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246 lines
8.1 KiB
Python
246 lines
8.1 KiB
Python
from __future__ import annotations
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import moderngl
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import numpy as np
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import OpenGL.GL as gl
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from PIL import Image
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from manimlib.camera.camera_frame import CameraFrame
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from manimlib.constants import BLACK
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from manimlib.constants import DEFAULT_FPS
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from manimlib.constants import DEFAULT_PIXEL_HEIGHT, DEFAULT_PIXEL_WIDTH
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from manimlib.constants import FRAME_WIDTH
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from manimlib.mobject.mobject import Mobject
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from manimlib.mobject.mobject import Point
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from manimlib.utils.color import color_to_rgba
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from typing import Optional
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from manimlib.typing import ManimColor, Vect3
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from manimlib.window import Window
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class Camera(object):
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def __init__(
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self,
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window: Optional[Window] = None,
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background_image: Optional[str] = None,
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frame_config: dict = dict(),
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pixel_width: int = DEFAULT_PIXEL_WIDTH,
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pixel_height: int = DEFAULT_PIXEL_HEIGHT,
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fps: int = DEFAULT_FPS,
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# Note: frame height and width will be resized to match the pixel aspect ratio
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background_color: ManimColor = BLACK,
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background_opacity: float = 1.0,
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# Points in vectorized mobjects with norm greater
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# than this value will be rescaled.
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max_allowable_norm: float = FRAME_WIDTH,
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image_mode: str = "RGBA",
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n_channels: int = 4,
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pixel_array_dtype: type = np.uint8,
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light_source_position: Vect3 = np.array([-10, 10, 10]),
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# Although vector graphics handle antialiasing fine
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# without multisampling, for 3d scenes one might want
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# to set samples to be greater than 0.
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samples: int = 0,
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):
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self.background_image = background_image
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self.window = window
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self.default_pixel_shape = (pixel_width, pixel_height)
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self.fps = fps
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self.max_allowable_norm = max_allowable_norm
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self.image_mode = image_mode
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self.n_channels = n_channels
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self.pixel_array_dtype = pixel_array_dtype
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self.light_source_position = light_source_position
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self.samples = samples
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self.rgb_max_val: float = np.iinfo(self.pixel_array_dtype).max
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self.background_rgba: list[float] = list(color_to_rgba(
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background_color, background_opacity
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))
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self.uniforms = dict()
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self.init_frame(**frame_config)
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self.init_context()
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self.init_fbo()
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self.init_light_source()
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def init_frame(self, **config) -> None:
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self.frame = CameraFrame(**config)
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def init_context(self) -> None:
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if self.window is None:
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self.ctx = moderngl.create_standalone_context()
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else:
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self.ctx = self.window.ctx
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self.ctx.enable(moderngl.PROGRAM_POINT_SIZE)
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self.ctx.enable(moderngl.BLEND)
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def init_fbo(self) -> None:
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# This is the buffer used when writing to a video/image file
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self.fbo_for_files = self.get_fbo(self.samples)
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# This is the frame buffer we'll draw into when emitting frames
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self.draw_fbo = self.get_fbo(samples=0)
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if self.window is None:
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self.window_fbo = None
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self.fbo = self.fbo_for_files
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else:
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self.window_fbo = self.ctx.detect_framebuffer()
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self.fbo = self.window_fbo
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self.fbo.use()
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def init_light_source(self) -> None:
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self.light_source = Point(self.light_source_position)
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def use_window_fbo(self, use: bool = True):
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assert(self.window is not None)
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if use:
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self.fbo = self.window_fbo
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else:
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self.fbo = self.fbo_for_files
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# Methods associated with the frame buffer
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def get_fbo(
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self,
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samples: int = 0
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) -> moderngl.Framebuffer:
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return self.ctx.framebuffer(
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color_attachments=self.ctx.texture(
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self.default_pixel_shape,
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components=self.n_channels,
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samples=samples,
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),
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depth_attachment=self.ctx.depth_renderbuffer(
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self.default_pixel_shape,
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samples=samples
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)
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)
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def clear(self) -> None:
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self.fbo.clear(*self.background_rgba)
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def get_raw_fbo_data(self, dtype: str = 'f1') -> bytes:
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# Copy blocks from fbo into draw_fbo using Blit
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gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.fbo.glo)
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gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.draw_fbo.glo)
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src_viewport = self.fbo.viewport
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gl.glBlitFramebuffer(
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*src_viewport,
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*self.draw_fbo.viewport,
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gl.GL_COLOR_BUFFER_BIT, gl.GL_LINEAR
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)
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return self.draw_fbo.read(
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viewport=self.draw_fbo.viewport,
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components=self.n_channels,
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dtype=dtype,
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)
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def get_image(self) -> Image.Image:
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return Image.frombytes(
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'RGBA',
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self.get_pixel_shape(),
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self.get_raw_fbo_data(),
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'raw', 'RGBA', 0, -1
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)
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def get_pixel_array(self) -> np.ndarray:
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raw = self.get_raw_fbo_data(dtype='f4')
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flat_arr = np.frombuffer(raw, dtype='f4')
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arr = flat_arr.reshape([*reversed(self.draw_fbo.size), self.n_channels])
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arr = arr[::-1]
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# Convert from float
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return (self.rgb_max_val * arr).astype(self.pixel_array_dtype)
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# Needed?
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def get_texture(self) -> moderngl.Texture:
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texture = self.ctx.texture(
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size=self.fbo.size,
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components=4,
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data=self.get_raw_fbo_data(),
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dtype='f4'
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)
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return texture
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# Getting camera attributes
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def get_pixel_size(self) -> float:
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return self.frame.get_shape()[0] / self.get_pixel_shape()[0]
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def get_pixel_shape(self) -> tuple[int, int]:
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return self.draw_fbo.size
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def get_pixel_width(self) -> int:
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return self.get_pixel_shape()[0]
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def get_pixel_height(self) -> int:
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return self.get_pixel_shape()[1]
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def get_aspect_ratio(self):
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pw, ph = self.get_pixel_shape()
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return pw / ph
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def get_frame_height(self) -> float:
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return self.frame.get_height()
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def get_frame_width(self) -> float:
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return self.frame.get_width()
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def get_frame_shape(self) -> tuple[float, float]:
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return (self.get_frame_width(), self.get_frame_height())
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def get_frame_center(self) -> np.ndarray:
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return self.frame.get_center()
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def get_location(self) -> tuple[float, float, float]:
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return self.frame.get_implied_camera_location()
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def resize_frame_shape(self, fixed_dimension: bool = False) -> None:
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"""
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Changes frame_shape to match the aspect ratio
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of the pixels, where fixed_dimension determines
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whether frame_height or frame_width
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remains fixed while the other changes accordingly.
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"""
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frame_height = self.get_frame_height()
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frame_width = self.get_frame_width()
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aspect_ratio = self.get_aspect_ratio()
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if not fixed_dimension:
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frame_height = frame_width / aspect_ratio
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else:
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frame_width = aspect_ratio * frame_height
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self.frame.set_height(frame_height, stretch=true)
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self.frame.set_width(frame_width, stretch=true)
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# Rendering
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def capture(self, *mobjects: Mobject) -> None:
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self.clear()
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self.refresh_uniforms()
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self.fbo.use()
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for mobject in mobjects:
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mobject.render(self.ctx, self.uniforms)
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def refresh_uniforms(self) -> None:
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frame = self.frame
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view_matrix = frame.get_view_matrix()
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light_pos = self.light_source.get_location()
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cam_pos = self.frame.get_implied_camera_location()
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self.uniforms.update(
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frame_shape=frame.get_shape(),
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pixel_size=self.get_pixel_size(),
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view=tuple(view_matrix.T.flatten()),
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camera_position=tuple(cam_pos),
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light_position=tuple(light_pos),
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focal_distance=frame.get_focal_distance(),
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)
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# Mostly just defined so old scenes don't break
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class ThreeDCamera(Camera):
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def __init__(self, samples: int = 4, **kwargs):
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super().__init__(samples=samples, **kwargs)
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