def render(self):
        return
        smack = 1/2048.0
        glScale(smack,smack,1.0)

        VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
        VG.load_identity()
        VG.scale(1.0/smack, 1.0/smack)

        # Create the path (a simple circle for now...)
        p = VG.Path()
        r = 0.1
        VGU.ellipse(p, (pe.kaleidoscope_x,pe.kaleidoscope_y), (r,r))

        # Set up the drawing and painting parameters
        pe.vg_stroke_r = 0.5 + 0.35 * math.sin(7/10.0*pe.time)
        pe.vg_stroke_g = 0.5 + 0.35 * math.sin(11/10.0*pe.time)
        pe.vg_stroke_g = 0.5 + 0.35 * math.sin(13/10.0*pe.time)
        pe.vg_stroke_a = 1.0;

        pe.vg_fill_r = 1.0 - pe.vg_stroke_r
        pe.vg_fill_g = 1.0 - pe.vg_stroke_g
        pe.vg_fill_g = 1.0 - pe.vg_stroke_b

        VG.set(VG_STROKE_LINE_WIDTH, pe.vg_stroke_thickness)
        paint = VG.ColorPaint((pe.vg_stroke_r, pe.vg_stroke_g, 
                               pe.vg_stroke_b, pe.vg_stroke_a))
        VG.set_paint(paint, VG_STROKE_PATH)
        
        paint = VG.ColorPaint((pe.vg_fill_r, pe.vg_fill_g, 
                               pe.vg_fill_b, pe.vg_fill_a))
        VG.set_paint(paint, VG_FILL_PATH)
        
        p.draw(VG_FILL_PATH)
        p.draw(VG_STROKE_PATH)
    def render(self):

        smack = 1/2048.0
        glScale(smack,smack,1.0)

        VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
        VG.load_identity()
        VG.scale(1.0/smack, 1.0/smack)

        p = VG.Path()
        p.move_to((-0.5,-0.5))
        VG.set(VG_STROKE_LINE_WIDTH, .01)

        pe.wave_a=0
        pe.square_a=0

        r = pe.mid
        theta = pe.time

        #VGU.round_rect(p, (-0.5,-0.5), (1,1), 1-pe.bass, 1-pe.bass)

        p.quad_to((-r*cos(theta), r*sin(theta)), (0.5, -0.5))
        p.quad_to((-r*cos(theta), r*sin(theta)), (0, 0.5))
        p.quad_to((-r*cos(theta), r*sin(theta)), (-0.5, -0.5))

        paint = VG.ColorPaint((pe.wave_r, pe.wave_g, pe.wave_b, 1.0))
        VG.set_paint(paint, VG_STROKE_PATH)
        
        paint = VG.ColorPaint((1-pe.wave_r, 1-pe.wave_g, 1-pe.wave_b, 1.0))
        VG.set_paint(paint, VG_FILL_PATH)
        
        p.draw(VG_FILL_PATH)
        p.draw(VG_STROKE_PATH)
    def render_bg_old(self):
        smack = 1/2048.0
        glScale(smack,smack,1.0)
 
        VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
        VG.load_identity()
        VG.scale(1.0/smack, 1.0/smack)

        here = -1
        idx = 0
        while here < 1:
            width = random()*.2*3
            p = VG.Path()

            p.move_to((-5,here+width/2))
            p.line_to((5,here+width/2 + random()*.1))
            v = random()

            VG.set(VG_STROKE_LINE_WIDTH, width)
            paint = VG.ColorPaint((0.0, 0.0, 0.0, 1.0))
            VG.set_paint(paint, VG_STROKE_PATH)
            p.draw(VG_STROKE_PATH)

            VG.set(VG_STROKE_LINE_WIDTH, width*.85)
            paint = VG.ColorPaint((v, v, v, 1.0))
            VG.set_paint(paint, VG_STROKE_PATH)
            p.draw(VG_STROKE_PATH)

            here += width
Exemple #4
0
    def render(self):
        if (pe.square_a != 0.0 and pe.vg_mode == 3):
            VG.set(VG_STROKE_LINE_WIDTH, 15.0)

            fill_paint = VG.ColorPaint((pe.square_r, pe.square_g, pe.square_b, pe.square_a))
            stroke_paint = VG.ColorPaint((  0.65 + 0.350*( 0.60*math.sin(0.742*pe.time) + 
                                                           0.40*math.sin(1.021*pe.time) ),
                                            0.65 + 0.350*( 0.60*math.sin(0.703*pe.time) + 
                                                           0.40*math.sin(0.969*pe.time) ),
                                            0.65 + 0.350*( 0.60*math.sin(1.090*pe.time) + 
                                                           0.40*math.sin(0.963*pe.time) ),
                                            pe.square_a))
            VG.set_paint(fill_paint, VG_FILL_PATH)
            VG.set_paint(stroke_paint, VG_STROKE_PATH)

            p = VG.Path(capabilities=VG_PATH_CAPABILITY_APPEND_TO)

            vx=self.vr*math.cos(self.vt)
            vy=self.vr*math.sin(self.vt)

            p.move_to((self.x,self.y))
            self.x+=vx
            self.y+=vy
            p.line_to((self.x,self.y))

            VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
            VG.load_identity()
            VG.scale(0.001, 0.001)
            p.draw(VG_STROKE_PATH);

            if random()<.01:
                self.at = 0

            if self.x<-1000 or self.x>1000 or self.y<-1000 or self.y>1000:
                self.x=0
                self.y=0

            self.vt += (random()-.5)*.1
            self.vt += self.at
            self.at += (random()-.5)*.1
    def render_bg(self):
        return
        self.update()
        
        smack = 1/2048.0
        glScale(smack,smack,1.0)
 
        VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
        VG.load_identity()
        VG.scale(1.0/smack, 1.0/smack)


        idx = 0
        while 1:
            here = self.offsets[idx]
            width = self.offsets[idx+1]-here
            disp = self.displacements[idx]
            v = self.values[idx]
            idx += 1
            if here > 1.0:
               break
            
            p = VG.Path()

            p.move_to((-5,here+width/2))
            p.line_to((5,here+width/2 + disp))

            VG.set(VG_STROKE_LINE_WIDTH, width)
            paint = VG.ColorPaint((0.0, 0.0, 0.0, 1.0))
            VG.set_paint(paint, VG_STROKE_PATH)
            p.draw(VG_STROKE_PATH)

            VG.set(VG_STROKE_LINE_WIDTH, width*.85)
            paint = VG.ColorPaint((v, v, v, 1.0))
            VG.set_paint(paint, VG_STROKE_PATH)
            p.draw(VG_STROKE_PATH)
Exemple #6
0
def main(width, height):
    pygame.init()

    pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 2)
    pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1)
    pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES, 4)
    screen = pygame.display.set_mode((width, height), pygame.OPENGL | pygame.DOUBLEBUF)
    pygame.display.set_caption("Flower test")
    
    
    VG.create_context((width, height))
    VG.set(VG_CLEAR_COLOR, (0.0, 0.0, 0.0, 1.0))

    vera = Font("data/fonts/Vera.ttf", 32)

    message = vera.build_path("Hold down LMB to create flowers")
    message.style = VG.Style(fill_paint=VG.ColorPaint((1.0, 1.0, 1.0, 0.7)))

    doc = parse_svg("data/svg/flower.svg")
    
    flower = doc.getroot()
    (x,y), (w,h) = flower.bounds()
    cx,cy = x+w/2.0, y+h/2.0
    
    particles = []
    to_remove = []

    clock = pygame.time.Clock()
    dt = 0
    running = True
    while running:
        for e in pygame.event.get():
            if e.type == pygame.QUIT:
                running = False
            elif e.type == pygame.KEYDOWN:
                if e.key == pygame.K_ESCAPE:
                    running = False

        if pygame.mouse.get_pressed()[0]:
            x,y = pygame.mouse.get_pos()
            m = random.randint(-60, 60)
            angle = random.randint(0,359)

            pos = (x-cx, height-y-cy)
            vel = (m*math.cos(math.radians(angle)),
                   m*math.sin(math.radians(angle)))
            rot = random.randint(-30, 30)
            scale = random.randint(8, 12)/10.0
            particles.append([pos, vel, random.randint(0,359), rot, scale])

        VG.clear((0,0), (width, height))
        
        for particle in particles:
            VG.load_identity()
            pos, vel, angle, rot, scale = particle
            VG.translate(pos[0]+cx, pos[1]+cy)
            VG.scale(scale, scale)
            VG.rotate(angle)
            VG.translate(-cx, -cy)
            flower.draw()

            particle[0] = (pos[0]+vel[0]*dt/1000.0,pos[1]+vel[1]*dt/1000.0)
            particle[2] += rot * dt/1000.0
            
            if particle[0][0] + w < 0 or particle[0][1] + h < 0:
                to_remove.append(particle)
            elif particle[0][0] - w > width or particle[0][1] - h > height:
                to_remove.append(particle)

        particles = [particle for particle in particles if particle not in to_remove]
        del to_remove[:]

        VG.load_identity()
        message.draw(VG_FILL_PATH)

        dt = clock.tick(30)
        pygame.display.flip()
def main(width, height):
    pygame.init()
    
    pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 2)
    srf = pygame.display.set_mode((width, height), pygame.OPENGL | pygame.DOUBLEBUF)
    pygame.display.set_caption("Interpolation test")
    
    
    VG.create_context((width, height))
    VG.set(VG_CLEAR_COLOR, (1.0, 1.0, 1.0, 1.0))

    paths = []
    path_tag = ".//{http://www.w3.org/2000/svg}path"

    VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
    VG.scale(5.0, 5.0)

    doc = parse_svg("data/svg/shapes.svg")
    
    for element in doc.findall(path_tag):
        path = element.path.transform()
        path.style = element.style
        if not path.style:
            path.style = VG.Style(VG_STROKE_LINE_WIDTH=5.0)
        else:
            path.style[VG_STROKE_LINE_WIDTH] *= 2
        paths.append(path)

    VG.load_identity()

    morph = VG.Path()
    start = paths[0]
    end = paths[1]
    morph.style = start.style

    VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
    VG.translate(220, 140)

    clock = pygame.time.Clock()

    running = True
    dt = 0
    i = 0
    while running:
        events = pygame.event.get()
        for e in events:
            if e.type == pygame.QUIT:
                running = False
            elif e.type == pygame.KEYDOWN:
                if e.key == pygame.K_ESCAPE:
                    running = False

        VG.clear((0, 0), (width, height))

        morph.clear()
        VG.interpolate(start, end, morph, dt/float(MORPH_TIME))

        morph.draw(VG_STROKE_PATH)
        
        pygame.display.flip()

        dt += clock.tick(60)
        if dt >= MORPH_TIME:
            dt -= MORPH_TIME
            i += 1
            start = paths[i % len(paths)]
            end = paths[(i+1) % len(paths)]
            morph.style = start.style
def main(width, height, directory):
    pygame.init()
    
    pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 2)
    pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLEBUFFERS, 1)
    pygame.display.gl_set_attribute(pygame.GL_MULTISAMPLESAMPLES, 4)
    screen = pygame.display.set_mode((width, height), pygame.OPENGL | pygame.DOUBLEBUF)
    pygame.display.set_caption("SVG Viewer")
    
    
    VG.create_context((width, height))
    VG.set(VG_CLEAR_COLOR, (1.0, 1.0, 1.0, 1.0))

    register_font_finder(pygame.font.match_font)
    @register_font_finder
    def fallback_font(name):
        fname = pygame.font.get_default_font()
        return os.path.join(os.path.dirname(pygame.font.__file__), fname)

    vera = Font("data/fonts/Vera.ttf", 16)
    text = vera.build_path("Scroll to change svg files. Drag to see more.")

    drawings = []

    for root, dirs, files in os.walk(directory):
        for fname in files:
            if not fname.endswith(".svg"):
                continue
            path = os.path.join(root, fname)
            try:
                tree = parse_svg(path)
                name = vera.build_path(fname, 16)
                tree.getroot().fit(width, height)
                drawings.append((tree.getroot(), name))
            except:
                print "Error in loading %s" % path
                traceback.print_exc(0)
    
    dragging = False
    dx = dy = 0
    i = 0
    scale = 1
    
    drawing, name = drawings[0]
    (x,y), (w,h) = drawing.bounds()

    running = True
    while running:
        events = pygame.event.get()
        for e in events:
            if e.type == pygame.QUIT:
                running = False
            elif e.type == pygame.KEYDOWN:
                if e.key == pygame.K_ESCAPE:
                    running = False
                elif e.key == pygame.K_1:
                    scale = 1
                elif e.key == pygame.K_2:
                    scale = 2
                elif e.key == pygame.K_3:
                    scale = 3
                elif e.key == pygame.K_4:
                    scale = 4
                elif e.key == pygame.K_5:
                    scale = 5
                elif e.key == pygame.K_6:
                    scale = 6
                elif e.key == pygame.K_7:
                    scale = 7
                elif e.key == pygame.K_8:
                    scale = 8
                elif e.key == pygame.K_9:
                    scale = 9

                elif e.key == pygame.K_EQUALS:
                    i += 1
                    drawing, name = drawings[i % len(drawings)]
                    (x,y), (w,h) = drawing.bounds()
                elif e.key == pygame.K_MINUS:
                    i -= 1
                    drawing, name = drawings[i % len(drawings)]
                    (x,y), (w,h) = drawing.bounds()
            elif e.type == pygame.MOUSEBUTTONDOWN:
                if e.button == 1 or e.button == 2 or e.button == 3:
                    dragging = True
                else:
                    if e.button == 4:
                        i += 1
                    else:
                        i -= 1
                    drawing, name = drawings[i % len(drawings)]
                    (x,y), (w,h) = drawing.bounds()
                    
            elif e.type == pygame.MOUSEBUTTONUP:
                if e.button == 1 or e.button == 2 or e.button == 3:
                    dragging = False
            elif e.type == pygame.MOUSEMOTION:
                if dragging:
                    dx += e.rel[0]/2.0**(scale-1)
                    dy -= e.rel[1]/2.0**(scale-1)

        VG.clear((0, 0), (width, height))

        
        VG.load_identity()

        VG.scale(2**(scale-1),2**(scale-1))
        VG.translate(width/2.0-w/2.0-x+dx, height/2.0-h/2.0-y+dy)

        drawing.draw()

        VG.load_identity()
        VG.translate(10, 10)
        text.draw(VG_FILL_PATH)
        VG.translate(text.bounds()[1][0]+10, 0)
        name.draw(VG_FILL_PATH)

        pygame.display.flip()
    def render(self):
        if pe.vg_mode == 1:
            smack = 1 / 2048.0
            glScale(smack, smack, 1.0)

            #        VG.set(VG_STROKE_JOIN_STYLE, VG_JOIN_ROUND)

            VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
            VG.load_identity()
            VG.scale(1.0 / smack, 1.0 / smack)

            p = VG.Path()
            p.move_to((0, 0))
            VG.set(VG_STROKE_LINE_WIDTH, 0.01)

            #       VGU.rect(p, (0,0), (pe.q1,pe.q2))
            #       VGU.rect(p, (0,0), (x,y))
            #       VGU.arc(p, (0,0), (pe.q1,pe.q2),
            #               0, 2*pi,
            #               0xF100)
            #        VGU.arc(p, (0,0), (.5,.5), 0, 90, 0xF100)
            #        r = pe.q1
            #        p.move_to((0,r))
            #        p.arc_to((r,0), r, r, 0, False, False)

            #        paint = VG.ColorPaint((0.0, 1.0, 1.0, 1.0))
            #        VG.set_paint(paint, VG_STROKE_PATH)

            #        p.draw(VG_STROKE_PATH);

            #        self.wheel(NUM_SEGMENTS, DUTY_CYCLE, OUTER_RADIUS, INNER_RADIUS, LINE_WIDTH,
            #                   0, 1, 1)

            RADIUS = 0.2 * (sin(pe.time) + 1.0) / 2.0 * 3.0
            COUNT = 10
            SIZE = 0.2
            BIAS = pe.time / COUNT * 2 * pi
            for i in range(0, COUNT):
                saved = VG.get_matrix()
                angle = 2 * pi * (float(i) / COUNT) + BIAS
                VG.translate(RADIUS * cos(angle), RADIUS * sin(angle))
                VG.scale(SIZE, SIZE)
                VG.rotate(pe.time * 2 * pi * 10.0 + float(i) / COUNT * 2 * pi * 2.0)
                self.wheel(5, DUTY_CYCLE, OUTER_RADIUS, INNER_RADIUS, LINE_WIDTH, float(COUNT), 1, 1)
                VG.load_matrix(saved)

            return

            GRID_X = 5
            GRID_Y = 5
            idx = 0
            seed(int(pe.time))
            step = pe.time - int(pe.time)
            phase = sin(step * pi)
            for j in range(0, GRID_Y):
                for i in range(0, GRID_X):
                    saved = VG.get_matrix()
                    VG.translate((i + 0.5) / GRID_X * 2 - 1, (j + 0.5) / GRID_Y * 2 - 1)
                    VG.scale(2.0 / GRID_X, 2.0 / GRID_Y)
                    #                if random() < .1:
                    #                    VG.scale(1.0+phase,1.0+phase)
                    VG.scale(pe.bass + 1.0, pe.treb + 1.0)
                    VG.rotate(float(i) / GRID_X * 360.0 * pe.time)

                    # awesome
                    #                VG.translate(sin(pe.time+i/GRID_Y),0)

                    segments = min(j + 1, GRID_Y - j)
                    flag = True if ((j + 2) % (i + 2)) and ((i + 2) % (j + 2)) else False

                    self.wheel(
                        segments,
                        DUTY_CYCLE,
                        OUTER_RADIUS,
                        INNER_RADIUS,
                        LINE_WIDTH,
                        float(i) / GRID_X,
                        sin(float(i) / GRID_X * pi) + sin(pe.time) * 2 * pi,
                        1,
                    )
                    VG.load_matrix(saved)