Slight tweaks to how shader_info id is found and stored

This commit is contained in:
Grant Sanderson 2020-06-26 23:05:25 -07:00
parent 661b81ab17
commit 60e1c88eb4
4 changed files with 40 additions and 23 deletions

View file

@ -14,6 +14,7 @@ from manimlib.utils.bezier import interpolate
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_info_program_id
from manimlib.utils.shaders import shader_info_to_program_code
from manimlib.utils.simple_functions import clip
from manimlib.utils.space_ops import angle_of_vector
@ -332,11 +333,6 @@ class Camera(object):
def capture(self, *mobjects, **kwargs):
self.refresh_perspective_uniforms()
# shader_infos = it.chain(*[mob.get_shader_info_list() for mob in mobjects])
# batches = batch_by_property(shader_infos, shader_info_to_id)
# for shader_info_group, sid in batches:
for mobject in mobjects:
try:
info_list = self.static_mobjects_to_shader_info_list[id(mobject)]
@ -354,7 +350,6 @@ class Camera(object):
shader = self.get_shader(shader_info)
if shader is None:
return
self.set_perspective_uniforms(shader)
if shader_info["depth_test"]:
self.ctx.enable(moderngl.DEPTH_TEST)
@ -377,18 +372,22 @@ class Camera(object):
self.id_to_shader = {"": None}
def get_shader(self, shader_info):
sid = shader_info_to_id(shader_info)
sid = shader_info_program_id(shader_info)
if sid not in self.id_to_shader:
# Create shader program for the first time, then cache
# in the id_to_shader dictionary
shader = self.ctx.program(**shader_info_to_program_code(shader_info))
for name, path in shader_info["texture_paths"].items():
tid = self.get_texture_id(path)
shader[name].value = tid
for name, value in shader_info["uniforms"].items():
shader[name].value = value
self.id_to_shader[sid] = shader
return self.id_to_shader[sid]
self.id_to_shader[sid] = self.ctx.program(
**shader_info_to_program_code(shader_info)
)
shader = self.id_to_shader[sid]
# Set uniforms
self.set_perspective_uniforms(shader)
for name, path in shader_info["texture_paths"].items():
tid = self.get_texture_id(path)
shader[name].value = tid
for name, value in shader_info["uniforms"].items():
shader[name].value = value
return shader
def set_perspective_uniforms(self, shader):
for key, value in self.perspective_uniforms.items():
@ -432,6 +431,7 @@ class Camera(object):
return self.path_to_texture_id[path]
# Mostly just defined so old scenes don't break
class ThreeDCamera(Camera):
CONFIG = {
"samples": 8,

View file

@ -22,6 +22,7 @@ from manimlib.utils.simple_functions import get_parameters
from manimlib.utils.space_ops import angle_of_vector
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import rotation_matrix_transpose
from manimlib.utils.shaders import create_shader_info_id
from manimlib.utils.shaders import get_shader_info
from manimlib.utils.shaders import shader_info_to_id
from manimlib.utils.shaders import is_valid_shader_info
@ -1244,6 +1245,7 @@ class Mobject(Container):
shader_info["raw_data"] = data.tobytes()
shader_info["attributes"] = data.dtype.names
shader_info["uniforms"] = self.get_shader_uniforms()
shader_info["id"] = create_shader_info_id(shader_info)
return shader_info
def get_shader_uniforms(self):

View file

@ -26,6 +26,7 @@ from manimlib.utils.space_ops import earclip_triangulation
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import get_unit_normal
from manimlib.utils.space_ops import z_to_vector
from manimlib.utils.shaders import create_shader_info_id
from manimlib.utils.shaders import get_shader_info
@ -868,8 +869,9 @@ class VMobject(Mobject):
stroke_info = dict(self.stroke_shader_info_template)
fill_info["uniforms"] = self.get_shader_uniforms()
stroke_info["uniforms"] = self.get_stroke_uniforms()
fill_info["depth_test"] = self.depth_test
stroke_info["depth_test"] = self.depth_test
for info in fill_info, stroke_info:
info["depth_test"] = self.depth_test
info["id"] = create_shader_info_id(info)
back_stroke_data = []
stroke_data = []

View file

@ -12,6 +12,15 @@ from manimlib.constants import SHADER_DIR
# to that shader
# TODO, this should all be treated as an object
# This object a shader program instead of the vert,
# geom and frag file names, and it should cache those
# programs in the way currently handled by Camera
# It should replace the Camera.get_shader method with
# its own get_shader_program method, which will take
# in the camera's perspective_uniforms.
SHADER_INFO_KEYS = [
# A structred array caring all of the points/color/lighting/etc. information
# needed for the shader.
@ -60,8 +69,7 @@ def get_shader_info(raw_data=None,
"depth_test": depth_test,
"render_primative": str(render_primative),
}
# # A unique id for a shader
# result["id"] = "|".join([str(result[key]) for key in SHADER_KEYS_FOR_ID])
result["id"] = create_shader_info_id(result)
return result
@ -75,15 +83,20 @@ def is_valid_shader_info(shader_info):
def shader_info_to_id(shader_info):
return shader_info["id"]
def create_shader_info_id(shader_info):
# A unique id for a shader
return "|".join([str(shader_info[key]) for key in SHADER_KEYS_FOR_ID])
def shader_info_program_id(shader_info):
return "|".join([str(shader_info[key]) for key in ["vert", "geom", "frag"]])
def same_shader_type(info1, info2):
return all([
info1[key] == info2[key]
for key in SHADER_KEYS_FOR_ID
])
return info1["id"] == info2["id"]
def shader_info_to_program_code(shader_info):