3b1b-manim/manimlib/shader_wrapper.py

240 lines
8.1 KiB
Python

from __future__ import annotations
import copy
import os
import re
import moderngl
import numpy as np
from manimlib.utils.iterables import resize_array
from manimlib.utils.shaders import get_shader_code_from_file
from manimlib.utils.shaders import get_shader_program
from manimlib.utils.shaders import image_path_to_texture
from manimlib.utils.shaders import get_texture_id
from manimlib.utils.shaders import release_texture
from typing import TYPE_CHECKING
if TYPE_CHECKING:
from typing import List, Optional
# 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
class ShaderWrapper(object):
def __init__(
self,
context: moderngl.context.Context,
vert_data: np.ndarray,
vert_indices: Optional[np.ndarray] = None,
shader_folder: Optional[str] = None,
uniforms: Optional[dict[str, float | np.ndarray]] = None, # A dictionary mapping names of uniform variables
texture_paths: Optional[dict[str, str]] = None, # A dictionary mapping names to filepaths for textures.
depth_test: bool = False,
render_primitive: int = moderngl.TRIANGLE_STRIP,
is_fill: bool = False,
):
self.ctx = context
self.vert_data = vert_data
self.vert_indices = (vert_indices or np.zeros(0)).astype(int)
self.vert_attributes = vert_data.dtype.names
self.shader_folder = shader_folder
self.uniforms = uniforms or dict()
self.depth_test = depth_test
self.render_primitive = str(render_primitive)
self.is_fill = is_fill
self.vbo = None
self.ibo = None
self.vao = None
self.init_program_code()
self.init_program()
if texture_paths is not None:
self.init_textures(texture_paths)
self.refresh_id()
def init_program_code(self) -> None:
def get_code(name: str) -> str | None:
return get_shader_code_from_file(
os.path.join(self.shader_folder, f"{name}.glsl")
)
self.program_code: dict[str, str | None] = {
"vertex_shader": get_code("vert"),
"geometry_shader": get_code("geom"),
"fragment_shader": get_code("frag"),
}
def init_program(self):
if not self.shader_folder:
self.program = None
self.vert_format = None
return
self.program = get_shader_program(self.ctx, **self.program_code)
self.vert_format = moderngl.detect_format(self.program, self.vert_attributes)
def init_textures(self, texture_paths: dict[str, str]):
for name, path in texture_paths.items():
texture = image_path_to_texture(path, self.ctx)
tid = get_texture_id(texture)
self.uniforms[name] = tid
def __eq__(self, shader_wrapper: ShaderWrapper):
return all((
np.all(self.vert_data == shader_wrapper.vert_data),
np.all(self.vert_indices == shader_wrapper.vert_indices),
self.shader_folder == shader_wrapper.shader_folder,
all(
np.all(self.uniforms[key] == shader_wrapper.uniforms[key])
for key in self.uniforms
),
self.depth_test == shader_wrapper.depth_test,
self.render_primitive == shader_wrapper.render_primitive,
))
def copy(self):
result = copy.copy(self)
result.vert_data = self.vert_data.copy()
result.vert_indices = self.vert_indices.copy()
if self.uniforms:
result.uniforms = {key: np.array(value) for key, value in self.uniforms.items()}
return result
def is_valid(self) -> bool:
return all([
self.vert_data is not None,
self.program_code["vertex_shader"] is not None,
self.program_code["fragment_shader"] is not None,
])
def get_id(self) -> str:
return self.id
def get_program_id(self) -> int:
return self.program_id
def create_id(self) -> str:
# A unique id for a shader
return "|".join(map(str, [
self.program_id,
self.uniforms,
self.depth_test,
self.render_primitive,
]))
def refresh_id(self) -> None:
self.program_id = self.create_program_id()
self.id = self.create_id()
def create_program_id(self) -> int:
return hash("".join((
self.program_code[f"{name}_shader"] or ""
for name in ("vertex", "geometry", "fragment")
)))
def replace_code(self, old: str, new: str) -> None:
code_map = self.program_code
for (name, code) in code_map.items():
if code_map[name] is None:
continue
code_map[name] = re.sub(old, new, code_map[name])
self.init_program()
self.refresh_id()
def use_clip_plane(self):
if "clip_plane" not in self.uniforms:
return False
return any(self.uniforms["clip_plane"])
def combine_with(self, *shader_wrappers: ShaderWrapper) -> ShaderWrapper:
if len(shader_wrappers) > 0:
data_list = [self.vert_data, *(sw.vert_data for sw in shader_wrappers)]
indices_list = [self.vert_indices, *(sw.vert_indices for sw in shader_wrappers)]
self.read_in(data_list, indices_list)
return self
def read_in(
self,
data_list: List[np.ndarray],
indices_list: List[np.ndarray] | None = None
) -> ShaderWrapper:
# Assume all are of the same type
total_len = sum(len(data) for data in data_list)
self.vert_data = resize_array(self.vert_data, total_len)
if total_len == 0:
return self
# Stack the data
np.concatenate(data_list, out=self.vert_data)
if indices_list is None:
self.vert_indices = resize_array(self.vert_indices, 0)
return self
total_verts = sum(len(vi) for vi in indices_list)
if total_verts == 0:
return self
self.vert_indices = resize_array(self.vert_indices, total_verts)
# Stack vert_indices, but adding the appropriate offset
# alogn the way
n_points = 0
n_verts = 0
for data, indices in zip(data_list, indices_list):
new_n_verts = n_verts + len(indices)
self.vert_indices[n_verts:new_n_verts] = indices + n_points
n_verts = new_n_verts
n_points += len(data)
return self
def update_program_uniforms(self, camera_uniforms: dict):
if self.program is None:
return
for name, value in (*camera_uniforms.items(), *self.uniforms.items()):
if name in self.program:
if isinstance(value, np.ndarray) and value.ndim > 0:
value = tuple(value)
self.program[name].value = value
def get_vao(self, single_use: bool = False):
# Data buffer
vert_data = self.vert_data
indices = self.vert_indices
if len(indices) == 0:
self.ibo = None
elif single_use or self.is_fill:
self.ibo = self.ctx.buffer(indices.astype(np.uint32))
else:
# The vao.render call is strangely longer
# when an index buffer is used, so if the
# mobject is not changing, meaning only its
# uniforms are being updated, just create
# a larger data array based on the indices
# and don't bother with the ibo
vert_data = vert_data[indices]
self.ibo = None
self.vbo = self.ctx.buffer(vert_data)
# Vertex array object
self.vao = self.ctx.vertex_array(
program=self.program,
content=[(self.vbo, self.vert_format, *self.vert_attributes)],
index_buffer=self.ibo,
)
return self.vao
def release(self):
for obj in (self.vbo, self.ibo, self.vao):
if obj is not None:
obj.release()
self.vbo = None
self.ibo = None
self.vao = None