def _get_texture_cubemap_from_mrt_scene_2_pass(cfg, samples=0):
    group = ngl.Group()
    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    cube = ngl.TextureCube(size=64, min_filter="linear", mag_filter="linear")

    layer_base = 0
    for layer_count, fragment in ((2, _RENDER_TO_CUBEMAP_1_FRAG),
                                  (4, _RENDER_TO_CUBEMAP_2_FRAG)):
        program = ngl.Program(vertex=_RENDER_TO_CUBEMAP_VERT,
                              fragment=fragment,
                              nb_frag_output=layer_count)
        program.update_vert_out_vars(var_uvcoord=ngl.IOVec3())
        render = ngl.Render(quad, program)
        color_textures = [
            ngl.TextureView(cube, layer)
            for layer in range(layer_base, layer_base + layer_count)
        ]
        rtt = ngl.RenderToTexture(render, color_textures, samples=samples)
        group.add_children(rtt)
        layer_base += layer_count

    program = ngl.Program(vertex=_RENDER_CUBEMAP_VERT,
                          fragment=_RENDER_CUBEMAP_FRAG)
    program.update_vert_out_vars(var_uvcoord=ngl.IOVec3())
    render = ngl.Render(quad, program)
    render.update_frag_resources(tex0=cube)
    group.add_children(render)

    return group
Example #2
0
def _get_rtt_scene(cfg, features='depth', texture_ds_format=None, samples=0, mipmap_filter='none', sample_depth=False):
    cfg.duration = 10
    cfg.aspect_ratio = (1, 1)
    cube = _get_cube()
    program = ngl.Program(vertex=_RENDER_CUBE_VERT, fragment=_RENDER_CUBE_FRAG)
    program.update_vert_out_vars(var_normal=ngl.IOVec3())
    render = ngl.Render(cube, program)
    render = ngl.Scale(render, (0.5, 0.5, 0.5))

    for i in range(3):
        rot_animkf = ngl.AnimatedFloat([
            ngl.AnimKeyFrameFloat(0,            0),
            ngl.AnimKeyFrameFloat(cfg.duration, 360 * (i + 1))
        ])
        axis = [int(i == x) for x in range(3)]
        render = ngl.Rotate(render, axis=axis, anim=rot_animkf)

    config = ngl.GraphicConfig(render, depth_test=True)

    camera = ngl.Camera(
        config,
        eye=(0.0, 0.0, 3.0),
        center=(0.0, 0.0, 0.0),
        up=(0.0, 1.0, 0.0),
        perspective=(45.0, cfg.aspect_ratio_float),
        clipping=(1.0, 10.0),
    )

    size = 1024
    texture_depth = None
    if texture_ds_format:
        texture_depth = ngl.Texture2D(width=size, height=size, format=texture_ds_format)

    texture = ngl.Texture2D(
        width=size,
        height=size,
        min_filter='linear',
        mipmap_filter=mipmap_filter,
    )
    rtt = ngl.RenderToTexture(
        camera,
        [texture],
        features=features,
        depth_texture=texture_depth,
        samples=samples,
        clear_color=(0, 0, 0, 1),
    )

    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    if sample_depth:
        program = ngl.Program(vertex=cfg.get_vert('texture'), fragment=_RENDER_DEPTH)
        program.update_vert_out_vars(var_tex0_coord=ngl.IOVec2(), var_uvcoord=ngl.IOVec2())
        render = ngl.Render(quad, program)
        render.update_frag_resources(tex0=texture_depth)
    else:
        program = ngl.Program(vertex=cfg.get_vert('texture'), fragment=cfg.get_frag('texture'))
        program.update_vert_out_vars(var_tex0_coord=ngl.IOVec2(), var_uvcoord=ngl.IOVec2())
        render = ngl.Render(quad, program)
        render.update_frag_resources(tex0=texture)
    return ngl.Group(children=(rtt, render))
Example #3
0
def quaternion(cfg):
    '''Animated quaternion used to rotate a plane'''
    cfg.duration = 10.
    step = cfg.duration / 5.
    x = math.sqrt(0.5)
    quat_animkf = [
        ngl.AnimKeyFrameQuat(0 * step, (0, 0, 0, 1)),
        ngl.AnimKeyFrameQuat(1 * step, (0, 0, -x, x)),
        ngl.AnimKeyFrameQuat(2 * step, (0, 1, 0, 0)),
        ngl.AnimKeyFrameQuat(3 * step, (1, 0, 0, 0)),
        ngl.AnimKeyFrameQuat(4 * step, (x, 0, 0, x)),
        ngl.AnimKeyFrameQuat(5 * step, (0, 0, 0, 1)),
    ]
    quat = ngl.AnimatedQuat(quat_animkf, as_mat4=True)

    q = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    m = ngl.Media(cfg.medias[0].filename)
    t = ngl.Texture2D(data_src=m)
    p = ngl.Program(vertex=cfg.get_vert('uniform-mat4'),
                    fragment=cfg.get_frag('texture'))
    p.update_vert_out_vars(var_normal=ngl.IOVec3(),
                           var_uvcoord=ngl.IOVec2(),
                           var_tex0_coord=ngl.IOVec2())
    render = ngl.Render(q, p)
    render.update_frag_resources(tex0=t)
    render.update_vert_resources(transformation_matrix=quat)

    camera = ngl.Camera(render)
    camera.set_eye(0.0, 0.0, 4.0)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_perspective(45.0, cfg.aspect_ratio_float)
    camera.set_clipping(1.0, 10.0)

    return camera
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
Example #5
0
def _get_texture_cubemap_from_mrt_scene(cfg, samples=0):
    program = ngl.Program(vertex=_RENDER_TO_CUBEMAP_VERT,
                          fragment=_RENDER_TO_CUBEMAP_FRAG,
                          nb_frag_output=6)
    program.update_vert_out_vars(var_uvcoord=ngl.IOVec3())
    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    render = ngl.Render(quad, program)
    cube = ngl.TextureCube(size=64, min_filter="linear", mag_filter="linear")
    rtt = ngl.RenderToTexture(render, [cube], samples=samples)

    program = ngl.Program(vertex=_RENDER_CUBEMAP_VERT,
                          fragment=_RENDER_CUBEMAP_FRAG)
    program.update_vert_out_vars(var_uvcoord=ngl.IOVec3())
    render = ngl.Render(quad, program)
    render.update_frag_resources(tex0=cube)

    return ngl.Group(children=(rtt, render))
Example #6
0
def stl(cfg, stl=None, scale=0.8):
    """Load and display a sphere generated with OpenSCAD"""

    if stl is None:
        # generated with: echo 'sphere($fn=15);'>sphere.scad; openscad sphere.scad -o sphere.stl
        stl = op.join(op.dirname(__file__), "data", "sphere.stl")

    normals_data = array.array("f")
    vertices_data = array.array("f")
    solid_label = None
    normal = None

    with open(stl) as fp:
        for line in fp.readlines():
            line = line.strip()
            if line.startswith("solid"):
                solid_label = line.split(None, 1)[1]
            elif line.startswith("facet normal"):
                _, _, normal = line.split(None, 2)
                normal = [float(f) for f in normal.split()]
            elif normal and line.startswith("vertex"):
                _, vertex = line.split(None, 1)
                vertex = [float(f) for f in vertex.split()]
                normals_data.extend(normal)
                vertices_data.extend(vertex)

    vertices = ngl.BufferVec3(data=vertices_data)
    normals = ngl.BufferVec3(data=normals_data)

    g = ngl.Geometry(vertices=vertices, normals=normals)
    p = ngl.Program(vertex=cfg.get_vert("colored-normals"),
                    fragment=cfg.get_frag("colored-normals"))
    p.update_vert_out_vars(var_normal=ngl.IOVec3(),
                           var_uvcoord=ngl.IOVec2(),
                           var_tex0_coord=ngl.IOVec2())
    solid = ngl.Render(g, p, label=solid_label)
    solid = ngl.GraphicConfig(solid, depth_test=True)

    solid = ngl.Scale(solid, [scale] * 3)

    for i in range(3):
        rot_animkf = ngl.AnimatedFloat([
            ngl.AnimKeyFrameFloat(0, 0),
            ngl.AnimKeyFrameFloat(cfg.duration, 360 * (i + 1))
        ])
        axis = [int(i == x) for x in range(3)]
        solid = ngl.Rotate(solid, axis=axis, angle=rot_animkf)

    camera = ngl.Camera(solid)
    camera.set_eye(2.0, 2.0, 2.0)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_perspective(45.0, cfg.aspect_ratio_float)
    camera.set_clipping(1.0, 10.0)

    return camera
Example #7
0
def py_bindings_no_param():
    """Nodes with no param (but still inherit the common parameters)"""

    # Identity directly inherits from the common node
    ident = ngl.Identity(label="id")
    assert ident.set_label("ID") == 0

    # IOVars have an intermediate inheritance before the common node
    iovar = ngl.IOVec3(label="io")
    assert iovar.set_label("IO") == 0
Example #8
0
def texture_cubemap(cfg):
    n = 64
    p = n * n
    cb_data = array.array('B', (255, 0, 0, 255) * p + (0, 255, 0, 255) * p +
                          (0, 0, 255, 255) * p + (255, 255, 0, 255) * p +
                          (0, 255, 255, 255) * p + (255, 0, 255, 255) * p)
    cb_buffer = ngl.BufferUBVec4(data=cb_data)
    cube = ngl.TextureCube(size=n,
                           min_filter="linear",
                           mag_filter="linear",
                           data_src=cb_buffer)

    program = ngl.Program(vertex=_RENDER_CUBEMAP_VERT,
                          fragment=_RENDER_CUBEMAP_FRAG)
    program.update_vert_out_vars(var_uvcoord=ngl.IOVec3())
    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    render = ngl.Render(quad, program)
    render.update_frag_resources(tex0=cube)
    return render
Example #9
0
def obj(cfg, n=0.5, model=None):
    """Load and display a cube object (generated with Blender)"""

    if model is None:
        model = op.join(op.dirname(__file__), "data", "model.obj")

    with open(model) as fp:
        vertices_data, uvs_data, normals_data = _load_model(fp)

    vertices = ngl.BufferVec3(data=vertices_data)
    texcoords = ngl.BufferVec2(data=uvs_data)
    normals = ngl.BufferVec3(data=normals_data)

    q = ngl.Geometry(vertices, texcoords, normals)
    m = ngl.Media(cfg.medias[0].filename)
    t = ngl.Texture2D(data_src=m)
    p = ngl.Program(vertex=cfg.get_vert("tex-tint-normals"),
                    fragment=cfg.get_frag("tex-tint-normals"))
    p.update_vert_out_vars(var_normal=ngl.IOVec3(),
                           var_uvcoord=ngl.IOVec2(),
                           var_tex0_coord=ngl.IOVec2())
    render = ngl.Render(q, p)
    render.update_frag_resources(tex0=t)
    render = ngl.GraphicConfig(render, depth_test=True)

    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360 * 2)
    ]
    rot = ngl.Rotate(render,
                     label="roty",
                     axis=(0, 1, 0),
                     angle=ngl.AnimatedFloat(animkf))

    camera = ngl.Camera(rot)
    camera.set_eye(2.0, 2.0, 2.0)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_perspective(45.0, cfg.aspect_ratio_float)
    camera.set_clipping(1.0, 10.0)

    return camera
Example #10
0
def _shape_geometry(cfg, set_normals=False, set_indices=False):
    # Fake cube (3 faces only) obtained from:
    # echo 'cube();'>x.scad; openscad x.scad -o x.stl
    vertices = array.array('f', [x - 0.5 for x in [
        1,1,0, 0,1,1, 1,1,1,
        0,1,1, 1,1,0, 0,1,0,
        0,0,0, 0,1,1, 0,1,0,
        0,1,1, 0,0,0, 0,0,1,
        0,1,1, 1,0,1, 1,1,1,
        1,0,1, 0,1,1, 0,0,1,
    ]])

    normals = array.array('f', [
        0,1,0,  0,1,0,  0,1,0,
        0,1,0,  0,1,0,  0,1,0,
       -1,0,0, -1,0,0, -1,0,0,
       -1,0,0, -1,0,0, -1,0,0,
        0,0,1,  0,0,1,  0,0,1,
        0,0,1,  0,0,1,  0,0,1,
    ])

    vertices_buffer = ngl.BufferVec3(data=vertices)
    normals_buffer = ngl.BufferVec3(data=normals)

    cfg.aspect_ratio = (1, 1)
    geometry = ngl.Geometry(vertices=vertices_buffer)

    if set_normals:
        geometry.set_normals(normals_buffer)
        prog = ngl.Program(vertex=cfg.get_vert('colored-normals'), fragment=cfg.get_frag('colored-normals'))
        prog.update_vert_out_vars(var_normal=ngl.IOVec3())
        render = ngl.Render(geometry, prog)
    else:
        render = _render_shape(cfg, geometry, COLORS['magenta'])

    if set_indices:
        indices = array.array('H', list(range(3 * 6)))
        indices_buffer = ngl.BufferUShort(data=indices)
        geometry.set_indices(indices_buffer)

    return ngl.Rotate(render, 45, axis=(1, 1, 1))
Example #11
0
def _shape_geometry(cfg, set_normals=False, set_indices=False):
    # Fake cube (3 faces only) obtained from:
    # echo 'cube();'>x.scad; openscad x.scad -o x.stl
    vertices = array.array(
        "f",
        [
            x - 0.5 for x in [
                # fmt: off
                1,
                1,
                0,
                0,
                1,
                1,
                1,
                1,
                1,
                0,
                1,
                1,
                1,
                1,
                0,
                0,
                1,
                0,
                0,
                0,
                0,
                0,
                1,
                1,
                0,
                1,
                0,
                0,
                1,
                1,
                0,
                0,
                0,
                0,
                0,
                1,
                0,
                1,
                1,
                1,
                0,
                1,
                1,
                1,
                1,
                1,
                0,
                1,
                0,
                1,
                1,
                0,
                0,
                1,
                # fmt: on
            ]
        ],
    )

    normals = array.array(
        "f",
        [
            # fmt: off
            0,
            1,
            0,
            0,
            1,
            0,
            0,
            1,
            0,
            0,
            1,
            0,
            0,
            1,
            0,
            0,
            1,
            0,
            -1,
            0,
            0,
            -1,
            0,
            0,
            -1,
            0,
            0,
            -1,
            0,
            0,
            -1,
            0,
            0,
            -1,
            0,
            0,
            0,
            0,
            1,
            0,
            0,
            1,
            0,
            0,
            1,
            0,
            0,
            1,
            0,
            0,
            1,
            0,
            0,
            1,
            # fmt: on
        ],
    )

    vertices_buffer = ngl.BufferVec3(data=vertices)
    normals_buffer = ngl.BufferVec3(data=normals)

    cfg.aspect_ratio = (1, 1)
    geometry = ngl.Geometry(vertices=vertices_buffer)

    if set_normals:
        geometry.set_normals(normals_buffer)
        prog = ngl.Program(vertex=cfg.get_vert("colored-normals"),
                           fragment=cfg.get_frag("colored-normals"))
        prog.update_vert_out_vars(var_normal=ngl.IOVec3())
        render = ngl.Render(geometry, prog)
    else:
        prog = ngl.Program(vertex=cfg.get_vert("color"),
                           fragment=cfg.get_frag("color"))
        render = ngl.Render(geometry, prog)
        render.update_frag_resources(
            color=ngl.UniformVec3(value=COLORS.magenta),
            opacity=ngl.UniformFloat(1))

    if set_indices:
        indices = array.array("H", list(range(3 * 6)))
        indices_buffer = ngl.BufferUShort(data=indices)
        geometry.set_indices(indices_buffer)

    return ngl.Rotate(render, 45, axis=(1, 1, 1))