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

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import moderngl
from colour import Color
from PIL import Image
import numpy as np
import itertools as it
from manimlib.constants import *
from manimlib.mobject.mobject import Mobject
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from manimlib.mobject.mobject import Point
from manimlib.utils.config_ops import digest_config
from manimlib.utils.iterables import batch_by_property
from manimlib.utils.simple_functions import fdiv
from manimlib.utils.shaders import shader_info_to_id
from manimlib.utils.shaders import shader_id_to_info
from manimlib.utils.shaders import get_shader_code_from_file
from manimlib.utils.simple_functions import clip
from manimlib.utils.space_ops import angle_of_vector
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from manimlib.utils.space_ops import rotation_matrix_transpose_from_quaternion
from manimlib.utils.space_ops import rotation_matrix_transpose
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from manimlib.utils.space_ops import quaternion_from_angle_axis
from manimlib.utils.space_ops import quaternion_mult
class CameraFrame(Mobject):
CONFIG = {
"width": FRAME_WIDTH,
"height": FRAME_HEIGHT,
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"center_point": ORIGIN,
# Theta, phi, gamma
"euler_angles": [0, 0, 0],
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"focal_distance": 5,
}
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def init_points(self):
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self.points = np.array([self.center_point])
self.euler_angles = np.array(self.euler_angles, dtype='float64')
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def to_default_state(self):
self.center()
self.set_height(FRAME_HEIGHT)
self.set_width(FRAME_WIDTH)
self.set_rotation(0, 0, 0)
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return self
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def get_inverse_camera_position_matrix(self):
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result = np.identity(4)
# First shift so that origin of real space coincides with camera origin
result[:3, 3] = -self.get_center().T
# Rotate based on camera orientation
result[:3, :3] = np.dot(self.get_inverse_camera_rotation_matrix(), result[:3, :3])
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# Scale to have height 2 (matching the height of the box [-1, 1]^2)
result *= 2 / self.height
return result
def get_inverse_camera_rotation_matrix(self):
theta, phi, gamma = self.euler_angles
quat = quaternion_mult(
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quaternion_from_angle_axis(theta, OUT),
quaternion_from_angle_axis(phi, RIGHT),
quaternion_from_angle_axis(gamma, OUT),
)
return rotation_matrix_transpose_from_quaternion(quat)
def rotate(self, angle, axis=OUT, **kwargs):
curr_rot_T = self.get_inverse_camera_rotation_matrix()
added_rot_T = rotation_matrix_transpose(angle, axis)
new_rot_T = np.dot(curr_rot_T, added_rot_T)
Fz = new_rot_T[2]
phi = np.arccos(Fz[2])
theta = angle_of_vector(Fz[:2]) + PI / 2
partial_rot_T = np.dot(
rotation_matrix_transpose(phi, RIGHT),
rotation_matrix_transpose(theta, OUT),
)
gamma = angle_of_vector(np.dot(partial_rot_T, new_rot_T.T)[:, 0])
# TODO, write a function that converts quaternions to euler angles
self.euler_angles[:] = theta, phi, gamma
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return self
def set_rotation(self, theta=0, phi=0, gamma=0):
self.euler_angles[:] = theta, phi, gamma
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return self
def increment_theta(self, dtheta):
self.euler_angles[0] += dtheta
return self
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def increment_phi(self, dphi):
self.euler_angles[1] = clip(self.euler_angles[1] + dphi, 0, PI)
return self
def increment_gamma(self, dgamma):
self.euler_angles[2] += dgamma
return self
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def scale(self, scale_factor, **kwargs):
# TODO, handle about_point and about_edge?
self.height *= scale_factor
self.width *= scale_factor
return self
def set_height(self, height):
self.height = height
return self
def set_width(self, width):
self.width = width
return self
def get_height(self):
return self.height
def get_width(self):
return self.width
def get_center(self):
return self.points[0]
def get_focal_distance(self):
return self.focal_distance
def interpolate(self, mobject1, mobject2, alpha, **kwargs):
pass
class Camera(object):
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CONFIG = {
"background_image": None,
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"frame_config": {},
"pixel_height": DEFAULT_PIXEL_HEIGHT,
"pixel_width": DEFAULT_PIXEL_WIDTH,
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"frame_rate": DEFAULT_FRAME_RATE, # TODO, move this elsewhere
# Note: frame height and width will be resized to match
# the pixel aspect ratio
"background_color": BLACK,
"background_opacity": 1,
# Points in vectorized mobjects with norm greater
# than this value will be rescaled.
"max_allowable_norm": FRAME_WIDTH,
"image_mode": "RGBA",
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"n_channels": 4,
"pixel_array_dtype": 'uint8',
"light_source_position": [-10, 10, 10], # TODO, add multiple light sources
"apply_depth_test": False,
}
def __init__(self, ctx=None, **kwargs):
digest_config(self, kwargs, locals())
self.rgb_max_val = np.iinfo(self.pixel_array_dtype).max
self.init_frame()
self.init_context(ctx)
self.init_shaders()
self.init_textures()
self.init_light_source()
def init_frame(self):
self.frame = CameraFrame(**self.frame_config)
def init_context(self, ctx=None):
if ctx is not None:
self.ctx = ctx
self.fbo = self.ctx.detect_framebuffer()
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else:
self.ctx = moderngl.create_standalone_context()
self.fbo = self.get_fbo()
self.fbo.use()
if self.apply_depth_test:
self.ctx.enable(moderngl.DEPTH_TEST | moderngl.BLEND)
else:
self.ctx.enable(moderngl.BLEND)
self.ctx.blend_func = (
moderngl.SRC_ALPHA, moderngl.ONE_MINUS_SRC_ALPHA,
moderngl.ONE, moderngl.ONE
)
self.background_fbo = None
def init_light_source(self):
self.light_source = Point(self.light_source_position)
# Methods associated with the frame buffer
def get_fbo(self):
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return self.ctx.simple_framebuffer(
(self.pixel_width, self.pixel_height)
)
def resize_frame_shape(self, fixed_dimension=0):
"""
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.
"""
pixel_height = self.get_pixel_height()
pixel_width = self.get_pixel_width()
frame_height = self.get_frame_height()
frame_width = self.get_frame_width()
aspect_ratio = fdiv(pixel_width, pixel_height)
if fixed_dimension == 0:
frame_height = frame_width / aspect_ratio
else:
frame_width = aspect_ratio * frame_height
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self.frame.set_height(frame_height)
self.frame.set_width(frame_width)
def clear(self):
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rgba = (*Color(self.background_color).get_rgb(), self.background_opacity)
self.fbo.clear(*rgba)
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def reset_pixel_shape(self, new_width, new_height):
self.pixel_width = new_width
self.pixel_height = new_height
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self.refresh_shader_uniforms()
# Various ways to read from the fbo
def get_raw_fbo_data(self, dtype='f1'):
return self.fbo.read(
viewport=self.fbo.viewport,
components=self.n_channels,
dtype=dtype,
)
def get_image(self, pixel_array=None):
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):
raw = self.get_raw_fbo_data(dtype='f4')
flat_arr = np.frombuffer(raw, dtype='f4')
arr = flat_arr.reshape([*self.fbo.size, self.n_channels])
# Convert from float
return (self.rgb_max_val * arr).astype(self.pixel_array_dtype)
# Needed?
def get_texture(self):
texture = self.ctx.texture(
size=self.fbo.size,
components=4,
data=self.get_raw_fbo_data(),
dtype='f4'
)
return texture
# Getting camera attributes
def get_pixel_shape(self):
return self.fbo.viewport[2:4]
# return (self.pixel_width, self.pixel_height)
def get_pixel_width(self):
return self.get_pixel_shape()[0]
def get_pixel_height(self):
return self.get_pixel_shape()[1]
def get_frame_height(self):
return self.frame.get_height()
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def get_frame_width(self):
return self.frame.get_width()
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def get_frame_shape(self):
return (self.get_frame_width(), self.get_frame_height())
def get_frame_center(self):
return self.frame.get_center()
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def pixel_coords_to_space_coords(self, px, py, relative=False):
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# pw, ph = self.fbo.size
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# Bad hack, not sure why this is needed.
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pw, ph = self.get_pixel_shape()
pw //= 2
ph //= 2
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fw, fh = self.get_frame_shape()
fc = self.get_frame_center()
if relative:
return 2 * np.array([px / pw, py / ph, 0])
else:
# Only scale wrt one axis
scale = fh / ph
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return fc + scale * np.array([(px - pw / 2), (py - ph / 2), 0])
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# Rendering
def capture(self, *mobjects, **kwargs):
self.refresh_shader_uniforms()
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shader_infos = it.chain(*[
mob.get_shader_info_list()
for mob in mobjects
])
batches = batch_by_property(shader_infos, shader_info_to_id)
for info_group, sid in batches:
if len(info_group) == 1:
data = info_group[0]["data"]
else:
data = np.hstack([info["data"] for info in info_group])
shader = self.get_shader(info_group[0])
render_primative = int(info_group[0]["render_primative"])
self.render(shader, data, render_primative)
def render(self, shader, data, render_primative):
if data is None or len(data) == 0:
return
if shader is None:
return
vbo = self.ctx.buffer(data.tobytes())
vao = self.ctx.simple_vertex_array(shader, vbo, *data.dtype.names)
vao.render(render_primative)
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# Shaders
def init_shaders(self):
# Initialize with the null id going to None
self.id_to_shader = {"": None}
def get_shader(self, shader_info):
sid = shader_info_to_id(shader_info)
if sid not in self.id_to_shader:
info = shader_id_to_info(sid)
shader = self.ctx.program(
vertex_shader=get_shader_code_from_file(info["vert"]),
geometry_shader=get_shader_code_from_file(info["geom"]),
fragment_shader=get_shader_code_from_file(info["frag"]),
)
if info["texture_path"]:
# TODO, this currently assumes that the uniform Sampler2D
# is named Texture
tid = self.get_texture_id(info["texture_path"])
shader["Texture"].value = tid
self.set_shader_uniforms(shader)
self.id_to_shader[sid] = shader
return self.id_to_shader[sid]
def set_shader_uniforms(self, shader):
if shader is None:
return
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# TODO, think about how uniforms come from mobjects as well.
pw, ph = self.get_pixel_shape()
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transform = self.frame.get_inverse_camera_position_matrix()
light = self.light_source.get_location()
transformed_light = np.dot(transform, [*light, 1])[:3]
mapping = {
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'to_screen_space': tuple(transform.T.flatten()),
'aspect_ratio': (pw / ph), # AR based on pixel shape
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'focal_distance': self.frame.get_focal_distance(),
'anti_alias_width': 3 / ph, # 1.5 Pixel widths
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'light_source_position': tuple(transformed_light),
}
for key, value in mapping.items():
try:
shader[key].value = value
except KeyError:
pass
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def refresh_shader_uniforms(self):
for sid, shader in self.id_to_shader.items():
self.set_shader_uniforms(shader)
def init_textures(self):
self.path_to_texture_id = {}
def get_texture_id(self, path):
if path not in self.path_to_texture_id:
# A way to increase tid's sequentially
tid = len(self.path_to_texture_id)
im = Image.open(path)
texture = self.ctx.texture(
size=im.size,
components=len(im.getbands()),
data=im.tobytes(),
)
texture.use(location=tid)
self.path_to_texture_id[path] = tid
return self.path_to_texture_id[path]