Example #1
0
def parallel_playback(cfg,
                      fast=True,
                      segment_time=2.0,
                      constrained_timeranges=False):
    """
    Parallel media playback, flipping between the two sources.

    The fast version makes sure the textures continue to be updated even though
    they are not displayed. On the other hand, the slow version will update the
    textures only when needed to be displayed, causing potential seek in the
    underlying media, and thus undesired delays.
    """
    m1 = ngl.Media(cfg.medias[0].filename, label="media #1")
    m2 = ngl.Media(cfg.medias[0].filename, label="media #2")

    t1 = ngl.Texture2D(data_src=m1, label="texture #1")
    t2 = ngl.Texture2D(data_src=m2, label="texture #2")

    render1 = ngl.RenderTexture(t1)
    render2 = ngl.RenderTexture(t2)

    text_settings = {
        "box_corner": (-1, 1 - 0.2, 0),
        "box_height": (0, 0.2, 0),
        "aspect_ratio": cfg.aspect_ratio,
    }
    render1 = ngl.Group(children=(render1,
                                  ngl.Text("media #1", **text_settings)))
    render2 = ngl.Group(children=(render2,
                                  ngl.Text("media #2", **text_settings)))

    rf1 = ngl.TimeRangeFilter(render1)
    rf2 = ngl.TimeRangeFilter(render2)

    if constrained_timeranges:
        rf1.set_prefetch_time(segment_time / 3.0)
        rf2.set_prefetch_time(segment_time / 3.0)
        rf1.set_max_idle_time(segment_time / 2.0)
        rf2.set_max_idle_time(segment_time / 2.0)

    t = 0
    rr1 = []
    rr2 = []
    while t < cfg.duration:
        rr1.append(ngl.TimeRangeModeCont(t))
        rr1.append(ngl.TimeRangeModeNoop(t + segment_time))

        rr2.append(ngl.TimeRangeModeNoop(t))
        rr2.append(ngl.TimeRangeModeCont(t + segment_time))

        t += 2 * segment_time

    rf1.add_ranges(*rr1)
    rf2.add_ranges(*rr2)

    g = ngl.Group()
    g.add_children(rf1, rf2)
    if fast:
        g.add_children(t1, t2)
    return g
Example #2
0
def simple_transition(cfg, transition_start=2, transition_duration=4):
    """Fading transition between two medias"""

    cfg.duration = transition_start * 2 + transition_duration

    vertex = cfg.get_vert("dual-tex")
    fragment = cfg.get_frag("tex-mix")

    q = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    p1_2 = ngl.Program(vertex=vertex, fragment=fragment)
    p1_2.update_vert_out_vars(var_tex0_coord=ngl.IOVec2(),
                              var_tex1_coord=ngl.IOVec2())

    m1 = ngl.Media(cfg.medias[0].filename, label="media #1")
    m2 = ngl.Media(cfg.medias[1 % len(cfg.medias)].filename, label="media #2")

    animkf_m2 = [
        ngl.AnimKeyFrameFloat(transition_start, 0),
        ngl.AnimKeyFrameFloat(transition_start + cfg.duration, cfg.duration),
    ]
    m2.set_time_anim(ngl.AnimatedTime(animkf_m2))

    t1 = ngl.Texture2D(data_src=m1, label="texture #1")
    t2 = ngl.Texture2D(data_src=m2, label="texture #2")

    render1 = ngl.RenderTexture(t1, label="render #1")
    render2 = ngl.RenderTexture(t2, label="render #2")

    delta_animkf = [
        ngl.AnimKeyFrameFloat(transition_start, 1.0),
        ngl.AnimKeyFrameFloat(transition_start + transition_duration, 0.0),
    ]
    delta = ngl.AnimatedFloat(delta_animkf)

    render1_2 = ngl.Render(q, p1_2, label="transition")
    render1_2.update_frag_resources(tex0=t1, tex1=t2)
    render1_2.update_frag_resources(delta=delta)

    rr1 = []
    rr2 = []
    rr1_2 = []

    rr1.append(ngl.TimeRangeModeNoop(transition_start))

    rr2.append(ngl.TimeRangeModeNoop(0))
    rr2.append(ngl.TimeRangeModeCont(transition_start + transition_duration))

    rr1_2.append(ngl.TimeRangeModeNoop(0))
    rr1_2.append(ngl.TimeRangeModeCont(transition_start))
    rr1_2.append(ngl.TimeRangeModeNoop(transition_start + transition_duration))

    rf1 = ngl.TimeRangeFilter(render1, ranges=rr1)
    rf2 = ngl.TimeRangeFilter(render2, ranges=rr2)
    rf1_2 = ngl.TimeRangeFilter(render1_2, ranges=rr1_2)

    g = ngl.Group()
    g.add_children(rf1, rf1_2, rf2)

    return g
Example #3
0
def media_timeranges_rtt(cfg):
    m0 = cfg.medias[0]
    cfg.duration = d = 10
    cfg.aspect_ratio = (m0.width, m0.height)

    # Use a media/texture as leaf to exercise its prefetch/release mechanism
    media = ngl.Media(m0.filename)
    texture = ngl.Texture2D(data_src=media)

    # Diamond tree on the same media texture
    render0 = ngl.RenderTexture(texture, label="leaf 0")
    render1 = ngl.RenderTexture(texture, label="leaf 1")

    # Create intermediate RTT "proxy" to exercise prefetch/release at this
    # level as well
    dst_tex0 = ngl.Texture2D(width=m0.width, height=m0.height)
    dst_tex1 = ngl.Texture2D(width=m0.width, height=m0.height)
    rtt0 = ngl.RenderToTexture(render0, [dst_tex0])
    rtt1 = ngl.RenderToTexture(render1, [dst_tex1])

    # Render the 2 RTTs vertically split (one half content each)
    quad0 = ngl.Quad((-1, -1, 0), (1, 0, 0), (0, 2, 0), uv_corner=(0, 0), uv_width=(0.5, 0))
    quad1 = ngl.Quad((0, -1, 0), (1, 0, 0), (0, 2, 0), uv_corner=(0.5, 0), uv_width=(0.5, 0))
    rtt_render0 = ngl.RenderTexture(dst_tex0, geometry=quad0, label="render RTT 0")
    rtt_render1 = ngl.RenderTexture(dst_tex1, geometry=quad1, label="render RTT 1")
    proxy0 = ngl.Group(children=(rtt0, rtt_render0), label="proxy 0")
    proxy1 = ngl.Group(children=(rtt1, rtt_render1), label="proxy 1")

    # We want to make sure the idle times are enough to exercise the
    # prefetch/release mechanism
    prefetch_time = 1
    assert prefetch_time < d / 5

    # Split the presentation in 5 segments such that there are inactive times,
    # prefetch times and both overlapping and non-overlapping times for the
    # RTTs
    ranges0 = (
        ngl.TimeRangeModeNoop(0),
        ngl.TimeRangeModeCont(1 / 5 * d),
        ngl.TimeRangeModeNoop(3 / 5 * d),
    )
    ranges1 = (
        ngl.TimeRangeModeNoop(0),
        ngl.TimeRangeModeCont(2 / 5 * d),
        ngl.TimeRangeModeNoop(4 / 5 * d),
    )
    trange0 = ngl.TimeRangeFilter(proxy0, ranges=ranges0, prefetch_time=prefetch_time, label="left")
    trange1 = ngl.TimeRangeFilter(proxy1, ranges=ranges1, prefetch_time=prefetch_time, label="right")

    return ngl.Group(children=(trange0, trange1))
Example #4
0
def queued_medias(cfg, overlap_time=1.0, dim=3):
    """Queue of medias, mainly used as a demonstration for the prefetch/release mechanism"""
    nb_videos = dim * dim
    tqs = []

    ag = AutoGrid(range(nb_videos))
    for video_id, _, col, pos in ag:
        start = video_id * cfg.duration / nb_videos
        animkf = [
            ngl.AnimKeyFrameFloat(start, 0),
            ngl.AnimKeyFrameFloat(start + cfg.duration, cfg.duration),
        ]
        m = ngl.Media(cfg.medias[video_id % len(cfg.medias)].filename,
                      time_anim=ngl.AnimatedTime(animkf))
        m.set_label("media #%d" % video_id)

        t = ngl.Texture2D(data_src=m)

        render = ngl.RenderTexture(t)
        render.set_label("render #%d" % video_id)
        render = ag.place_node(render, (col, pos))

        rf = ngl.TimeRangeFilter(render)
        if start:
            rf.add_ranges(ngl.TimeRangeModeNoop(0))
        rf.add_ranges(
            ngl.TimeRangeModeCont(start),
            ngl.TimeRangeModeNoop(start + cfg.duration / nb_videos +
                                  overlap_time))

        tqs.append(rf)

    return ngl.Group(children=tqs)
Example #5
0
def _get_time_scene(cfg):
    m0 = cfg.medias[0]

    media_seek = 10
    noop_duration = 2
    prefetch_duration = 2
    freeze_duration = 3
    playback_duration = 5

    range_start = noop_duration + prefetch_duration
    play_start = range_start + freeze_duration
    play_stop = play_start + playback_duration
    range_stop = play_stop + freeze_duration
    duration = range_stop + noop_duration

    cfg.duration = duration
    cfg.aspect_ratio = (m0.width, m0.height)

    media_animkf = [
        ngl.AnimKeyFrameFloat(play_start, media_seek),
        ngl.AnimKeyFrameFloat(play_stop, media_seek + playback_duration),
    ]

    m = ngl.Media(m0.filename, time_anim=ngl.AnimatedTime(media_animkf))
    t = ngl.Texture2D(data_src=m)
    r = ngl.RenderTexture(t)

    time_ranges = [
        ngl.TimeRangeModeNoop(0),
        ngl.TimeRangeModeCont(range_start),
        ngl.TimeRangeModeNoop(range_stop),
    ]
    rf = ngl.TimeRangeFilter(r, ranges=time_ranges, prefetch_time=prefetch_duration)

    return rf
Example #6
0
def rtt_clear_attachment_with_timeranges(cfg):
    cfg.aspect_ratio = (1, 1)

    # Time-disabled full screen white quad
    render = ngl.RenderColor(COLORS.white)

    time_range_filter = ngl.TimeRangeFilter(render)
    time_range_filter.add_ranges(ngl.TimeRangeModeNoop(0))

    # Intermediate no-op RTT to force the use of a different render pass internally
    texture = ngl.Texture2D(width=32, height=32)
    rtt_noop = ngl.RenderToTexture(ngl.Identity(), [texture])

    # Centered rotating quad
    quad = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    render = ngl.RenderColor(COLORS.orange, geometry=quad)

    animkf = [ngl.AnimKeyFrameFloat(0, 0), ngl.AnimKeyFrameFloat(cfg.duration, -360)]
    render = ngl.Rotate(render, angle=ngl.AnimatedFloat(animkf))

    group = ngl.Group(children=(time_range_filter, rtt_noop, render))

    # Root RTT
    texture = ngl.Texture2D(width=512, height=512)
    rtt = ngl.RenderToTexture(group, [texture])

    # Full screen render of the root RTT result
    render = ngl.RenderTexture(texture)

    return ngl.Group(children=(rtt, render))
def buffer_dove(cfg,
                bgcolor1=(0.6, 0, 0),
                bgcolor2=(0.8, 0.8, 0),
                bilinear_filtering=True):
    """Blending of a Render using a Buffer as data source"""
    cfg.duration = 3.0

    # Credits: https://icons8.com/icon/40514/dove
    # (Raw data is the premultiplied)
    icon_filename = op.join(op.dirname(__file__), "data", "icons8-dove.raw")
    cfg.files.append(icon_filename)
    w, h = (96, 96)
    cfg.aspect_ratio = (w, h)

    img_buf = ngl.BufferUBVec4(filename=icon_filename, label="icon raw buffer")

    img_tex = ngl.Texture2D(data_src=img_buf, width=w, height=h)
    if bilinear_filtering:
        img_tex.set_mag_filter("linear")
    quad = ngl.Quad((-0.5, -0.5, 0.1), (1, 0, 0), (0, 1, 0))
    render = ngl.RenderTexture(img_tex, geometry=quad, blending="src_over")

    shape_bg = ngl.Circle(radius=0.6, npoints=256)
    color_animkf = [
        ngl.AnimKeyFrameColor(0, bgcolor1),
        ngl.AnimKeyFrameColor(cfg.duration / 2.0, bgcolor2),
        ngl.AnimKeyFrameColor(cfg.duration, bgcolor1),
    ]
    ucolor = ngl.AnimatedColor(color_animkf)
    render_bg = ngl.RenderColor(ucolor, geometry=shape_bg, label="background")

    return ngl.Group(children=(render_bg, render))
def lut3d(cfg, xsplit=0.3, trilinear=True):
    """Lookup Table 3D using a Texture3D"""
    level = 6
    level2 = level**2

    # Generated with `ffmpeg -f lavfi -i haldclutsrc=6,curves=vintage,format=rgba
    # -f rawvideo -frames:v 1 lut3d.raw`
    lut3d_filename = op.join(op.dirname(__file__), "data", "lut3d.raw")
    cfg.files.append(lut3d_filename)
    lut3d_buf = ngl.BufferUBVec4(filename=lut3d_filename)
    lut3d_tex = ngl.Texture3D(data_src=lut3d_buf,
                              width=level2,
                              height=level2,
                              depth=level2)
    if trilinear:
        lut3d_tex.set_min_filter("linear")
        lut3d_tex.set_mag_filter("linear")

    m0 = cfg.medias[0]
    cfg.duration = m0.duration
    cfg.aspect_ratio = (m0.width, m0.height)
    video = ngl.Media(m0.filename)
    video_tex = ngl.Texture2D(data_src=video)

    scene_tex = ngl.RenderTexture(video_tex)

    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    prog_lut = ngl.Program(fragment=cfg.get_frag("lut3d"),
                           vertex=cfg.get_vert("lut3d"))
    prog_lut.update_vert_out_vars(var_uvcoord=ngl.IOVec2(),
                                  var_tex0_coord=ngl.IOVec2())
    scene_lut = ngl.Render(quad, prog_lut)
    scene_lut.update_frag_resources(tex0=video_tex, lut3d=lut3d_tex)

    return compare(cfg, scene_tex, scene_lut, xsplit)
Example #9
0
def _get_random_layer(cfg, rng, t0, t1, enable_computes, layer=4):
    nb_elems = rng.randint(2, 5)
    children = []
    sub_layers = rng.sample(range(nb_elems), 2)
    for i in range(nb_elems):
        if i in sub_layers and layer != 0:
            # Recursively create another layer
            child = _get_random_layer(cfg,
                                      rng,
                                      t0,
                                      t1,
                                      enable_computes,
                                      layer=layer - 1)
            child = _get_random_transform(rng, t0, t1, child)
            child.set_label(f"layer={layer}")

            # Create a (small) RTT of the children
            rtt_tex = ngl.Texture2D(
                width=rng.randint(50, 90),
                height=rng.randint(15, 70),
            )
            rtt = ngl.RenderToTexture(
                child,
                clear_color=_get_random_color(rng) + (1, ),
            )
            rtt.add_color_textures(rtt_tex)
            rtt_render = ngl.RenderTexture(
                rtt_tex,
                geometry=_get_random_geometry(rng),
                blending="src_over",
            )
            rtt_render = _get_random_transform(rng, t0, t1, rtt_render)
            t_start, t_end = _get_random_time_range(rng, t0, t1)
            rtt_group = ngl.Group(children=(rtt, rtt_render))
            t_filter = ngl.TimeRangeFilter(rtt_group)
            t_filter.add_ranges(
                ngl.TimeRangeModeNoop(0),
                ngl.TimeRangeModeCont(t_start),
                ngl.TimeRangeModeNoop(t_end),
            )

            # Draw both the children and the rendered texture
            child = ngl.Group(children=(t_filter, child))

        else:
            # We are at a leaf (last layer) so we create a random render
            t_start, t_end = _get_random_time_range(rng, t0, t1)
            child = _get_random_render(cfg, rng, t_start, t_end,
                                       enable_computes)
            if rng.random() < 1 / 3:
                child = _get_random_transform(rng, t_start, t_end, child)
            child = ngl.TimeRangeFilter(child)
            child.add_ranges(
                ngl.TimeRangeModeNoop(0),
                ngl.TimeRangeModeCont(t_start),
                ngl.TimeRangeModeNoop(t_end),
            )
        children.append(child)
    return ngl.Group(children=children)
Example #10
0
def media_clamp(cfg):
    m0 = cfg.medias[0]
    cfg.duration = m0.duration
    cfg.aspect_ratio = (m0.width, m0.height)

    media = ngl.Media(m0.filename)
    texture = ngl.Texture2D(data_src=media, clamp_video=True)
    return ngl.RenderTexture(texture)
Example #11
0
def _rtt_load_attachment_nested(samples=0):
    scene = _rtt_load_attachment()

    texture = ngl.Texture2D(width=16, height=16)
    rtt = ngl.RenderToTexture(scene, [texture], samples=samples)

    foreground = ngl.RenderTexture(texture)

    return ngl.Group(children=(rtt, foreground))
def histogram(cfg):
    """Histogram using compute shaders"""
    m0 = cfg.medias[0]
    cfg.duration = m0.duration
    cfg.aspect_ratio = (m0.width, m0.height)
    g = ngl.Group()

    m = ngl.Media(cfg.medias[0].filename)
    t = ngl.Texture2D(data_src=m)

    h = ngl.Block(label="histogram_block", layout="std430")
    h.add_fields(
        ngl.BufferUInt(256, label="r"),
        ngl.BufferUInt(256, label="g"),
        ngl.BufferUInt(256, label="b"),
        ngl.UniformUInt(label="maximum"),
    )

    r = ngl.RenderTexture(t)
    proxy_size = 128
    proxy = ngl.Texture2D(width=proxy_size, height=proxy_size)
    rtt = ngl.RenderToTexture(r)
    rtt.add_color_textures(proxy)
    g.add_children(rtt)

    compute_program = ngl.ComputeProgram(cfg.get_comp("histogram-clear"),
                                         workgroup_size=(1, 1, 1))
    compute_program.update_properties(hist=ngl.ResourceProps(writable=True))
    compute = ngl.Compute(workgroup_count=(256, 1, 1),
                          program=compute_program,
                          label="histogram-clear")
    compute.update_resources(hist=h)
    g.add_children(compute)

    local_size = 8
    group_size = proxy_size / local_size
    compute_program = ngl.ComputeProgram(cfg.get_comp("histogram-exec"),
                                         workgroup_size=(local_size,
                                                         local_size, 1))
    compute = ngl.Compute(workgroup_count=(group_size, group_size, 1),
                          program=compute_program,
                          label="histogram-exec")
    compute.update_resources(hist=h, source=proxy)
    compute_program.update_properties(hist=ngl.ResourceProps(writable=True))
    compute_program.update_properties(source=ngl.ResourceProps(as_image=True))
    g.add_children(compute)

    q = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    p = ngl.Program(vertex=cfg.get_vert("histogram-display"),
                    fragment=cfg.get_frag("histogram-display"))
    p.update_vert_out_vars(var_uvcoord=ngl.IOVec2(),
                           var_tex0_coord=ngl.IOVec2())
    render = ngl.Render(q, p)
    render.update_frag_resources(tex0=t, hist=h)
    g.add_children(render)

    return g
Example #13
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 = tuple(int(i == x) for x in range(3))
        render = ngl.Rotate(render, axis=axis, angle=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),
    )

    if sample_depth:
        quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
        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:
        render = ngl.RenderTexture(texture)
    return ngl.Group(children=(rtt, render))
Example #14
0
def animated_camera(cfg, rotate=True):
    """Animated camera around a scene"""
    g = ngl.Group()

    q = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    m = ngl.Media(cfg.medias[0].filename)
    t = ngl.Texture2D(data_src=m)
    node = ngl.RenderTexture(t, geometry=q)
    g.add_children(node)

    translate = ngl.Translate(node, vector=(-0.6, 0.8, -1))
    g.add_children(translate)

    translate = ngl.Translate(node, vector=(0.6, 0.8, -1))
    g.add_children(translate)

    translate = ngl.Translate(node, vector=(-0.6, -0.5, -1))
    g.add_children(translate)

    translate = ngl.Translate(node, vector=(0.6, -0.5, -1))
    g.add_children(translate)

    g = ngl.GraphicConfig(g, depth_test=True)
    camera = ngl.Camera(g)
    camera.set_eye(0, 0, 2)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_clipping(0.1, 10.0)

    tr_animkf = [
        ngl.AnimKeyFrameVec3(0, (0.0, 0.0, 0.0)),
        ngl.AnimKeyFrameVec3(10, (0.0, 0.0, 3.0), "exp_out")
    ]
    node = ngl.Translate(ngl.Identity(), vector=ngl.AnimatedVec3(tr_animkf))

    if rotate:
        rot_animkf = [
            ngl.AnimKeyFrameFloat(0, 0),
            ngl.AnimKeyFrameFloat(cfg.duration, 360, "exp_out")
        ]
        node = ngl.Rotate(node,
                          axis=(0, 1, 0),
                          angle=ngl.AnimatedFloat(rot_animkf))

    camera.set_eye_transform(node)

    perspective_animkf = [
        ngl.AnimKeyFrameVec2(0.5, (60.0, cfg.aspect_ratio_float)),
        ngl.AnimKeyFrameVec2(cfg.duration, (45.0, cfg.aspect_ratio_float),
                             "exp_out"),
    ]
    camera.set_perspective(ngl.AnimatedVec2(perspective_animkf))

    return camera
def texture_data_animated(cfg, dim=8):
    cfg.duration = 3.0
    nb_kf = int(cfg.duration)
    buffers = [get_random_color_buffer(cfg.rng, dim) for i in range(nb_kf)]
    random_animkf = []
    time_scale = cfg.duration / float(nb_kf)
    for i, buf in enumerate(buffers + [buffers[0]]):
        random_animkf.append(ngl.AnimKeyFrameBuffer(i * time_scale, buf))
    random_buffer = ngl.AnimatedBufferVec4(keyframes=random_animkf)
    random_tex = ngl.Texture2D(data_src=random_buffer, width=dim, height=dim)
    return ngl.RenderTexture(random_tex)
def texture_scissor(cfg):
    cfg.aspect_ratio = (1, 1)

    render = ngl.RenderColor(COLORS.orange)
    graphic_config = ngl.GraphicConfig(render,
                                       scissor_test=True,
                                       scissor=(32, 32, 32, 32))
    texture = ngl.Texture2D(width=64, height=64)
    rtt = ngl.RenderToTexture(graphic_config, [texture],
                              clear_color=(0, 0, 0, 1))
    render = ngl.RenderTexture(texture)
    return ngl.Group(children=(rtt, render))
Example #17
0
def media_flat_remap(cfg):
    m0 = cfg.medias[0]
    cfg.duration = m0.duration
    cfg.aspect_ratio = (m0.width, m0.height)

    media_animkf = [
        ngl.AnimKeyFrameFloat(cfg.duration / 2, 1.833),
    ]

    m = ngl.Media(m0.filename, time_anim=ngl.AnimatedTime(media_animkf))
    t = ngl.Texture2D(data_src=m)
    return ngl.RenderTexture(t)
def texture_clear_and_scissor(cfg):
    render = ngl.RenderColor(COLORS.white)
    graphic_config = ngl.GraphicConfig(render,
                                       scissor_test=True,
                                       scissor=(0, 0, 0, 0),
                                       color_write_mask="")

    texture = ngl.Texture2D(width=64, height=64)
    rtt = ngl.RenderToTexture(ngl.Identity(), [texture],
                              clear_color=list(COLORS.orange) + [1])
    render = ngl.RenderTexture(texture)

    return ngl.Group(children=(graphic_config, rtt, render))
def playback_speed(cfg, speed=1.0):
    """Adjust media playback speed using animation keyframes"""
    m0 = cfg.medias[0]
    media_duration = m0.duration
    initial_seek = min(media_duration, 5)
    rush_duration = media_duration - initial_seek
    cfg.duration = rush_duration / speed
    cfg.aspect_ratio = (m0.width, m0.height)

    q = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    time_animkf = [ngl.AnimKeyFrameFloat(0, initial_seek), ngl.AnimKeyFrameFloat(cfg.duration, media_duration)]
    m = ngl.Media(m0.filename, time_anim=ngl.AnimatedTime(time_animkf))
    t = ngl.Texture2D(data_src=m)
    return ngl.RenderTexture(t, geometry=q)
Example #20
0
def _rtt_load_attachment():
    background = ngl.RenderColor(COLORS.white)
    render = ngl.RenderColor(COLORS.orange)

    texture = ngl.Texture2D(width=16, height=16)
    rtt = ngl.RenderToTexture(render, [texture])

    texture_noop = ngl.Texture2D(width=16, height=16)
    rtt_noop = ngl.RenderToTexture(render, [texture_noop])

    quad = ngl.Quad((0, 0, 0), (1, 0, 0), (0, 1, 0))
    foreground = ngl.RenderTexture(texture, geometry=quad)

    return ngl.Group(children=(background, rtt, rtt_noop, foreground))
Example #21
0
def compute_image_load_store(cfg, show_dbg_points=False):
    size = _N
    texture_data = ngl.BufferFloat(
        data=array.array("f", [x / (size**2) for x in range(size**2)]))
    texture_r = ngl.Texture2D(format="r32_sfloat",
                              width=size,
                              height=size,
                              data_src=texture_data)
    texture_g = ngl.Texture2D(format="r32_sfloat",
                              width=size,
                              height=size,
                              data_src=texture_data)
    texture_b = ngl.Texture2D(format="r32_sfloat",
                              width=size,
                              height=size,
                              data_src=texture_data)
    scale = ngl.Block(
        fields=[ngl.UniformVec2(value=(-1.0, 1.0), label="factors")],
        layout="std140",
    )
    texture_rgba = ngl.Texture2D(width=size, height=size)
    program = ngl.ComputeProgram(_IMAGE_LOAD_STORE_COMPUTE,
                                 workgroup_size=(size, size, 1))
    program.update_properties(
        texture_r=ngl.ResourceProps(as_image=True),
        texture_g=ngl.ResourceProps(as_image=True),
        texture_b=ngl.ResourceProps(as_image=True),
        texture_rgba=ngl.ResourceProps(as_image=True, writable=True),
    )
    compute = ngl.Compute(workgroup_count=(1, 1, 1), program=program)
    compute.update_resources(texture_r=texture_r,
                             texture_g=texture_g,
                             texture_b=texture_b,
                             scale=scale,
                             texture_rgba=texture_rgba)

    render = ngl.RenderTexture(texture_rgba)
    group = ngl.Group(children=(compute, render))

    if show_dbg_points:
        cuepoints = _get_compute_histogram_cuepoints()
        group.add_children(get_debug_points(cfg, cuepoints))

    return group
Example #22
0
def filter_gamma_correct(cfg, linear=True):
    """This test operates a gamma correct blending (the blending happens in linear space)"""

    # Hue colors rotated clockwise
    dst = ngl.RenderGradient4(
        color_tl=COLORS.rose,
        color_tr=COLORS.blue,
        color_br=COLORS.sgreen,
        color_bl=COLORS.yellow,
    )

    # Hue colors rotated counter-clockwise started with another color
    src = ngl.RenderGradient4(
        color_tl=COLORS.orange,
        color_tr=COLORS.magenta,
        color_br=COLORS.azure,
        color_bl=COLORS.green,
    )

    # Screen blending so that working in linear space makes a significant
    # difference
    blend = ngl.GraphicConfig(
        ngl.Group(children=(dst, src)),
        blend=True,
        blend_src_factor="one",
        blend_dst_factor="one_minus_src_color",
        blend_src_factor_a="one",
        blend_dst_factor_a="zero",
    )

    # Intermediate RTT so that we can gamma correct the result
    tex = ngl.Texture2D(width=320, height=240)
    rtt = ngl.RenderToTexture(blend, color_textures=[tex])
    render = ngl.RenderTexture(tex)

    if linear:
        # The result of the combination is linear
        dst.add_filters(ngl.FilterSRGB2Linear())
        src.add_filters(ngl.FilterSRGB2Linear())
        # ...and we compress it back to sRGB
        render.add_filters(ngl.FilterLinear2sRGB())

    return ngl.Group(children=(rtt, render))
Example #23
0
def media_queue(cfg, overlap_time=7.0, dim=3):
    cfg.duration = 10
    cfg.aspect_ratio = (1, 1)

    nb_medias = dim * dim

    medias = [
        m.filename for m in cfg.medias if m.filename.endswith(("mp4", "jpg"))
    ]

    queued_medias = []
    ag = AutoGrid(range(nb_medias))
    for video_id, _, col, pos in ag:
        start = video_id * cfg.duration / nb_medias
        animkf = [
            ngl.AnimKeyFrameFloat(start, 0),
            ngl.AnimKeyFrameFloat(start + cfg.duration, cfg.duration),
        ]
        media = ngl.Media(medias[video_id % len(medias)],
                          time_anim=ngl.AnimatedTime(animkf))

        texture = ngl.Texture2D(data_src=media,
                                min_filter="linear",
                                mag_filter="linear")
        render = ngl.RenderTexture(texture)
        render = ag.place_node(render, (col, pos))

        rf = ngl.TimeRangeFilter(render)
        if start:
            rf.add_ranges(ngl.TimeRangeModeNoop(0))
        rf.add_ranges(
            ngl.TimeRangeModeCont(start),
            ngl.TimeRangeModeNoop(start + cfg.duration / nb_medias +
                                  overlap_time))

        queued_medias.append(rf)

    return ngl.Group(children=queued_medias)
def _get_random_rendertexture(cfg, rng):
    return ngl.RenderTexture(
        texture=_get_random_texture(cfg, rng),
        geometry=_get_random_geometry(rng),
        blending="src_over",
    )
def cube(cfg, display_depth_buffer=False):
    """
    Cube with a common media Texture but a different color tainting on each side.
    Also includes a depth map visualization.
    """
    cube = ngl.Group(label="cube")

    vert_data = cfg.get_vert("texture")
    frag_data = cfg.get_frag("tex-tint")
    program = ngl.Program(vertex=vert_data, fragment=frag_data)
    program.update_vert_out_vars(var_uvcoord=ngl.IOVec2(),
                                 var_tex0_coord=ngl.IOVec2())

    texture = ngl.Texture2D(data_src=ngl.Media(cfg.medias[0].filename))
    children = [
        _get_cube_side(texture, program, qi[0], qi[1], qi[2], qi[3])
        for qi in _get_cube_quads()
    ]
    cube.add_children(*children)

    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)]
        cube = ngl.Rotate(cube, axis=axis, angle=rot_animkf)

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

    camera = ngl.Camera(config)
    camera.set_eye(0.0, 0.0, 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)

    if not display_depth_buffer:
        return camera
    else:
        group = ngl.Group()

        depth_texture = ngl.Texture2D()
        depth_texture.set_format("auto_depth")
        depth_texture.set_width(640)
        depth_texture.set_height(480)

        texture = ngl.Texture2D()
        texture.set_width(640)
        texture.set_height(480)
        rtt = ngl.RenderToTexture(camera)
        rtt.add_color_textures(texture)
        rtt.set_depth_texture(depth_texture)

        quad = ngl.Quad((-1.0, -1.0, 0), (1, 0, 0), (0, 1, 0))
        render = ngl.RenderTexture(texture, geometry=quad)
        group.add_children(rtt, render)

        quad = ngl.Quad((0.0, 0.0, 0), (1, 0, 0), (0, 1, 0))
        render = ngl.RenderTexture(depth_texture, geometry=quad)
        group.add_children(rtt, render)

        return group
def time_remapping(cfg):
    """
    Time remapping in the following order:
    - nothing displayed for a while (but media prefetch happening in background)
    - first frame displayed for a while
    - normal playback
    - last frame displayed for a while (even though the media is closed)
    - nothing again until the end
    """
    m0 = cfg.medias[0]

    media_seek = 10
    noop_duration = 2
    prefetch_duration = 2
    freeze_duration = 3
    playback_duration = 5

    range_start = noop_duration + prefetch_duration
    play_start = range_start + freeze_duration
    play_stop = play_start + playback_duration
    range_stop = play_stop + freeze_duration
    duration = range_stop + noop_duration

    cfg.duration = duration
    cfg.aspect_ratio = (m0.width, m0.height)

    media_animkf = [
        ngl.AnimKeyFrameFloat(play_start, media_seek),
        ngl.AnimKeyFrameFloat(play_stop, media_seek + playback_duration),
    ]

    m = ngl.Media(m0.filename, time_anim=ngl.AnimatedTime(media_animkf))
    m.set_sxplayer_min_level("verbose")
    t = ngl.Texture2D(data_src=m)
    r = ngl.RenderTexture(t)

    time_ranges = [
        ngl.TimeRangeModeNoop(0),
        ngl.TimeRangeModeCont(range_start),
        ngl.TimeRangeModeNoop(range_stop),
    ]
    rf = ngl.TimeRangeFilter(r, ranges=time_ranges, prefetch_time=prefetch_duration)

    base_string = "media time: {:2g} to {:2g}\nscene time: {:2g} to {:2g}\ntime range: {:2g} to {:2g}".format(
        media_seek, media_seek + playback_duration, play_start, play_stop, range_start, range_stop
    )
    text = ngl.Text(
        base_string, box_height=(0, 0.3, 0), box_corner=(-1, 1 - 0.3, 0), aspect_ratio=cfg.aspect_ratio, halign="left"
    )

    group = ngl.Group()
    group.add_children(rf, text)

    steps = (
        ("default color, nothing yet", 0, noop_duration),
        ("default color, media prefetched", noop_duration, range_start),
        ("first frame", range_start, play_start),
        ("normal playback", play_start, play_stop),
        ("last frame", play_stop, range_stop),
        ("default color, media released", range_stop, duration),
    )

    for i, (description, start_time, end_time) in enumerate(steps):
        text = ngl.Text(
            f"{start_time:g} to {end_time:g}: {description}", aspect_ratio=cfg.aspect_ratio, box_height=(0, 0.2, 0)
        )
        text_tr = (
            ngl.TimeRangeModeNoop(0),
            ngl.TimeRangeModeCont(start_time),
            ngl.TimeRangeModeNoop(end_time),
        )
        text_rf = ngl.TimeRangeFilter(text, ranges=text_tr, label="text-step-%d" % i)
        group.add_children(text_rf)

    return group