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

116 lines
3.1 KiB
Python

import os
import warnings
import re
import moderngl
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 of uniform variables
"uniforms",
# A dictionary mapping names (as they show up in)
# the shader to filepaths for textures.
"texture_paths",
# Whether or not to apply depth test
"depth_test",
# E.g. moderngl.TRIANGLE_STRIP
"render_primative",
]
# Exclude data
SHADER_KEYS_FOR_ID = SHADER_INFO_KEYS[1:]
def get_shader_info(data=None,
vert_file=None,
geom_file=None,
frag_file=None,
uniforms=None,
texture_paths=None,
depth_test=False,
render_primative=moderngl.TRIANGLE_STRIP,
):
return {
key: value
for key, value in zip(
SHADER_INFO_KEYS,
[
data,
vert_file,
geom_file,
frag_file,
uniforms or dict(),
texture_paths or dict(),
depth_test,
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
return "|".join([str(shader_info[key]) for key in SHADER_KEYS_FOR_ID])
def same_shader_type(info1, info2):
return all([
info1[key] == info2[key]
for key in SHADER_KEYS_FOR_ID
])
def shader_info_to_program_code(shader_info):
return {
"vertex_shader": get_shader_code_from_file(shader_info["vert"]),
"geometry_shader": get_shader_code_from_file(shader_info["geom"]),
"fragment_shader": get_shader_code_from_file(shader_info["frag"]),
}
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