Merge pull request #1986 from 3b1b/video-work

A few small performance improvements
This commit is contained in:
Grant Sanderson 2023-02-02 14:49:49 -08:00 committed by GitHub
commit d263fa23fa
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8 changed files with 98 additions and 30 deletions

View file

@ -26,7 +26,7 @@ class OpeningManimExample(Scene):
matrix = [[1, 1], [0, 1]]
linear_transform_words = VGroup(
Text("This is what the matrix"),
IntegerMatrix(matrix, include_background_rectangle=True, h_buff=1.0),
IntegerMatrix(matrix, include_background_rectangle=True),
Text("looks like")
)
linear_transform_words.arrange(RIGHT)

View file

@ -76,7 +76,7 @@ class Matrix(VMobject):
self,
matrix: Sequence[Sequence[str | float | VMobject]],
v_buff: float = 0.8,
h_buff: float = 1.3,
h_buff: float = 1.0,
bracket_h_buff: float = 0.2,
bracket_v_buff: float = 0.25,
add_background_rectangles_to_entries: bool = False,

View file

@ -376,7 +376,7 @@ class Mobject(object):
return [self]
def family_members_with_points(self) -> list[Self]:
return [m for m in self.get_family() if m.has_points()]
return [m for m in self.family if len(m.data) > 0]
def get_ancestors(self, extended: bool = False) -> list[Mobject]:
"""
@ -449,7 +449,9 @@ class Mobject(object):
return self
def set_submobjects(self, submobject_list: list[Mobject]) -> Self:
self.remove(*self.submobjects, reassemble=False)
if self.submobjects == submobject_list:
return self
self.clear()
self.add(*submobject_list)
return self

View file

@ -111,6 +111,8 @@ class VMobject(Mobject):
self.anti_alias_width = anti_alias_width
self.fill_border_width = fill_border_width
self._use_winding_fill = use_winding_fill
self._has_fill = False
self._has_stroke = False
self.needs_new_triangulation = True
self.triangulation = np.zeros(0, dtype='i4')
@ -134,6 +136,16 @@ class VMobject(Mobject):
return super().add(*vmobjects)
# Colors
def note_changed_fill(self) -> Self:
for submob in self.get_family():
submob._has_fill = submob.has_fill()
return self
def note_changed_stroke(self) -> Self:
for submob in self.get_family():
submob._has_stroke = submob.has_stroke()
return self
def init_colors(self):
self.set_fill(
color=self.fill_color,
@ -164,6 +176,10 @@ class VMobject(Mobject):
for name in names:
super().set_rgba_array(rgba_array, name, recurse)
if name == "fill_rgba":
self.note_changed_fill()
elif name == "stroke_rgba":
self.note_changed_stroke()
return self
def set_fill(
@ -177,6 +193,7 @@ class VMobject(Mobject):
if border_width is not None:
for mob in self.get_family(recurse):
mob.data["fill_border_width"] = border_width
self.note_changed_fill()
return self
def set_stroke(
@ -202,6 +219,8 @@ class VMobject(Mobject):
if background is not None:
for mob in self.get_family(recurse):
mob.stroke_behind = background
self.note_changed_stroke()
return self
def set_backstroke(
@ -255,6 +274,8 @@ class VMobject(Mobject):
if shading is not None:
mob.set_shading(*shading, recurse=False)
self.note_changed_fill()
self.note_changed_stroke()
return self
def get_style(self) -> dict[str, Any]:
@ -378,10 +399,12 @@ class VMobject(Mobject):
return self.uniforms["anti_alias_width"]
def has_stroke(self) -> bool:
return any(self.data['stroke_width']) and any(self.data['stroke_rgba'][:, 3])
data = self.data if len(self.data) > 0 else self._data_defaults
return any(data['stroke_width']) and any(data['stroke_rgba'][:, 3])
def has_fill(self) -> bool:
return any(self.data['fill_rgba'][:, 3])
data = self.data if len(self.data) > 0 else self._data_defaults
return any(data['fill_rgba'][:, 3])
def get_opacity(self) -> float:
if self.has_fill():
@ -971,6 +994,10 @@ class VMobject(Mobject):
*args, **kwargs
) -> Self:
super().interpolate(mobject1, mobject2, alpha, *args, **kwargs)
self._has_stroke = mobject1._has_stroke or mobject2._has_stroke
self._has_fill = mobject1._has_fill or mobject2._has_fill
if self.has_fill() and not self._use_winding_fill:
tri1 = mobject1.get_triangulation()
tri2 = mobject2.get_triangulation()
@ -1026,13 +1053,22 @@ class VMobject(Mobject):
vmob.pointwise_become_partial(self, a, b)
return vmob
def resize_points(
self,
new_length: int,
resize_func: Callable[[np.ndarray, int], np.ndarray] = resize_array
) -> Self:
super().resize_points(new_length, resize_func)
n_curves = self.get_num_curves()
# Creates the pattern (0, 1, 2, 2, 3, 4, 4, 5, 6, ...)
self.outer_vert_indices = (np.arange(1, 3 * n_curves + 1) * 2) // 3
return self
def get_outer_vert_indices(self) -> np.ndarray:
"""
Returns the pattern (0, 1, 2, 2, 3, 4, 4, 5, 6, ...)
"""
n_curves = self.get_num_curves()
if len(self.outer_vert_indices) != 3 * n_curves:
self.outer_vert_indices = (np.arange(1, 3 * n_curves + 1) * 2) // 3
return self.outer_vert_indices
# Data for shaders that may need refreshing
@ -1202,6 +1238,8 @@ class VMobject(Mobject):
@triggers_refreshed_triangulation
def set_data(self, data: np.ndarray) -> Self:
super().set_data(data)
self.note_changed_fill()
self.note_changed_stroke()
return self
# TODO, how to be smart about tangents here?
@ -1291,19 +1329,19 @@ class VMobject(Mobject):
for submob in family:
submob.get_joint_products()
indices = submob.get_outer_vert_indices()
has_fill = submob.has_fill()
has_stroke = submob.has_stroke()
has_fill = submob._has_fill
has_stroke = submob._has_stroke
back_stroke = has_stroke and submob.stroke_behind
front_stroke = has_stroke and not submob.stroke_behind
if back_stroke:
back_stroke_datas.append(submob.data[stroke_names][indices])
if front_stroke:
stroke_datas.append(submob.data[stroke_names][indices])
if has_fill and self._use_winding_fill:
if has_fill and submob._use_winding_fill:
data = submob.data[fill_names]
data["base_point"][:] = data["point"][0]
fill_datas.append(data[indices])
if has_fill and not self._use_winding_fill:
if has_fill and not submob._use_winding_fill:
fill_datas.append(submob.data[fill_names])
fill_indices.append(submob.get_triangulation())
if has_fill and not front_stroke:

View file

@ -7,6 +7,7 @@ import platform
import pyperclip
import random
import time
from functools import wraps
from IPython.terminal import pt_inputhooks
from IPython.terminal.embed import InteractiveShellEmbed
@ -38,6 +39,7 @@ from manimlib.mobject.types.vectorized_mobject import VMobject
from manimlib.scene.scene_file_writer import SceneFileWriter
from manimlib.utils.family_ops import extract_mobject_family_members
from manimlib.utils.family_ops import recursive_mobject_remove
from manimlib.utils.iterables import batch_by_property
from typing import TYPE_CHECKING
@ -119,6 +121,7 @@ class Scene(object):
self.file_writer = SceneFileWriter(self, **self.file_writer_config)
self.mobjects: list[Mobject] = [self.camera.frame]
self.render_groups: list[Mobject] = []
self.id_to_mobject_map: dict[int, Mobject] = dict()
self.num_plays: int = 0
self.time: float = 0
@ -298,7 +301,7 @@ class Scene(object):
def get_image(self) -> Image:
if self.window is not None:
self.camera.use_window_fbo(False)
self.camera.capture(*self.mobjects)
self.camera.capture(*self.render_groups)
image = self.camera.get_image()
if self.window is not None:
self.camera.use_window_fbo(True)
@ -319,7 +322,7 @@ class Scene(object):
if self.window:
self.window.clear()
self.camera.capture(*self.mobjects)
self.camera.capture(*self.render_groups)
if self.window:
self.window.swap_buffers()
@ -378,6 +381,30 @@ class Scene(object):
def get_mobject_family_members(self) -> list[Mobject]:
return extract_mobject_family_members(self.mobjects)
def assemble_render_groups(self):
"""
Rendering can be more efficient when mobjects of the
same type are grouped together, so this function creates
Groups of all clusters of adjacent Mobjects in the scene
"""
batches = batch_by_property(self.mobjects, lambda m: str(type(m)))
for group in self.render_groups:
group.clear()
self.render_groups = [
batch[0].get_group_class()(*batch)
for batch, key in batches
]
def affects_mobject_list(func: Callable):
@wraps(func)
def wrapper(self, *args, **kwargs):
func(self, *args, **kwargs)
self.assemble_render_groups()
return self
return wrapper
@affects_mobject_list
def add(self, *new_mobjects: Mobject):
"""
Mobjects will be displayed, from background to
@ -404,6 +431,7 @@ class Scene(object):
))
return self
@affects_mobject_list
def replace(self, mobject: Mobject, *replacements: Mobject):
if mobject in self.mobjects:
index = self.mobjects.index(mobject)
@ -414,6 +442,7 @@ class Scene(object):
]
return self
@affects_mobject_list
def remove(self, *mobjects_to_remove: Mobject):
"""
Removes anything in mobjects from scenes mobject list, but in the event that one
@ -431,11 +460,13 @@ class Scene(object):
self.add(*mobjects)
return self
@affects_mobject_list
def bring_to_back(self, *mobjects: Mobject):
self.remove(*mobjects)
self.mobjects = list(mobjects) + self.mobjects
return self
@affects_mobject_list
def clear(self):
self.mobjects = []
return self
@ -608,6 +639,7 @@ class Scene(object):
else:
self.update_mobjects(0)
@affects_mobject_list
def play(
self,
*proto_animations: Animation | _AnimationBuilder,

View file

@ -6,16 +6,12 @@ in vec4 color;
in float fill_all;
in float orientation;
in vec2 uv_coords;
in vec3 point;
in vec3 unit_normal;
out vec4 frag_color;
#INSERT finalize_color.glsl
void main() {
if (color.a == 0) discard;
frag_color = finalize_color(color, point, unit_normal);
frag_color = color;
/*
We want negatively oriented triangles to be canceled with positively
oriented ones. The easiest way to do this is to give them negative alpha,
@ -33,9 +29,11 @@ void main() {
cap is to make sure the original fragment color can be recovered even after
blending with an (alpha = 1) color.
*/
float a = 0.95 * frag_color.a;
if(winding && orientation < 0) a = -a / (1 - a);
frag_color.a = a;
if(winding){
float a = 0.95 * frag_color.a;
if(orientation < 0) a = -a / (1 - a);
frag_color.a = a;
}
if (bool(fill_all)) return;

View file

@ -14,8 +14,6 @@ in vec3 v_unit_normal[3];
out vec4 color;
out float fill_all;
out float orientation;
out vec3 point;
out vec3 unit_normal;
// uv space is where the curve coincides with y = x^2
out vec2 uv_coords;
@ -28,9 +26,12 @@ const vec2 SIMPLE_QUADRATIC[3] = vec2[3](
// Analog of import for manim only
#INSERT emit_gl_Position.glsl
#INSERT finalize_color.glsl
void emit_triangle(vec3 points[3], vec4 v_color[3]){
vec3 unit_normal = v_unit_normal[1];
orientation = sign(determinant(mat3(
unit_normal,
points[1] - points[0],
@ -39,8 +40,7 @@ void emit_triangle(vec3 points[3], vec4 v_color[3]){
for(int i = 0; i < 3; i++){
uv_coords = SIMPLE_QUADRATIC[i];
color = v_color[i];
point = points[i];
color = finalize_color(v_color[i], points[i], unit_normal);
emit_gl_Position(points[i]);
EmitVertex();
}
@ -61,8 +61,6 @@ void main(){
// the first anchor is set equal to that anchor
if (verts[0] == verts[1]) return;
unit_normal = v_unit_normal[1];
if(winding){
// Emit main triangle
fill_all = 1.0;

View file

@ -16,7 +16,7 @@ def num_tex_symbols(tex: str) -> int:
# \begin{array}{cc}, etc.
pattern = "|".join(
rf"(\\{s})" + r"(\{\w+\})?(\{\w+\})?(\[\w+\])?"
for s in ["begin", "end", "phantom"]
for s in ["begin", "end", "phantom", "text"]
)
tex = re.sub(pattern, "", tex)