], dtype="i4") self.vbo = ctx.buffer(vertices) self.ibo = ctx.buffer(indices) vao_content = [(self.vbo, "2f 2f", "in_vert", "in_uv")] self.vao = ctx.vertex_array(self.prog, vao_content, self.ibo) def render(self, camera: Camera, alpha: float) -> None: self.prog["M"].write(np.identity(4, dtype="f4")) self.prog["V"].write(camera.matrix) self.prog["P"].write(camera.projection.matrix) self.prog["alpha"].write(np.array([alpha], dtype="f4")) self.vao.render(mgl.TRIANGLE_FAN) class App: def __init__(self, width=512, height=512) -> None: # Window # create a gl window: https://moderngl-window.readthedocs.io/en/latest/reference/settings.conf.settings.html#moderngl_window.conf.Settings.WINDOW settings.WINDOW["class"] = "moderngl_window.context.glfw.Window" settings.WINDOW["gl_version"] = (4, 1) settings.WINDOW["size"] = (width, height) settings.WINDOW["aspect_ratio"] = width / height self.window = moderngl_window.create_window_from_settings() # Resources self.resource_dir = Path(__file__).parent.resolve() / "resources" resources.register_program_dir((self.resource_dir / "shaders").resolve()) self.program = programs.load( ProgramDescription( vertex_shader="uv_alpha_vs.glsl", fragment_shader="uv_alpha_fs.glsl" ) ) # Camera self.camera = Camera(aspect_ratio=width / height, near=0.01, far=100.0) self.camera.set_position(0, 0.0, 1.5) self.camera.look_at(pos=(0, 0, 0)) # Set key allback ## Ref: https://github.com/moderngl/moderngl-window/blob/master/examples/custom_config_class.py self.window.key_event_func = self.key_event # Quad mesh with a 2D texture array self.quad = Quad(self.window.ctx, self.program) self.alpha = 1.0 # initial alpha value def key_event(self, key, action, modifiers): keys = self.window.keys # Key pressed if action == keys.ACTION_PRESS: if key == keys.UP: self.alpha = min(self.alpha + 0.1, 1) print("UP: ", self.alpha) if key == keys.DOWN: self.alpha = max(self.alpha - 0.1, 0) print("Down: ", self.alpha) def run(self) -> None: while not self.window.is_closing: self.window.clear(0.5, 1.0, 0.25, 0.0) self.window.ctx.enable(mgl.DEPTH_TEST | mgl.CULL_FACE | mgl.BLEND) self.window.ctx.blend_func = ( self.window.ctx.SRC_ALPHA, self.window.ctx.ONE_MINUS_SRC_ALPHA, ) self.quad.render(self.camera, self.alpha) self.window.swap_buffers() if __name__ == "__main__": app = App() app.run()
以下のシェーダは単にα値を受け取って,αチャンネルに書きだす,という内容.
// uv_alpha_vs.glsl #version 330 uniform mat4 M; // model matrix uniform mat4 V; // view matrix uniform mat4 P; // projection matrix in vec2 in_vert; in vec2 in_uv; out vec2 vs_uv; void main() { vs_uv = in_uv; gl_Position = P * V * M * vec4(in_vert, 0.0, 1.0); }
// uv_alpha_fs.glsl #version 330 in vec2 vs_uv; out vec4 fs_color; uniform float alpha; void main() { fs_color = vec4(vs_uv, 1.0, alpha); }
結果
