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176 lines
5.2 KiB
Python
176 lines
5.2 KiB
Python
from __future__ import annotations
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import os
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import re
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from functools import lru_cache
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import moderngl
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from PIL import Image
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import numpy as np
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from manimlib.constants import DEFAULT_PIXEL_HEIGHT
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from manimlib.constants import DEFAULT_PIXEL_WIDTH
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from manimlib.utils.customization import get_customization
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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 typing import TYPE_CHECKING
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if TYPE_CHECKING:
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from typing import Sequence, Optional, Tuple
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from moderngl.vertex_array import VertexArray
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from moderngl.framebuffer import Framebuffer
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ID_TO_TEXTURE: dict[int, moderngl.Texture] = dict()
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@lru_cache()
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def image_path_to_texture(path: str, ctx: moderngl.Context) -> moderngl.Texture:
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im = Image.open(path).convert("RGBA")
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return ctx.texture(
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size=im.size,
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components=len(im.getbands()),
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data=im.tobytes(),
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)
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def get_texture_id(texture: moderngl.Texture) -> int:
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tid = 0
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while tid in ID_TO_TEXTURE:
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tid += 1
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ID_TO_TEXTURE[tid] = texture
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texture.use(location=tid)
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return tid
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def release_texture(texture_id: int):
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texture = ID_TO_TEXTURE.pop(texture_id, None)
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if texture is not None:
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texture.release()
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@lru_cache()
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def get_shader_program(
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ctx: moderngl.context.Context,
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vertex_shader: str,
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fragment_shader: Optional[str] = None,
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geometry_shader: Optional[str] = None,
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) -> moderngl.Program:
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return ctx.program(
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vertex_shader=vertex_shader,
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fragment_shader=fragment_shader,
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geometry_shader=geometry_shader,
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)
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@lru_cache()
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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: Sequence[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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@lru_cache()
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def get_fill_palette(ctx) -> Tuple[Framebuffer, VertexArray]:
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"""
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Creates a texture, loaded into a frame buffer, and a vao
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which can display that texture as a simple quad onto a screen.
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"""
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cam_config = get_customization()['camera_resolutions']
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res_name = cam_config['default_resolution']
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size = tuple(map(int, cam_config[res_name].split("x")))
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# Important to make sure dtype is floating point (not fixed point)
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# so that alpha values can be negative and are not clipped
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texture = ctx.texture(size=size, components=4, dtype='f2')
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depth_buffer = ctx.depth_renderbuffer(size) # TODO, currently not used
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texture_fbo = ctx.framebuffer(texture, depth_buffer)
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simple_program = ctx.program(
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vertex_shader='''
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#version 330
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in vec2 texcoord;
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out vec2 v_textcoord;
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void main() {
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gl_Position = vec4((2.0 * texcoord - 1.0), 0.0, 1.0);
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v_textcoord = texcoord;
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}
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''',
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fragment_shader='''
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#version 330
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uniform sampler2D Texture;
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uniform float v_nudge;
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uniform float h_nudge;
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in vec2 v_textcoord;
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out vec4 color;
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const float MIN_RGB = 2.0 / 256;
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void main() {
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// Apply poor man's anti-aliasing
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vec2 tc0 = v_textcoord + vec2(0, 0);
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vec2 tc1 = v_textcoord + vec2(0, h_nudge);
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vec2 tc2 = v_textcoord + vec2(v_nudge, 0);
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vec2 tc3 = v_textcoord + vec2(v_nudge, h_nudge);
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color =
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0.25 * texture(Texture, tc0) +
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0.25 * texture(Texture, tc1) +
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0.25 * texture(Texture, tc2) +
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0.25 * texture(Texture, tc3);
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if(abs(color.r) < MIN_RGB && abs(color.g) < MIN_RGB && abs(color.b) < MIN_RGB)
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discard;
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// Counteract scaling in quadratic_bezier_frag
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color = color / 0.98;
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//TODO, set gl_FragDepth;
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}
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''',
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)
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simple_program['Texture'].value = get_texture_id(texture)
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# Half pixel width/height
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simple_program['h_nudge'].value = 0.5 / size[0]
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simple_program['v_nudge'].value = 0.5 / size[1]
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verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
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fill_texture_vao = ctx.simple_vertex_array(
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simple_program,
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ctx.buffer(verts.astype('f4').tobytes()),
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'texcoord',
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)
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return (texture_fbo, fill_texture_vao)
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