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211 lines
7 KiB
Python
211 lines
7 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 functools import lru_cache
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from manimlib.utils.directories import get_shader_dir
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from manimlib.utils.file_ops import find_file
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from manimlib.utils.iterables import resize_array
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from typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from typing import Iterable, 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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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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use_clip_plane: bool = False,
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render_primitive: int = moderngl.TRIANGLE_STRIP,
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):
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self.vert_data = vert_data
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self.vert_indices = vert_indices
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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.use_clip_plane = use_clip_plane
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self.render_primitive = str(render_primitive)
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self.init_program_code()
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self.refresh_id()
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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 = np.array(self.vert_data)
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if result.vert_indices is not None:
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result.vert_indices = np.array(self.vert_indices)
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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 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 get_program_code(self) -> dict[str, str | None]:
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return self.program_code
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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.refresh_id()
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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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if self.vert_indices is not None:
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indices_list = [self.vert_indices, *(sw.vert_indices for sw in shader_wrappers)]
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else:
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indices_list = None
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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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if indices_list is not None and self.vert_indices is not None:
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total_verts = sum(len(vi) for vi in indices_list)
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self.vert_indices = resize_array(self.vert_indices, total_verts)
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n_points = 0
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n_verts = 0
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for k, data in enumerate(data_list):
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new_n_points = n_points + len(data)
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self.vert_data[n_points:new_n_points] = data
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if self.vert_indices is not None and indices_list is not None:
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vert_indices = indices_list[k]
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new_n_verts = n_verts + len(vert_indices)
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self.vert_indices[n_verts:new_n_verts] = vert_indices + n_points
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n_verts = new_n_verts
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n_points = new_n_points
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return self
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@lru_cache(maxsize=12)
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def get_shader_code_from_file(filename: str) -> str | None:
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if not filename:
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return None
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try:
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filepath = find_file(
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filename,
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directories=[get_shader_dir(), "/"],
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extensions=[],
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)
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except IOError:
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return None
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with open(filepath, "r") as f:
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result = f.read()
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# To share functionality between shaders, some functions are read in
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# from other files an inserted into the relevant strings before
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# passing to ctx.program for compiling
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# Replace "#INSERT " lines with relevant code
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insertions = re.findall(r"^#INSERT .*\.glsl$", result, flags=re.MULTILINE)
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for line in insertions:
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inserted_code = get_shader_code_from_file(
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os.path.join("inserts", line.replace("#INSERT ", ""))
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)
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result = result.replace(line, inserted_code)
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return result
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def get_colormap_code(rgb_list: Iterable[float]) -> str:
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data = ",".join(
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"vec3({}, {}, {})".format(*rgb)
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for rgb in rgb_list
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)
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return f"vec3[{len(rgb_list)}]({data})"
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