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188 lines
6.3 KiB
Python
188 lines
6.3 KiB
Python
from __future__ import annotations
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import copy
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import os
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import re
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import moderngl
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import numpy as np
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from manimlib.utils.iterables import resize_array
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from manimlib.utils.shaders import get_shader_code_from_file
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from manimlib.utils.shaders import get_shader_program
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from typing import List
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# Mobjects that should be rendered with
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# the same shader will be organized and
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# clumped together based on keeping track
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# of a dict holding all the relevant information
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# to that shader
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class ShaderWrapper(object):
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def __init__(
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self,
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context: moderngl.context.Context,
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vert_data: np.ndarray,
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vert_indices: np.ndarray | None = None,
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shader_folder: str | None = None,
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uniforms: dict[str, float | np.ndarray] | None = None, # A dictionary mapping names of uniform variables
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texture_paths: dict[str, str] | None = None, # A dictionary mapping names to filepaths for textures.
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depth_test: bool = False,
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render_primitive: int = moderngl.TRIANGLE_STRIP,
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is_fill: bool = False,
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):
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self.ctx = context
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self.vert_data = vert_data
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self.vert_indices = (vert_indices or np.zeros(0)).astype(int)
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self.vert_attributes = vert_data.dtype.names
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self.shader_folder = shader_folder
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self.uniforms = uniforms or dict()
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self.texture_paths = texture_paths or dict()
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self.depth_test = depth_test
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self.render_primitive = str(render_primitive)
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self.is_fill = is_fill
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self.init_program_code()
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self.init_program()
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self.refresh_id()
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def init_program_code(self) -> None:
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def get_code(name: str) -> str | None:
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return get_shader_code_from_file(
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os.path.join(self.shader_folder, f"{name}.glsl")
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)
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self.program_code: dict[str, str | None] = {
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"vertex_shader": get_code("vert"),
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"geometry_shader": get_code("geom"),
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"fragment_shader": get_code("frag"),
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}
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def init_program(self):
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if not self.shader_folder:
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self.program = None
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self.vert_format = None
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return
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self.program = get_shader_program(self.ctx, **self.program_code)
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self.vert_format = moderngl.detect_format(self.program, self.vert_attributes)
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def __eq__(self, shader_wrapper: ShaderWrapper):
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return all((
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np.all(self.vert_data == shader_wrapper.vert_data),
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np.all(self.vert_indices == shader_wrapper.vert_indices),
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self.shader_folder == shader_wrapper.shader_folder,
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all(
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np.all(self.uniforms[key] == shader_wrapper.uniforms[key])
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for key in self.uniforms
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),
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all(
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self.texture_paths[key] == shader_wrapper.texture_paths[key]
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for key in self.texture_paths
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),
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self.depth_test == shader_wrapper.depth_test,
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self.render_primitive == shader_wrapper.render_primitive,
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))
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def copy(self):
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result = copy.copy(self)
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result.vert_data = self.vert_data.copy()
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result.vert_indices = self.vert_indices.copy()
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if self.uniforms:
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result.uniforms = {key: np.array(value) for key, value in self.uniforms.items()}
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if self.texture_paths:
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result.texture_paths = dict(self.texture_paths)
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return result
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def is_valid(self) -> bool:
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return all([
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self.vert_data is not None,
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self.program_code["vertex_shader"] is not None,
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self.program_code["fragment_shader"] is not None,
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])
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def get_id(self) -> str:
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return self.id
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def get_program_id(self) -> int:
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return self.program_id
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def create_id(self) -> str:
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# A unique id for a shader
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return "|".join(map(str, [
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self.program_id,
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self.uniforms,
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self.texture_paths,
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self.depth_test,
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self.render_primitive,
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]))
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def refresh_id(self) -> None:
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self.program_id = self.create_program_id()
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self.id = self.create_id()
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def create_program_id(self) -> int:
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return hash("".join((
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self.program_code[f"{name}_shader"] or ""
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for name in ("vertex", "geometry", "fragment")
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)))
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def replace_code(self, old: str, new: str) -> None:
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code_map = self.program_code
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for (name, code) in code_map.items():
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if code_map[name] is None:
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continue
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code_map[name] = re.sub(old, new, code_map[name])
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self.init_program()
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self.refresh_id()
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def use_clip_plane(self):
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if "clip_plane" not in self.uniforms:
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return False
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return any(self.uniforms["clip_plane"])
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def combine_with(self, *shader_wrappers: ShaderWrapper) -> ShaderWrapper:
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if len(shader_wrappers) > 0:
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data_list = [self.vert_data, *(sw.vert_data for sw in shader_wrappers)]
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indices_list = [self.vert_indices, *(sw.vert_indices for sw in shader_wrappers)]
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self.read_in(data_list, indices_list)
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return self
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def read_in(
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self,
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data_list: List[np.ndarray],
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indices_list: List[np.ndarray] | None = None
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) -> ShaderWrapper:
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# Assume all are of the same type
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total_len = sum(len(data) for data in data_list)
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self.vert_data = resize_array(self.vert_data, total_len)
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if total_len == 0:
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return self
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# Stack the data
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np.concatenate(data_list, out=self.vert_data)
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if indices_list is None:
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self.vert_indices = resize_array(self.vert_indices, 0)
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return self
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total_verts = sum(len(vi) for vi in indices_list)
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if total_verts == 0:
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return self
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self.vert_indices = resize_array(self.vert_indices, total_verts)
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# Stack vert_indices, but adding the appropriate offset
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# alogn the way
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n_points = 0
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n_verts = 0
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for data, indices in zip(data_list, indices_list):
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new_n_verts = n_verts + len(indices)
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self.vert_indices[n_verts:new_n_verts] = indices + n_points
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n_verts = new_n_verts
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n_points += len(data)
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return self
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