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fractal_render.py
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import logging
import math
from math import floor
import random
from typing import Tuple
import numpy as np
import moderngl as gl
from moderngl_window.context.base import BaseWindow
from gdmath import Vec2
from pyrr import Matrix44
import fractals
from settings import Settings
from utils import color_utils
from utils.assets import assets_path
from utils import coordinate_axis
COLOR_PALETTE_SAMPLES = 1024
class FractalRenderingMetaData:
def __init__(self):
...
class FractalRenderer:
# noinspection PyTypeChecker
def __init__(self, ctx: gl.Context, wnd: BaseWindow, settings: Settings):
self._ctx = ctx
self._window = wnd
self._settings = settings
self.frame_time = 0
# ----- Camera -----
self.scale = 100
self.translation = Vec2(0, 0)
self.target_scale = 1.5
self.target_translation = Vec2(0, 0)
# ----- Fractal image rendering -----
self._screen_quad_vbo = self._ctx.buffer(np.array([
-1, 1, 0, 0,
1, 1, 1, 0,
-1, -1, 0, 1,
1, -1, 1, 1
], dtype=np.float32))
self._main_vao: gl.VertexArray = None
self._vsh_source = None
self._fsh_source = None
self._main_program: gl.Program = None
self._last_frame: gl.Texture = None
self._last_frame_fbo: gl.Framebuffer = None
self.onResize(self._window.size)
self.static_frames = 1
self.rendered = True
self.should_apply_aa = True
self._color_palette_tex: gl.Texture = None
self.reloadColorPalette()
# ----- Path rendering -----
self._path_program: gl.Program = None
self._path_begin_time = None
self.path_buffer = []
self._path_c_point = None # c
self._path_current_z = None # z
self.path_current_iters = 0
self.path_should_generate = False # should continue to generate the path (stop when escaped)
self.reloadShaders(reload_source=True)
def _preProcessMainFragmentShader(self, source: str):
source = source.replace("PY_FRACTAL_FUNC", self._settings.fractal.shader_func)
source = source.replace("PY_PRECISION_DEFINE", "define" if self._settings.double_precision else "undef")
source = source.replace(
"PY_INSERT_RANDOMLY_GENERATED_FUNCTIONS;",
"".join(f.glsl_source for f in fractals.FRACTALS if f.glsl_source is not None)
)
return source
def reloadShaders(self, reload_source: bool):
v_source, f_source = self._vsh_source, self._fsh_source
if reload_source:
with open(assets_path("shaders/main.vert")) as vsh_file, open(assets_path("shaders/main.frag")) as fsh_file:
v_source, f_source = vsh_file.read(), fsh_file.read()
org_v_source, org_f_source = v_source, f_source
f_source = self._preProcessMainFragmentShader(f_source)
new_program = self._ctx.program(vertex_shader=v_source, fragment_shader=f_source)
new_render_obj = self._ctx.vertex_array(new_program, [(self._screen_quad_vbo, "2f 2f", "vert", "texCoord")])
if self._main_vao is not None:
self._main_program.release()
self._main_vao.release()
self._main_program = new_program
self._main_vao = new_render_obj
self._vsh_source, self._fsh_source = org_v_source, org_f_source
self.reRender()
if reload_source:
with open(assets_path("shaders/path.vert")) as path_vsh, open(assets_path("shaders/path.geom")) as path_gsh, open(
assets_path("shaders/path.frag")) as path_fsh:
new_path_program = self._ctx.program(vertex_shader=path_vsh.read(), geometry_shader=path_gsh.read(), fragment_shader=path_fsh.read())
if self._path_program is not None:
self._path_program.release()
self._path_program = new_path_program
def reloadColorPalette(self):
data = np.full(shape=COLOR_PALETTE_SAMPLES*4, fill_value=255, dtype=np.uint8)
gradient = self._settings.color_palette
for i in range(COLOR_PALETTE_SAMPLES):
color = color_utils.getColorInGradient(gradient, i / COLOR_PALETTE_SAMPLES, True)
data[i*4+0] = min(max(floor(color[0]*255), 0), 255)
data[i*4+1] = min(max(floor(color[1]*255), 0), 255)
data[i*4+2] = min(max(floor(color[2]*255), 0), 255)
if self._color_palette_tex is not None:
self._color_palette_tex.release()
self._color_palette_tex = self._ctx.texture((COLOR_PALETTE_SAMPLES, 1), components=4, dtype="nu1", data=data)
self._color_palette_tex.filter = (gl.LINEAR, gl.NEAREST)
self._color_palette_tex.repeat_x = True
self.reRender()
def reRender(self):
self.static_frames = 1
def setFractal(self, fractal: fractals.FractalType):
self._settings.fractal = fractal
self.reloadShaders(reload_source=False)
self.stopPathVisualization()
def toNDR(self, pixel_pos: Tuple[float, float]):
return Vec2(pixel_pos[0] / self._window.width, -pixel_pos[1] / self._window.height) * 2 - Vec2(1, -1)
def transform(self, ndr: Vec2):
return Vec2(ndr.x * self._window.aspect_ratio, ndr.y) * self.scale + self.translation
def scroll(self, delta: float, ndr: Vec2):
ndr = Vec2(-ndr.x * self._window.aspect_ratio, -ndr.y)
delta_scale = -delta * self.target_scale / 5
self.target_scale += delta_scale
delta = ndr * delta_scale
self.target_translation += delta
def drag(self, rel: Tuple[float, float]):
self.target_translation += Vec2(-rel[0], rel[1]) / self._window.height * 2 * self.scale
def resetTransformation(self):
self.target_translation = Vec2(0)
self.target_scale = 1.5
def _updateTransformation(self, dt: float):
spd = 10
dt = min(dt, 1/(spd+.1))
self.target_scale = max(self.target_scale, 1E-16 if self._settings.double_precision else 1E-7)
if (self.target_translation - self.translation).length_sqr < (self.scale / self._window.width * 2)**2:
self.translation = +self.target_translation
if abs(self.target_scale - self.scale) < self.target_scale * (2 / self._window.width):
self.scale = self.target_scale
self.scale += (self.target_scale - self.scale) * dt * 10
self.translation += (self.target_translation - self.translation) * dt * 10
def onResize(self, size: Tuple[int, int]):
if self._last_frame is not None:
self._last_frame.release()
self._last_frame_fbo.release()
self._last_frame = self._ctx.texture(size, components=4)
self._last_frame.filter = (gl.NEAREST, gl.NEAREST)
self._last_frame_fbo = self._ctx.framebuffer(
self._last_frame,
self._ctx.depth_renderbuffer(size))
self.reRender()
def _applyCameraUniforms(self, program: gl.Program):
program["uScale"] = self.scale
program["uTranslation"] = self.translation
def _renderFractalImage(self):
if self.scale == self.target_scale and self.translation == self.target_translation:
self.static_frames += 1
if self._settings.static_frame_mix == 0:
old_frame_mix = 0
else:
old_frame_mix = (1 - (1 / (self.static_frames * self._settings.static_frame_mix)))
else:
self.static_frames = 1
old_frame_mix = 0
ulp_mul = 1 if self._settings.double_precision else (2 ** 27)
ulp = max(math.ulp(self.translation.x), math.ulp(self.translation.y)) * ulp_mul
self.should_apply_aa = (self._settings.static_frame_mix != 0) and self.scale / self._window.aspect_ratio > ulp * self._window.width
if not self.should_apply_aa:
old_frame_mix = 0
if old_frame_mix > .95:
self._ctx.copy_framebuffer(src=self._last_frame_fbo, dst=self._ctx.screen)
self.rendered = False
return
self.rendered = True
self._last_frame.use(0)
self._main_program["uLastFrame"] = 0
self._main_program["uOldFramesMixFactor"] = old_frame_mix
self._main_program["uHashSeed"] = random.randint(-(2 ** 31), (2 ** 31) - 1)
# self.main_program["uTime"] = frame_time
self._applyCameraUniforms(self._main_program)
try:
self._main_program["uAspectRatio"] = self._window.aspect_ratio
except KeyError as e:
print("uAspectRatio doesn't exist in main program???")
swizzle = self.scale / self._window.height
if not self.should_apply_aa:
swizzle = 0
self._main_program["uSwizzleMultiplier"] = swizzle if self.static_frames > 1 else 0
self._color_palette_tex.use(1)
self._main_program["uColorPalette"] = 1
self._main_program["uColorChangeSpeed"] = self._settings.color_change_speed
self._main_program["uSamples"] = self._settings.render_samples
self._main_program["uIters"] = self._settings.iterations
self._main_program["uEscapeThreshold"] = self._settings.render_escape_threshold ** 2
# noinspection PyTypeChecker
self._main_vao.render(mode=gl.TRIANGLE_STRIP)
self._ctx.copy_framebuffer(src=self._ctx.screen, dst=self._last_frame_fbo)
def startPathVisualization(self, pos: Vec2):
self.path_buffer.clear()
self._path_c_point = complex(pos.x, pos.y)
self._path_current_z = complex(pos.x, pos.y)
self.path_buffer.append(self._path_current_z)
self._path_begin_time = self.frame_time
self.path_current_iters = 0
self.path_should_generate = True
def stopPathVisualization(self):
self._path_current_z = None
self.path_should_generate = False
self.path_current_iters = 0
self.path_buffer.clear()
def _updatePath(self, frame_time: float):
# ----- Generation -----
if self.path_should_generate:
target_iters = int((frame_time - self._path_begin_time) * self._settings.path_speed)
missing_iters = target_iters - self.path_current_iters
if missing_iters > 0:
for i in range(missing_iters):
try:
next_z = self._settings.fractal.py_func(self._path_current_z, self._path_c_point)
except ArithmeticError as e:
logging.error(f"Path gen failed: {e}")
self.path_should_generate = False
break
delta = next_z - self._path_current_z
if abs(delta.real)+abs(delta.imag) < .0000001 or next_z.real*next_z.real + next_z.imag*next_z.imag > self._settings.audio_escape_threshold ** 2:
self.path_should_generate = False
break
# print(self._path_current_z)
self._path_current_z = next_z
self.path_buffer.append(next_z)
self.path_current_iters += 1
# ----- Removing Excess -----
to_remove = len(self.path_buffer) - self._settings.path_segments - 1
if to_remove > 0:
del self.path_buffer[:to_remove]
def _buildPathRenderBuffers(self):
"""Prepare the buffers for multi-polyline rendering. Closed polyline must have their
last point identical to their first point."""
line_complex = np.array(self.path_buffer)
line_xs = np.real(line_complex)
line_ys = np.imag(line_complex)
line = np.dstack((line_xs, line_ys)).astype("f4")[0]
indices = []
idx = np.arange(len(line) + 2) - 1
idx[0], idx[-1] = 0, len(line) - 1
indices.append(idx)
indices.append([-1])
return line, np.concatenate(indices).astype("i4")
# noinspection PyTypeChecker
def _renderPaths(self, frame_time: float):
if self._path_current_z is None:
return
self._updatePath(frame_time)
vert_buf, index_buf = self._buildPathRenderBuffers()
vbo = self._ctx.buffer(vert_buf)
ibo = self._ctx.buffer(index_buf)
path_vao = self._ctx.simple_vertex_array(self._path_program, vbo, "vPos", index_buffer=ibo)
self._applyCameraUniforms(self._path_program)
self._path_program["uAspectRatio"] = self._window.aspect_ratio
self._path_program["uScreenSize"] = self._window.size
self._path_program["color"] = self._settings.path_color
self._path_program["antialias"] = 1
self._path_program["linewidth"] = self._settings.path_width
self._path_program["miter_limit"] = -1
self._path_program["projection"].write(
Matrix44.orthogonal_projection(0, self._window.width, self._window.height, 0, 0.5, -0.5, dtype="f4")
)
path_vao.render(mode=gl.LINE_STRIP_ADJACENCY)
vbo.release()
ibo.release()
path_vao.release()
def frame(self, frame_time: float, dt: float):
self.frame_time = frame_time
self._updateTransformation(dt)
try:
self._renderFractalImage()
except Exception as e:
logging.error(f"Fractal render failed: {e}")
self._renderPaths(frame_time)
def drawCoordinateAxis(self):
coordinate_axis.drawCoordinateAxis(self.translation, self.scale, (1,0,0,1), (1,0,0,1))