Move Texture handling and vao creation outside of Camera

This commit is contained in:
Grant Sanderson
2023-01-25 12:10:39 -08:00
parent 3299741359
commit c94d8fd3b0
5 changed files with 102 additions and 99 deletions

View File

@ -15,6 +15,7 @@ from manimlib.constants import FRAME_WIDTH
from manimlib.mobject.mobject import Mobject
from manimlib.mobject.mobject import Point
from manimlib.utils.color import color_to_rgba
from manimlib.utils.shaders import get_texture_id
from typing import TYPE_CHECKING
@ -67,7 +68,6 @@ class Camera(object):
self.perspective_uniforms = dict()
self.init_frame(**frame_config)
self.init_context(window)
self.init_textures()
self.init_light_source()
self.refresh_perspective_uniforms()
self.init_fill_fbo(self.ctx) # Experimental
@ -136,10 +136,8 @@ class Camera(object):
''',
)
tid = self.n_textures
self.fill_texture.use(tid)
self.fill_prog['Texture'].value = tid
self.n_textures += 1
self.fill_prog['Texture'].value = get_texture_id(self.fill_texture)
verts = np.array([[0, 0], [0, 1], [1, 0], [1, 1]])
self.fill_texture_vao = ctx.simple_vertex_array(
self.fill_prog,
@ -289,9 +287,8 @@ class Camera(object):
def render(self, render_group: dict[str, Any]) -> None:
shader_wrapper = render_group["shader_wrapper"]
shader_program = render_group["prog"]
primitive = int(shader_wrapper.render_primitive)
self.set_shader_uniforms(shader_program, shader_wrapper)
shader_wrapper.update_program_uniforms(self.perspective_uniforms)
self.set_ctx_depth_test(shader_wrapper.depth_test)
self.set_ctx_clip_plane(shader_wrapper.use_clip_plane())
@ -344,69 +341,20 @@ class Camera(object):
shader_wrapper: ShaderWrapper,
single_use: bool = True
) -> dict[str, Any]:
# Data buffer
vert_data = shader_wrapper.vert_data
indices = shader_wrapper.vert_indices
if len(indices) == 0:
ibo = None
elif single_use:
ibo = self.ctx.buffer(indices.astype(np.uint32))
else:
ibo = self.ctx.buffer(indices.astype(np.uint32))
# # 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]
# ibo = None
vbo = self.ctx.buffer(vert_data)
# Program and vertex array
shader_program = shader_wrapper.program
vert_format = shader_wrapper.vert_format
attributes = shader_wrapper.vert_attributes
vao = self.ctx.vertex_array(
program=shader_program,
content=[(vbo, vert_format, *attributes)],
index_buffer=ibo,
)
return {
"vbo": vbo,
"ibo": ibo,
"vao": vao,
"prog": shader_program,
"shader_wrapper": shader_wrapper,
"vao": shader_wrapper.get_vao(single_use),
"single_use": single_use,
}
def release_render_group(self, render_group: dict[str, Any]) -> None:
for key in ["vbo", "ibo", "vao"]:
if render_group[key] is not None:
render_group[key].release()
render_group["shader_wrapper"].release()
def refresh_static_mobjects(self) -> None:
for render_group in it.chain(*self.mob_to_render_groups.values()):
self.release_render_group(render_group)
self.mob_to_render_groups = {}
# Shaders
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()):
if name in shader:
if isinstance(value, np.ndarray) and value.ndim > 0:
value = tuple(value)
shader[name].value = value
def refresh_perspective_uniforms(self) -> None:
frame = self.frame
view_matrix = frame.get_view_matrix()
@ -422,32 +370,6 @@ class Camera(object):
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:
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):