Example #1
0
def _compute_animation(cfg, animate_pre_render=True):
    cfg.duration = 5
    cfg.aspect_ratio = (1, 1)
    local_size = 2

    vertices_data = array.array(
        "f",
        [
            # fmt: off
            -0.5,
            -0.5,
            0.0,
            0.5,
            -0.5,
            0.0,
            -0.5,
            0.5,
            0.0,
            0.5,
            0.5,
            0.0,
            # fmt: on
        ],
    )
    nb_vertices = 4

    input_vertices = ngl.BufferVec3(data=vertices_data, label="vertices")
    output_vertices = ngl.BufferVec3(data=vertices_data, label="vertices")
    input_block = ngl.Block(fields=[input_vertices], layout="std140")
    output_block = ngl.Block(fields=[output_vertices], layout="std140")

    rotate_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360)
    ]
    rotate = ngl.Rotate(ngl.Identity(),
                        axis=(0, 0, 1),
                        angle=ngl.AnimatedFloat(rotate_animkf))
    transform = ngl.UniformMat4(transform=rotate)

    program = ngl.ComputeProgram(_ANIMATION_COMPUTE,
                                 workgroup_size=(local_size, local_size, 1))
    program.update_properties(dst=ngl.ResourceProps(writable=True))
    compute = ngl.Compute(workgroup_count=(nb_vertices / (local_size**2), 1,
                                           1),
                          program=program)
    compute.update_resources(transform=transform,
                             src=input_block,
                             dst=output_block)

    quad_buffer = ngl.BufferVec3(block=output_block, block_field=0)
    geometry = ngl.Geometry(quad_buffer, topology="triangle_strip")
    program = ngl.Program(vertex=cfg.get_vert("color"),
                          fragment=cfg.get_frag("color"))
    render = ngl.Render(geometry, program)
    render.update_frag_resources(color=ngl.UniformVec3(value=COLORS.sgreen),
                                 opacity=ngl.UniformFloat(1))

    children = (compute, render) if animate_pre_render else (render, compute)
    return ngl.Group(children=children)
def animated_uniform(cfg):
    '''Uniform mat4 animated with a transform chain'''
    m0 = cfg.medias[0]
    cfg.aspect_ratio = (m0.width, m0.height)

    q = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    m = ngl.Media(m0.filename)
    t = ngl.Texture2D(data_src=m)
    p = ngl.Program(vertex=cfg.get_vert('texture'),
                    fragment=cfg.get_frag('matrix-transform'))
    ts = ngl.Render(q, p)
    ts.update_textures(tex0=t)

    scale_animkf = [
        ngl.AnimKeyFrameVec3(0, (1, 1, 1)),
        ngl.AnimKeyFrameVec3(cfg.duration, (0.1, 0.1, 0.1), 'quartic_out')
    ]
    s = ngl.Scale(ngl.Identity(), anim=ngl.AnimatedVec3(scale_animkf))

    rotate_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360, 'exp_out')
    ]
    r = ngl.Rotate(s, axis=(0, 0, 1), anim=ngl.AnimatedFloat(rotate_animkf))

    u = ngl.UniformMat4(transform=r)
    ts.update_uniforms(matrix=u)

    return ts
Example #3
0
def animated_uniform(cfg):
    """Uniform mat4 animated with a transform chain"""
    m0 = cfg.medias[0]
    cfg.aspect_ratio = (m0.width, m0.height)

    q = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    m = ngl.Media(m0.filename)
    t = ngl.Texture2D(data_src=m)
    p = ngl.Program(vertex=cfg.get_vert("texture"),
                    fragment=cfg.get_frag("matrix-transform"))
    p.update_vert_out_vars(var_uvcoord=ngl.IOVec2(),
                           var_tex0_coord=ngl.IOVec2())
    ts = ngl.Render(q, p)
    ts.update_frag_resources(tex0=t)

    scale_animkf = [
        ngl.AnimKeyFrameVec3(0, (1, 1, 1)),
        ngl.AnimKeyFrameVec3(cfg.duration, (0.1, 0.1, 0.1), "quartic_out"),
    ]
    s = ngl.Scale(ngl.Identity(), factors=ngl.AnimatedVec3(scale_animkf))

    rotate_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360, "exp_out")
    ]
    r = ngl.Rotate(s, axis=(0, 0, 1), angle=ngl.AnimatedFloat(rotate_animkf))

    u = ngl.UniformMat4(transform=r)
    ts.update_frag_resources(matrix=u)

    return ts
def compute_animation(cfg):
    cfg.duration = 5
    cfg.aspect_ratio = (1, 1)
    local_size = 2

    vertices_data = array.array('f', [
        -0.5,
        -0.5,
        0.0,
        0.5,
        -0.5,
        0.0,
        -0.5,
        0.5,
        0.0,
        0.5,
        0.5,
        0.0,
    ])
    nb_vertices = 4

    input_vertices = ngl.BufferVec3(data=vertices_data, label='vertices')
    output_vertices = ngl.BufferVec3(data=vertices_data, label='vertices')
    input_block = ngl.Block(fields=[input_vertices], layout='std140')
    output_block = ngl.Block(fields=[output_vertices], layout='std140')

    rotate_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360)
    ]
    rotate = ngl.Rotate(ngl.Identity(),
                        axis=(0, 0, 1),
                        anim=ngl.AnimatedFloat(rotate_animkf))
    transform = ngl.UniformMat4(transform=rotate)

    program = ngl.ComputeProgram(_ANIMATION_COMPUTE,
                                 workgroup_size=(local_size, local_size, 1))
    program.update_properties(dst=ngl.ResourceProps(writable=True))
    compute = ngl.Compute(workgroup_count=(nb_vertices / (local_size**2), 1,
                                           1),
                          program=program)
    compute.update_resources(transform=transform,
                             src=input_block,
                             dst=output_block)

    quad_buffer = ngl.BufferVec3(block=output_block, block_field=0)
    geometry = ngl.Geometry(quad_buffer, topology='triangle_strip')
    program = ngl.Program(vertex=cfg.get_vert('color'),
                          fragment=cfg.get_frag('color'))
    render = ngl.Render(geometry, program)
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['sgreen']))

    return ngl.Group(children=(compute, render))
Example #5
0
def compute_animation(cfg):
    cfg.duration = 5
    cfg.aspect_ratio = (1, 1)
    local_size = 2

    shader_version = '310 es' if cfg.backend == 'gles' else '430'
    shader_data = dict(
        version=shader_version,
        local_size=local_size,
    )
    compute_shader = _ANIMATION_COMPUTE % shader_data
    vertex_shader = _ANIMATION_VERT % shader_data
    fragment_shader = _ANIMATION_FRAG % shader_data

    vertices_data = array.array('f', [
        -0.5, -0.5, 0.0,
         0.5, -0.5, 0.0,
         0.5,  0.5, 0.0,
        -0.5,  0.5, 0.0,
    ])
    nb_vertices = 4

    input_vertices = ngl.BufferVec3(data=vertices_data)
    output_vertices = ngl.BufferVec3(data=vertices_data)
    input_block = ngl.Block(fields=[input_vertices], layout='std140')
    output_block = ngl.Block(fields=[output_vertices], layout='std430')

    rotate_animkf = [ngl.AnimKeyFrameFloat(0, 0),
                     ngl.AnimKeyFrameFloat(cfg.duration, 360)]
    rotate = ngl.Rotate(ngl.Identity(), axis=(0, 0, 1), anim=ngl.AnimatedFloat(rotate_animkf))
    transform = ngl.UniformMat4(transform=rotate)

    program = ngl.ComputeProgram(compute_shader)
    compute = ngl.Compute(nb_vertices / (local_size ** 2), 1, 1, program)
    compute.update_uniforms(transform=transform)
    compute.update_blocks(input_block=input_block, output_block=output_block)

    quad_buffer = ngl.BufferVec3(block=output_block, block_field=0)
    geometry = ngl.Geometry(quad_buffer, topology='triangle_fan')
    program = ngl.Program(vertex=vertex_shader, fragment=fragment_shader)
    render = ngl.Render(geometry, program)
    render.update_uniforms(color=ngl.UniformVec4(value=COLORS['sgreen']))

    return ngl.Group(children=(compute, render))
Example #6
0
def _get_live_trf_spec(layout):

    t0 = ngl.Identity()
    t1 = ngl.Transform(t0)
    t2 = ngl.Translate(t1)
    t3 = ngl.Rotate(t2)
    t4 = ngl.Scale(t3)
    t5 = ngl.RotateQuat(t4)

    return [
        dict(
            name='m4',
            type='mat4',
            category='single',
            func=lambda data: ngl.UniformMat4(data, transform=t5),
            livechange=(
                lambda: t1.set_matrix(  # trf_step=1
                    0.1,
                    0.2,
                    0.0,
                    0.0,
                    0.0,
                    0.3,
                    0.4,
                    0.0,
                    0.0,
                    0.0,
                    0.5,
                    0.0,
                    0.8,
                    0.7,
                    0.0,
                    0.6,
                ),
                lambda: t2.set_vector(0.2, 0.7, -0.4),  # trf_step=2
                lambda: t3.set_angle(123.4),  # trf_step=3
                lambda: t4.set_factors(0.7, 1.4, 0.2),  # trf_step=4
                lambda: t5.set_quat(0, 0, -0.474, 0.880),  # trf_step=5
                lambda: t5.set_quat(0, 0, 0, 1),
                lambda: t4.set_factors(1, 1, 1),
                lambda: t3.set_angle(0),
                lambda: t2.set_vector(0, 0, 0),
                lambda: t1.set_matrix(
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                )),
        ),
    ]
Example #7
0
def api_livectls():
    # Build a scene and extract its live controls
    rng = random.Random(0)
    scene = ngl.Group(
        children=(
            ngl.UniformBool(live_id="b"),
            ngl.UniformFloat(live_id="f"),
            ngl.UniformIVec3(live_id="iv3"),
            ngl.UserSwitch(
                ngl.Group(
                    children=(
                        ngl.UniformMat4(live_id="m4"),
                        ngl.UniformColor(live_id="clr"),
                        ngl.UniformQuat(as_mat4=True, live_id="rot"),
                    )
                ),
                live_id="switch",
            ),
            ngl.Text(live_id="txt"),
        )
    )
    livectls = ngl.get_livectls(scene)
    assert len(livectls) == 8

    # Attach scene and run a dummy draw to make sure it's valid
    ctx = ngl.Context()
    ret = ctx.configure(offscreen=1, width=16, height=16, backend=_backend)
    assert ret == 0
    assert ctx.set_scene(scene) == 0
    assert ctx.draw(0) == 0

    # Apply live changes on nodes previously tracked by get_livectls()
    values = dict(
        b=True,
        f=rng.uniform(-1, 1),
        iv3=[rng.randint(-100, 100) for i in range(3)],
        switch=False,
        m4=[rng.uniform(-1, 1) for i in range(16)],
        clr=(0.9, 0.3, 0.8),
        rot=(0.1, -0.2, 0.5, -0.3),
        txt="test string",
    )
    for live_id, value in values.items():
        node = livectls[live_id]["node"]
        node_type = livectls[live_id]["node_type"]
        assert node_type == node.__class__.__name__
        if node_type == "UserSwitch":
            node.set_enabled(value)
        elif node_type == "Text":
            node.set_text(value)
        elif hasattr(value, "__iter__"):
            node.set_value(*value)
        else:
            node.set_value(value)

    # Detach scene from context and grab all live controls again
    assert ctx.set_scene(None) == 0
    livectls = ngl.get_livectls(scene)

    # Inspect nodes to check if they were properly altered by the live changes
    for live_id, expected_value in values.items():
        value = livectls[live_id]["val"]
        node_type = livectls[live_id]["node_type"]
        if node_type == "Text":
            assert value == expected_value, (value, expected_value)
        elif hasattr(value, "__iter__"):
            assert all(math.isclose(v, e, rel_tol=1e-6) for v, e in zip(value, expected_value))
        else:
            assert math.isclose(value, expected_value, rel_tol=1e-6)
Example #8
0
def _get_live_trf_spec():

    t0 = ngl.Identity()
    t1 = ngl.Transform(t0)
    t2 = ngl.Translate(t1)
    t3 = ngl.Rotate(t2)
    t4 = ngl.Scale(t3)
    t5 = ngl.RotateQuat(t4)
    t6 = ngl.Skew(t5)

    return [
        dict(
            name="m4",
            type="mat4",
            category="single",
            func=lambda data: ngl.UniformMat4(data, transform=t6),
            livechange=(
                # fmt: off
                lambda: t1.set_matrix(  # trf_step=1
                    0.1,
                    0.2,
                    0.0,
                    0.0,
                    0.0,
                    0.3,
                    0.4,
                    0.0,
                    0.0,
                    0.0,
                    0.5,
                    0.0,
                    0.8,
                    0.7,
                    0.0,
                    0.6,
                ),
                lambda: t2.set_vector(0.2, 0.7, -0.4),  # trf_step=2
                lambda: t3.set_angle(123.4),  # trf_step=3
                lambda: t4.set_factors(0.7, 1.4, 0.2),  # trf_step=4
                lambda: t5.set_quat(0, 0, -0.474, 0.880),  # trf_step=5
                lambda: t6.set_angles(0, 50, -145),  # trf_step=6
                lambda: t6.set_angles(0, 0, 0),
                lambda: t5.set_quat(0, 0, 0, 1),
                lambda: t4.set_factors(1, 1, 1),
                lambda: t3.set_angle(0),
                lambda: t2.set_vector(0, 0, 0),
                lambda: t1.set_matrix(
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                )
                # fmt: on
            ),
        ),
    ]
Example #9
0
    array_ivec4=lambda data: ngl.BufferIVec4(data=data),
    array_mat4=lambda data: ngl.BufferMat4(data=data),
    array_vec2=lambda data: ngl.BufferVec2(data=data),
    array_vec3=lambda data: ngl.BufferVec3(data=data),
    array_vec4=lambda data: ngl.BufferVec4(data=data),
    single_bool=lambda data: ngl.UniformBool(data),
    single_float=lambda data: ngl.UniformFloat(data),
    single_int=lambda data: ngl.UniformInt(data),
    single_ivec2=lambda data: ngl.UniformIVec2(data),
    single_ivec3=lambda data: ngl.UniformIVec3(data),
    single_ivec4=lambda data: ngl.UniformIVec4(data),
    single_uint=lambda data: ngl.UniformUInt(data),
    single_uvec2=lambda data: ngl.UniformUIVec2(data),
    single_uvec3=lambda data: ngl.UniformUIVec3(data),
    single_uvec4=lambda data: ngl.UniformUIVec4(data),
    single_mat4=lambda data: ngl.UniformMat4(data),
    single_quat_mat4=lambda data: ngl.UniformQuat(data, as_mat4=True),
    single_quat_vec4=lambda data: ngl.UniformQuat(data, as_mat4=False),
    single_vec2=lambda data: ngl.UniformVec2(data),
    single_vec3=lambda data: ngl.UniformVec3(data),
    single_vec4=lambda data: ngl.UniformVec4(data),
)


def _get_field_decl(layout, f):
    t = f['type']
    t = t.split('_')[1] if t.startswith('quat') else t
    return '{}{:<5} {}{}{}'.format('uniform ' if layout == 'uniform' else '',
                                   t, 'field_' if layout == 'uniform' else '',
                                   f['name'],
                                   '[%d]' % f['len'] if 'len' in f else '')