Improvements to surfaces, with textured surfaces available

This commit is contained in:
Grant Sanderson 2020-06-04 17:17:38 -07:00
parent 4c33b99d39
commit 2b931dc7a2
7 changed files with 195 additions and 88 deletions

View file

@ -1,93 +1,24 @@
from manimlib.constants import *
from manimlib.mobject.geometry import Square
from manimlib.mobject.types.surface_mobject import SurfaceMobject
from manimlib.mobject.types.surface_mobject import ParametricSurface
from manimlib.mobject.types.vectorized_mobject import VGroup
class ParametricSurface(SurfaceMobject):
CONFIG = {
"u_range": (0, 1),
"v_range": (0, 1),
"resolution": (32, 32),
"surface_piece_config": {},
"fill_color": BLUE_D,
"fill_opacity": 1.0,
"checkerboard_colors": [BLUE_D, BLUE_E],
"stroke_color": LIGHT_GREY,
"stroke_width": 0.5,
"should_make_jagged": False,
"pre_function_handle_to_anchor_scale_factor": 0.00001,
}
def __init__(self, function=None, **kwargs):
if function is None:
self.uv_func = self.func
else:
self.uv_func = function
super().__init__(**kwargs)
def init_points(self):
epsilon = 1e-6 # For differentials
nu, nv = self.resolution
u_range = np.linspace(*self.u_range, nu + 1)
v_range = np.linspace(*self.v_range, nv + 1)
# List of three grids, [Pure uv values, those nudged by du, those nudged by dv]
uv_grids = [
np.array([[[u, v] for v in v_range] for u in u_range])
for (du, dv) in [(0, 0), (epsilon, 0), (0, epsilon)]
]
point_grid, points_nudged_du, points_nudged_dv = [
np.apply_along_axis(lambda p: self.uv_func(*p), 2, uv_grid)
for uv_grid in uv_grids
]
normal_grid = np.cross(
(points_nudged_du - point_grid) / epsilon,
(points_nudged_dv - point_grid) / epsilon,
)
self.set_points(
self.get_triangle_ready_array_from_grid(point_grid),
self.get_triangle_ready_array_from_grid(normal_grid),
)
# self.points = point_grid[indices]
def get_triangle_ready_array_from_grid(self, grid):
# Given a grid, say of points or normals, this returns an Nx3 array
# whose rows are elements from this grid in such such a way that successive
# triplets of points form triangles covering the grid.
nu = grid.shape[0] - 1
nv = grid.shape[1] - 1
dim = grid.shape[2]
arr = np.zeros((nu * nv * 6, dim))
# To match the triangles covering this surface
arr[0::6] = grid[:-1, :-1].reshape((nu * nv, 3)) # Top left
arr[1::6] = grid[+1:, :-1].reshape((nu * nv, 3)) # Bottom left
arr[2::6] = grid[:-1, +1:].reshape((nu * nv, 3)) # Top right
arr[3::6] = grid[:-1, +1:].reshape((nu * nv, 3)) # Top right
arr[4::6] = grid[+1:, :-1].reshape((nu * nv, 3)) # Bottom left
arr[5::6] = grid[+1:, +1:].reshape((nu * nv, 3)) # Bottom right
return arr
def func(self, u, v):
pass
# Sphere, cylinder, cube, prism
class Sphere(ParametricSurface):
CONFIG = {
"resolution": (12, 24),
"resolution": (96, 48),
"radius": 1,
"u_range": (0, PI),
"v_range": (0, TAU),
"u_range": (0, TAU),
"v_range": (0, PI),
}
def func(self, u, v):
return self.radius * np.array([
np.cos(v) * np.sin(u),
np.sin(v) * np.sin(u),
np.cos(u)
np.cos(u) * np.sin(v),
np.sin(u) * np.sin(v),
np.cos(v)
])

View file

@ -1,20 +1,20 @@
import numpy as np
import moderngl
# from PIL import Image
from PIL import Image
from manimlib.constants import *
from manimlib.mobject.mobject import Mobject
from manimlib.utils.color import color_to_rgba
from manimlib.utils.images import get_full_raster_image_path
class SurfaceMobject(Mobject):
CONFIG = {
"color": GREY,
"opacity": 1,
"gloss": 1.0,
"gloss": 0.3,
"render_primative": moderngl.TRIANGLES,
# "render_primative": moderngl.TRIANGLE_STRIP,
"vert_shader_file": "surface_vert.glsl",
"frag_shader_file": "surface_frag.glsl",
"shader_dtype": [
@ -22,7 +22,6 @@ class SurfaceMobject(Mobject):
('normal', np.float32, (3,)),
('color', np.float32, (4,)),
('gloss', np.float32, (1,)),
# ('im_coords', np.float32, (2,)),
]
}
@ -55,6 +54,13 @@ class SurfaceMobject(Mobject):
rgba = color_to_rgba(color, opacity)
self.rgbas = np.array([rgba])
def set_gloss(self, gloss, family=True):
self.gloss = gloss
if family:
for sm in self.submobjects:
sm.set_gloss(gloss, family)
return self
def apply_function(self, function, **kwargs):
# Apply it to infinitesimal neighbors to preserve normals
pass
@ -74,3 +80,123 @@ class SurfaceMobject(Mobject):
data["color"] = self.rgbas
data["gloss"] = self.gloss
return data
class ParametricSurface(SurfaceMobject):
CONFIG = {
"u_range": (0, 1),
"v_range": (0, 1),
"resolution": (100, 100),
"surface_piece_config": {},
"fill_color": BLUE_D,
"fill_opacity": 1.0,
"checkerboard_colors": [BLUE_D, BLUE_E],
"stroke_color": LIGHT_GREY,
"stroke_width": 0.5,
"should_make_jagged": False,
"pre_function_handle_to_anchor_scale_factor": 0.00001,
}
def __init__(self, function=None, **kwargs):
if function is None:
self.uv_func = self.func
else:
self.uv_func = function
super().__init__(**kwargs)
def init_points(self):
epsilon = 1e-6 # For differentials
nu, nv = self.resolution
u_range = np.linspace(*self.u_range, nu + 1)
v_range = np.linspace(*self.v_range, nv + 1)
# List of three grids, [Pure uv values, those nudged by du, those nudged by dv]
uv_grids = [
np.array([[[u + du, v + dv] for v in v_range] for u in u_range])
for (du, dv) in [(0, 0), (epsilon, 0), (0, epsilon)]
]
point_grid, points_nudged_du, points_nudged_dv = [
np.apply_along_axis(lambda p: self.uv_func(*p), 2, uv_grid)
for uv_grid in uv_grids
]
normal_grid = np.cross(
(points_nudged_du - point_grid) / epsilon,
(points_nudged_dv - point_grid) / epsilon,
)
self.set_points(
self.get_triangle_ready_array_from_grid(point_grid),
self.get_triangle_ready_array_from_grid(normal_grid),
)
def get_triangle_ready_array_from_grid(self, grid):
# Given a grid, say of points or normals, this returns an Nx3 array
# whose rows are elements from this grid in such such a way that successive
# triplets of points form triangles covering the grid.
nu, nv, dim = grid.shape
nu -= 1
nv -= 1
arr = np.zeros((nu * nv * 6, dim))
# To match the triangles covering this surface
arr[0::6] = grid[:-1, :-1].reshape((nu * nv, dim)) # Top left
arr[1::6] = grid[+1:, :-1].reshape((nu * nv, dim)) # Bottom left
arr[2::6] = grid[:-1, +1:].reshape((nu * nv, dim)) # Top right
arr[3::6] = grid[:-1, +1:].reshape((nu * nv, dim)) # Top right
arr[4::6] = grid[+1:, :-1].reshape((nu * nv, dim)) # Bottom left
arr[5::6] = grid[+1:, +1:].reshape((nu * nv, dim)) # Bottom right
return arr
def func(self, u, v):
raise Exception("Not implemented")
class TexturedSurfaceMobject(SurfaceMobject):
CONFIG = {
"vert_shader_file": "textured_surface_vert.glsl",
"frag_shader_file": "textured_surface_frag.glsl",
"shader_dtype": [
('point', np.float32, (3,)),
('normal', np.float32, (3,)),
('im_coords', np.float32, (2,)),
('opacity', np.float32, (1,)),
('gloss', np.float32, (1,)),
]
}
def __init__(self, uv_surface, filename, **kwargs):
if not isinstance(uv_surface, ParametricSurface):
raise Exception("uv_surface must be of type Paramet")
path = get_full_raster_image_path(filename)
self.image = Image.open(path)
self.texture_path = path
super().__init__(**kwargs)
self.set_points(
uv_surface.points,
uv_surface.normals,
)
self.opacity = uv_surface.rgbas[:, 3]
self.gloss = uv_surface.gloss
# Init im_coords
nu, nv = uv_surface.resolution
u_range = np.linspace(0, 1, nu + 1)
v_range = np.linspace(0, 1, nv + 1) # Upsidedown?
uv_grid = np.array([[[u, v] for v in v_range] for u in u_range])
self.im_coords = uv_surface.get_triangle_ready_array_from_grid(uv_grid)
def set_opacity(self, opacity, family=True):
self.opacity = opacity
if family:
for sm in self.submobjects:
sm.set_opacity(opacity, family)
return self
def get_shader_data(self):
data = self.get_blank_shader_data_array(len(self.points))
data["point"] = self.points
data["normal"] = self.normals
data["im_coords"] = self.im_coords
data["opacity"] = self.opacity
data["gloss"] = self.gloss
return data

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@ -13,11 +13,10 @@ vec4 add_light(vec4 raw_color, vec3 point, vec3 unit_normal, vec3 light_coords,
vec3 to_light = light_coords - point;
vec3 light_reflection = -to_light + 2 * unit_normal * dot(to_light, unit_normal);
float dot_prod = dot(normalize(light_reflection), normalize(to_camera));
// float shine = gloss * exp(-3 * pow(1 - dot_prod, 2));
float shine = 2 * gloss * exp(-1 * pow(1 - dot_prod, 2));
float shine = gloss * exp(-3 * pow(1 - dot_prod, 2));
float dp2 = dot(normalize(to_light), unit_normal);
return vec4(
mix(0.5, 1.0, max(dp2, 0)) * mix(raw_color.rgb, vec3(1.0), shine),
((dp2 + 3.0) / 4.0) * mix(raw_color.rgb, vec3(1.0), shine),
raw_color.a
);
}

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@ -1,10 +1,6 @@
#version 330
// uniform sampler2D Texture;
// in vec2 v_im_coords;
in vec4 v_color;
out vec4 frag_color;
void main() {

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@ -17,7 +17,7 @@ in float gloss;
// out vec2 v_im_coords;
out vec4 v_color;
// Analog of import for manim only
// These lines will get replaced
#INSERT position_point_into_frame.glsl
#INSERT get_gl_Position.glsl
#INSERT add_light.glsl

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@ -0,0 +1,20 @@
#version 330
uniform sampler2D Texture;
uniform vec3 light_source_position;
in vec3 xyz_coords;
in vec3 v_normal;
in vec2 v_im_coords;
in float v_opacity;
in float v_gloss;
out vec4 frag_color;
#INSERT add_light.glsl
void main() {
vec4 im_color = texture(Texture, v_im_coords);
frag_color = add_light(im_color, xyz_coords, normalize(v_normal), light_source_position, v_gloss);
frag_color.a = v_opacity;
}

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@ -0,0 +1,35 @@
#version 330
uniform float aspect_ratio;
uniform float anti_alias_width;
uniform mat4 to_screen_space;
uniform float focal_distance;
uniform vec3 light_source_position;
// uniform sampler2D Texture;
in vec3 point;
in vec3 normal;
in vec2 im_coords;
in float opacity;
in float gloss;
out vec3 xyz_coords;
out vec3 v_normal;
out vec2 v_im_coords;
out float v_opacity;
out float v_gloss;
// These lines will get replaced
#INSERT position_point_into_frame.glsl
#INSERT get_gl_Position.glsl
void main(){
xyz_coords = position_point_into_frame(point);
v_normal = position_point_into_frame(normal);
v_im_coords = im_coords;
v_opacity = opacity;
v_gloss = gloss;
gl_Position = get_gl_Position(xyz_coords);
}