3b1b-manim/manimlib/camera/camera.py
2023-01-23 11:54:01 -08:00

553 lines
19 KiB
Python

from __future__ import annotations
import itertools as it
import math
import moderngl
import numpy as np
import OpenGL.GL as gl
from PIL import Image
from scipy.spatial.transform import Rotation
from manimlib.constants import BLACK
from manimlib.constants import DEGREES, RADIANS
from manimlib.constants import DEFAULT_FPS
from manimlib.constants import DEFAULT_PIXEL_HEIGHT, DEFAULT_PIXEL_WIDTH
from manimlib.constants import FRAME_HEIGHT, FRAME_WIDTH
from manimlib.constants import DOWN, LEFT, ORIGIN, OUT, RIGHT, UP
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.mobject import Point
from manimlib.utils.color import color_to_rgba
from manimlib.utils.simple_functions import fdiv
from manimlib.utils.space_ops import normalize
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.shader_wrapper import ShaderWrapper
from manimlib.typing import ManimColor, Vect3
from typing import Any, Iterable
class CameraFrame(Mobject):
def __init__(
self,
frame_shape: tuple[float, float] = (FRAME_WIDTH, FRAME_HEIGHT),
center_point: Vect3 = ORIGIN,
focal_dist_to_height: float = 2.0,
**kwargs,
):
self.frame_shape = frame_shape
self.center_point = center_point
self.focal_dist_to_height = focal_dist_to_height
self.perspective_transform = np.identity(4)
super().__init__(**kwargs)
def init_uniforms(self) -> None:
super().init_uniforms()
# As a quaternion
self.uniforms["orientation"] = Rotation.identity().as_quat()
self.uniforms["focal_dist_to_height"] = self.focal_dist_to_height
def init_points(self) -> None:
self.set_points([ORIGIN, LEFT, RIGHT, DOWN, UP])
self.set_width(self.frame_shape[0], stretch=True)
self.set_height(self.frame_shape[1], stretch=True)
self.move_to(self.center_point)
def set_orientation(self, rotation: Rotation):
self.uniforms["orientation"][:] = rotation.as_quat()
return self
def get_orientation(self):
return Rotation.from_quat(self.uniforms["orientation"])
def to_default_state(self):
self.center()
self.set_height(FRAME_HEIGHT)
self.set_width(FRAME_WIDTH)
self.set_orientation(Rotation.identity())
return self
def get_euler_angles(self):
return self.get_orientation().as_euler("zxz")[::-1]
def get_theta(self):
return self.get_euler_angles()[0]
def get_phi(self):
return self.get_euler_angles()[1]
def get_gamma(self):
return self.get_euler_angles()[2]
def get_inverse_camera_rotation_matrix(self):
return self.get_orientation().as_matrix().T
def get_perspective_transform(self):
"""
Returns a 4x4 for the affine transformation mapping a point
into the camera's internal coordinate system
"""
result = self.perspective_transform
result[:] = np.identity(4)
result[:3, 3] = -self.get_center()
rotation = np.identity(4)
rotation[:3, :3] = self.get_inverse_camera_rotation_matrix()
result[:] = np.dot(rotation, result)
return result
def rotate(self, angle: float, axis: np.ndarray = OUT, **kwargs):
rot = Rotation.from_rotvec(angle * normalize(axis))
self.set_orientation(rot * self.get_orientation())
return self
def set_euler_angles(
self,
theta: float | None = None,
phi: float | None = None,
gamma: float | None = None,
units: float = RADIANS
):
eulers = self.get_euler_angles() # theta, phi, gamma
for i, var in enumerate([theta, phi, gamma]):
if var is not None:
eulers[i] = var * units
self.set_orientation(Rotation.from_euler("zxz", eulers[::-1]))
return self
def reorient(
self,
theta_degrees: float | None = None,
phi_degrees: float | None = None,
gamma_degrees: float | None = None,
):
"""
Shortcut for set_euler_angles, defaulting to taking
in angles in degrees
"""
self.set_euler_angles(theta_degrees, phi_degrees, gamma_degrees, units=DEGREES)
return self
def set_theta(self, theta: float):
return self.set_euler_angles(theta=theta)
def set_phi(self, phi: float):
return self.set_euler_angles(phi=phi)
def set_gamma(self, gamma: float):
return self.set_euler_angles(gamma=gamma)
def increment_theta(self, dtheta: float):
self.rotate(dtheta, OUT)
return self
def increment_phi(self, dphi: float):
self.rotate(dphi, self.get_inverse_camera_rotation_matrix()[0])
return self
def increment_gamma(self, dgamma: float):
self.rotate(dgamma, self.get_inverse_camera_rotation_matrix()[2])
return self
def set_focal_distance(self, focal_distance: float):
self.uniforms["focal_dist_to_height"] = focal_distance / self.get_height()
return self
def set_field_of_view(self, field_of_view: float):
self.uniforms["focal_dist_to_height"] = 2 * math.tan(field_of_view / 2)
return self
def get_shape(self):
return (self.get_width(), self.get_height())
def get_center(self) -> np.ndarray:
# Assumes first point is at the center
return self.get_points()[0]
def get_width(self) -> float:
points = self.get_points()
return points[2, 0] - points[1, 0]
def get_height(self) -> float:
points = self.get_points()
return points[4, 1] - points[3, 1]
def get_focal_distance(self) -> float:
return self.uniforms["focal_dist_to_height"] * self.get_height()
def get_field_of_view(self) -> float:
return 2 * math.atan(self.uniforms["focal_dist_to_height"] / 2)
def get_implied_camera_location(self) -> np.ndarray:
to_camera = self.get_inverse_camera_rotation_matrix()[2]
dist = self.get_focal_distance()
return self.get_center() + dist * to_camera
class Camera(object):
def __init__(
self,
ctx: moderngl.Context | None = None,
background_image: str | None = None,
frame_config: dict = dict(),
pixel_width: int = DEFAULT_PIXEL_WIDTH,
pixel_height: int = DEFAULT_PIXEL_HEIGHT,
fps: int = DEFAULT_FPS,
# Note: frame height and width will be resized to match the pixel aspect ratio
background_color: ManimColor = BLACK,
background_opacity: float = 1.0,
# Points in vectorized mobjects with norm greater
# than this value will be rescaled.
max_allowable_norm: float = FRAME_WIDTH,
image_mode: str = "RGBA",
n_channels: int = 4,
pixel_array_dtype: type = np.uint8,
light_source_position: Vect3 = np.array([-10, 10, 10]),
# Although vector graphics handle antialiasing fine
# without multisampling, for 3d scenes one might want
# to set samples to be greater than 0.
samples: int = 0,
):
self.background_image = background_image
self.pixel_width = pixel_width
self.pixel_height = pixel_height
self.fps = fps
self.max_allowable_norm = max_allowable_norm
self.image_mode = image_mode
self.n_channels = n_channels
self.pixel_array_dtype = pixel_array_dtype
self.light_source_position = light_source_position
self.samples = samples
self.rgb_max_val: float = np.iinfo(self.pixel_array_dtype).max
self.background_rgba: list[float] = list(color_to_rgba(
background_color, background_opacity
))
self.perspective_uniforms = dict()
self.init_frame(**frame_config)
self.init_context(ctx)
self.init_shaders()
self.init_textures()
self.init_light_source()
self.refresh_perspective_uniforms()
# A cached map from mobjects to their associated list of render groups
# so that these render groups are not regenerated unnecessarily for static
# mobjects
self.mob_to_render_groups = {}
def init_frame(self, **config) -> None:
self.frame = CameraFrame(**config)
def init_context(self, ctx: moderngl.Context | None = None) -> None:
if ctx is None:
ctx = moderngl.create_standalone_context()
fbo = self.get_fbo(ctx, self.samples)
else:
fbo = ctx.detect_framebuffer()
self.ctx = ctx
self.fbo = fbo
self.fbo.use()
self.set_ctx_blending()
self.ctx.enable(moderngl.PROGRAM_POINT_SIZE)
# This is the frame buffer we'll draw into when emitting frames
self.draw_fbo = self.get_fbo(ctx, 0)
def set_ctx_blending(self, enable: bool = True) -> None:
if enable:
self.ctx.enable(moderngl.BLEND)
else:
self.ctx.disable(moderngl.BLEND)
def set_ctx_depth_test(self, enable: bool = True) -> None:
if enable:
self.ctx.enable(moderngl.DEPTH_TEST)
else:
self.ctx.disable(moderngl.DEPTH_TEST)
def set_ctx_clip_plane(self, enable: bool = True) -> None:
if enable:
gl.glEnable(gl.GL_CLIP_DISTANCE0)
else:
gl.glDisable(gl.GL_CLIP_DISTANCE0)
def init_light_source(self) -> None:
self.light_source = Point(self.light_source_position)
# Methods associated with the frame buffer
def get_fbo(
self,
ctx: moderngl.Context,
samples: int = 0
) -> moderngl.Framebuffer:
pw = self.pixel_width
ph = self.pixel_height
return ctx.framebuffer(
color_attachments=ctx.texture(
(pw, ph),
components=self.n_channels,
samples=samples,
),
depth_attachment=ctx.depth_renderbuffer(
(pw, ph),
samples=samples
)
)
def clear(self) -> None:
self.fbo.clear(*self.background_rgba)
def reset_pixel_shape(self, new_width: int, new_height: int) -> None:
self.pixel_width = new_width
self.pixel_height = new_height
self.refresh_perspective_uniforms()
def get_raw_fbo_data(self, dtype: str = 'f1') -> bytes:
# Copy blocks from fbo into draw_fbo using Blit
gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.fbo.glo)
gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.draw_fbo.glo)
gl.glBlitFramebuffer(
*self.fbo.viewport,
*self.draw_fbo.viewport,
gl.GL_COLOR_BUFFER_BIT, gl.GL_LINEAR
)
return self.draw_fbo.read(
viewport=self.draw_fbo.viewport,
components=self.n_channels,
dtype=dtype,
)
def get_image(self) -> Image.Image:
return Image.frombytes(
'RGBA',
self.get_pixel_shape(),
self.get_raw_fbo_data(),
'raw', 'RGBA', 0, -1
)
def get_pixel_array(self) -> np.ndarray:
raw = self.get_raw_fbo_data(dtype='f4')
flat_arr = np.frombuffer(raw, dtype='f4')
arr = flat_arr.reshape([*reversed(self.fbo.size), self.n_channels])
arr = arr[::-1]
# Convert from float
return (self.rgb_max_val * arr).astype(self.pixel_array_dtype)
# Needed?
def get_texture(self) -> moderngl.Texture:
texture = self.ctx.texture(
size=self.fbo.size,
components=4,
data=self.get_raw_fbo_data(),
dtype='f4'
)
return texture
# Getting camera attributes
def get_pixel_shape(self) -> tuple[int, int]:
return self.fbo.viewport[2:4]
# return (self.pixel_width, self.pixel_height)
def get_pixel_width(self) -> int:
return self.get_pixel_shape()[0]
def get_pixel_height(self) -> int:
return self.get_pixel_shape()[1]
def get_frame_height(self) -> float:
return self.frame.get_height()
def get_frame_width(self) -> float:
return self.frame.get_width()
def get_frame_shape(self) -> tuple[float, float]:
return (self.get_frame_width(), self.get_frame_height())
def get_frame_center(self) -> np.ndarray:
return self.frame.get_center()
def get_location(self) -> tuple[float, float, float]:
return self.frame.get_implied_camera_location()
def resize_frame_shape(self, fixed_dimension: bool = False) -> None:
"""
Changes frame_shape to match the aspect ratio
of the pixels, where fixed_dimension determines
whether frame_height or frame_width
remains fixed while the other changes accordingly.
"""
pixel_height = self.get_pixel_height()
pixel_width = self.get_pixel_width()
frame_height = self.get_frame_height()
frame_width = self.get_frame_width()
aspect_ratio = fdiv(pixel_width, pixel_height)
if not fixed_dimension:
frame_height = frame_width / aspect_ratio
else:
frame_width = aspect_ratio * frame_height
self.frame.set_height(frame_height)
self.frame.set_width(frame_width)
# Rendering
def capture(self, *mobjects: Mobject) -> None:
self.refresh_perspective_uniforms()
for mobject in mobjects:
for render_group in self.get_render_group_list(mobject):
self.render(render_group)
def render(self, render_group: dict[str, Any]) -> None:
shader_wrapper = render_group["shader_wrapper"]
shader_program = render_group["prog"]
self.set_shader_uniforms(shader_program, shader_wrapper)
self.set_ctx_depth_test(shader_wrapper.depth_test)
self.set_ctx_clip_plane(shader_wrapper.use_clip_plane)
render_group["vao"].render(int(shader_wrapper.render_primitive))
if render_group["single_use"]:
self.release_render_group(render_group)
def get_render_group_list(self, mobject: Mobject) -> Iterable[dict[str, Any]]:
if mobject.is_changing():
return self.generate_render_group_list(mobject)
# Otherwise, cache result for later use
key = id(mobject)
if key not in self.mob_to_render_groups:
self.mob_to_render_groups[key] = list(self.generate_render_group_list(mobject))
return self.mob_to_render_groups[key]
def generate_render_group_list(self, mobject: Mobject) -> Iterable[dict[str, Any]]:
return (
self.get_render_group(sw, single_use=mobject.is_changing())
for sw in mobject.get_shader_wrapper_list()
)
def get_render_group(
self,
shader_wrapper: ShaderWrapper,
single_use: bool = True
) -> dict[str, Any]:
# Data buffer
vert_data = shader_wrapper.vert_data
indices = shader_wrapper.vert_indices
if indices is None:
ibo = None
elif single_use:
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]
ibo = None
vbo = self.ctx.buffer(vert_data)
# Program and vertex array
shader_program, vert_format = self.get_shader_program(shader_wrapper)
vao = self.ctx.vertex_array(
program=shader_program,
content=[(vbo, vert_format, *shader_wrapper.vert_attributes)],
index_buffer=ibo,
)
return {
"vbo": vbo,
"ibo": ibo,
"vao": vao,
"prog": shader_program,
"shader_wrapper": shader_wrapper,
"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()
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 init_shaders(self) -> None:
# Initialize with the null id going to None
self.id_to_shader_program: dict[int, tuple[moderngl.Program, str] | None] = {hash(""): None}
def get_shader_program(
self,
shader_wrapper: ShaderWrapper
) -> tuple[moderngl.Program, str] | None:
sid = shader_wrapper.get_program_id()
if sid not in self.id_to_shader_program:
# Create shader program for the first time, then cache
# in the id_to_shader_program dictionary
program = self.ctx.program(**shader_wrapper.get_program_code())
vert_format = moderngl.detect_format(program, shader_wrapper.vert_attributes)
self.id_to_shader_program[sid] = (program, vert_format)
return self.id_to_shader_program[sid]
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
# Orient light
perspective_transform = frame.get_perspective_transform()
light_pos = self.light_source.get_location()
cam_pos = self.frame.get_implied_camera_location()
frame_shape = frame.get_shape()
self.perspective_uniforms.update(
frame_shape=frame_shape,
pixel_size=frame_shape[0] / self.get_pixel_shape()[0],
perspective=tuple(perspective_transform.T.flatten()),
camera_position=tuple(cam_pos),
light_position=tuple(light_pos),
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):
def __init__(self, samples: int = 4, **kwargs):
super().__init__(samples=samples, **kwargs)