3b1b-manim/manimlib/utils/shaders.py

107 lines
2.8 KiB
Python

import os
import warnings
import re
import moderngl
import json
from manimlib.constants import SHADER_DIR
# Mobjects that should be rendered with
# the same shader will be organized and
# clumped together based on keeping track
# of a dict holding all the relevant information
# to that shader
SHADER_INFO_KEYS = [
# A structred array caring all of the points/color/lighting/etc. information
# needed for the shader.
"data",
# Filename of vetex shader
"vert",
# Filename of geometry shader, if there is one
"geom",
# Filename of fragment shader
"frag",
# A dictionary mapping names (as they show up in)
# the shader to filepaths for textures.
"texture_paths",
# E.g. moderngl.TRIANGLE_STRIP
"render_primative",
]
def get_shader_info(data=None,
vert_file=None,
geom_file=None,
frag_file=None,
render_primative=moderngl.TRIANGLE_STRIP,
texture_paths=None,
):
return {
key: value
for key, value in zip(
SHADER_INFO_KEYS,
[
data,
vert_file, geom_file, frag_file,
texture_paths or {},
str(render_primative)
]
)
}
def is_valid_shader_info(shader_info):
data = shader_info["data"]
return all([
data is not None and len(data) > 0,
shader_info["vert"],
shader_info["frag"],
])
def shader_info_to_id(shader_info):
# A unique id for a shader based on the
# files holding its code and texture
tuples = [
(key, shader_info[key])
for key in SHADER_INFO_KEYS[1:] # Skip data
]
return json.dumps(tuples)
def shader_id_to_info(sid):
result = dict(json.loads(sid))
result["data"] = None
return result
def same_shader_type(info1, info2):
return all([
info1[key] == info2[key]
for key in SHADER_INFO_KEYS[1:] # Skip data
])
def get_shader_code_from_file(filename):
if not filename:
return None
filepath = os.path.join(SHADER_DIR, filename)
if not os.path.exists(filepath):
warnings.warn(f"No file at {filepath}")
return
with open(filepath, "r") as f:
result = f.read()
# To share functionality between shaders, some functions are read in
# from other files an inserted into the relevant strings before
# passing to ctx.program for compiling
# Replace "#INSERT " lines with relevant code
insertions = re.findall(r"^#INSERT .*\.glsl$", result, flags=re.MULTILINE)
for line in insertions:
inserted_code = get_shader_code_from_file(line.replace("#INSERT ", ""))
result = result.replace(line, inserted_code)
return result