from __future__ import annotations import itertools as it import moderngl import numpy as np import OpenGL.GL as gl from PIL import Image from manimlib.camera.camera_frame import CameraFrame from manimlib.constants import BLACK from manimlib.constants import DEFAULT_FPS from manimlib.constants import DEFAULT_PIXEL_HEIGHT, DEFAULT_PIXEL_WIDTH 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 if TYPE_CHECKING: from manimlib.shader_wrapper import ShaderWrapper from manimlib.typing import ManimColor, Vect3 from manimlib.window import Window from typing import Any, Iterable class Camera(object): def __init__( self, window: Window | None = None, background_image: str | None = None, frame_config: dict = dict(), pixel_width: int = DEFAULT_PIXEL_WIDTH, pixel_height: int = DEFAULT_PIXEL_HEIGHT, fps: int = DEFAULT_FPS, # Note: frame height and width will be resized to match the pixel aspect ratio background_color: ManimColor = BLACK, background_opacity: float = 1.0, # Points in vectorized mobjects with norm greater # than this value will be rescaled. max_allowable_norm: float = FRAME_WIDTH, image_mode: str = "RGBA", n_channels: int = 4, pixel_array_dtype: type = np.uint8, light_source_position: Vect3 = np.array([-10, 10, 10]), # Although vector graphics handle antialiasing fine # without multisampling, for 3d scenes one might want # to set samples to be greater than 0. samples: int = 0, ): self.background_image = background_image self.window = window self.default_pixel_shape = (pixel_width, pixel_height) self.fps = fps self.max_allowable_norm = max_allowable_norm self.image_mode = image_mode self.n_channels = n_channels self.pixel_array_dtype = pixel_array_dtype self.light_source_position = light_source_position self.samples = samples self.rgb_max_val: float = np.iinfo(self.pixel_array_dtype).max self.background_rgba: list[float] = list(color_to_rgba( background_color, background_opacity )) self.perspective_uniforms = dict() self.init_frame(**frame_config) self.init_context(window) self.init_light_source() self.refresh_perspective_uniforms() # A cached map from mobjects to their associated list of render groups # so that these render groups are not regenerated unnecessarily for static # mobjects self.mob_to_render_groups = {} def init_frame(self, **config) -> None: self.frame = CameraFrame(**config) def init_context(self, window: Window | None = None) -> None: if window is None: self.ctx = moderngl.create_standalone_context() self.fbo = self.get_fbo(self.samples) else: self.ctx = window.ctx self.fbo = self.ctx.detect_framebuffer() self.fbo.use() self.ctx.enable(moderngl.PROGRAM_POINT_SIZE) self.ctx.enable(moderngl.BLEND) # This is the frame buffer we'll draw into when emitting frames self.draw_fbo = self.get_fbo(samples=0) def init_light_source(self) -> None: self.light_source = Point(self.light_source_position) # Methods associated with the frame buffer def get_fbo( self, samples: int = 0 ) -> moderngl.Framebuffer: return self.ctx.framebuffer( color_attachments=self.ctx.texture( self.default_pixel_shape, components=self.n_channels, samples=samples, ), depth_attachment=self.ctx.depth_renderbuffer( self.default_pixel_shape, samples=samples ) ) def clear(self) -> None: self.fbo.clear(*self.background_rgba) def get_raw_fbo_data(self, dtype: str = 'f1') -> bytes: # Copy blocks from fbo into draw_fbo using Blit gl.glBindFramebuffer(gl.GL_READ_FRAMEBUFFER, self.fbo.glo) gl.glBindFramebuffer(gl.GL_DRAW_FRAMEBUFFER, self.draw_fbo.glo) if self.window is not None: src_viewport = self.window.viewport else: src_viewport = self.fbo.viewport gl.glBlitFramebuffer( *src_viewport, *self.draw_fbo.viewport, gl.GL_COLOR_BUFFER_BIT, gl.GL_LINEAR ) return self.draw_fbo.read( viewport=self.draw_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([*reversed(self.draw_fbo.size), self.n_channels]) arr = arr[::-1] # 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_size(self) -> float: return self.frame.get_shape()[0] / self.get_pixel_shape()[0] def get_pixel_shape(self) -> tuple[int, int]: return self.draw_fbo.size 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_aspect_ratio(self): pw, ph = self.get_pixel_shape() return pw / ph 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. """ frame_height = self.get_frame_height() frame_width = self.get_frame_width() aspect_ratio = self.get_aspect_ratio() if not fixed_dimension: frame_height = frame_width / aspect_ratio else: frame_width = aspect_ratio * frame_height self.frame.set_height(frame_height, stretch=true) self.frame.set_width(frame_width, stretch=true) # Rendering def capture(self, *mobjects: Mobject) -> 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, Any]) -> None: shader_wrapper = render_group["shader_wrapper"] shader_wrapper.render(self.perspective_uniforms) if render_group["single_use"]: self.release_render_group(render_group) def get_render_group_list(self, mobject: Mobject) -> Iterable[dict[str, Any]]: if mobject.is_changing(): return self.generate_render_group_list(mobject) # Otherwise, cache result for later use key = id(mobject) if key not in self.mob_to_render_groups: self.mob_to_render_groups[key] = list(self.generate_render_group_list(mobject)) return self.mob_to_render_groups[key] def generate_render_group_list(self, mobject: Mobject) -> Iterable[dict[str, Any]]: return ( self.get_render_group(sw, single_use=mobject.is_changing()) for sw in mobject.get_shader_wrapper_list(self.ctx) ) def get_render_group( self, shader_wrapper: ShaderWrapper, single_use: bool = True ) -> dict[str, Any]: shader_wrapper.get_vao() return { "shader_wrapper": shader_wrapper, "single_use": single_use, } def release_render_group(self, render_group: dict[str, Any]) -> None: 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 = {} def refresh_perspective_uniforms(self) -> None: frame = self.frame view_matrix = frame.get_view_matrix() light_pos = self.light_source.get_location() cam_pos = self.frame.get_implied_camera_location() self.perspective_uniforms.update( frame_shape=frame.get_shape(), pixel_size=self.get_pixel_size(), view=tuple(view_matrix.T.flatten()), camera_position=tuple(cam_pos), light_position=tuple(light_pos), focal_distance=frame.get_focal_distance(), ) # Mostly just defined so old scenes don't break class ThreeDCamera(Camera): def __init__(self, samples: int = 4, **kwargs): super().__init__(samples=samples, **kwargs)