| from pathlib import Path |
|
|
| import manim.utils.opengl as opengl |
| from manim import * |
| from manim.opengl import * |
|
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| |
| |
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|
| def get_plane_mesh(context): |
| shader = Shader(context, name="vertex_colors") |
| attributes = np.zeros( |
| 18, |
| dtype=[ |
| ("in_vert", np.float32, (4,)), |
| ("in_color", np.float32, (4,)), |
| ], |
| ) |
| attributes["in_vert"] = np.array( |
| [ |
| |
| [-1, -1, 0, 1], |
| [-1, 1, 0, 1], |
| [1, 1, 0, 1], |
| [-1, -1, 0, 1], |
| [1, -1, 0, 1], |
| [1, 1, 0, 1], |
| |
| [0, -1, -1, 1], |
| [0, -1, 1, 1], |
| [0, 1, 1, 1], |
| [0, -1, -1, 1], |
| [0, 1, -1, 1], |
| [0, 1, 1, 1], |
| |
| [-1, 0, -1, 1], |
| [-1, 0, 1, 1], |
| [1, 0, 1, 1], |
| [-1, 0, -1, 1], |
| [1, 0, -1, 1], |
| [1, 0, 1, 1], |
| ], |
| ) |
| attributes["in_color"] = np.array( |
| [ |
| |
| [1, 0, 0, 1], |
| [1, 0, 0, 1], |
| [1, 0, 0, 1], |
| [1, 0, 0, 1], |
| [1, 0, 0, 1], |
| [1, 0, 0, 1], |
| |
| [0, 1, 0, 1], |
| [0, 1, 0, 1], |
| [0, 1, 0, 1], |
| [0, 1, 0, 1], |
| [0, 1, 0, 1], |
| [0, 1, 0, 1], |
| |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| ], |
| ) |
| return Mesh(shader, attributes) |
|
|
|
|
| class TextTest(Scene): |
| def construct(self): |
| import string |
|
|
| text = Text(string.ascii_lowercase, stroke_width=4, stroke_color=BLUE).scale(2) |
| text2 = ( |
| Text(string.ascii_uppercase, stroke_width=4, stroke_color=BLUE) |
| .scale(2) |
| .next_to(text, DOWN) |
| ) |
| |
| self.play(Write(text)) |
| self.play(Write(text2)) |
| self.interactive_embed() |
|
|
|
|
| class GuiTest(Scene): |
| def construct(self): |
| mesh = get_plane_mesh(self.renderer.context) |
| |
| self.add(mesh) |
|
|
| def update_mesh(mesh, dt): |
| mesh.model_matrix = np.matmul( |
| opengl.rotation_matrix(z=dt), |
| mesh.model_matrix, |
| ) |
|
|
| mesh.add_updater(update_mesh) |
|
|
| self.interactive_embed() |
|
|
|
|
| class GuiTest2(Scene): |
| def construct(self): |
| mesh = get_plane_mesh(self.renderer.context) |
| mesh.attributes["in_vert"][:, 0] -= 2 |
| self.add(mesh) |
|
|
| mesh2 = get_plane_mesh(self.renderer.context) |
| mesh2.attributes["in_vert"][:, 0] += 2 |
| self.add(mesh2) |
|
|
| def callback(sender, data): |
| mesh2.attributes["in_color"][:, 3] = dpg.get_value(sender) |
|
|
| self.widgets.append( |
| { |
| "name": "mesh2 opacity", |
| "widget": "slider_float", |
| "callback": callback, |
| "min_value": 0, |
| "max_value": 1, |
| "default_value": 1, |
| }, |
| ) |
|
|
| self.interactive_embed() |
|
|
|
|
| class ThreeDMobjectTest(Scene): |
| def construct(self): |
| |
|
|
| s = Square(fill_opacity=0.5).shift(2 * RIGHT) |
| self.add(s) |
|
|
| sp = Sphere().shift(2 * LEFT) |
| self.add(sp) |
|
|
| mesh = get_plane_mesh(self.renderer.context) |
| self.add(mesh) |
|
|
| def update_mesh(mesh, dt): |
| mesh.model_matrix = np.matmul( |
| opengl.rotation_matrix(z=dt), |
| mesh.model_matrix, |
| ) |
|
|
| mesh.add_updater(update_mesh) |
|
|
| self.interactive_embed() |
|
|
|
|
| class NamedFullScreenQuad(Scene): |
| def construct(self): |
| surface = FullScreenQuad(self.renderer.context, fragment_shader_name="design_3") |
| surface.shader.set_uniform( |
| "u_resolution", |
| (config["pixel_width"], config["pixel_height"], 0.0), |
| ) |
| surface.shader.set_uniform("u_time", 0) |
| self.add(surface) |
|
|
| t = 0 |
|
|
| def update_surface(surface, dt): |
| nonlocal t |
| t += dt |
| surface.shader.set_uniform("u_time", t / 4) |
|
|
| surface.add_updater(update_surface) |
|
|
| |
| self.interactive_embed() |
|
|
|
|
| class InlineFullScreenQuad(Scene): |
| def construct(self): |
| surface = FullScreenQuad( |
| self.renderer.context, |
| """ |
| #version 330 |
| |
| |
| #define TWO_PI 6.28318530718 |
| |
| uniform vec2 u_resolution; |
| uniform float u_time; |
| out vec4 frag_color; |
| |
| // Function from Iñigo Quiles |
| // https://www.shadertoy.com/view/MsS3Wc |
| vec3 hsb2rgb( in vec3 c ){ |
| vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), |
| 6.0)-3.0)-1.0, |
| 0.0, |
| 1.0 ); |
| rgb = rgb*rgb*(3.0-2.0*rgb); |
| return c.z * mix( vec3(1.0), rgb, c.y); |
| } |
| |
| void main(){ |
| vec2 st = gl_FragCoord.xy/u_resolution; |
| vec3 color = vec3(0.0); |
| |
| // Use polar coordinates instead of cartesian |
| vec2 toCenter = vec2(0.5)-st; |
| float angle = atan(toCenter.y,toCenter.x); |
| angle += u_time; |
| float radius = length(toCenter)*2.0; |
| |
| // Map the angle (-PI to PI) to the Hue (from 0 to 1) |
| // and the Saturation to the radius |
| color = hsb2rgb(vec3((angle/TWO_PI)+0.5,radius,1.0)); |
| |
| frag_color = vec4(color,1.0); |
| } |
| """, |
| ) |
| surface.shader.set_uniform( |
| "u_resolution", |
| (config["pixel_width"], config["pixel_height"]), |
| ) |
| shader_time = 0 |
|
|
| def update_surface(surface): |
| nonlocal shader_time |
| surface.shader.set_uniform("u_time", shader_time) |
| shader_time += 1 / 60.0 |
|
|
| surface.add_updater(update_surface) |
| self.add(surface) |
| |
| self.interactive_embed() |
|
|
|
|
| class SimpleInlineFullScreenQuad(Scene): |
| def construct(self): |
| surface = FullScreenQuad( |
| self.renderer.context, |
| """ |
| #version 330 |
| |
| uniform float v_red; |
| uniform float v_green; |
| uniform float v_blue; |
| out vec4 frag_color; |
| |
| void main() { |
| frag_color = vec4(v_red, v_green, v_blue, 1); |
| } |
| """, |
| ) |
| surface.shader.set_uniform("v_red", 0) |
| surface.shader.set_uniform("v_green", 0) |
| surface.shader.set_uniform("v_blue", 0) |
|
|
| increase = True |
| val = 0.5 |
| surface.shader.set_uniform("v_red", val) |
| surface.shader.set_uniform("v_green", val) |
| surface.shader.set_uniform("v_blue", val) |
|
|
| def update_surface(mesh, dt): |
| nonlocal increase |
| nonlocal val |
| if increase: |
| val += dt |
| else: |
| val -= dt |
| if val >= 1: |
| increase = False |
| elif val <= 0: |
| increase = True |
| surface.shader.set_uniform("v_red", val) |
| surface.shader.set_uniform("v_green", val) |
| surface.shader.set_uniform("v_blue", val) |
|
|
| surface.add_updater(update_surface) |
|
|
| self.add(surface) |
| self.wait(5) |
|
|
|
|
| class InlineShaderExample(Scene): |
| def construct(self): |
| config["background_color"] = "#333333" |
|
|
| c = Circle(fill_opacity=0.7).shift(UL) |
| self.add(c) |
|
|
| shader = Shader( |
| self.renderer.context, |
| source={ |
| "vertex_shader": """ |
| #version 330 |
| |
| in vec4 in_vert; |
| in vec4 in_color; |
| out vec4 v_color; |
| uniform mat4 u_model_view_matrix; |
| uniform mat4 u_projection_matrix; |
| |
| void main() { |
| v_color = in_color; |
| vec4 camera_space_vertex = u_model_view_matrix * in_vert; |
| vec4 clip_space_vertex = u_projection_matrix * camera_space_vertex; |
| gl_Position = clip_space_vertex; |
| } |
| """, |
| "fragment_shader": """ |
| #version 330 |
| |
| in vec4 v_color; |
| out vec4 frag_color; |
| |
| void main() { |
| frag_color = v_color; |
| } |
| """, |
| }, |
| ) |
| shader.set_uniform("u_model_view_matrix", opengl.view_matrix()) |
| shader.set_uniform( |
| "u_projection_matrix", |
| opengl.orthographic_projection_matrix(), |
| ) |
|
|
| attributes = np.zeros( |
| 6, |
| dtype=[ |
| ("in_vert", np.float32, (4,)), |
| ("in_color", np.float32, (4,)), |
| ], |
| ) |
| attributes["in_vert"] = np.array( |
| [ |
| [-1, -1, 0, 1], |
| [-1, 1, 0, 1], |
| [1, 1, 0, 1], |
| [-1, -1, 0, 1], |
| [1, -1, 0, 1], |
| [1, 1, 0, 1], |
| ], |
| ) |
| attributes["in_color"] = np.array( |
| [ |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| [0, 0, 1, 1], |
| ], |
| ) |
| mesh = Mesh(shader, attributes) |
| self.add(mesh) |
|
|
| self.wait(5) |
| |
|
|
|
|
| class NamedShaderExample(Scene): |
| def construct(self): |
| shader = Shader(self.renderer.context, "manim_coords") |
| shader.set_uniform("u_color", (0.0, 1.0, 0.0, 1.0)) |
|
|
| view_matrix = self.camera.formatted_view_matrix |
| shader.set_uniform("u_model_view_matrix", view_matrix) |
| shader.set_uniform( |
| "u_projection_matrix", |
| opengl.perspective_projection_matrix(), |
| ) |
| attributes = np.zeros( |
| 6, |
| dtype=[ |
| ("in_vert", np.float32, (4,)), |
| ], |
| ) |
| attributes["in_vert"] = np.array( |
| [ |
| [-1, -1, 0, 1], |
| [-1, 1, 0, 1], |
| [1, 1, 0, 1], |
| [-1, -1, 0, 1], |
| [1, -1, 0, 1], |
| [1, 1, 0, 1], |
| ], |
| ) |
| mesh = Mesh(shader, attributes) |
| self.add(mesh) |
|
|
| self.wait(5) |
|
|
|
|
| class InteractiveDevelopment(Scene): |
| def construct(self): |
| circle = Circle() |
| circle.set_fill(BLUE, opacity=0.5) |
| circle.set_stroke(BLUE_E, width=4) |
| square = Square() |
|
|
| self.play(Create(square)) |
| self.wait() |
|
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| |
| |
| self.play(ReplacementTransform(square, circle)) |
| self.wait() |
| self.play(circle.animate.stretch(4, 0)) |
| self.play(Rotate(circle, 90 * DEGREES)) |
| self.play(circle.animate.shift(2 * RIGHT).scale(0.25)) |
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|
| class SurfaceExample(Scene): |
| def construct(self): |
| |
| |
| |
| |
| |
|
|
| torus1 = Torus(major_radius=1, minor_radius=1) |
| torus2 = Torus(major_radius=3, minor_radius=1) |
| sphere = Sphere(radius=3, resolution=torus1.resolution) |
| |
| |
| |
| |
| |
|
|
| script_location = Path(__file__).resolve().parent |
| day_texture = ( |
| script_location / "assets" / "1280px-Whole_world_-_land_and_oceans.jpg" |
| ) |
| night_texture = script_location / "assets" / "1280px-The_earth_at_night.jpg" |
|
|
| surfaces = [ |
| OpenGLTexturedSurface(surface, day_texture, night_texture) |
| for surface in [sphere, torus1, torus2] |
| ] |
|
|
| for mob in surfaces: |
| mob.shift(IN) |
| mob.mesh = OpenGLSurfaceMesh(mob) |
| mob.mesh.set_stroke(BLUE, 1, opacity=0.5) |
|
|
| |
| frame = self.renderer.camera |
| frame.set_euler_angles( |
| theta=-30 * DEGREES, |
| phi=70 * DEGREES, |
| ) |
|
|
| surface = surfaces[0] |
|
|
| self.play( |
| FadeIn(surface), |
| Create(surface.mesh, lag_ratio=0.01, run_time=3), |
| ) |
| for mob in surfaces: |
| mob.add(mob.mesh) |
| surface.save_state() |
| self.play(Rotate(surface, PI / 2), run_time=2) |
| for mob in surfaces[1:]: |
| mob.rotate(PI / 2) |
|
|
| self.play(Transform(surface, surfaces[1]), run_time=3) |
|
|
| self.play( |
| Transform(surface, surfaces[2]), |
| |
| frame.animate.increment_phi(-10 * DEGREES), |
| frame.animate.increment_theta(-20 * DEGREES), |
| run_time=3, |
| ) |
| |
| frame.add_updater(lambda m, dt: m.increment_theta(-0.1 * dt)) |
|
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| |
| |
| |
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| |
| light = self.camera.light_source |
| self.add(light) |
| light.save_state() |
| self.play(light.animate.move_to(3 * IN), run_time=5) |
| self.play(light.animate.shift(10 * OUT), run_time=5) |
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