def velocity_triangle_rotate(cfg): cfg.duration = 5.0 cfg.aspect_ratio = (1, 1) anim_kf = [ ngl.AnimKeyFrameFloat(0, 0), ngl.AnimKeyFrameFloat(cfg.duration, 360 * 3, "circular_in_out"), ] anim = ngl.AnimatedFloat(anim_kf) velocity = ngl.VelocityFloat(anim) frag = textwrap.dedent("""\ void main() { float v = clamp(velocity / 3000., 0.0, 1.0); ngl_out_color = vec4(v, v / 2.0, 0.0, 1.0); } """) p0, p1, p2 = equilateral_triangle_coords(2.0) triangle = ngl.RenderColor(COLORS.white, geometry=ngl.Triangle(p0, p1, p2)) triangle = ngl.Rotate(triangle, angle=anim) prog_c = ngl.Program(vertex=cfg.get_vert("color"), fragment=frag) circle = ngl.Render(ngl.Circle(radius=1.0, npoints=128), prog_c) circle.update_frag_resources(velocity=velocity) return ngl.Group(children=(circle, triangle))
def triangle(cfg, size=0.5): '''Rotating triangle with edge coloring specified in a vertex attribute''' b = size * math.sqrt(3) / 2.0 c = size * 1 / 2. cfg.duration = 3. cfg.aspect_ratio = (1, 1) colors_data = array.array( 'f', [0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0]) colors_buffer = ngl.BufferVec4(data=colors_data) triangle = ngl.Triangle((-b, -c, 0), (b, -c, 0), (0, size, 0)) p = ngl.Program(fragment=cfg.get_frag('color'), vertex=cfg.get_vert('triangle')) p.update_vert_out_vars(color=ngl.IOVec4()) node = ngl.Render(triangle, p) node.update_attributes(edge_color=colors_buffer) animkf = [ ngl.AnimKeyFrameFloat(0, 0), ngl.AnimKeyFrameFloat(cfg.duration / 3., -360 / 3., 'exp_in_out'), ngl.AnimKeyFrameFloat(2 * cfg.duration / 3., -2 * 360 / 3., 'exp_in_out'), ngl.AnimKeyFrameFloat(cfg.duration, -360, 'exp_in_out') ] node = ngl.Rotate(node, anim=ngl.AnimatedFloat(animkf)) return node
def triangle(cfg, size=4 / 3): """Rotating triangle with edge coloring specified in a vertex attribute""" cfg.duration = 3.0 cfg.aspect_ratio = (1, 1) colors_data = array.array("f", [0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0]) colors_buffer = ngl.BufferVec3(data=colors_data) p0, p1, p2 = equilateral_triangle_coords(size) triangle = ngl.Triangle(p0, p1, p2) p = ngl.Program(fragment=cfg.get_frag("color"), vertex=cfg.get_vert("triangle")) p.update_vert_out_vars(color=ngl.IOVec3()) node = ngl.Render(triangle, p) node.update_attributes(edge_color=colors_buffer) node.update_frag_resources(opacity=ngl.UniformFloat(1)) animkf = [ ngl.AnimKeyFrameFloat(0, 0), ngl.AnimKeyFrameFloat(cfg.duration / 3.0, -360 / 3.0, "exp_in_out"), ngl.AnimKeyFrameFloat(2 * cfg.duration / 3.0, -2 * 360 / 3.0, "exp_in_out"), ngl.AnimKeyFrameFloat(cfg.duration, -360, "exp_in_out"), ] node = ngl.Rotate(node, angle=ngl.AnimatedFloat(animkf)) return node
def _get_userlive_switch_func(): scene0 = ngl.RenderColor(COLORS.white, geometry=ngl.Circle()) scene1 = ngl.RenderColor(COLORS.red, geometry=ngl.Quad()) scene2 = ngl.RenderColor(COLORS.azure, geometry=ngl.Triangle()) switch0 = ngl.UserSwitch( ngl.Scale(scene0, factors=(1 / 3, 1 / 3, 1 / 3), anchor=(-1, 0, 0))) switch1 = ngl.UserSwitch(ngl.Scale(scene1, factors=(1 / 2, 1 / 2, 1 / 2))) switch2 = ngl.UserSwitch( ngl.Scale(scene2, factors=(1 / 3, 1 / 3, 1 / 3), anchor=(1, 0, 0))) def keyframes_callback(t_id): # Build a "random" composition of switches switch0.set_enabled(t_id % 2 == 0) switch1.set_enabled(t_id % 3 == 0) switch2.set_enabled(t_id % 4 == 0) @test_fingerprint(nb_keyframes=10, keyframes_callback=keyframes_callback, tolerance=1, exercise_serialization=False) @scene(s0=scene.Bool(), s1=scene.Bool(), s2=scene.Bool()) def scene_func(cfg, s0_enabled=True, s1_enabled=True, s2_enabled=True): cfg.aspect_ratio = (1, 1) switch0.set_enabled(s0_enabled) switch1.set_enabled(s1_enabled) switch2.set_enabled(s2_enabled) return ngl.Group(children=(switch0, switch1, switch2)) return scene_func
def shape_triangles_mat4_attribute(cfg): cfg.aspect_ratio = (1, 1) p0, p1, p2 = equilateral_triangle_coords(1) geometry = ngl.Triangle(p0, p1, p2) matrices = ngl.BufferMat4(data=array.array( "f", [ # fmt: off 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -0.5, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.0, 0.0, 1.0, # fmt: on ], )) program = ngl.Program( vertex=TRIANGLES_MAT4_ATTRIBUTE_VERT, fragment=cfg.get_frag("color"), ) render = ngl.Render(geometry, program, nb_instances=2) render.update_instance_attributes(matrix=matrices) render.update_frag_resources(color=ngl.UniformVec3(value=COLORS.orange), opacity=ngl.UniformFloat(1)) return render
def shape_triangles_mat4_attribute(cfg): cfg.aspect_ratio = (1, 1) p0, p1, p2 = equilateral_triangle_coords(1) geometry = ngl.Triangle(p0, p1, p2) matrices = ngl.BufferMat4(data=array.array('f', [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, -0.5, 0.0, 0.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.5, 0.0, 0.0, 1.0, ])) program = ngl.Program( vertex=TRIANGLES_MAT4_ATTRIBUTE_VERT, fragment=cfg.get_frag('color'), ) render = ngl.Render(geometry, program, nb_instances=2) render.update_instance_attributes(matrix=matrices) render.update_uniforms(color=ngl.UniformVec4(value=COLORS['orange'])) return render
def _get_random_geometry(rng): circle = lambda rng: ngl.Circle( radius=rng.uniform(1 / 4, 3 / 4), npoints=rng.randint(5, 25), ) quad = lambda rng: ngl.Quad( corner=_get_random_position(rng), width=(rng.uniform(-0.5, 0.5), rng.uniform(-0.5, 0.5), 0), height=(rng.uniform(-0.5, 0.5), rng.uniform(-0.5, 0.5), 0), ) triangle = lambda rng: ngl.Triangle( edge0=_get_random_position(rng), edge1=_get_random_position(rng), edge2=_get_random_position(rng), ) shape_func = rng.choice((circle, quad, triangle)) return shape_func(rng)
def shape_triangle_msaa(cfg, sz=1, color=COLORS.orange): cfg.aspect_ratio = (1, 1) p0, p1, p2 = equilateral_triangle_coords(sz) geometry = ngl.Triangle(p0, p1, p2) return _render_shape(geometry, color)
def _get_easing_node(cfg, easing, curve_zoom, color_program, nb_points=128): text_vratio = 1 / 8. graph_hpad_ratio = 1 / 16. area_size = 2.0 width, height = area_size, area_size text_height = text_vratio * height pad_height = graph_hpad_ratio * height # Colors hue = random.uniform(0, 0.6) color = list(colorsys.hls_to_rgb(hue, 0.6, 1.0)) + [1] ucolor = ngl.UniformVec4(value=color) graph_bg_ucolor = ngl.UniformVec4(value=(.15, .15, .15, 1)) normed_graph_bg_ucolor = ngl.UniformVec4(value=(0, 0, 0, 1)) line_ucolor = ngl.UniformVec4(value=(1, 1, 1, .4)) # Text legend text = ngl.Text(text=easing, fg_color=color, padding=3, bg_color=(0, 0, 0, 1), box_corner=(-width / 2., height / 2. - text_height, 0), box_width=(width, 0, 0), box_height=(0, text_height, 0), label='%s legend' % easing) # Graph drawing area (where the curve may overflow) graph_size = area_size - text_height - pad_height * 2 graph_block = _block(graph_size, graph_size, color_program, corner=(-graph_size / 2, -(graph_size + text_height) / 2, 0), color=graph_bg_ucolor) # Normed area of the graph normed_graph_size = graph_size * curve_zoom normed_graph_block = _block(normed_graph_size, normed_graph_size, color_program, corner=(-normed_graph_size / 2, -(normed_graph_size + text_height) / 2, 0), color=normed_graph_bg_ucolor) # Curve easing_name, easing_args = _easing_split(easing) curve_scale_factor = graph_size / area_size * curve_zoom vertices_data = array.array('f') for i in range(nb_points + 1): t = i / float(nb_points) v = ngl.easing_evaluate(easing_name, t, easing_args) x = curve_scale_factor * (t * width - width / 2.) y = curve_scale_factor * (v * height - height / 2.) y -= text_height / 2. vertices_data.extend([x, y, 0]) vertices = ngl.BufferVec3(data=vertices_data) geometry = ngl.Geometry(vertices, topology='line_strip') curve = ngl.Render(geometry, color_program, label='%s curve' % easing) curve.update_uniforms(color=ucolor) # Value cursor y = 2 / 3. * pad_height x = y * math.sqrt(3) cursor_geometry = ngl.Triangle((-x, y, 0), (0, 0, 0), (-x, -y, 0)) cursor = ngl.Render(cursor_geometry, color_program, label='%s cursor' % easing) cursor.update_uniforms(color=ucolor) # Horizontal value line hline_data = array.array('f', (0, 0, 0, graph_size, 0, 0)) hline_vertices = ngl.BufferVec3(data=hline_data) hline_geometry = ngl.Geometry(hline_vertices, topology='line_strip') hline = ngl.Render(hline_geometry, color_program, label='%s value line' % easing) hline.update_uniforms(color=line_ucolor) # Value animation (cursor + h-line) value_x = -graph_size / 2. value_y = (-text_height - normed_graph_size) / 2. value_animkf = ( ngl.AnimKeyFrameVec3(0, (value_x, value_y, 0)), ngl.AnimKeyFrameVec3(cfg.duration, (value_x, value_y + normed_graph_size, 0), easing_name, easing_args), ) value_anim = ngl.Group(children=(hline, cursor)) value_anim = ngl.Translate(value_anim, anim=ngl.AnimatedVec3(value_animkf), label='%s value anim' % easing) # Vertical time line vline_data = array.array('f', (0, 0, 0, 0, graph_size, 0)) vline_vertices = ngl.BufferVec3(data=vline_data) vline_geometry = ngl.Geometry(vline_vertices, topology='line_strip') vline = ngl.Render(vline_geometry, color_program, label='%s time line' % easing) vline.update_uniforms(color=line_ucolor) # Time animation (v-line only) time_x = -normed_graph_size / 2. time_y = (-text_height - graph_size) / 2. time_animkf = (ngl.AnimKeyFrameVec3(0, (time_x, time_y, 0)), ngl.AnimKeyFrameVec3( cfg.duration, (time_x + normed_graph_size, time_y, 0))) time_anim = ngl.Translate(vline, anim=ngl.AnimatedVec3(time_animkf), label='%s time anim' % easing) group = ngl.Group(label='%s block' % easing) group.add_children(text, graph_block, normed_graph_block, curve, value_anim, time_anim) return group