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Refactor in terms of a ShaderWrapper object
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@ -1,130 +0,0 @@
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import os
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import warnings
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import re
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import moderngl
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import numpy as np
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import copy
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from manimlib.constants import SHADER_DIR
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# Mobjects that should be rendered with
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# the same shader will be organized and
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# clumped together based on keeping track
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# of a dict holding all the relevant information
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# to that shader
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class ShaderWrapper(object):
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def __init__(self,
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vert_data=None,
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vert_indices=None,
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vert_file=None,
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geom_file=None,
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frag_file=None,
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uniforms=None, # A dictionary mapping names of uniform variables
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texture_paths=None, # A dictionary mapping names to filepaths for textures.
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depth_test=False,
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render_primative=moderngl.TRIANGLE_STRIP,
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):
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self.vert_data = vert_data
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self.vert_indices = vert_indices
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self.vert_attributes = vert_data.dtype.names
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self.vert_file = vert_file
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self.geom_file = geom_file
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self.frag_file = frag_file
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self.uniforms = uniforms or dict()
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self.texture_paths = texture_paths or dict()
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self.depth_test = depth_test
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self.render_primative = str(render_primative)
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self.id = self.create_id()
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self.program_id = self.create_program_id()
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def copy(self):
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result = copy.copy(self)
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result.vert_data = np.array(self.vert_data)
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if result.vert_indices is not None:
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result.vert_indices = np.array(self.vert_indices)
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if self.uniforms:
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result.uniforms = dict(self.uniforms)
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if self.texture_paths:
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result.texture_paths = dict(self.texture_paths)
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return result
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def is_valid(self):
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return all([
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self.vert_data is not None,
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self.vert_file,
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self.frag_file,
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])
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def get_id(self):
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return self.id
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def get_program_id(self):
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return self.program_id
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def create_id(self):
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# A unique id for a shader
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return "|".join(map(str, [
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self.vert_file,
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self.geom_file,
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self.frag_file,
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self.uniforms,
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self.texture_paths,
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self.depth_test,
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self.render_primative,
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]))
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def refresh_id(self):
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self.id = self.create_id()
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def create_program_id(self):
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return "|".join(map(str, [self.vert_file, self.geom_file, self.frag_file]))
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def get_program_code(self):
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return {
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"vertex_shader": get_shader_code_from_file(self.vert_file),
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"geometry_shader": get_shader_code_from_file(self.geom_file),
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"fragment_shader": get_shader_code_from_file(self.frag_file),
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}
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def combine_with(self, *shader_wrappers):
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# Assume they are of the same type
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if len(shader_wrappers) == 0:
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return
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if self.vert_indices is not None:
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num_verts = len(self.vert_data)
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indices_list = [self.vert_indices]
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data_list = [self.vert_data]
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for sw in shader_wrappers:
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indices_list.append(sw.vert_indices + num_verts)
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data_list.append(sw.vert_data)
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num_verts += len(sw.vert_data)
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self.vert_indices = np.hstack(indices_list)
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self.vert_data = np.hstack(data_list)
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else:
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self.vert_data = np.hstack([self.vert_data, *[sw.vert_data for sw in shader_wrappers]])
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return self
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def get_shader_code_from_file(filename):
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if not filename:
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return None
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filepath = os.path.join(SHADER_DIR, filename)
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if not os.path.exists(filepath):
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warnings.warn(f"No file at {filepath}")
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return
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with open(filepath, "r") as f:
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result = f.read()
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# To share functionality between shaders, some functions are read in
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# from other files an inserted into the relevant strings before
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# passing to ctx.program for compiling
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# Replace "#INSERT " lines with relevant code
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insertions = re.findall(r"^#INSERT .*\.glsl$", result, flags=re.MULTILINE)
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for line in insertions:
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inserted_code = get_shader_code_from_file(line.replace("#INSERT ", ""))
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result = result.replace(line, inserted_code)
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return result
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