Move Texture handling and vao creation outside of Camera

This commit is contained in:
Grant Sanderson 2023-01-25 12:10:39 -08:00
parent 3299741359
commit c94d8fd3b0
5 changed files with 102 additions and 99 deletions

View file

@ -15,6 +15,7 @@ from manimlib.constants import FRAME_WIDTH
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.mobject import Point
from manimlib.utils.color import color_to_rgba
from manimlib.utils.shaders import get_texture_id
from typing import TYPE_CHECKING
@ -67,7 +68,6 @@ class Camera(object):
self.perspective_uniforms = dict()
self.init_frame(**frame_config)
self.init_context(window)
self.init_textures()
self.init_light_source()
self.refresh_perspective_uniforms()
self.init_fill_fbo(self.ctx) # Experimental
@ -136,10 +136,8 @@ class Camera(object):
''',
)
tid = self.n_textures
self.fill_texture.use(tid)
self.fill_prog['Texture'].value = tid
self.n_textures += 1
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,
@ -289,9 +287,8 @@ class Camera(object):
def render(self, render_group: dict[str, Any]) -> None:
shader_wrapper = render_group["shader_wrapper"]
shader_program = render_group["prog"]
primitive = int(shader_wrapper.render_primitive)
self.set_shader_uniforms(shader_program, shader_wrapper)
shader_wrapper.update_program_uniforms(self.perspective_uniforms)
self.set_ctx_depth_test(shader_wrapper.depth_test)
self.set_ctx_clip_plane(shader_wrapper.use_clip_plane())
@ -344,69 +341,20 @@ class Camera(object):
shader_wrapper: ShaderWrapper,
single_use: bool = True
) -> dict[str, Any]:
# Data buffer
vert_data = shader_wrapper.vert_data
indices = shader_wrapper.vert_indices
if len(indices) == 0:
ibo = None
elif single_use:
ibo = self.ctx.buffer(indices.astype(np.uint32))
else:
ibo = self.ctx.buffer(indices.astype(np.uint32))
# # The vao.render call is strangely longer
# # when an index buffer is used, so if the
# # mobject is not changing, meaning only its
# # uniforms are being updated, just create
# # a larger data array based on the indices
# # and don't bother with the ibo
# vert_data = vert_data[indices]
# ibo = None
vbo = self.ctx.buffer(vert_data)
# Program and vertex array
shader_program = shader_wrapper.program
vert_format = shader_wrapper.vert_format
attributes = shader_wrapper.vert_attributes
vao = self.ctx.vertex_array(
program=shader_program,
content=[(vbo, vert_format, *attributes)],
index_buffer=ibo,
)
return {
"vbo": vbo,
"ibo": ibo,
"vao": vao,
"prog": shader_program,
"shader_wrapper": shader_wrapper,
"vao": shader_wrapper.get_vao(single_use),
"single_use": single_use,
}
def release_render_group(self, render_group: dict[str, Any]) -> None:
for key in ["vbo", "ibo", "vao"]:
if render_group[key] is not None:
render_group[key].release()
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 = {}
# Shaders
def set_shader_uniforms(
self,
shader: moderngl.Program,
shader_wrapper: ShaderWrapper
) -> None:
for name, path in shader_wrapper.texture_paths.items():
tid = self.get_texture_id(path)
shader[name].value = tid
for name, value in it.chain(self.perspective_uniforms.items(), shader_wrapper.uniforms.items()):
if name in shader:
if isinstance(value, np.ndarray) and value.ndim > 0:
value = tuple(value)
shader[name].value = value
def refresh_perspective_uniforms(self) -> None:
frame = self.frame
view_matrix = frame.get_view_matrix()
@ -422,32 +370,6 @@ class Camera(object):
focal_distance=frame.get_focal_distance(),
)
def init_textures(self) -> None:
self.n_textures: int = 0
self.path_to_texture: dict[
str, tuple[int, moderngl.Texture]
] = {}
def get_texture_id(self, path: str) -> int:
if path not in self.path_to_texture:
tid = self.n_textures
self.n_textures += 1
im = Image.open(path).convert("RGBA")
texture = self.ctx.texture(
size=im.size,
components=len(im.getbands()),
data=im.tobytes(),
)
texture.use(location=tid)
self.path_to_texture[path] = (tid, texture)
return self.path_to_texture[path][0]
def release_texture(self, path: str):
tid_and_texture = self.path_to_texture.pop(path, None)
if tid_and_texture:
tid_and_texture[1].release()
return self
# Mostly just defined so old scenes don't break
class ThreeDCamera(Camera):

View file

@ -1861,7 +1861,7 @@ class Mobject(object):
self.shader_wrapper.vert_data = self.get_shader_data()
self.shader_wrapper.vert_indices = self.get_shader_vert_indices()
self.shader_wrapper.uniforms = self.get_uniforms()
self.shader_wrapper.uniforms.update(self.get_uniforms())
self.shader_wrapper.depth_test = self.depth_test
return self.shader_wrapper

View file

@ -1250,7 +1250,7 @@ class VMobject(Mobject):
for sw in shader_wrappers:
# Assume uniforms of the first family member
sw.uniforms = family[0].get_uniforms()
sw.uniforms.update(family[0].get_uniforms())
sw.depth_test = family[0].depth_test
return [sw for sw in shader_wrappers if len(sw.vert_data) > 0]

View file

@ -10,11 +10,14 @@ import numpy as np
from manimlib.utils.iterables import resize_array
from manimlib.utils.shaders import get_shader_code_from_file
from manimlib.utils.shaders import get_shader_program
from manimlib.utils.shaders import image_path_to_texture
from manimlib.utils.shaders import get_texture_id
from manimlib.utils.shaders import release_texture
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import List
from typing import List, Optional
# Mobjects that should be rendered with
@ -29,10 +32,10 @@ class ShaderWrapper(object):
self,
context: moderngl.context.Context,
vert_data: np.ndarray,
vert_indices: np.ndarray | None = None,
shader_folder: str | None = None,
uniforms: dict[str, float | np.ndarray] | None = None, # A dictionary mapping names of uniform variables
texture_paths: dict[str, str] | None = None, # A dictionary mapping names to filepaths for textures.
vert_indices: Optional[np.ndarray] = None,
shader_folder: Optional[str] = None,
uniforms: Optional[dict[str, float | np.ndarray]] = None, # A dictionary mapping names of uniform variables
texture_paths: Optional[dict[str, str]] = None, # A dictionary mapping names to filepaths for textures.
depth_test: bool = False,
render_primitive: int = moderngl.TRIANGLE_STRIP,
is_fill: bool = False,
@ -43,12 +46,18 @@ class ShaderWrapper(object):
self.vert_attributes = vert_data.dtype.names
self.shader_folder = shader_folder
self.uniforms = uniforms or dict()
self.texture_paths = texture_paths or dict()
self.depth_test = depth_test
self.render_primitive = str(render_primitive)
self.is_fill = is_fill
self.vbo = None
self.ibo = None
self.vao = None
self.init_program_code()
self.init_program()
if texture_paths is not None:
self.init_textures(texture_paths)
self.refresh_id()
def init_program_code(self) -> None:
@ -71,6 +80,12 @@ class ShaderWrapper(object):
self.program = get_shader_program(self.ctx, **self.program_code)
self.vert_format = moderngl.detect_format(self.program, self.vert_attributes)
def init_textures(self, texture_paths: dict[str, str]):
for name, path in texture_paths.items():
texture = image_path_to_texture(path, self.ctx)
tid = get_texture_id(texture)
self.uniforms[name] = tid
def __eq__(self, shader_wrapper: ShaderWrapper):
return all((
np.all(self.vert_data == shader_wrapper.vert_data),
@ -80,10 +95,6 @@ class ShaderWrapper(object):
np.all(self.uniforms[key] == shader_wrapper.uniforms[key])
for key in self.uniforms
),
all(
self.texture_paths[key] == shader_wrapper.texture_paths[key]
for key in self.texture_paths
),
self.depth_test == shader_wrapper.depth_test,
self.render_primitive == shader_wrapper.render_primitive,
))
@ -94,8 +105,6 @@ class ShaderWrapper(object):
result.vert_indices = self.vert_indices.copy()
if self.uniforms:
result.uniforms = {key: np.array(value) for key, value in self.uniforms.items()}
if self.texture_paths:
result.texture_paths = dict(self.texture_paths)
return result
def is_valid(self) -> bool:
@ -116,7 +125,6 @@ class ShaderWrapper(object):
return "|".join(map(str, [
self.program_id,
self.uniforms,
self.texture_paths,
self.depth_test,
self.render_primitive,
]))
@ -186,3 +194,47 @@ class ShaderWrapper(object):
n_verts = new_n_verts
n_points += len(data)
return self
def update_program_uniforms(self, camera_uniforms: dict):
if self.program is None:
return
for name, value in (*camera_uniforms.items(), *self.uniforms.items()):
if name in self.program:
if isinstance(value, np.ndarray) and value.ndim > 0:
value = tuple(value)
self.program[name].value = value
def get_vao(self, single_use: bool = False):
# Data buffer
vert_data = self.vert_data
indices = self.vert_indices
if len(indices) == 0:
self.ibo = None
elif single_use or self.is_fill:
self.ibo = self.ctx.buffer(indices.astype(np.uint32))
else:
# The vao.render call is strangely longer
# when an index buffer is used, so if the
# mobject is not changing, meaning only its
# uniforms are being updated, just create
# a larger data array based on the indices
# and don't bother with the ibo
vert_data = vert_data[indices]
self.ibo = None
self.vbo = self.ctx.buffer(vert_data)
# Vertex array object
self.vao = self.ctx.vertex_array(
program=self.program,
content=[(self.vbo, self.vert_format, *self.vert_attributes)],
index_buffer=self.ibo,
)
return self.vao
def release(self):
for obj in (self.vbo, self.ibo, self.vao):
if obj is not None:
obj.release()
self.vbo = None
self.ibo = None
self.vao = None

View file

@ -4,6 +4,7 @@ import os
import re
from functools import lru_cache
import moderngl
from PIL import Image
from manimlib.utils.directories import get_shader_dir
from manimlib.utils.file_ops import find_file
@ -14,6 +15,34 @@ if TYPE_CHECKING:
from typing import Sequence, Optional
ID_TO_TEXTURE: dict[int, moderngl.Texture] = dict()
@lru_cache()
def image_path_to_texture(path: str, ctx: moderngl.Context) -> moderngl.Texture:
im = Image.open(path).convert("RGBA")
return ctx.texture(
size=im.size,
components=len(im.getbands()),
data=im.tobytes(),
)
def get_texture_id(texture: moderngl.Texture) -> int:
tid = 0
while tid in ID_TO_TEXTURE:
tid += 1
ID_TO_TEXTURE[tid] = texture
texture.use(location=tid)
return tid
def release_texture(texture_id: int):
texture = ID_TO_TEXTURE.pop(texture_id, None)
if texture is not None:
texture.release()
@lru_cache()
def get_shader_program(
ctx: moderngl.context.Context,