3b1b-manim/manimlib/camera/camera.py
2022-03-22 11:31:52 -07:00

498 lines
17 KiB
Python

from __future__ import annotations
import moderngl
from colour import Color
import OpenGL.GL as gl
import itertools as it
import numpy as np
from scipy.spatial.transform import Rotation
from PIL import Image
from manimlib.constants import *
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.mobject import Point
from manimlib.utils.config_ops import digest_config
from manimlib.utils.simple_functions import fdiv
from manimlib.utils.space_ops import normalize
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from manimlib.shader_wrapper import ShaderWrapper
class CameraFrame(Mobject):
CONFIG = {
"frame_shape": (FRAME_WIDTH, FRAME_HEIGHT),
"center_point": ORIGIN,
"focal_distance": 2,
}
def init_uniforms(self) -> None:
super().init_uniforms()
# As a quaternion
self.uniforms["orientation"] = Rotation.identity().as_quat()
def init_points(self) -> None:
self.set_points([ORIGIN, LEFT, RIGHT, DOWN, UP])
self.set_width(self.frame_shape[0], stretch=True)
self.set_height(self.frame_shape[1], stretch=True)
self.move_to(self.center_point)
def set_orientation(self, rotation: Rotation):
self.uniforms["orientation"][:] = rotation.as_quat()
return self
def get_orientation(self):
return Rotation.from_quat(self.uniforms["orientation"])
def to_default_state(self):
self.center()
self.set_height(FRAME_HEIGHT)
self.set_width(FRAME_WIDTH)
self.set_orientation(Rotation.identity())
return self
def get_euler_angles(self):
return self.get_orientation().as_euler("xzy")
def get_inverse_camera_rotation_matrix(self):
return self.get_orientation().as_matrix().T
def rotate(self, angle: float, axis: np.ndarray = OUT, **kwargs):
rot = Rotation.from_rotvec(angle * normalize(axis))
self.set_orientation(rot * self.get_orientation())
return self
def set_euler_angles(
self,
theta: float | None = None,
phi: float | None = None,
gamma: float | None = None,
units: float = RADIANS
):
eulers = self.get_euler_angles() # phi, theta, gamma
for i, var in enumerate([phi, theta, gamma]):
if var is not None:
eulers[i] = var * units
self.set_orientation(Rotation.from_euler('xzy', eulers))
return self
def reorient(
self,
theta_degrees: float | None = None,
phi_degrees: float | None = None,
gamma_degrees: float | None = None,
):
"""
Shortcut for set_euler_angles, defaulting to taking
in angles in degrees
"""
self.set_euler_angles(theta_degrees, phi_degrees, gamma_degrees, units=DEGREES)
return self
def set_theta(self, theta: float):
return self.set_euler_angles(theta=theta)
def set_phi(self, phi: float):
return self.set_euler_angles(phi=phi)
def set_gamma(self, gamma: float):
return self.set_euler_angles(gamma=gamma)
def increment_theta(self, dtheta: float):
self.rotate(dtheta, OUT)
return self
def increment_phi(self, dphi: float):
self.rotate(dphi, self.get_inverse_camera_rotation_matrix()[0])
return self
def increment_gamma(self, dgamma: float):
self.rotate(dgamma, self.get_inverse_camera_rotation_matrix()[2])
return self
def get_shape(self):
return (self.get_width(), self.get_height())
def get_center(self) -> np.ndarray:
# Assumes first point is at the center
return self.get_points()[0]
def get_width(self) -> float:
points = self.get_points()
return points[2, 0] - points[1, 0]
def get_height(self) -> float:
points = self.get_points()
return points[4, 1] - points[3, 1]
def get_focal_distance(self) -> float:
return self.focal_distance * self.get_height()
def get_implied_camera_location(self) -> np.ndarray:
to_camera = self.get_inverse_camera_rotation_matrix()[2]
dist = self.get_focal_distance()
return self.get_center() + dist * to_camera
class Camera(object):
CONFIG = {
"background_image": None,
"frame_config": {},
"pixel_width": DEFAULT_PIXEL_WIDTH,
"pixel_height": DEFAULT_PIXEL_HEIGHT,
"frame_rate": DEFAULT_FRAME_RATE,
# Note: frame height and width will be resized to match
# the pixel aspect ratio
"background_color": BLACK,
"background_opacity": 1,
# Points in vectorized mobjects with norm greater
# than this value will be rescaled.
"max_allowable_norm": FRAME_WIDTH,
"image_mode": "RGBA",
"n_channels": 4,
"pixel_array_dtype": 'uint8',
"light_source_position": [-10, 10, 10],
# Measured in pixel widths, used for vector graphics
"anti_alias_width": 1.5,
# Although vector graphics handle antialiasing fine
# without multisampling, for 3d scenes one might want
# to set samples to be greater than 0.
"samples": 0,
}
def __init__(self, ctx: moderngl.Context | None = None, **kwargs):
digest_config(self, kwargs, locals())
self.rgb_max_val: float = np.iinfo(self.pixel_array_dtype).max
self.background_rgba: list[float] = [
*Color(self.background_color).get_rgb(),
self.background_opacity
]
self.init_frame()
self.init_context(ctx)
self.init_shaders()
self.init_textures()
self.init_light_source()
self.refresh_perspective_uniforms()
self.static_mobject_to_render_group_list = {}
def init_frame(self) -> None:
self.frame = CameraFrame(**self.frame_config)
def init_context(self, ctx: moderngl.Context | None = None) -> None:
if ctx is None:
ctx = moderngl.create_standalone_context()
fbo = self.get_fbo(ctx, 0)
else:
fbo = ctx.detect_framebuffer()
self.ctx = ctx
self.fbo = fbo
self.set_ctx_blending()
# For multisample antialiasing
fbo_msaa = self.get_fbo(ctx, self.samples)
fbo_msaa.use()
self.fbo_msaa = fbo_msaa
def set_ctx_blending(self, enable: bool = True) -> None:
if enable:
self.ctx.enable(moderngl.BLEND)
else:
self.ctx.disable(moderngl.BLEND)
self.ctx.blend_func = (
moderngl.SRC_ALPHA, moderngl.ONE_MINUS_SRC_ALPHA,
# moderngl.ONE, moderngl.ONE
)
def set_ctx_depth_test(self, enable: bool = True) -> None:
if enable:
self.ctx.enable(moderngl.DEPTH_TEST)
else:
self.ctx.disable(moderngl.DEPTH_TEST)
def init_light_source(self) -> None:
self.light_source = Point(self.light_source_position)
# Methods associated with the frame buffer
def get_fbo(
self,
ctx: moderngl.Context,
samples: int = 0
) -> moderngl.Framebuffer:
pw = self.pixel_width
ph = self.pixel_height
return ctx.framebuffer(
color_attachments=ctx.texture(
(pw, ph),
components=self.n_channels,
samples=samples,
),
depth_attachment=ctx.depth_renderbuffer(
(pw, ph),
samples=samples
)
)
def clear(self) -> None:
self.fbo.clear(*self.background_rgba)
self.fbo_msaa.clear(*self.background_rgba)
def reset_pixel_shape(self, new_width: int, new_height: int) -> None:
self.pixel_width = new_width
self.pixel_height = new_height
self.refresh_perspective_uniforms()
def get_raw_fbo_data(self, dtype: str = 'f1') -> bytes:
# Copy blocks from the fbo_msaa to the drawn fbo using Blit
pw, ph = (self.pixel_width, self.pixel_height)
gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.fbo_msaa.glo)
gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.fbo.glo)
gl.glBlitFramebuffer(0, 0, pw, ph, 0, 0, pw, ph, gl.GL_COLOR_BUFFER_BIT, gl.GL_LINEAR)
return self.fbo.read(
viewport=self.fbo.viewport,
components=self.n_channels,
dtype=dtype,
)
def get_image(self) -> Image.Image:
return Image.frombytes(
'RGBA',
self.get_pixel_shape(),
self.get_raw_fbo_data(),
'raw', 'RGBA', 0, -1
)
def get_pixel_array(self) -> np.ndarray:
raw = self.get_raw_fbo_data(dtype='f4')
flat_arr = np.frombuffer(raw, dtype='f4')
arr = flat_arr.reshape([*self.fbo.size, self.n_channels])
# Convert from float
return (self.rgb_max_val * arr).astype(self.pixel_array_dtype)
# Needed?
def get_texture(self) -> moderngl.Texture:
texture = self.ctx.texture(
size=self.fbo.size,
components=4,
data=self.get_raw_fbo_data(),
dtype='f4'
)
return texture
# Getting camera attributes
def get_pixel_shape(self) -> tuple[int, int]:
return self.fbo.viewport[2:4]
# return (self.pixel_width, self.pixel_height)
def get_pixel_width(self) -> int:
return self.get_pixel_shape()[0]
def get_pixel_height(self) -> int:
return self.get_pixel_shape()[1]
def get_frame_height(self) -> float:
return self.frame.get_height()
def get_frame_width(self) -> float:
return self.frame.get_width()
def get_frame_shape(self) -> tuple[float, float]:
return (self.get_frame_width(), self.get_frame_height())
def get_frame_center(self) -> np.ndarray:
return self.frame.get_center()
def get_location(self) -> tuple[float, float, float]:
return self.frame.get_implied_camera_location()
def resize_frame_shape(self, fixed_dimension: bool = False) -> None:
"""
Changes frame_shape to match the aspect ratio
of the pixels, where fixed_dimension determines
whether frame_height or frame_width
remains fixed while the other changes accordingly.
"""
pixel_height = self.get_pixel_height()
pixel_width = self.get_pixel_width()
frame_height = self.get_frame_height()
frame_width = self.get_frame_width()
aspect_ratio = fdiv(pixel_width, pixel_height)
if not fixed_dimension:
frame_height = frame_width / aspect_ratio
else:
frame_width = aspect_ratio * frame_height
self.frame.set_height(frame_height)
self.frame.set_width(frame_width)
# Rendering
def capture(self, *mobjects: Mobject, **kwargs) -> None:
self.refresh_perspective_uniforms()
for mobject in mobjects:
for render_group in self.get_render_group_list(mobject):
self.render(render_group)
def render(self, render_group: dict[str]) -> None:
shader_wrapper = render_group["shader_wrapper"]
shader_program = render_group["prog"]
self.set_shader_uniforms(shader_program, shader_wrapper)
self.set_ctx_depth_test(shader_wrapper.depth_test)
render_group["vao"].render(int(shader_wrapper.render_primitive))
if render_group["single_use"]:
self.release_render_group(render_group)
def get_render_group_list(self, mobject: Mobject) -> list[dict[str]] | map[dict[str]]:
try:
return self.static_mobject_to_render_group_list[id(mobject)]
except KeyError:
return map(self.get_render_group, mobject.get_shader_wrapper_list())
def get_render_group(
self,
shader_wrapper: ShaderWrapper,
single_use: bool = True
) -> dict[str]:
# Data buffers
vbo = self.ctx.buffer(shader_wrapper.vert_data.tobytes())
if shader_wrapper.vert_indices is None:
ibo = None
else:
vert_index_data = shader_wrapper.vert_indices.astype('i4').tobytes()
if vert_index_data:
ibo = self.ctx.buffer(vert_index_data)
else:
ibo = None
# Program and vertex array
shader_program, vert_format = self.get_shader_program(shader_wrapper)
vao = self.ctx.vertex_array(
program=shader_program,
content=[(vbo, vert_format, *shader_wrapper.vert_attributes)],
index_buffer=ibo,
)
return {
"vbo": vbo,
"ibo": ibo,
"vao": vao,
"prog": shader_program,
"shader_wrapper": shader_wrapper,
"single_use": single_use,
}
def release_render_group(self, render_group: dict[str]) -> None:
for key in ["vbo", "ibo", "vao"]:
if render_group[key] is not None:
render_group[key].release()
def set_mobjects_as_static(self, *mobjects: Mobject) -> None:
# Creates buffer and array objects holding each mobjects shader data
for mob in mobjects:
self.static_mobject_to_render_group_list[id(mob)] = [
self.get_render_group(sw, single_use=False)
for sw in mob.get_shader_wrapper_list()
]
def release_static_mobjects(self) -> None:
for rg_list in self.static_mobject_to_render_group_list.values():
for render_group in rg_list:
self.release_render_group(render_group)
self.static_mobject_to_render_group_list = {}
# Shaders
def init_shaders(self) -> None:
# Initialize with the null id going to None
self.id_to_shader_program: dict[
int | str, tuple[moderngl.Program, str] | None
] = {"": None}
def get_shader_program(
self,
shader_wrapper: ShaderWrapper
) -> tuple[moderngl.Program, str]:
sid = shader_wrapper.get_program_id()
if sid not in self.id_to_shader_program:
# Create shader program for the first time, then cache
# in the id_to_shader_program dictionary
program = self.ctx.program(**shader_wrapper.get_program_code())
vert_format = moderngl.detect_format(program, shader_wrapper.vert_attributes)
self.id_to_shader_program[sid] = (program, vert_format)
return self.id_to_shader_program[sid]
def set_shader_uniforms(
self,
shader: moderngl.Program,
shader_wrapper: ShaderWrapper
) -> None:
for name, path in shader_wrapper.texture_paths.items():
tid = self.get_texture_id(path)
shader[name].value = tid
for name, value in it.chain(self.perspective_uniforms.items(), shader_wrapper.uniforms.items()):
try:
if isinstance(value, np.ndarray) and value.ndim > 0:
value = tuple(value)
shader[name].value = value
except KeyError:
pass
def refresh_perspective_uniforms(self) -> None:
frame = self.frame
pw, ph = self.get_pixel_shape()
fw, fh = frame.get_shape()
# TODO, this should probably be a mobject uniform, with
# the camera taking care of the conversion factor
anti_alias_width = self.anti_alias_width / (ph / fh)
# Orient light
rotation = frame.get_inverse_camera_rotation_matrix()
offset = frame.get_center()
light_pos = np.dot(
rotation, self.light_source.get_location() + offset
)
cam_pos = self.frame.get_implied_camera_location() # TODO
self.perspective_uniforms = {
"frame_shape": frame.get_shape(),
"anti_alias_width": anti_alias_width,
"camera_offset": tuple(offset),
"camera_rotation": tuple(np.array(rotation).T.flatten()),
"camera_position": tuple(cam_pos),
"light_source_position": tuple(light_pos),
"focal_distance": frame.get_focal_distance(),
}
def init_textures(self) -> None:
self.n_textures: int = 0
self.path_to_texture: dict[
str, tuple[int, moderngl.Texture]
] = {}
def get_texture_id(self, path: str) -> int:
if path not in self.path_to_texture:
if self.n_textures == 15: # I have no clue why this is needed
self.n_textures += 1
tid = self.n_textures
self.n_textures += 1
im = Image.open(path).convert("RGBA")
texture = self.ctx.texture(
size=im.size,
components=len(im.getbands()),
data=im.tobytes(),
)
texture.use(location=tid)
self.path_to_texture[path] = (tid, texture)
return self.path_to_texture[path][0]
def release_texture(self, path: str):
tid_and_texture = self.path_to_texture.pop(path, None)
if tid_and_texture:
tid_and_texture[1].release()
return self
# Mostly just defined so old scenes don't break
class ThreeDCamera(Camera):
CONFIG = {
"samples": 4,
"anti_alias_width": 0,
}