Esempio n. 1
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    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)
Esempio n. 2
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    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_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
Esempio n. 4
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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("Rainbow Gradient Test")

    VG.create_context((width, height))
    VG.set(VG_CLEAR_COLOR, (1.0, 1.0, 1.0, 1.0))

    canvas = VG.Path(capabilities=VG_PATH_CAPABILITY_APPEND_TO)
    VGU.rect(canvas, (0, 0), (width, height))
     
    rgb_gradient = VG.GradientPaint([(0,0), (width,0)], linear=True)
    rgb_gradient.spread_mode = VG_COLOR_RAMP_SPREAD_REFLECT
    rgb_gradient.stops = generate_rgb_stops(7)

    alpha_stops = [(0.0, (0.0, 0.0, 0.0, 0.0)),
                   (1.0, (1.0, 1.0, 1.0, 1.0))]

    alpha_gradient = VG.GradientPaint([(0,0), (0,height)], linear=True)
    alpha_gradient.spread_mode = VG_COLOR_RAMP_SPREAD_REFLECT
    alpha_gradient.stops = alpha_stops

    n = 7

    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.type == pygame.MOUSEBUTTONDOWN:
                if e.button == 4:
                    n += 1
                    rgb_gradient.stops = generate_rgb_stops(n)
                elif e.button == 5:
                    if n > 2:
                        n -= 1
                        rgb_gradient.stops = generate_rgb_stops(n)

        VG.clear((0, 0), (640, 480))
        VG.set_paint(rgb_gradient, VG_FILL_PATH)
        canvas.draw(VG_FILL_PATH)

        VG.set_paint(alpha_gradient, VG_FILL_PATH)
        canvas.draw(VG_FILL_PATH)
        
        pygame.display.flip()
Esempio n. 5
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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("Polyline test")
    
    VG.create_context((width, height))
    VG.set(VG_CLEAR_COLOR, (1.0, 1.0, 1.0, 1.0))

    polyline = VG.Path()
    stroke_paint = VG.ColorPaint((0.5, 0.2, 0.8, 0.6))
    VG.set_paint(stroke_paint, VG_STROKE_PATH)

    fill_paint = VG.ColorPaint((0.3, 1.0, 0.0, 0.6))
    VG.set_paint(fill_paint, VG_FILL_PATH)

    polyline.style = VG.Style(VG_STROKE_LINE_WIDTH = 4.0,
                              VG_STROKE_JOIN_STYLE = VG_JOIN_MITER,
                              VG_STROKE_CAP_STYLE = VG_CAP_ROUND)

    print "Usage"
    print "Left click: LINE_TO"
    print "Right click: MOVE_TO"
     
    running = True
    first_click = 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.type == pygame.MOUSEBUTTONDOWN:
                if e.button == 1: #left button
                    if first_click:
                        polyline.move_to((e.pos[0], height-e.pos[1]), rel=False)
                        first_click = False
                    else:
                        polyline.line_to((e.pos[0], height-e.pos[1]), rel=False)
                elif e.button == 3:#right button
                    polyline.move_to((e.pos[0], height-e.pos[1]), rel=False)

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

        polyline.draw(VG_STROKE_PATH)

        pygame.display.flip()
    def draw(self):
        VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
        old_matrix = VG.get_matrix()
        
        VG.translate(*self.body.position)
        VG.rotate(math.degrees(self.body.angle))

        old_paint = VG.get_paint(VG_FILL_PATH)
        VG.set_paint(self.fill_paint, VG_FILL_PATH)

        with self.style:
            self.path.draw(VG_STROKE_PATH | VG_FILL_PATH)
            
        VG.set_paint(old_paint, VG_FILL_PATH)

        VG.load_matrix(old_matrix)
Esempio n. 7
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    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
Esempio n. 8
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def main():
    pygame.init()
    
    pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 2)
    srf = pygame.display.set_mode((640,480), pygame.OPENGL | pygame.DOUBLEBUF)
    pygame.display.set_caption("Paint test")
    
    
    VG.create_context((640, 480))
    VG.set(VG_CLEAR_COLOR, (1.0, 1.0, 1.0, 1.0))
    VG.set(VG_STROKE_LINE_WIDTH, 3.0)

    p = VG.Path(capabilities=VG_PATH_CAPABILITY_APPEND_TO)
    VGU.ellipse(p, (0, 0), (64*2,64*2))

    solid_paint = VG.ColorPaint((1.0, 0.0, 1.0))

    stops = [(0.0,(1.0,1.0,1.0,1.0)), (0.333,(1.0,0.0,0.0,1.0)), (0.666,(0.0,1.0,0.0,1.0)), (1.0,(0.0,0.0,1.0,1.0))]

    linear_gradient = [(-60,0), (60,0)]
    linear_paint = VG.GradientPaint(linear_gradient, linear=True)
    linear_paint.spread_mode = VG_COLOR_RAMP_SPREAD_REFLECT
    linear_paint.stops = stops

    radial_gradient = [(0,0), (0,0), 64]
    radial_paint = VG.GradientPaint(radial_gradient, linear=False)
    radial_paint.stops = stops


    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

        VG.clear((0, 0), (640, 480))
        
        VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
        VG.load_identity()

        VG.translate(68, 240-64)
        VG.set_paint(solid_paint, VG_FILL_PATH)
        p.draw(VG_STROKE_PATH | VG_FILL_PATH)

        VG.translate(192, 0)
        VG.set_paint(linear_paint, VG_FILL_PATH)
        p.draw(VG_STROKE_PATH | VG_FILL_PATH)

        VG.translate(192, 0)
        VG.set_paint(radial_paint, VG_FILL_PATH)
        p.draw(VG_STROKE_PATH | VG_FILL_PATH)
        
        pygame.display.flip()
Esempio n. 9
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    def wheel(self, num_segments, duty_cycle, outer_radius, inner_radius, line_width, color_bias, saturation, value):
        VG.set(VG_STROKE_LINE_WIDTH, 0.05)
        for i in range(0, num_segments):
            inner = 2 * pi / num_segments * (i + 0.5)
            inner_x = inner_radius * cos(inner)
            inner_y = inner_radius * sin(inner)

            p = VG.Path()

            r_start = 360.0 / num_segments * i
            r_dist = 360.0 / num_segments * duty_cycle
            p.move_to((inner_x, inner_y))
            VGU.arc(p, (0, 0), (outer_radius * 2, outer_radius * 2), r_start, r_dist, 0xF100)
            p.line_to((inner_x, inner_y))
            # XXX doesn't join to arc start quite correctly
            p.line_to((outer_radius * cos(r_start / 360.0 * 2 * pi), outer_radius * sin(r_start / 360.0 * 2 * pi)))

            (r, g, b) = hsv_to_rgb(float(i) / num_segments + color_bias * 2 * pi, saturation, value)
            paint = VG.ColorPaint((0, 0, 0, 1.0))
            VG.set_paint(paint, VG_STROKE_PATH)
            paint = VG.ColorPaint((r, g, b, 1.0))
            VG.set_paint(paint, VG_FILL_PATH)
            p.draw(VG_FILL_PATH)
            p.draw(VG_STROKE_PATH)
    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)
Esempio n. 11
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def main(width, height, radius, count, flags=0):
    pygame.init()
    
    pygame.display.gl_set_attribute(pygame.GL_STENCIL_SIZE, 2)

    flags |= pygame.OPENGL | pygame.DOUBLEBUF
    
    srf = pygame.display.set_mode((width, height), flags)
    pygame.display.set_caption("Blending test")
    
    
    VG.create_context((width, height))
    VG.set(VG_CLEAR_COLOR, (1.0, 1.0, 1.0, 1.0))

    orange_paint = VG.ColorPaint((1.0, 0.5, 0.0, 0.5))
    blue_paint = VG.ColorPaint((0.0, 0.0, 1.0, 0.5))
    black_paint = VG.ColorPaint((0.0, 0.0, 0.0))

    blend_modes = [VG_BLEND_SRC, VG_BLEND_SRC_OVER, VG_BLEND_DST_OVER,
                   VG_BLEND_SRC_IN, VG_BLEND_DST_IN, VG_BLEND_MULTIPLY,
                   VG_BLEND_SCREEN, VG_BLEND_DARKEN, VG_BLEND_LIGHTEN,
                   VG_BLEND_ADDITIVE]

    blend_index = 0
    
    VG.set(VG_BLEND_MODE, blend_modes[0])

    font = Font("data/fonts/Vera.ttf", 30)
    src_path = font.build_path("SRC")
    dst_path = font.build_path("DST")
    message = font.build_path("Scroll to change the blend mode")
    
    circle = VG.Path()
    VGU.ellipse(circle, (0, 0), (radius*2, radius*2))
    center_and_concat(circle, dst_path)

    square = VG.Path()
    VGU.rect(square, (-radius, -radius), (radius*2, radius*2))
    center_and_concat(square, src_path)

    circle2 = VG.Path()
    VGU.ellipse(circle2, (0, 0), (radius*2, radius*2))

    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.type == pygame.MOUSEBUTTONDOWN:
                if e.button == 4:
                    blend_index += 1
                    VG.set(VG_BLEND_MODE, blend_modes[blend_index % len(blend_modes)])
                elif e.button == 5:
                    blend_index -= 1
                    VG.set(VG_BLEND_MODE, blend_modes[blend_index % len(blend_modes)])

        VG.clear((0, 0), (width, height))
        
        VG.set(VG_MATRIX_MODE, VG_MATRIX_PATH_USER_TO_SURFACE)
        VG.load_identity()
        VG.translate(width - radius*1.5, radius * 2.5)
        circle.draw(VG_FILL_PATH | VG_STROKE_PATH)
        VG.translate(-radius, -radius)
        VG.set_paint(orange_paint, VG_FILL_PATH)
        square.draw(VG_FILL_PATH | VG_STROKE_PATH)

        VG.set_paint(blue_paint, VG_FILL_PATH)
        for i in xrange(count):
            angle = i*2*math.pi/count
            VG.load_identity()
            VG.translate(width//2, height//2)
            VG.translate(radius*math.cos(angle), radius*math.sin(angle))
            circle2.draw(VG_FILL_PATH)

        VG.load_identity()
        (x,y), (w,h) = message.bounds()
        VG.translate(-x, height-y-h)
        message.draw(VG_STROKE_PATH | VG_FILL_PATH)
        

        
        pygame.display.flip()