3b1b-manim/manimlib/camera/camera.py
2023-01-25 11:23:31 -08:00

455 lines
16 KiB
Python

from __future__ import annotations
import itertools as it
import moderngl
import numpy as np
import OpenGL.GL as gl
from PIL import Image
from manimlib.camera.camera_frame import CameraFrame
from manimlib.constants import BLACK
from manimlib.constants import DEFAULT_FPS
from manimlib.constants import DEFAULT_PIXEL_HEIGHT, DEFAULT_PIXEL_WIDTH
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 typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.shader_wrapper import ShaderWrapper
from manimlib.typing import ManimColor, Vect3
from manimlib.window import Window
from typing import Any, Iterable
class Camera(object):
def __init__(
self,
window: Window | 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.window = window
self.default_pixel_shape = (pixel_width, 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(window)
self.init_textures()
self.init_light_source()
self.refresh_perspective_uniforms()
self.init_fill_fbo(self.ctx) # Experimental
# 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, window: Window | None = None) -> None:
if window is None:
self.ctx = moderngl.create_standalone_context()
self.fbo = self.get_fbo(self.samples)
else:
self.ctx = window.ctx
self.fbo = self.ctx.detect_framebuffer()
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(samples=0)
def init_fill_fbo(self, ctx: moderngl.context.Context):
# Experimental
size = self.get_pixel_shape()
self.fill_texture = ctx.texture(
size=size,
components=4,
# Important to make sure floating point (not fixed point) is
# used so that alpha values are not clipped
dtype='f2',
)
# TODO, depth buffer is not really used yet
fill_depth = ctx.depth_renderbuffer(size)
self.fill_fbo = ctx.framebuffer(self.fill_texture, fill_depth)
self.fill_prog = ctx.program(
vertex_shader='''
#version 330
in vec2 texcoord;
out vec2 v_textcoord;
void main() {
gl_Position = vec4((2.0 * texcoord - 1.0), 0.0, 1.0);
v_textcoord = texcoord;
}
''',
fragment_shader='''
#version 330
uniform sampler2D Texture;
in vec2 v_textcoord;
out vec4 frag_color;
void main() {
frag_color = texture(Texture, v_textcoord);
frag_color = abs(frag_color);
if(frag_color.a == 0) discard;
//TODO, set gl_FragDepth;
}
''',
)
tid = self.n_textures
self.fill_texture.use(tid)
self.fill_prog['Texture'].value = tid
self.n_textures += 1
verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
self.fill_texture_vao = ctx.simple_vertex_array(
self.fill_prog,
ctx.buffer(verts.astype('f4').tobytes()),
'texcoord',
)
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)
def init_light_source(self) -> None:
self.light_source = Point(self.light_source_position)
# Methods associated with the frame buffer
def get_fbo(
self,
samples: int = 0
) -> moderngl.Framebuffer:
return self.ctx.framebuffer(
color_attachments=self.ctx.texture(
self.default_pixel_shape,
components=self.n_channels,
samples=samples,
),
depth_attachment=self.ctx.depth_renderbuffer(
self.default_pixel_shape,
samples=samples
)
)
def clear(self) -> None:
self.fbo.clear(*self.background_rgba)
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)
if self.window is not None:
src_viewport = self.window.viewport
else:
src_viewport = self.fbo.viewport
gl.glBlitFramebuffer(
*src_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.draw_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_size(self) -> float:
return self.frame.get_shape()[0] / self.get_pixel_shape()[0]
def get_pixel_shape(self) -> tuple[int, int]:
return self.draw_fbo.size
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_aspect_ratio(self):
pw, ph = self.get_pixel_shape()
return pw / ph
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.
"""
frame_height = self.get_frame_height()
frame_width = self.get_frame_width()
aspect_ratio = self.get_aspect_ratio()
if not fixed_dimension:
frame_height = frame_width / aspect_ratio
else:
frame_width = aspect_ratio * frame_height
self.frame.set_height(frame_height, stretch=true)
self.frame.set_width(frame_width, stretch=true)
# 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"]
primitive = int(shader_wrapper.render_primitive)
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())
if shader_wrapper.is_fill:
self.render_fill(render_group["vao"], primitive, shader_wrapper.vert_indices)
else:
render_group["vao"].render(primitive)
if render_group["single_use"]:
self.release_render_group(render_group)
def render_fill(self, vao, render_primitive: int, indices: np.ndarray):
"""
VMobject fill is handled in a special way, where emited triangles
must be blended with moderngl.FUNC_SUBTRACT so as to effectively compute
a winding number around each pixel. This is rendered to a separate texture,
then that texture is overlayed onto the current fbo
"""
winding = (len(indices) == 0)
vao.program['winding'].value = winding
if not winding:
vao.render(moderngl.TRIANGLES)
return
self.fill_fbo.clear()
self.fill_fbo.use()
self.ctx.blend_func = (moderngl.ONE, moderngl.ONE)
vao.render(render_primitive)
self.ctx.blend_func = moderngl.DEFAULT_BLENDING
self.fbo.use()
self.fill_texture_vao.render(moderngl.TRIANGLE_STRIP)
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(self.ctx)
)
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 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,
"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 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()
light_pos = self.light_source.get_location()
cam_pos = self.frame.get_implied_camera_location()
self.perspective_uniforms.update(
frame_shape=frame.get_shape(),
pixel_size=self.get_pixel_size(),
view=tuple(view_matrix.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)