Refactor away from treating shader_info as a dictionary, and make it a proper type as ShaderWrapper. This also includes some cleanup in hos Camera renders

This commit is contained in:
Grant Sanderson
2020-06-29 18:17:18 -07:00
parent 165bf2fe6e
commit 2671817ae9
5 changed files with 224 additions and 256 deletions

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@ -12,9 +12,6 @@ from manimlib.mobject.mobject import Point
from manimlib.utils.config_ops import digest_config
from manimlib.utils.bezier import interpolate
from manimlib.utils.simple_functions import fdiv
from manimlib.utils.shaders import shader_info_to_id
from manimlib.utils.shaders import shader_info_program_id
from manimlib.utils.shaders import shader_info_to_program_code
from manimlib.utils.simple_functions import clip
from manimlib.utils.space_ops import angle_of_vector
from manimlib.utils.space_ops import rotation_matrix_transpose_from_quaternion
@ -168,7 +165,7 @@ class Camera(object):
self.init_textures()
self.init_light_source()
self.refresh_perspective_uniforms()
self.static_mobjects_to_shader_info_list = {}
self.static_mobject_to_render_group_list = {}
def init_frame(self):
self.frame = CameraFrame(**self.frame_config)
@ -321,91 +318,92 @@ class Camera(object):
self.refresh_perspective_uniforms()
for mobject in mobjects:
try:
info_list = self.static_mobjects_to_shader_info_list[id(mobject)]
rg_list = self.static_mobject_to_render_group_list[id(mobject)]
release_when_done = False
except KeyError:
info_list = mobject.get_shader_info_list()
rg_list = map(self.get_render_group, mobject.get_shader_wrapper_list())
release_when_done = True
for shader_info in info_list:
self.render(shader_info)
for render_group in rg_list:
self.render(render_group, release_when_done)
def render(self, shader_info):
cached_buffers = "render_group" in shader_info
if cached_buffers:
vbo, ibo, vao, shader = shader_info["render_group"]
else:
vbo, ibo, vao, shader = self.get_render_group(shader_info)
def render(self, render_group, release_when_done=True):
shader_wrapper = render_group["shader_wrapper"]
shader_program = render_group["prog"]
self.set_shader_uniforms(shader_program, shader_wrapper)
self.update_depth_test(shader_wrapper)
render_group["vao"].render(int(shader_wrapper.render_primative))
if release_when_done:
self.release_render_group(render_group)
self.set_shader_uniforms(shader, shader_info)
if shader_info["depth_test"]:
def update_depth_test(self, shader_wrapper):
if shader_wrapper.depth_test:
self.ctx.enable(moderngl.DEPTH_TEST)
else:
self.ctx.disable(moderngl.DEPTH_TEST)
vao.render(int(shader_info["render_primative"]))
if not cached_buffers:
self.release_gl_objects(vbo, ibo, vao)
def get_render_group(self, shader_info):
shader, vert_format = self.get_shader(shader_info)
# vbo = self.ctx.buffer(shader_info["vert_data"].tobytes())
vbo = self.ctx.buffer(shader_info["vert_data"])
vert_indices = shader_info["vert_indices"]
if vert_indices is None:
ibo = None
else:
ibo = self.ctx.buffer(vert_indices.astype('i4').tobytes())
vao = self.ctx.vertex_array(
program=shader,
content=[(vbo, vert_format, *shader_info["attributes"])],
index_buffer=ibo,
)
return (vbo, ibo, vao, shader)
def set_mobjects_as_static(self, *mobjects):
# Create buffer and array objects holding each mobjects shader data
# Creates buffer and array objects holding each mobjects shader data
for mob in mobjects:
info_list = mob.get_shader_info_list()
for info in info_list:
info["render_group"] = self.get_render_group(info)
self.static_mobjects_to_shader_info_list[id(mob)] = info_list
self.static_mobject_to_render_group_list[id(mob)] = [
self.get_render_group(sw)
for sw in mob.get_shader_wrapper_list()
]
def release_static_mobjects(self):
for mob, info_list in self.static_mobjects_to_shader_info_list.items():
for info in info_list:
self.release_gl_objects(*info["render_group"][:3])
self.static_mobjects_to_shader_info_list = {}
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 = {}
def release_gl_objects(self, *objs):
for obj in objs:
if obj:
obj.release()
def get_render_group(self, shader_wrapper):
# Data buffers
vbo = self.ctx.buffer(shader_wrapper.vert_data.tobytes())
if shader_wrapper.vert_indices is None:
ibo = None
else:
ibo = self.ctx.buffer(shader_wrapper.vert_indices.astype('i4').tobytes())
# 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,
}
def release_render_group(self, render_group):
for key in ["vbo", "ibo", "vao"]:
if render_group[key] is not None:
render_group[key].release()
# Shaders
def init_shaders(self):
# Initialize with the null id going to None
self.id_to_shader = {"": None}
self.id_to_shader_program = {"": None}
def get_shader(self, shader_info):
sid = shader_info_program_id(shader_info)
if sid not in self.id_to_shader:
def get_shader_program(self, shader_wrapper):
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 dictionary
program = self.ctx.program(**shader_info_to_program_code(shader_info))
vert_format = moderngl.detect_format(program, shader_info["attributes"])
self.id_to_shader[sid] = (program, vert_format)
program, vert_format = self.id_to_shader[sid]
# self.set_shader_uniforms(program, shader_info)
return program, vert_format
# 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, shader_info):
for name, path in shader_info["texture_paths"].items():
def set_shader_uniforms(self, shader, shader_wrapper):
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(shader_info["uniforms"].items(), self.perspective_uniforms.items()):
for name, value in it.chain(shader_wrapper.uniforms.items(), self.perspective_uniforms.items()):
try:
shader[name].value = value
except KeyError:

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@ -22,10 +22,7 @@ from manimlib.utils.simple_functions import get_parameters
from manimlib.utils.space_ops import angle_of_vector
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import rotation_matrix_transpose
from manimlib.utils.shaders import refresh_shader_info_id
from manimlib.utils.shaders import get_shader_info
from manimlib.utils.shaders import shader_info_to_id
from manimlib.utils.shaders import is_valid_shader_info
from manimlib.utils.shaders import ShaderWrapper
# TODO: Explain array_attrs
@ -217,6 +214,8 @@ class Mobject(Container):
setattr(copy_mobject, attr, value.copy())
if isinstance(value, np.ndarray):
setattr(copy_mobject, attr, np.array(value))
if isinstance(value, ShaderWrapper):
setattr(copy_mobject, attr, value.copy())
return copy_mobject
def deepcopy(self):
@ -235,6 +234,7 @@ class Mobject(Container):
return self.target
# Updating
def init_updaters(self):
self.time_based_updaters = []
self.non_time_updaters = []
@ -1194,7 +1194,7 @@ class Mobject(Container):
def wrapper(self):
for mob in self.get_family():
func(mob)
mob.refresh_shader_info_template_id()
mob.refresh_shader_wrapper_id()
return wrapper
@affects_shader_info_id
@ -1221,8 +1221,8 @@ class Mobject(Container):
def init_shader_data(self):
self.shader_data = np.zeros(len(self.points), dtype=self.shader_dtype)
self.shader_indices = None
self.shader_info_template = get_shader_info(
attributes=self.shader_data.dtype.names,
self.shader_wrapper = ShaderWrapper(
vert_data=self.shader_data,
vert_file=self.vert_shader_file,
geom_file=self.geom_shader_file,
frag_file=self.frag_shader_file,
@ -1231,8 +1231,8 @@ class Mobject(Container):
render_primative=self.render_primative,
)
def refresh_shader_info_template_id(self):
refresh_shader_info_id(self.shader_info_template)
def refresh_shader_wrapper_id(self):
self.shader_wrapper.refresh_id()
return self
def get_blank_shader_data_array(self, size, name="shader_data"):
@ -1245,41 +1245,30 @@ class Mobject(Container):
return new_arr
return arr
def get_shader_info_list(self):
shader_infos = it.chain(
[self.get_shader_info()],
*[sm.get_shader_info_list() for sm in self.submobjects]
def get_shader_wrapper(self):
self.shader_wrapper.vert_data = self.get_shader_data()
self.shader_wrapper.vert_indices = self.get_shader_vert_indices()
self.shader_wrapper.uniforms = self.get_shader_uniforms()
self.shader_wrapper.depth_test = self.depth_test
return self.shader_wrapper
def get_shader_wrapper_list(self):
shader_wrappers = it.chain(
[self.get_shader_wrapper()],
*[sm.get_shader_wrapper_list() for sm in self.submobjects]
)
batches = batch_by_property(shader_infos, shader_info_to_id)
batches = batch_by_property(shader_wrappers, lambda sw: sw.get_id())
result = []
for info_group, sid in batches:
combined_info = info_group[0]
if not is_valid_shader_info(combined_info):
for wrapper_group, sid in batches:
shader_wrapper = wrapper_group[0]
if not shader_wrapper.is_valid():
continue
data_list = []
indices_list = []
num_verts = 0
for info in info_group:
data_list.append(info["vert_data"])
if info["vert_indices"] is not None:
indices_list.append(info["vert_indices"] + num_verts)
num_verts += len(info["vert_data"])
# Combine lists
combined_info["vert_data"] = np.hstack(data_list)
if combined_info["vert_indices"] is not None:
combined_info["vert_indices"] = np.hstack(indices_list)
if len(combined_info["vert_indices"]) > 0:
result.append(combined_info)
shader_wrapper.combine_with(*wrapper_group[1:])
if len(shader_wrapper.vert_data) > 0:
result.append(shader_wrapper)
return result
def get_shader_info(self):
shader_info = dict(self.shader_info_template)
shader_info["vert_data"] = self.get_shader_data()
shader_info["vert_indices"] = self.get_shader_vert_indices()
shader_info["uniforms"] = self.get_shader_uniforms()
return shader_info
def get_shader_uniforms(self):
return {
"is_fixed_in_frame": float(self.is_fixed_in_frame),

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@ -30,24 +30,14 @@ class ImageMobject(Mobject):
def init_points(self):
self.points = np.array([UL, DL, UR, DR])
self.im_coords = np.array([(0, 0), (0, 1), (1, 0), (1, 1)])
size = self.image.size
self.set_width(2 * size[0] / size[1], stretch=True)
self.set_height(self.height)
self.im_coords = np.array(
[(0, 0), (0, 1), (1, 0), (1, 1)]
)
def init_colors(self):
self.set_opacity(self.opacity)
def get_shader_data(self):
data = self.get_blank_shader_data_array(len(self.points))
data["point"] = self.points
data["im_coords"] = self.im_coords
data["opacity"] = self.opacity
return data
def set_opacity(self, alpha, family=True):
opacity = listify(alpha)
diff = 4 - len(opacity)
@ -67,3 +57,10 @@ class ImageMobject(Mobject):
self.opacity = interpolate(
mobject1.opacity, mobject2.opacity, alpha
)
def get_shader_data(self):
data = self.get_blank_shader_data_array(len(self.points))
data["point"] = self.points
data["im_coords"] = self.im_coords
data["opacity"] = self.opacity
return data

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@ -27,8 +27,7 @@ from manimlib.utils.space_ops import earclip_triangulation
from manimlib.utils.space_ops import get_norm
from manimlib.utils.space_ops import get_unit_normal
from manimlib.utils.space_ops import z_to_vector
from manimlib.utils.shaders import refresh_shader_info_id
from manimlib.utils.shaders import get_shader_info
from manimlib.utils.shaders import ShaderWrapper
class VMobject(Mobject):
@ -882,70 +881,67 @@ class VMobject(Mobject):
def init_shader_data(self):
self.fill_data = np.zeros(len(self.points), dtype=self.fill_dtype)
self.stroke_data = np.zeros(len(self.points), dtype=self.stroke_dtype)
self.fill_shader_info_template = get_shader_info(
attributes=self.fill_data.dtype.names,
self.fill_shader_wrapper = ShaderWrapper(
vert_data=self.fill_data,
vert_indices=np.zeros(0, dtype='i4'),
vert_file=self.fill_vert_shader_file,
geom_file=self.fill_geom_shader_file,
frag_file=self.fill_frag_shader_file,
depth_test=self.depth_test,
render_primative=self.render_primative,
)
self.stroke_shader_info_template = get_shader_info(
attributes=self.stroke_data.dtype.names,
self.stroke_shader_wrapper = ShaderWrapper(
vert_data=self.stroke_data,
vert_file=self.stroke_vert_shader_file,
geom_file=self.stroke_geom_shader_file,
frag_file=self.stroke_frag_shader_file,
depth_test=self.depth_test,
render_primative=self.render_primative,
)
def refresh_shader_info_template_id(self):
for template in [self.fill_shader_info_template, self.stroke_shader_info_template]:
refresh_shader_info_id(template)
def refresh_shader_wrapper_id(self):
for wrapper in [self.fill_shader_wrapper, self.stroke_shader_wrapper]:
wrapper.refresh_id()
return self
def get_shader_info_list(self):
fill_info = dict(self.fill_shader_info_template)
stroke_info = dict(self.stroke_shader_info_template)
fill_info["uniforms"] = self.get_shader_uniforms()
stroke_info["uniforms"] = self.get_stroke_uniforms()
for info in fill_info, stroke_info:
info["depth_test"] = self.depth_test
def get_fill_shader_wrapper(self):
self.fill_shader_wrapper.vert_data = self.get_fill_shader_data()
self.fill_shader_wrapper.vert_indices = self.get_fill_shader_vert_indices()
self.fill_shader_wrapper.uniforms = self.get_shader_uniforms()
self.fill_shader_wrapper.depth_test = self.depth_test
return self.fill_shader_wrapper
def get_stroke_shader_wrapper(self):
self.stroke_shader_wrapper.vert_data = self.get_stroke_shader_data()
self.stroke_shader_wrapper.uniforms = self.get_stroke_uniforms()
self.stroke_shader_wrapper.depth_test = self.depth_test
return self.stroke_shader_wrapper
def get_shader_wrapper_list(self):
# Build up data lists
back_stroke_data = []
stroke_data = []
fill_data = []
fill_vert_indices = []
num_fill_verts = 0 # Number of fill verts
fill_shader_wrappers = []
stroke_shader_wrappers = []
back_stroke_shader_wrappers = []
for submob in self.family_members_with_points():
if submob.has_fill():
data = submob.get_fill_shader_data()
indices = submob.get_fill_shader_vert_indices() + num_fill_verts
num_fill_verts += len(data)
fill_data.append(data)
fill_vert_indices.append(indices)
fill_shader_wrappers.append(submob.get_fill_shader_wrapper())
if submob.has_stroke():
data = submob.get_stroke_shader_data()
ssw = submob.get_stroke_shader_wrapper()
if submob.draw_stroke_behind_fill:
back_stroke_data.append(data)
back_stroke_shader_wrappers.append(ssw)
else:
stroke_data.append(data)
stroke_shader_wrappers.append(ssw)
# Combine data lists
wrapper_lists = [
back_stroke_shader_wrappers,
fill_shader_wrappers,
stroke_shader_wrappers
]
result = []
if back_stroke_data:
back_stroke_info = dict(stroke_info) # Copy
back_stroke_info["vert_data"] = np.hstack(back_stroke_data)
result.append(back_stroke_info)
if fill_data:
fill_info["vert_data"] = np.hstack(fill_data)
fill_info["vert_indices"] = np.hstack(fill_vert_indices)
result.append(fill_info)
if stroke_data:
stroke_info["vert_data"] = np.hstack(stroke_data)
result.append(stroke_info)
for wlist in wrapper_lists:
if wlist:
wrapper = wlist[0]
wrapper.combine_with(*wlist[1:])
result.append(wrapper)
return result
def get_stroke_uniforms(self):
@ -1013,7 +1009,7 @@ class VMobject(Mobject):
return self.saved_triangulation
if len(self.points) <= 1:
return []
return np.zeros(0, dtype='i4')
# Rotate points such that unit normal vector is OUT
# TODO, 99% of the time this does nothing. Do a check for that?

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@ -2,6 +2,8 @@ import os
import warnings
import re
import moderngl
import numpy as np
import copy
from manimlib.constants import SHADER_DIR
@ -12,111 +14,97 @@ from manimlib.constants import SHADER_DIR
# to that shader
# TODO, this should all be treated as an object
# This object a shader program instead of the vert,
# geom and frag file names, and it should cache those
# programs in the way currently handled by Camera
# It should replace the Camera.get_shader method with
# its own get_shader_program method, which will take
# in the camera's perspective_uniforms.
class ShaderWrapper(object):
def __init__(self,
vert_data=None,
vert_indices=None,
vert_file=None,
geom_file=None,
frag_file=None,
uniforms=None, # A dictionary mapping names of uniform variables
texture_paths=None, # A dictionary mapping names to filepaths for textures.
depth_test=False,
render_primative=moderngl.TRIANGLE_STRIP,
):
self.vert_data = vert_data
self.vert_indices = vert_indices
self.vert_attributes = vert_data.dtype.names
self.vert_file = vert_file
self.geom_file = geom_file
self.frag_file = frag_file
self.uniforms = uniforms or dict()
self.texture_paths = texture_paths or dict()
self.depth_test = depth_test
self.render_primative = str(render_primative)
self.id = self.create_id()
self.program_id = self.create_program_id()
def copy(self):
result = copy.copy(self)
result.vert_data = np.array(self.vert_data)
if result.vert_indices is not None:
result.vert_indices = np.array(self.vert_indices)
if self.uniforms:
result.uniforms = dict(self.uniforms)
if self.texture_paths:
result.texture_paths = dict(self.texture_paths)
return result
SHADER_INFO_KEYS = [
# Vertex data for the shader (as structured array)
"vert_data",
# Index data (if applicable) for the shader
"index_data",
# List of variable names corresponding to inputs of vertex shader
"attributes",
# 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",
]
def is_valid(self):
return all([
self.vert_data is not None,
self.vert_file,
self.frag_file,
])
# Exclude data
SHADER_KEYS_FOR_ID = SHADER_INFO_KEYS[3:]
def get_id(self):
return self.id
def get_program_id(self):
return self.program_id
def get_shader_info(vert_data=None,
vert_indices=None,
attributes=None,
vert_file=None,
geom_file=None,
frag_file=None,
uniforms=None,
texture_paths=None,
depth_test=False,
render_primative=moderngl.TRIANGLE_STRIP,
):
result = {
"vert_data": vert_data,
"vert_indices": vert_indices,
"attributes": attributes,
"vert": vert_file,
"geom": geom_file,
"frag": frag_file,
"uniforms": uniforms or dict(),
"texture_paths": texture_paths or dict(),
"depth_test": depth_test,
"render_primative": str(render_primative),
}
result["id"] = create_shader_info_id(result)
result["prog_id"] = create_shader_info_program_id(result)
return result
def create_id(self):
# A unique id for a shader
return "|".join(map(str, [
self.vert_file,
self.geom_file,
self.frag_file,
self.uniforms,
self.texture_paths,
self.depth_test,
self.render_primative,
]))
def refresh_id(self):
self.id = self.create_id()
def is_valid_shader_info(shader_info):
vert_data = shader_info["vert_data"]
return all([
vert_data is not None,
shader_info["vert"],
shader_info["frag"],
])
def create_program_id(self):
return "|".join(map(str, [self.vert_file, self.geom_file, self.frag_file]))
def get_program_code(self):
return {
"vertex_shader": get_shader_code_from_file(self.vert_file),
"geometry_shader": get_shader_code_from_file(self.geom_file),
"fragment_shader": get_shader_code_from_file(self.frag_file),
}
def shader_info_to_id(shader_info):
return shader_info["id"]
def shader_info_program_id(shader_info):
return shader_info["prog_id"]
def create_shader_info_id(shader_info):
# A unique id for a shader
return "|".join([str(shader_info[key]) for key in SHADER_KEYS_FOR_ID])
def refresh_shader_info_id(shader_info):
shader_info["id"] = create_shader_info_id(shader_info)
def create_shader_info_program_id(shader_info):
return "|".join([str(shader_info[key]) for key in ["vert", "geom", "frag"]])
def same_shader_type(info1, info2):
return info1["id"] == info2["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 combine_with(self, *shader_wrappers):
# Assume they are of the same type
if len(shader_wrappers) == 0:
return
if self.vert_indices is not None:
num_verts = len(self.vert_data)
indices_list = [self.vert_indices]
data_list = [self.vert_data]
for sw in shader_wrappers:
indices_list.append(sw.vert_indices + num_verts)
data_list.append(sw.vert_data)
num_verts += len(sw.vert_data)
self.vert_indices = np.hstack(indices_list)
self.vert_data = np.hstack(data_list)
else:
self.vert_data = np.hstack([self.vert_data, *[sw.vert_data for sw in shader_wrappers]])
return self
def get_shader_code_from_file(filename):