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Slight tweaks to how shader_info id is found and stored
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parent
661b81ab17
commit
60e1c88eb4
4 changed files with 40 additions and 23 deletions
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@ -14,6 +14,7 @@ from manimlib.utils.bezier import interpolate
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from manimlib.utils.iterables import batch_by_property
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from manimlib.utils.simple_functions import fdiv
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from manimlib.utils.shaders import shader_info_to_id
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from manimlib.utils.shaders import shader_info_program_id
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from manimlib.utils.shaders import shader_info_to_program_code
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from manimlib.utils.simple_functions import clip
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from manimlib.utils.space_ops import angle_of_vector
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@ -332,11 +333,6 @@ class Camera(object):
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def capture(self, *mobjects, **kwargs):
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self.refresh_perspective_uniforms()
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# shader_infos = it.chain(*[mob.get_shader_info_list() for mob in mobjects])
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# batches = batch_by_property(shader_infos, shader_info_to_id)
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# for shader_info_group, sid in batches:
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for mobject in mobjects:
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try:
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info_list = self.static_mobjects_to_shader_info_list[id(mobject)]
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@ -354,7 +350,6 @@ class Camera(object):
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shader = self.get_shader(shader_info)
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if shader is None:
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return
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self.set_perspective_uniforms(shader)
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if shader_info["depth_test"]:
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self.ctx.enable(moderngl.DEPTH_TEST)
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@ -377,18 +372,22 @@ class Camera(object):
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self.id_to_shader = {"": None}
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def get_shader(self, shader_info):
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sid = shader_info_to_id(shader_info)
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sid = shader_info_program_id(shader_info)
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if sid not in self.id_to_shader:
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# Create shader program for the first time, then cache
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# in the id_to_shader dictionary
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shader = self.ctx.program(**shader_info_to_program_code(shader_info))
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for name, path in shader_info["texture_paths"].items():
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tid = self.get_texture_id(path)
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shader[name].value = tid
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for name, value in shader_info["uniforms"].items():
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shader[name].value = value
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self.id_to_shader[sid] = shader
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return self.id_to_shader[sid]
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self.id_to_shader[sid] = self.ctx.program(
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**shader_info_to_program_code(shader_info)
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)
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shader = self.id_to_shader[sid]
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# Set uniforms
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self.set_perspective_uniforms(shader)
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for name, path in shader_info["texture_paths"].items():
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tid = self.get_texture_id(path)
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shader[name].value = tid
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for name, value in shader_info["uniforms"].items():
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shader[name].value = value
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return shader
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def set_perspective_uniforms(self, shader):
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for key, value in self.perspective_uniforms.items():
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@ -432,6 +431,7 @@ class Camera(object):
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return self.path_to_texture_id[path]
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# Mostly just defined so old scenes don't break
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class ThreeDCamera(Camera):
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CONFIG = {
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"samples": 8,
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@ -22,6 +22,7 @@ from manimlib.utils.simple_functions import get_parameters
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from manimlib.utils.space_ops import angle_of_vector
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from manimlib.utils.space_ops import get_norm
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from manimlib.utils.space_ops import rotation_matrix_transpose
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from manimlib.utils.shaders import create_shader_info_id
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from manimlib.utils.shaders import get_shader_info
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from manimlib.utils.shaders import shader_info_to_id
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from manimlib.utils.shaders import is_valid_shader_info
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@ -1244,6 +1245,7 @@ class Mobject(Container):
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shader_info["raw_data"] = data.tobytes()
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shader_info["attributes"] = data.dtype.names
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shader_info["uniforms"] = self.get_shader_uniforms()
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shader_info["id"] = create_shader_info_id(shader_info)
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return shader_info
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def get_shader_uniforms(self):
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@ -26,6 +26,7 @@ from manimlib.utils.space_ops import earclip_triangulation
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from manimlib.utils.space_ops import get_norm
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from manimlib.utils.space_ops import get_unit_normal
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from manimlib.utils.space_ops import z_to_vector
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from manimlib.utils.shaders import create_shader_info_id
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from manimlib.utils.shaders import get_shader_info
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@ -868,8 +869,9 @@ class VMobject(Mobject):
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stroke_info = dict(self.stroke_shader_info_template)
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fill_info["uniforms"] = self.get_shader_uniforms()
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stroke_info["uniforms"] = self.get_stroke_uniforms()
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fill_info["depth_test"] = self.depth_test
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stroke_info["depth_test"] = self.depth_test
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for info in fill_info, stroke_info:
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info["depth_test"] = self.depth_test
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info["id"] = create_shader_info_id(info)
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back_stroke_data = []
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stroke_data = []
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@ -12,6 +12,15 @@ from manimlib.constants import SHADER_DIR
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# to that shader
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# TODO, this should all be treated as an object
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# This object a shader program instead of the vert,
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# geom and frag file names, and it should cache those
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# programs in the way currently handled by Camera
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# It should replace the Camera.get_shader method with
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# its own get_shader_program method, which will take
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# in the camera's perspective_uniforms.
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SHADER_INFO_KEYS = [
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# A structred array caring all of the points/color/lighting/etc. information
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# needed for the shader.
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@ -60,8 +69,7 @@ def get_shader_info(raw_data=None,
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"depth_test": depth_test,
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"render_primative": str(render_primative),
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}
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# # A unique id for a shader
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# result["id"] = "|".join([str(result[key]) for key in SHADER_KEYS_FOR_ID])
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result["id"] = create_shader_info_id(result)
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return result
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@ -75,15 +83,20 @@ def is_valid_shader_info(shader_info):
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def shader_info_to_id(shader_info):
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return shader_info["id"]
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def create_shader_info_id(shader_info):
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# A unique id for a shader
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return "|".join([str(shader_info[key]) for key in SHADER_KEYS_FOR_ID])
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def shader_info_program_id(shader_info):
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return "|".join([str(shader_info[key]) for key in ["vert", "geom", "frag"]])
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def same_shader_type(info1, info2):
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return all([
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info1[key] == info2[key]
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for key in SHADER_KEYS_FOR_ID
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])
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return info1["id"] == info2["id"]
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def shader_info_to_program_code(shader_info):
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