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

117 lines
3.2 KiB
Python

from __future__ import annotations
import os
import re
from functools import lru_cache
import moderngl
from PIL import Image
import numpy as np
from manimlib.utils.directories import get_shader_dir
from manimlib.utils.file_ops import find_file
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import Sequence, Optional, Tuple
from manimlib.typing import UniformDict
from moderngl.vertex_array import VertexArray
from moderngl.framebuffer import Framebuffer
# Global maps to reflect uniform status
PROGRAM_UNIFORM_MIRRORS: dict[int, dict[str, float | tuple]] = dict()
@lru_cache()
def image_path_to_texture(path: str, ctx: moderngl.Context) -> moderngl.Texture:
im = Image.open(path).convert("RGBA")
return ctx.texture(
size=im.size,
components=len(im.getbands()),
data=im.tobytes(),
)
@lru_cache()
def get_shader_program(
ctx: moderngl.context.Context,
vertex_shader: str,
fragment_shader: Optional[str] = None,
geometry_shader: Optional[str] = None,
) -> moderngl.Program:
return ctx.program(
vertex_shader=vertex_shader,
fragment_shader=fragment_shader,
geometry_shader=geometry_shader,
)
def set_program_uniform(
program: moderngl.Program,
name: str,
value: float | tuple | np.ndarray
) -> bool:
"""
Sets a program uniform, and also keeps track of a dictionary
of previously set uniforms for that program so that it
doesn't needlessly reset it, requiring an exchange with gpu
memory, if it sees the same value again.
Returns True if changed the program, False if it left it as is.
"""
pid = id(program)
if pid not in PROGRAM_UNIFORM_MIRRORS:
PROGRAM_UNIFORM_MIRRORS[pid] = dict()
uniform_mirror = PROGRAM_UNIFORM_MIRRORS[pid]
if type(value) is np.ndarray and value.ndim > 0:
value = tuple(value)
if uniform_mirror.get(name, None) == value:
return False
try:
program[name].value = value
except KeyError:
return False
uniform_mirror[name] = value
return True
@lru_cache()
def get_shader_code_from_file(filename: str) -> str | None:
if not filename:
return None
try:
filepath = find_file(
filename,
directories=[get_shader_dir(), "/"],
extensions=[],
)
except IOError:
return None
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(
os.path.join("inserts", line.replace("#INSERT ", ""))
)
result = result.replace(line, inserted_code)
return result
def get_colormap_code(rgb_list: Sequence[float]) -> str:
data = ",".join(
"vec3({}, {}, {})".format(*rgb)
for rgb in rgb_list
)
return f"vec3[{len(rgb_list)}]({data})"