3b1b-manim/manimlib/camera/camera.py

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from __future__ import annotations
import itertools as it
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import moderngl
import numpy as np
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import OpenGL.GL as gl
from PIL import Image
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from manimlib.camera.camera_frame import CameraFrame
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from manimlib.constants import BLACK
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from manimlib.constants import DEFAULT_FPS
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from manimlib.constants import DEFAULT_PIXEL_HEIGHT, DEFAULT_PIXEL_WIDTH
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from manimlib.constants import FRAME_WIDTH
from manimlib.mobject.mobject import Mobject
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from manimlib.mobject.mobject import Point
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from manimlib.utils.color import color_to_rgba
from manimlib.utils.shaders import get_texture_id
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.shader_wrapper import ShaderWrapper
from manimlib.typing import ManimColor, Vect3
from manimlib.window import Window
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from typing import Any, Iterable
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class Camera(object):
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def __init__(
self,
window: Window | None = None,
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background_image: str | None = None,
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frame_config: dict = dict(),
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pixel_width: int = DEFAULT_PIXEL_WIDTH,
pixel_height: int = DEFAULT_PIXEL_HEIGHT,
fps: int = DEFAULT_FPS,
# Note: frame height and width will be resized to match the pixel aspect ratio
background_color: ManimColor = BLACK,
background_opacity: float = 1.0,
# Points in vectorized mobjects with norm greater
# than this value will be rescaled.
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max_allowable_norm: float = FRAME_WIDTH,
image_mode: str = "RGBA",
n_channels: int = 4,
pixel_array_dtype: type = np.uint8,
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light_source_position: Vect3 = np.array([-10, 10, 10]),
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# Although vector graphics handle antialiasing fine
# without multisampling, for 3d scenes one might want
# to set samples to be greater than 0.
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samples: int = 0,
):
self.background_image = background_image
self.window = window
self.default_pixel_shape = (pixel_width, pixel_height)
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self.fps = fps
self.max_allowable_norm = max_allowable_norm
self.image_mode = image_mode
self.n_channels = n_channels
self.pixel_array_dtype = pixel_array_dtype
self.light_source_position = light_source_position
self.samples = samples
self.rgb_max_val: float = np.iinfo(self.pixel_array_dtype).max
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self.background_rgba: list[float] = list(color_to_rgba(
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background_color, background_opacity
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))
self.perspective_uniforms = dict()
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self.init_frame(**frame_config)
self.init_context(window)
self.init_light_source()
self.refresh_perspective_uniforms()
self.init_fill_fbo(self.ctx) # Experimental
# A cached map from mobjects to their associated list of render groups
# so that these render groups are not regenerated unnecessarily for static
# mobjects
self.mob_to_render_groups = {}
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def init_frame(self, **config) -> None:
self.frame = CameraFrame(**config)
def init_context(self, window: Window | None = None) -> None:
if window is None:
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self.ctx = moderngl.create_standalone_context()
self.fbo = self.get_fbo(self.samples)
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else:
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self.ctx = window.ctx
self.fbo = self.ctx.detect_framebuffer()
self.fbo.use()
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self.set_ctx_blending()
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self.ctx.enable(moderngl.PROGRAM_POINT_SIZE)
# This is the frame buffer we'll draw into when emitting frames
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self.draw_fbo = self.get_fbo(samples=0)
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def init_fill_fbo(self, ctx: moderngl.context.Context):
# Experimental
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size = self.get_pixel_shape()
self.fill_texture = ctx.texture(
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size=size,
components=4,
# Important to make sure floating point (not fixed point) is
# used so that alpha values are not clipped
dtype='f2',
)
# TODO, depth buffer is not really used yet
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fill_depth = ctx.depth_renderbuffer(size)
self.fill_fbo = ctx.framebuffer(self.fill_texture, fill_depth)
self.fill_prog = ctx.program(
vertex_shader='''
#version 330
in vec2 texcoord;
out vec2 v_textcoord;
void main() {
gl_Position = vec4((2.0 * texcoord - 1.0), 0.0, 1.0);
v_textcoord = texcoord;
}
''',
fragment_shader='''
#version 330
uniform sampler2D Texture;
in vec2 v_textcoord;
out vec4 frag_color;
void main() {
frag_color = texture(Texture, v_textcoord);
frag_color = abs(frag_color);
if(frag_color.a == 0) discard;
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//TODO, set gl_FragDepth;
}
''',
)
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self.fill_prog['Texture'].value = get_texture_id(self.fill_texture)
verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
self.fill_texture_vao = ctx.simple_vertex_array(
self.fill_prog,
ctx.buffer(verts.astype('f4').tobytes()),
'texcoord',
)
def set_ctx_blending(self, enable: bool = True) -> None:
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if enable:
self.ctx.enable(moderngl.BLEND)
else:
self.ctx.disable(moderngl.BLEND)
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def set_ctx_depth_test(self, enable: bool = True) -> None:
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if enable:
self.ctx.enable(moderngl.DEPTH_TEST)
else:
self.ctx.disable(moderngl.DEPTH_TEST)
def set_ctx_clip_plane(self, enable: bool = True) -> None:
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if enable:
gl.glEnable(gl.GL_CLIP_DISTANCE0)
def init_light_source(self) -> None:
self.light_source = Point(self.light_source_position)
# Methods associated with the frame buffer
def get_fbo(
self,
samples: int = 0
) -> moderngl.Framebuffer:
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return self.ctx.framebuffer(
color_attachments=self.ctx.texture(
self.default_pixel_shape,
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components=self.n_channels,
samples=samples,
),
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depth_attachment=self.ctx.depth_renderbuffer(
self.default_pixel_shape,
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samples=samples
)
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)
def clear(self) -> None:
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self.fbo.clear(*self.background_rgba)
def get_raw_fbo_data(self, dtype: str = 'f1') -> bytes:
# Copy blocks from fbo into draw_fbo using Blit
gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.fbo.glo)
gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.draw_fbo.glo)
if self.window is not None:
src_viewport = self.window.viewport
else:
src_viewport = self.fbo.viewport
gl.glBlitFramebuffer(
*src_viewport,
*self.draw_fbo.viewport,
gl.GL_COLOR_BUFFER_BIT, gl.GL_LINEAR
)
return self.draw_fbo.read(
viewport=self.draw_fbo.viewport,
components=self.n_channels,
dtype=dtype,
)
def get_image(self) -> Image.Image:
return Image.frombytes(
'RGBA',
self.get_pixel_shape(),
self.get_raw_fbo_data(),
'raw', 'RGBA', 0, -1
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)
def get_pixel_array(self) -> np.ndarray:
raw = self.get_raw_fbo_data(dtype='f4')
flat_arr = np.frombuffer(raw, dtype='f4')
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arr = flat_arr.reshape([*reversed(self.draw_fbo.size), self.n_channels])
arr = arr[::-1]
# Convert from float
return (self.rgb_max_val * arr).astype(self.pixel_array_dtype)
# Needed?
def get_texture(self) -> moderngl.Texture:
texture = self.ctx.texture(
size=self.fbo.size,
components=4,
data=self.get_raw_fbo_data(),
dtype='f4'
)
return texture
# Getting camera attributes
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def get_pixel_size(self) -> float:
return self.frame.get_shape()[0] / self.get_pixel_shape()[0]
def get_pixel_shape(self) -> tuple[int, int]:
return self.draw_fbo.size
def get_pixel_width(self) -> int:
return self.get_pixel_shape()[0]
def get_pixel_height(self) -> int:
return self.get_pixel_shape()[1]
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def get_aspect_ratio(self):
pw, ph = self.get_pixel_shape()
return pw / ph
def get_frame_height(self) -> float:
return self.frame.get_height()
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def get_frame_width(self) -> float:
return self.frame.get_width()
def get_frame_shape(self) -> tuple[float, float]:
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return (self.get_frame_width(), self.get_frame_height())
def get_frame_center(self) -> np.ndarray:
return self.frame.get_center()
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def get_location(self) -> tuple[float, float, float]:
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return self.frame.get_implied_camera_location()
def resize_frame_shape(self, fixed_dimension: bool = False) -> None:
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"""
Changes frame_shape to match the aspect ratio
of the pixels, where fixed_dimension determines
whether frame_height or frame_width
remains fixed while the other changes accordingly.
"""
frame_height = self.get_frame_height()
frame_width = self.get_frame_width()
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aspect_ratio = self.get_aspect_ratio()
if not fixed_dimension:
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frame_height = frame_width / aspect_ratio
else:
frame_width = aspect_ratio * frame_height
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self.frame.set_height(frame_height, stretch=true)
self.frame.set_width(frame_width, stretch=true)
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# Rendering
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def capture(self, *mobjects: Mobject) -> None:
self.refresh_perspective_uniforms()
for mobject in mobjects:
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for render_group in self.get_render_group_list(mobject):
self.render(render_group)
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def render(self, render_group: dict[str, Any]) -> None:
shader_wrapper = render_group["shader_wrapper"]
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primitive = int(shader_wrapper.render_primitive)
shader_wrapper.update_program_uniforms(self.perspective_uniforms)
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self.set_ctx_depth_test(shader_wrapper.depth_test)
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self.set_ctx_clip_plane(shader_wrapper.use_clip_plane())
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if shader_wrapper.is_fill:
self.render_fill(render_group["vao"], primitive, shader_wrapper.vert_indices)
else:
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render_group["vao"].render(primitive)
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if render_group["single_use"]:
self.release_render_group(render_group)
def render_fill(self, vao, render_primitive: int, indices: np.ndarray):
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"""
VMobject fill is handled in a special way, where emited triangles
must be blended with moderngl.FUNC_SUBTRACT so as to effectively compute
a winding number around each pixel. This is rendered to a separate texture,
then that texture is overlayed onto the current fbo
"""
winding = (len(indices) == 0)
vao.program['winding'].value = winding
if not winding:
vao.render(moderngl.TRIANGLES)
return
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self.fill_fbo.clear()
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self.fill_fbo.use()
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self.ctx.blend_func = (moderngl.ONE, moderngl.ONE)
vao.render(render_primitive)
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self.ctx.blend_func = moderngl.DEFAULT_BLENDING
self.fbo.use()
self.fill_texture_vao.render(moderngl.TRIANGLE_STRIP)
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def get_render_group_list(self, mobject: Mobject) -> Iterable[dict[str, Any]]:
if mobject.is_changing():
return self.generate_render_group_list(mobject)
# Otherwise, cache result for later use
key = id(mobject)
if key not in self.mob_to_render_groups:
self.mob_to_render_groups[key] = list(self.generate_render_group_list(mobject))
return self.mob_to_render_groups[key]
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def generate_render_group_list(self, mobject: Mobject) -> Iterable[dict[str, Any]]:
return (
self.get_render_group(sw, single_use=mobject.is_changing())
for sw in mobject.get_shader_wrapper_list(self.ctx)
)
def get_render_group(
self,
shader_wrapper: ShaderWrapper,
single_use: bool = True
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) -> dict[str, Any]:
return {
"shader_wrapper": shader_wrapper,
"vao": shader_wrapper.get_vao(single_use),
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"single_use": single_use,
}
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def release_render_group(self, render_group: dict[str, Any]) -> None:
render_group["shader_wrapper"].release()
def refresh_static_mobjects(self) -> None:
for render_group in it.chain(*self.mob_to_render_groups.values()):
self.release_render_group(render_group)
self.mob_to_render_groups = {}
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def refresh_perspective_uniforms(self) -> None:
frame = self.frame
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view_matrix = frame.get_view_matrix()
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light_pos = self.light_source.get_location()
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cam_pos = self.frame.get_implied_camera_location()
self.perspective_uniforms.update(
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frame_shape=frame.get_shape(),
pixel_size=self.get_pixel_size(),
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view=tuple(view_matrix.T.flatten()),
camera_position=tuple(cam_pos),
light_position=tuple(light_pos),
focal_distance=frame.get_focal_distance(),
)
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# Mostly just defined so old scenes don't break
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class ThreeDCamera(Camera):
def __init__(self, samples: int = 4, **kwargs):
super().__init__(samples=samples, **kwargs)