Esempio n. 1
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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)
Esempio n. 2
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def compute_particules(cfg):
    random.seed(0)
    cfg.duration = 10
    local_size = 4
    nb_particules = 128

    shader_version = '310 es' if cfg.backend == 'gles' else '430'
    shader_data = dict(
        version=shader_version,
        local_size=local_size,
        nb_particules=nb_particules,
    )
    compute_shader = _PARTICULES_COMPUTE % shader_data
    vertex_shader = _PARTICULES_VERT % shader_data
    fragment_shader = _PARTICULES_FRAG % shader_data

    positions = array.array('f')
    velocities = array.array('f')
    for i in range(nb_particules):
        positions.extend([
            random.uniform(-2.0, 1.0),
            random.uniform(-1.0, 1.0),
            0.0,
        ])
        velocities.extend([
            random.uniform(1.0, 2.0),
            random.uniform(0.5, 1.5),
        ])

    ipositions = ngl.Block(
        fields=[
            ngl.BufferVec3(data=positions),
            ngl.BufferVec2(data=velocities),
        ],
        layout='std430',
    )
    opositions = ngl.Block(fields=[ngl.BufferVec3(count=nb_particules)], layout='std430')

    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 1.0),
    ]
    time = ngl.AnimatedFloat(animkf)
    duration = ngl.UniformFloat(cfg.duration)

    group_size = nb_particules / local_size
    program = ngl.ComputeProgram(compute_shader)
    compute = ngl.Compute(nb_particules, 1, 1, program)
    compute.update_uniforms(time=time, duration=duration)
    compute.update_blocks(ipositions_buffer=ipositions, opositions_buffer=opositions)

    circle = ngl.Circle(radius=0.05)
    program = ngl.Program(vertex=vertex_shader, fragment=fragment_shader)
    render = ngl.Render(circle, program, nb_instances=nb_particules)
    render.update_uniforms(color=ngl.UniformVec4(value=COLORS['sgreen']))
    render.update_blocks(positions_buffer=opositions)

    group = ngl.Group()
    group.add_children(compute, render)
    return group
Esempio n. 3
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def compute_particles(cfg):
    cfg.duration = 10
    workgroups = (2, 1, 4)
    local_size = (4, 4, 1)
    nb_particles = workgroups[0] * workgroups[1] * workgroups[2] * local_size[
        0] * local_size[1] * local_size[2]

    positions = array.array("f")
    velocities = array.array("f")
    for i in range(nb_particles):
        positions.extend([
            cfg.rng.uniform(-2.0, 1.0),
            cfg.rng.uniform(-1.0, 1.0),
            0.0,
        ])
        velocities.extend([
            cfg.rng.uniform(1.0, 2.0),
            cfg.rng.uniform(0.5, 1.5),
        ])

    ipositions = ngl.Block(
        fields=[
            ngl.BufferVec3(data=positions, label="positions"),
            ngl.BufferVec2(data=velocities, label="velocities"),
        ],
        layout="std430",
    )
    opositions = ngl.Block(
        fields=[ngl.BufferVec3(count=nb_particles, label="positions")],
        layout="std140")

    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 1.0),
    ]
    time = ngl.AnimatedFloat(animkf)
    duration = ngl.UniformFloat(cfg.duration)

    program = ngl.ComputeProgram(_PARTICULES_COMPUTE,
                                 workgroup_size=local_size)
    program.update_properties(odata=ngl.ResourceProps(writable=True))
    compute = ngl.Compute(workgroups, program)
    compute.update_resources(time=time,
                             duration=duration,
                             idata=ipositions,
                             odata=opositions)

    circle = ngl.Circle(radius=0.05)
    program = ngl.Program(vertex=_PARTICULES_VERT,
                          fragment=cfg.get_frag("color"))
    render = ngl.Render(circle, program, nb_instances=nb_particles)
    render.update_frag_resources(color=ngl.UniformVec3(value=COLORS.sgreen),
                                 opacity=ngl.UniformFloat(1))
    render.update_vert_resources(data=opositions)

    group = ngl.Group()
    group.add_children(compute, render)
    return group
Esempio n. 4
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def compute_particules(cfg):
    random.seed(0)
    cfg.duration = 10
    local_size = 4
    nb_particules = 128

    positions = array.array('f')
    velocities = array.array('f')
    for i in range(nb_particules):
        positions.extend([
            random.uniform(-2.0, 1.0),
            random.uniform(-1.0, 1.0),
            0.0,
        ])
        velocities.extend([
            random.uniform(1.0, 2.0),
            random.uniform(0.5, 1.5),
        ])

    ipositions = ngl.Block(
        fields=[
            ngl.BufferVec3(data=positions, label='positions'),
            ngl.BufferVec2(data=velocities, label='velocities'),
        ],
        layout='std430',
    )
    opositions = ngl.Block(
        fields=[ngl.BufferVec3(count=nb_particules, label='positions')],
        layout='std430')

    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 1.0),
    ]
    time = ngl.AnimatedFloat(animkf)
    duration = ngl.UniformFloat(cfg.duration)

    group_size = nb_particules / local_size
    program = ngl.ComputeProgram(_PARTICULES_COMPUTE %
                                 dict(local_size=local_size))
    compute = ngl.Compute(nb_particules, 1, 1, program)
    compute.update_resources(time=time,
                             duration=duration,
                             idata=ipositions,
                             odata=opositions)

    circle = ngl.Circle(radius=0.05)
    program = ngl.Program(vertex=_PARTICULES_VERT,
                          fragment=cfg.get_frag('color'))
    render = ngl.Render(circle, program, nb_instances=nb_particules)
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['sgreen']))
    render.update_vert_resources(data=opositions)

    group = ngl.Group()
    group.add_children(compute, render)
    return group
Esempio n. 5
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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
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))
Esempio n. 7
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def _get_cube():
    # front
    p0 = (-1, -1, 1)
    p1 = ( 1, -1, 1)
    p2 = ( 1,  1, 1)
    p3 = (-1,  1, 1)

    # back
    p4 = (-1, -1, -1)
    p5 = ( 1, -1, -1)
    p6 = ( 1,  1, -1)
    p7 = (-1,  1, -1)

    cube_vertices_data = array.array(
        'f',
        p0 + p1 + p2 + p2 + p3 + p0 +  # front
        p1 + p5 + p6 + p6 + p2 + p1 +  # right
        p7 + p6 + p5 + p5 + p4 + p7 +  # back
        p4 + p0 + p3 + p3 + p7 + p4 +  # left
        p4 + p5 + p1 + p1 + p0 + p4 +  # bottom
        p3 + p2 + p6 + p6 + p7 + p3    # top
    )

    uvs = (0, 1, 1, 1, 1, 0, 1, 0, 0, 0, 0, 1)
    cube_uvs_data = array.array('f', uvs * 6)

    up = (0, 1, 0)
    down = (0, -1, 0)
    front = (0, 0, 1)
    back = (0, 0, -1)
    left = (-1, 0, 0)
    right = (1, 0, 0)

    cube_normals_data = array.array(
        'f',
        front * 6 +
        right * 6 +
        back * 6 +
        left * 6 +
        down * 6 +
        up * 6
    )

    return ngl.Geometry(
        vertices=ngl.BufferVec3(data=cube_vertices_data),
        uvcoords=ngl.BufferVec2(data=cube_uvs_data),
        normals=ngl.BufferVec3(data=cube_normals_data),
    )
Esempio n. 8
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def catmull(cfg, tension=0.5):
    cfg.duration = 3
    # fmt: off
    points = (
        (-0.62, -0.30, 0.0),
        (-0.36, 0.40, 0.0),
        (0.04, -0.27, 0.0),
        (0.36, 0.28, 0.0),
        (0.65, -0.04, 0.0),
    )
    controls = (
        (-0.84, 0.07, 0.0),
        (0.84, 0.04, 0.0),
    )
    # fmt: on

    flat_points = (elt for iterable in points for elt in iterable)
    points_array = array.array("f", flat_points)

    path = ngl.SmoothPath(
        ngl.BufferVec3(data=points_array),
        control1=controls[0],
        control2=controls[1],
        tension=tension,
    )

    return _path_scene(cfg, path, points, controls, easing="exp_in_out")
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
Esempio n. 10
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def transform_smoothpath(cfg):
    cfg.aspect_ratio = (1, 1)
    cfg.duration = 3
    shape = _transform_shape(cfg, w=0.3, h=0.3)

    # fmt: off
    points = (
        (-0.62, -0.30, 0.0),
        (-0.36, 0.40, 0.0),
        (0.04, -0.27, 0.0),
        (0.36, 0.28, 0.0),
        (0.65, -0.04, 0.0),
    )
    controls = (
        (-0.84, 0.07, 0.0),
        (0.84, 0.04, 0.0),
    )
    # fmt: on

    flat_points = (elt for point in points for elt in point)
    points_array = array.array("f", flat_points)

    path = ngl.SmoothPath(
        ngl.BufferVec3(data=points_array),
        control1=controls[0],
        control2=controls[1],
        tension=0.4,
    )

    anim_kf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 1, "exp_in_out"),
    ]

    return ngl.Translate(shape, vector=ngl.AnimatedPath(anim_kf, path))
Esempio n. 11
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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))
Esempio n. 12
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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
Esempio n. 13
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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))
Esempio n. 14
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    def ret_func(cfg,
                 nb_points=100,
                 zoom=1,
                 offset_start=0,
                 offset_end=1,
                 draw_in=True,
                 draw_out=True,
                 draw_in_out=True,
                 draw_out_in=True):

        g = ngl.Group()
        cfg.aspect_ratio = (1, 1)
        frag_data = cfg.get_frag('color')
        program = ngl.Program(fragment=frag_data)

        for idx, ext in enumerate(versions):

            interp = name
            if ext is not None:
                interp += '_' + ext
                if not eval('draw_' + ext):
                    continue

            anim = ngl.AnimatedFloat([
                ngl.AnimKeyFrameFloat(-1, -1),
                ngl.AnimKeyFrameFloat(1,
                                      1,
                                      interp,
                                      easing_start_offset=offset_start,
                                      easing_end_offset=offset_end)
            ])

            vertices_data = array.array('f')
            for i in range(nb_points + 1):
                x = (i / float(nb_points) * 2 - 1)
                y = anim.evaluate(x * 1 / zoom) * zoom
                vertices_data.extend([x, y, 0])

            vertices = ngl.BufferVec3(data=vertices_data)
            geometry = ngl.Geometry(vertices, topology='line_strip')
            render = ngl.Render(geometry, program)
            render.update_uniforms(color=ngl.UniformVec4(_colors[idx]))

            g.add_children(render)
        return g
Esempio n. 15
0
def shape_geometry_with_renderother(cfg):
    cfg.aspect_ratio = (1, 1)

    vertices_data = array.array("f")
    uvcoords_data = array.array("f")
    boundaries = (
        (-1, 0, 0, 1),
        (0, 1, 0, 1),
        (-1, 0, -1, 0),
        (0, 1, -1, 0),
    )
    for xmin, xmax, ymin, ymax in boundaries:
        x0, y0 = cfg.rng.uniform(xmin, xmax), cfg.rng.uniform(ymin, ymax)
        x1, y1 = cfg.rng.uniform(xmin, xmax), cfg.rng.uniform(ymin, ymax)
        vertices_data.extend((0, 0, 0, x0, y0, 0, x1, y1, 0))
        uvcoords_data.extend((0, 0, x0, y0, x1, y1))

    geometry = ngl.Geometry(
        vertices=ngl.BufferVec3(data=vertices_data),
        uvcoords=ngl.BufferVec2(data=uvcoords_data),
        topology="triangle_list",
    )

    return ngl.RenderColor(geometry=geometry)
Esempio n. 16
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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))
Esempio n. 17
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    def cropboard(cfg, dim_clr=3, dim_cut=9):
        cfg.duration = 5. + 1.

        random.seed(0)

        get_rand = lambda: array.array(
            'f', [random.random() for i in range(dim_clr**2 * 3)])
        nb_kf = 2
        buffers = [get_rand() 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.AnimatedBufferVec3(keyframes=random_animkf)
        random_tex = ngl.Texture2D(data_src=random_buffer,
                                   width=dim_clr,
                                   height=dim_clr)

        kw = kh = 1. / dim_cut
        qw = qh = 2. / dim_cut

        p = ngl.Program(vertex=cfg.get_vert('cropboard'),
                        fragment=cfg.get_frag('texture'))

        uv_offset_buffer = array.array('f')
        translate_a_buffer = array.array('f')
        translate_b_buffer = array.array('f')

        if set_indices:
            indices = array.array('H', [0, 2, 1, 3])
            indices_buffer = ngl.BufferUShort(data=indices)

            vertices = array.array('f', [
                0,
                0,
                0,
                qw,
                qh,
                0,
                qw,
                0,
                0,
                0,
                qh,
                0,
            ])

            uvcoords = array.array('f', [
                0,
                1.0,
                kw,
                1.0 - kh,
                kw,
                1.0,
                0,
                1.0 - kh,
            ])

            vertices_buffer = ngl.BufferVec3(data=vertices)
            uvcoords_buffer = ngl.BufferVec2(data=uvcoords)

            q = ngl.Geometry(topology='triangle_fan',
                             vertices=vertices_buffer,
                             uvcoords=uvcoords_buffer,
                             indices=indices_buffer)
        else:
            q = ngl.Quad(corner=(0, 0, 0),
                         width=(qw, 0, 0),
                         height=(0, qh, 0),
                         uv_corner=(0, 0),
                         uv_width=(kw, 0),
                         uv_height=(0, kh))

        for y in range(dim_cut):
            for x in range(dim_cut):
                uv_offset = [x * kw, (y + 1.) * kh - 1.]
                src = [random.uniform(-2, 2), random.uniform(-2, 2)]
                dst = [x * qw - 1., 1. - (y + 1.) * qh]

                uv_offset_buffer.extend(uv_offset)
                translate_a_buffer.extend(src)
                translate_b_buffer.extend(dst)

        utime_animkf = [
            ngl.AnimKeyFrameFloat(0, 0),
            ngl.AnimKeyFrameFloat(cfg.duration - 1., 1)
        ]
        utime = ngl.AnimatedFloat(utime_animkf)

        render = ngl.Render(q, p, nb_instances=dim_cut**2)
        render.update_textures(tex0=random_tex)
        render.update_uniforms(time=utime)
        render.update_instance_attributes(
            uv_offset=ngl.BufferVec2(data=uv_offset_buffer),
            translate_a=ngl.BufferVec2(data=translate_a_buffer),
            translate_b=ngl.BufferVec2(data=translate_b_buffer),
        )

        return render
def particles(cfg, particles=32):
    """Particules demo using compute shaders and instancing"""

    compute_shader = cfg.get_comp("particles")
    vertex_shader = cfg.get_vert("particles")
    fragment_shader = cfg.get_frag("color")

    cfg.duration = 6

    x = 64
    p = x * particles

    positions = array.array("f")
    velocities = array.array("f")

    for i in range(p):
        positions.extend([
            cfg.rng.uniform(-1.0, 1.0),
            cfg.rng.uniform(0.0, 1.0),
            0.0,
        ])

        velocities.extend([
            cfg.rng.uniform(-0.01, 0.01),
            cfg.rng.uniform(-0.05, 0.05),
        ])

    ipositions = ngl.Block(
        fields=[ngl.BufferVec3(data=positions, label="data")], layout="std430")
    ivelocities = ngl.Block(
        fields=[ngl.BufferVec2(data=velocities, label="data")],
        layout="std430")
    opositions = ngl.Block(fields=[ngl.BufferVec3(count=p, label="data")],
                           layout="std430")

    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 1)
    ]
    utime = ngl.AnimatedFloat(animkf)
    uduration = ngl.UniformFloat(cfg.duration)

    cp = ngl.ComputeProgram(compute_shader, workgroup_size=(1, 1, 1))
    cp.update_properties(opositions=ngl.ResourceProps(writable=True))

    c = ngl.Compute(workgroup_count=(x, particles, 1), program=cp)
    c.update_resources(
        time=utime,
        duration=uduration,
        ipositions=ipositions,
        ivelocities=ivelocities,
        opositions=opositions,
    )

    quad_width = 0.01
    quad = ngl.Quad(corner=(-quad_width / 2, -quad_width / 2, 0),
                    width=(quad_width, 0, 0),
                    height=(0, quad_width, 0))
    p = ngl.Program(
        vertex=vertex_shader,
        fragment=fragment_shader,
    )
    p.update_vert_out_vars(var_uvcoord=ngl.IOVec2(),
                           var_tex0_coord=ngl.IOVec2())
    r = ngl.Render(quad, p, nb_instances=particles, blending="src_over")
    r.update_frag_resources(color=ngl.UniformVec3(value=(0, 0.6, 0.8)),
                            opacity=ngl.UniformFloat(0.9))
    r.update_vert_resources(positions=opositions)

    g = ngl.Group()
    g.add_children(c, r)

    return ngl.Camera(g)
Esempio n. 19
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def particles(cfg, particles=32):
    '''Particules demo using compute shaders and instancing'''
    random.seed(0)

    compute_shader = cfg.get_comp('particles')
    vertex_shader = cfg.get_vert('particles')
    fragment_shader = cfg.get_frag('color')

    cfg.duration = 6

    x = 64
    p = x * particles

    positions = array.array('f')
    velocities = array.array('f')

    for i in range(p):
        positions.extend([
            random.uniform(-1.0, 1.0),
            random.uniform(0.0, 1.0),
            0.0,
        ])

        velocities.extend([
            random.uniform(-0.01, 0.01),
            random.uniform(-0.05, 0.05),
        ])

    ipositions = ngl.Block(fields=[ngl.BufferVec3(data=positions, label='data')], layout='std430')
    ivelocities = ngl.Block(fields=[ngl.BufferVec2(data=velocities, label='data')], layout='std430')
    opositions = ngl.Block(fields=[ngl.BufferVec3(count=p, label='data')], layout='std430')

    animkf = [ngl.AnimKeyFrameFloat(0, 0),
              ngl.AnimKeyFrameFloat(cfg.duration, 1)]
    utime = ngl.AnimatedFloat(animkf)
    uduration = ngl.UniformFloat(cfg.duration)

    cp = ngl.ComputeProgram(compute_shader, workgroup_size=(1, 1, 1))
    cp.update_properties(opositions=ngl.ResourceProps(writable=True))

    c = ngl.Compute(workgroup_count=(x, particles, 1), program=cp)
    c.update_resources(
        time=utime,
        duration=uduration,
        ipositions=ipositions,
        ivelocities=ivelocities,
        opositions=opositions,
    )

    quad_width = 0.01
    quad = ngl.Quad(
        corner=(-quad_width/2, -quad_width/2, 0),
        width=(quad_width, 0, 0),
        height=(0, quad_width, 0)
    )
    p = ngl.Program(
        vertex=vertex_shader,
        fragment=fragment_shader,
    )
    p.update_vert_out_vars(var_uvcoord=ngl.IOVec2(), var_tex0_coord=ngl.IOVec2())
    r = ngl.Render(quad, p, nb_instances=particles)
    r.update_frag_resources(color=ngl.UniformVec4(value=(0, .6, .8, .9)))
    r.update_vert_resources(positions=opositions)

    r = ngl.GraphicConfig(r,
                          blend=True,
                          blend_src_factor='src_alpha',
                          blend_dst_factor='one_minus_src_alpha',
                          blend_src_factor_a='zero',
                          blend_dst_factor_a='one')

    g = ngl.Group()
    g.add_children(c, r)

    return ngl.Camera(g)
Esempio n. 20
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def _get_easing_node(cfg, easing, curve_zoom, color_program, nb_points=128):
    text_vratio = 1 / 8.
    graph_hpad_ratio = 1 / 16.

    area_size = 2.0
    width, height = area_size, area_size
    text_height = text_vratio * height
    pad_height = graph_hpad_ratio * height

    # Colors
    hue = random.uniform(0, 0.6)
    color = list(colorsys.hls_to_rgb(hue, 0.6, 1.0)) + [1]
    ucolor = ngl.UniformVec4(value=color)
    graph_bg_ucolor = ngl.UniformVec4(value=(.15, .15, .15, 1))
    normed_graph_bg_ucolor = ngl.UniformVec4(value=(0, 0, 0, 1))
    line_ucolor = ngl.UniformVec4(value=(1, 1, 1, .4))

    # Text legend
    text = ngl.Text(text=easing,
                    fg_color=color,
                    padding=3,
                    bg_color=(0, 0, 0, 1),
                    box_corner=(-width / 2., height / 2. - text_height, 0),
                    box_width=(width, 0, 0),
                    box_height=(0, text_height, 0),
                    label='%s legend' % easing)

    # Graph drawing area (where the curve may overflow)
    graph_size = area_size - text_height - pad_height * 2
    graph_block = _block(graph_size,
                         graph_size,
                         color_program,
                         corner=(-graph_size / 2,
                                 -(graph_size + text_height) / 2, 0),
                         color=graph_bg_ucolor)

    # Normed area of the graph
    normed_graph_size = graph_size * curve_zoom
    normed_graph_block = _block(normed_graph_size,
                                normed_graph_size,
                                color_program,
                                corner=(-normed_graph_size / 2,
                                        -(normed_graph_size + text_height) / 2,
                                        0),
                                color=normed_graph_bg_ucolor)

    # Curve
    easing_name, easing_args = _easing_split(easing)
    curve_scale_factor = graph_size / area_size * curve_zoom
    vertices_data = array.array('f')
    for i in range(nb_points + 1):
        t = i / float(nb_points)
        v = ngl.easing_evaluate(easing_name, t, easing_args)
        x = curve_scale_factor * (t * width - width / 2.)
        y = curve_scale_factor * (v * height - height / 2.)
        y -= text_height / 2.
        vertices_data.extend([x, y, 0])
    vertices = ngl.BufferVec3(data=vertices_data)
    geometry = ngl.Geometry(vertices, topology='line_strip')
    curve = ngl.Render(geometry, color_program, label='%s curve' % easing)
    curve.update_uniforms(color=ucolor)

    # Value cursor
    y = 2 / 3. * pad_height
    x = y * math.sqrt(3)
    cursor_geometry = ngl.Triangle((-x, y, 0), (0, 0, 0), (-x, -y, 0))
    cursor = ngl.Render(cursor_geometry,
                        color_program,
                        label='%s cursor' % easing)
    cursor.update_uniforms(color=ucolor)

    # Horizontal value line
    hline_data = array.array('f', (0, 0, 0, graph_size, 0, 0))
    hline_vertices = ngl.BufferVec3(data=hline_data)
    hline_geometry = ngl.Geometry(hline_vertices, topology='line_strip')
    hline = ngl.Render(hline_geometry,
                       color_program,
                       label='%s value line' % easing)
    hline.update_uniforms(color=line_ucolor)

    # Value animation (cursor + h-line)
    value_x = -graph_size / 2.
    value_y = (-text_height - normed_graph_size) / 2.
    value_animkf = (
        ngl.AnimKeyFrameVec3(0, (value_x, value_y, 0)),
        ngl.AnimKeyFrameVec3(cfg.duration,
                             (value_x, value_y + normed_graph_size, 0),
                             easing_name, easing_args),
    )
    value_anim = ngl.Group(children=(hline, cursor))
    value_anim = ngl.Translate(value_anim,
                               anim=ngl.AnimatedVec3(value_animkf),
                               label='%s value anim' % easing)

    # Vertical time line
    vline_data = array.array('f', (0, 0, 0, 0, graph_size, 0))
    vline_vertices = ngl.BufferVec3(data=vline_data)
    vline_geometry = ngl.Geometry(vline_vertices, topology='line_strip')
    vline = ngl.Render(vline_geometry,
                       color_program,
                       label='%s time line' % easing)
    vline.update_uniforms(color=line_ucolor)

    # Time animation (v-line only)
    time_x = -normed_graph_size / 2.
    time_y = (-text_height - graph_size) / 2.
    time_animkf = (ngl.AnimKeyFrameVec3(0, (time_x, time_y, 0)),
                   ngl.AnimKeyFrameVec3(
                       cfg.duration, (time_x + normed_graph_size, time_y, 0)))
    time_anim = ngl.Translate(vline,
                              anim=ngl.AnimatedVec3(time_animkf),
                              label='%s time anim' % easing)

    group = ngl.Group(label='%s block' % easing)
    group.add_children(text, graph_block, normed_graph_block, curve,
                       value_anim, time_anim)
    return group
Esempio n. 21
0
 animated_buffer_vec3=lambda data: ngl.AnimatedBufferVec3(
     keyframes=_get_anim_kf(ngl.AnimKeyFrameBuffer, data)),
 animated_buffer_vec4=lambda data: ngl.AnimatedBufferVec4(
     keyframes=_get_anim_kf(ngl.AnimKeyFrameBuffer, data)),
 animated_quat_mat4=lambda data: ngl.AnimatedQuat(
     keyframes=_get_anim_kf(ngl.AnimKeyFrameQuat, data), as_mat4=True),
 animated_quat_vec4=lambda data: ngl.AnimatedQuat(
     keyframes=_get_anim_kf(ngl.AnimKeyFrameQuat, data), as_mat4=False),
 array_float=lambda data: ngl.BufferFloat(data=data),
 array_int=lambda data: ngl.BufferInt(data=data),
 array_ivec2=lambda data: ngl.BufferIVec2(data=data),
 array_ivec3=lambda data: ngl.BufferIVec3(data=data),
 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),
Esempio n. 22
0
    def cropboard(cfg, dim_clr=3, dim_cut=9):
        cfg.duration = 5.0 + 1.0

        nb_kf = 2
        buffers = [
            get_random_color_buffer(cfg.rng, dim_clr) for _ 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_clr,
                                   height=dim_clr)

        kw = kh = 1.0 / dim_cut
        qw = qh = 2.0 / dim_cut

        p = ngl.Program(vertex=cfg.get_vert("cropboard"),
                        fragment=cfg.get_frag("texture"))
        p.update_vert_out_vars(var_tex0_coord=ngl.IOVec2())

        uv_offset_buffer = array.array("f")
        translate_a_buffer = array.array("f")
        translate_b_buffer = array.array("f")

        if set_indices:
            indices = array.array("H", [0, 2, 1, 1, 3, 0])
            indices_buffer = ngl.BufferUShort(data=indices)

            vertices = array.array(
                "f",
                [
                    # fmt: off
                    0,
                    0,
                    0,
                    qw,
                    qh,
                    0,
                    qw,
                    0,
                    0,
                    0,
                    qh,
                    0,
                    # fmt: on
                ],
            )

            uvcoords = array.array(
                "f",
                [
                    # fmt: off
                    0,
                    1.0,
                    kw,
                    1.0 - kh,
                    kw,
                    1.0,
                    0,
                    1.0 - kh,
                    # fmt: on
                ],
            )

            vertices_buffer = ngl.BufferVec3(data=vertices)
            uvcoords_buffer = ngl.BufferVec2(data=uvcoords)

            q = ngl.Geometry(vertices=vertices_buffer,
                             uvcoords=uvcoords_buffer,
                             indices=indices_buffer)
        else:
            q = ngl.Quad(
                corner=(0, 0, 0),
                width=(qw, 0, 0),
                height=(0, qh, 0),
                uv_corner=(0, 0),
                uv_width=(kw, 0),
                uv_height=(0, kh),
            )

        for y in range(dim_cut):
            for x in range(dim_cut):
                uv_offset = [x * kw, (y + 1.0) * kh - 1.0]
                src = [cfg.rng.uniform(-2, 2), cfg.rng.uniform(-2, 2)]
                dst = [x * qw - 1.0, 1.0 - (y + 1.0) * qh]

                uv_offset_buffer.extend(uv_offset)
                translate_a_buffer.extend(src)
                translate_b_buffer.extend(dst)

        utime_animkf = [
            ngl.AnimKeyFrameFloat(0, 0),
            ngl.AnimKeyFrameFloat(cfg.duration - 1.0, 1)
        ]
        utime = ngl.AnimatedFloat(utime_animkf)

        render = ngl.Render(q, p, nb_instances=dim_cut**2)
        render.update_frag_resources(tex0=random_tex)
        render.update_vert_resources(time=utime)
        render.update_instance_attributes(
            uv_offset=ngl.BufferVec2(data=uv_offset_buffer),
            translate_a=ngl.BufferVec2(data=translate_a_buffer),
            translate_b=ngl.BufferVec2(data=translate_b_buffer),
        )

        return render
Esempio n. 23
0
def particules(cfg, particules=32):
    '''Particules demo using compute shaders and instancing'''
    random.seed(0)

    shader_version = '310 es' if cfg.backend == 'gles' else '430'
    shader_header = '#version %s\n' % shader_version
    compute_shader = shader_header + cfg.get_comp('particules')
    vertex_shader = shader_header + cfg.get_vert('particules')
    fragment_shader = shader_header + cfg.get_frag('particules')

    cfg.duration = 6

    x = 64
    p = x * particules

    positions = array.array('f')
    velocities = array.array('f')

    for i in range(p):
        positions.extend([
            random.uniform(-1.0, 1.0),
            random.uniform(0.0, 1.0),
            0.0,
        ])

        velocities.extend([
            random.uniform(-0.01, 0.01),
            random.uniform(-0.05, 0.05),
        ])

    ipositions = ngl.Block(fields=[ngl.BufferVec3(data=positions)], layout='std430')
    ivelocities = ngl.Block(fields=[ngl.BufferVec2(data=velocities)], layout='std430')
    opositions = ngl.Block(fields=[ngl.BufferVec3(count=p)], layout='std430')

    animkf = [ngl.AnimKeyFrameFloat(0, 0),
              ngl.AnimKeyFrameFloat(cfg.duration, 1)]
    utime = ngl.AnimatedFloat(animkf)
    uduration = ngl.UniformFloat(cfg.duration)

    cp = ngl.ComputeProgram(compute_shader)

    c = ngl.Compute(x, particules, 1, cp)
    c.update_uniforms(
        time=utime,
        duration=uduration,
    )
    c.update_blocks(
        ipositions_buffer=ipositions,
        ivelocities_buffer=ivelocities,
        opositions_buffer=opositions,
    )

    quad_width = 0.01
    quad = ngl.Quad(
        corner=(-quad_width/2, -quad_width/2, 0),
        width=(quad_width, 0, 0),
        height=(0, quad_width, 0)
    )
    p = ngl.Program(
        vertex=vertex_shader,
        fragment=fragment_shader,
    )
    r = ngl.Render(quad, p, nb_instances=particules)
    r.update_uniforms(color=ngl.UniformVec4(value=(0, .6, .8, .9)))
    r.update_blocks(positions_buffer=opositions)

    r = ngl.GraphicConfig(r,
                          blend=True,
                          blend_src_factor='src_alpha',
                          blend_dst_factor='one_minus_src_alpha',
                          blend_src_factor_a='zero',
                          blend_dst_factor_a='one')

    g = ngl.Group()
    g.add_children(c, r)

    return ngl.Camera(g)