def quaternion(cfg):
    """Animated quaternion used to rotate a plane"""
    cfg.duration = 10.0
    step = cfg.duration / 5.0
    x = math.sqrt(0.5)
    quat_animkf = [
        ngl.AnimKeyFrameQuat(0 * step, (0, 0, 0, 1)),
        ngl.AnimKeyFrameQuat(1 * step, (0, 0, -x, x)),
        ngl.AnimKeyFrameQuat(2 * step, (0, 1, 0, 0)),
        ngl.AnimKeyFrameQuat(3 * step, (1, 0, 0, 0)),
        ngl.AnimKeyFrameQuat(4 * step, (x, 0, 0, x)),
        ngl.AnimKeyFrameQuat(5 * step, (0, 0, 0, 1)),
    ]
    quat = ngl.AnimatedQuat(quat_animkf, as_mat4=True)

    q = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    m = ngl.Media(cfg.medias[0].filename)
    t = ngl.Texture2D(data_src=m)
    p = ngl.Program(vertex=cfg.get_vert("uniform-mat4"),
                    fragment=cfg.get_frag("texture"))
    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.update_vert_resources(transformation_matrix=quat)

    camera = ngl.Camera(render)
    camera.set_eye(0.0, 0.0, 4.0)
    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. 2
0
def _get_rtt_scene(cfg, features='depth', texture_ds_format=None, samples=0, mipmap_filter='none', sample_depth=False):
    cfg.duration = 10
    cfg.aspect_ratio = (1, 1)
    cube = _get_cube()
    program = ngl.Program(vertex=_RENDER_CUBE_VERT, fragment=_RENDER_CUBE_FRAG)
    program.update_vert_out_vars(var_normal=ngl.IOVec3())
    render = ngl.Render(cube, program)
    render = ngl.Scale(render, (0.5, 0.5, 0.5))

    for i in range(3):
        rot_animkf = ngl.AnimatedFloat([
            ngl.AnimKeyFrameFloat(0,            0),
            ngl.AnimKeyFrameFloat(cfg.duration, 360 * (i + 1))
        ])
        axis = [int(i == x) for x in range(3)]
        render = ngl.Rotate(render, axis=axis, anim=rot_animkf)

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

    camera = ngl.Camera(
        config,
        eye=(0.0, 0.0, 3.0),
        center=(0.0, 0.0, 0.0),
        up=(0.0, 1.0, 0.0),
        perspective=(45.0, cfg.aspect_ratio_float),
        clipping=(1.0, 10.0),
    )

    size = 1024
    texture_depth = None
    if texture_ds_format:
        texture_depth = ngl.Texture2D(width=size, height=size, format=texture_ds_format)

    texture = ngl.Texture2D(
        width=size,
        height=size,
        min_filter='linear',
        mipmap_filter=mipmap_filter,
    )
    rtt = ngl.RenderToTexture(
        camera,
        [texture],
        features=features,
        depth_texture=texture_depth,
        samples=samples,
        clear_color=(0, 0, 0, 1),
    )

    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    if sample_depth:
        program = ngl.Program(vertex=cfg.get_vert('texture'), fragment=_RENDER_DEPTH)
        program.update_vert_out_vars(var_tex0_coord=ngl.IOVec2(), var_uvcoord=ngl.IOVec2())
        render = ngl.Render(quad, program)
        render.update_frag_resources(tex0=texture_depth)
    else:
        program = ngl.Program(vertex=cfg.get_vert('texture'), fragment=cfg.get_frag('texture'))
        program.update_vert_out_vars(var_tex0_coord=ngl.IOVec2(), var_uvcoord=ngl.IOVec2())
        render = ngl.Render(quad, program)
        render.update_frag_resources(tex0=texture)
    return ngl.Group(children=(rtt, render))
Esempio n. 3
0
def quaternion(cfg):
    '''Animated quaternion used to rotate a plane'''
    cfg.duration = 10.
    step = cfg.duration / 5.
    x = math.sqrt(0.5)
    quat_animkf = [
        ngl.AnimKeyFrameQuat(0 * step, (0, 0, 0, 1)),
        ngl.AnimKeyFrameQuat(1 * step, (0, 0,-x, x)),
        ngl.AnimKeyFrameQuat(2 * step, (0, 1, 0, 0)),
        ngl.AnimKeyFrameQuat(3 * step, (1, 0, 0, 0)),
        ngl.AnimKeyFrameQuat(4 * step, (x, 0, 0, x)),
        ngl.AnimKeyFrameQuat(5 * step, (0, 0, 0, 1)),
    ]
    quat = ngl.AnimatedQuat(quat_animkf, as_mat4=True)

    q = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    m = ngl.Media(cfg.medias[0].filename)
    t = ngl.Texture2D(data_src=m)
    p = ngl.Program(vertex=cfg.get_vert('uniform-mat4'))
    render = ngl.Render(q, p)
    render.update_textures(tex0=t)
    render.update_uniforms(transformation_matrix=quat)

    camera = ngl.Camera(render)
    camera.set_eye(0.0, 0.0, 4.0)
    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. 4
0
def py_bindings_allow_node():
    c = ngl.Camera(eye=(0, 1, 0))
    assert c.set_eye(ngl.EvalVec3()) == 0
    assert c.set_eye(1, 0, 0) == 0

    c = ngl.Camera(eye=ngl.NoiseVec3())
    assert c.set_eye(1, 0, 0) == 0
    assert c.set_eye(ngl.UniformVec3()) == 0

    r = ngl.Rotate(angle=30)
    assert r.set_angle(ngl.NoiseFloat()) == 0
    assert r.set_angle(-45) == 0

    r = ngl.Rotate(angle=ngl.EvalFloat())
    assert r.set_angle(90) == 0
    assert r.set_angle(ngl.UniformFloat()) == 0
def _get_scene(cfg, seed=0, enable_computes=True):
    cfg.duration = 30
    cfg.aspect_ratio = (16, 9)
    rng = cfg.rng
    rng.seed(seed)
    cfg.texture_cache = {}

    t0, t1 = 0, cfg.duration

    # Some discrete abstract background
    bg = ngl.RenderGradient4(
        color_tl=_get_random_animated_color(rng, t0, t1),
        color_tr=_get_random_animated_color(rng, t0, t1),
        color_br=_get_random_animated_color(rng, t0, t1),
        color_bl=_get_random_animated_color(rng, t0, t1),
        filters=[ngl.FilterExposure(-1.5)],
    )

    # Always update all the textures to avoid time jumps
    textures = list(cfg.texture_cache.values())

    # The main overlay
    root = _get_random_layer(cfg, rng, t0, t1, enable_computes)

    group = ngl.Group(children=textures + [root])

    camera = ngl.Camera(group)
    camera.set_eye(0.0, 0.0, 2.0)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_perspective(45.0, cfg.aspect_ratio_float)
    camera.set_clipping(1.0, 10.0)
    return ngl.Group(children=(bg, camera))
Esempio n. 6
0
def animated_camera(cfg, rotate=True):
    '''Animated camera around a scene'''
    g = ngl.Group()

    q = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    m = ngl.Media(cfg.medias[0].filename)
    t = ngl.Texture2D(data_src=m)
    program = ngl.Program(vertex=cfg.get_vert('texture'),
                          fragment=cfg.get_frag('texture'))
    program.update_vert_out_vars(var_uvcoord=ngl.IOVec2(),
                                 var_tex0_coord=ngl.IOVec2())
    node = ngl.Render(q, program)
    node.update_frag_resources(tex0=t)
    g.add_children(node)

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

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

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

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

    g = ngl.GraphicConfig(g, depth_test=True)
    camera = ngl.Camera(g)
    camera.set_eye(0, 0, 2)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_perspective(45.0, cfg.aspect_ratio_float)
    camera.set_clipping(0.1, 10.0)

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

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

    camera.set_eye_transform(node)

    fov_animkf = [
        ngl.AnimKeyFrameFloat(0.5, 60.0),
        ngl.AnimKeyFrameFloat(cfg.duration, 45.0, 'exp_out')
    ]
    camera.set_fov_anim(ngl.AnimatedFloat(fov_animkf))

    return camera
Esempio n. 7
0
def cube(cfg, display_depth_buffer=False):
    '''
    Cube with a common media Texture but a different color tainting on each side.
    Also includes a depth map visualization.
    '''
    cube = ngl.Group(label='cube')

    frag_data = cfg.get_frag('tex-tint')
    program = ngl.Program(fragment=frag_data)

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

    for i in range(3):
        rot_animkf = ngl.AnimatedFloat([ngl.AnimKeyFrameFloat(0,            0),
                                        ngl.AnimKeyFrameFloat(cfg.duration, 360 * (i + 1))])
        axis = [int(i == x) for x in range(3)]
        cube = ngl.Rotate(cube, axis=axis, anim=rot_animkf)

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

    camera = ngl.Camera(config)
    camera.set_eye(0.0, 0.0, 2.0)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_perspective(45.0, cfg.aspect_ratio_float)
    camera.set_clipping(1.0, 10.0)

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

        depth_texture = ngl.Texture2D()
        depth_texture.set_format('d16_unorm')
        depth_texture.set_width(640)
        depth_texture.set_height(480)

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

        quad = ngl.Quad((-1.0, -1.0, 0), (1, 0, 0), (0, 1, 0))
        program = ngl.Program()
        render = ngl.Render(quad, program)
        render.update_textures(tex0=texture)
        group.add_children(rtt, render)

        quad = ngl.Quad((0.0, 0.0, 0), (1, 0, 0), (0, 1, 0))
        program = ngl.Program()
        render = ngl.Render(quad, program)
        render.update_textures(tex0=depth_texture)
        group.add_children(rtt, render)

        return group
Esempio n. 8
0
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
Esempio n. 9
0
def transform_animated_camera(cfg):
    cfg.duration = 5.
    g = ngl.Group()

    elems = (
        ('red', None),
        ('yellow', (-0.6, 0.8, -1)),
        ('green', (0.6, 0.8, -1)),
        ('cyan', (-0.6, -0.5, -1)),
        ('magenta', (0.6, -0.5, -1)),
    )

    quad = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    prog = ngl.Program(vertex=cfg.get_vert('color'),
                       fragment=cfg.get_frag('color'))
    for color, vector in elems:
        node = ngl.Render(quad, prog)
        node.update_uniforms(color=ngl.UniformVec4(value=COLORS[color]))
        if vector:
            node = ngl.Translate(node, vector=vector)
        g.add_children(node)

    g = ngl.GraphicConfig(g, depth_test=True)
    camera = ngl.Camera(g)
    camera.set_eye(0, 0, 2)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_perspective(45.0, cfg.aspect_ratio_float)
    camera.set_clipping(0.1, 10.0)

    tr_animkf = [
        ngl.AnimKeyFrameVec3(0, (0.0, 0.0, 0.0)),
        ngl.AnimKeyFrameVec3(cfg.duration, (0.0, 0.0, 3.0))
    ]
    eye_transform = ngl.Translate(ngl.Identity(),
                                  anim=ngl.AnimatedVec3(tr_animkf))

    rot_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360)
    ]
    eye_transform = ngl.Rotate(eye_transform,
                               axis=(0, 1, 0),
                               anim=ngl.AnimatedFloat(rot_animkf))

    camera.set_eye_transform(eye_transform)

    fov_animkf = [
        ngl.AnimKeyFrameFloat(0.5, 60.0),
        ngl.AnimKeyFrameFloat(cfg.duration, 45.0)
    ]
    camera.set_fov_anim(ngl.AnimatedFloat(fov_animkf))

    return camera
Esempio n. 10
0
def animated_camera(cfg, rotate=True):
    """Animated camera around a scene"""
    g = ngl.Group()

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

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

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

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

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

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

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

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

    camera.set_eye_transform(node)

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

    return camera
Esempio n. 11
0
def transform_eye_camera(cfg):
    cfg.duration = 3.0
    cfg.aspect_ratio = (1, 1)

    node = ngl.RenderGradient4(geometry=ngl.Circle(radius=0.7, npoints=128))
    animkf = [
        ngl.AnimKeyFrameVec3(0, (0, -0.5, 0)),
        ngl.AnimKeyFrameVec3(cfg.duration / 2, (0, 1, 0)),
        ngl.AnimKeyFrameVec3(cfg.duration, (0, -0.5, 0)),
    ]
    return ngl.Camera(node, eye=ngl.AnimatedVec3(animkf))
Esempio n. 12
0
def transform_animated_camera(cfg):
    cfg.duration = 5.0
    g = ngl.Group()

    elems = (
        # fmt: off
        (COLORS.red, None),
        (COLORS.yellow, (-0.6, 0.8, -1)),
        (COLORS.green, (0.6, 0.8, -1)),
        (COLORS.cyan, (-0.6, -0.5, -1)),
        (COLORS.magenta, (0.6, -0.5, -1)),
        # fmt: on
    )

    quad = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    for color, vector in elems:
        node = ngl.RenderColor(color, geometry=quad)
        if vector:
            node = ngl.Translate(node, vector=vector)
        g.add_children(node)

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

    tr_animkf = [
        ngl.AnimKeyFrameVec3(0, (0.0, 0.0, 0.0)),
        ngl.AnimKeyFrameVec3(cfg.duration, (0.0, 0.0, 3.0))
    ]
    eye_transform = ngl.Translate(ngl.Identity(),
                                  vector=ngl.AnimatedVec3(tr_animkf))

    rot_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360)
    ]
    eye_transform = ngl.Rotate(eye_transform,
                               axis=(0, 1, 0),
                               angle=ngl.AnimatedFloat(rot_animkf))

    camera.set_eye_transform(eye_transform)

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

    return camera
Esempio n. 13
0
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. 14
0
def query_inplace(**idict):

    '''
    Run the query in-place.
    '''

    module_pkgname = idict['pkg']
    module_is_script = module_pkgname.endswith('.py')

    # Start tracking the imported modules and opened files
    ftrack = FileTracker()
    ftrack.start_hooking()

    odict = {}

    if idict['query'] == 'scene':

        # Get module.func
        module_name, scene_name = idict['scene']
        if module_is_script:
            module = _load_script(module_pkgname)
        else:
            import_name = '%s.%s' % (module_pkgname, module_name)
            module = importlib.import_module(import_name)
        func = getattr(module, scene_name)

        # Call user constructing function
        odict = func(idict, **idict.get('extra_args', {}))
        scene = odict['scene']
        del odict['scene']
        scene.set_label(scene_name)

        # Make extra adjustments to the scene according to user options
        if idict.get('enable_hud'):
            fr = odict['framerate']
            measure_window = fr[0] / (4 * fr[1])  # 1/4-second measurement window
            hud = ngl.HUD(scene,
                          measure_window=measure_window,
                          bg_color=(0.0, 0.0, 0.0, 0.8),
                          aspect_ratio=odict['aspect_ratio'])
            q = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
            t = ngl.Texture2D(data_src=hud)
            render = ngl.Render(q)
            render.update_textures(tex0=t)
            render = ngl.GraphicConfig(render, 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(hud, render)
            scene = g

        # Pipe mode for data export requires a Camera
        if 'pipe' in idict:
            pipe_fd, pipe_w, pipe_h = idict['pipe']
            camera = scene if isinstance(scene, ngl.Camera) else ngl.Camera(scene)
            camera.set_pipe_fd(pipe_fd)
            camera.set_pipe_width(pipe_w)
            camera.set_pipe_height(pipe_h)
            scene = camera

        # Prepare output data
        odict['scene'] = scene.dot() if idict.get('fmt') == 'dot' else scene.serialize()

    elif idict['query'] == 'list':

        scripts = []

        # Import the script, or the package and its sub-modules
        if module_is_script:
            module_pkgname = op.realpath(module_pkgname)
            module = _load_script(module_pkgname)
            scripts.append((module.__name__, module))
        else:
            module = importlib.import_module(module_pkgname)
            for submod in pkgutil.iter_modules(module.__path__):
                module_finder, module_name, ispkg = submod
                if ispkg:
                    continue
                script = importlib.import_module('.' + module_name, module_pkgname)
                scripts.append((module_name, script))

        # Find all the scenes
        scenes = []
        for module_name, script in scripts:
            all_funcs = inspect.getmembers(script, inspect.isfunction)
            sub_scenes = []
            for func in all_funcs:
                scene_name, func_wrapper = func
                if not hasattr(func_wrapper, 'iam_a_ngl_scene_func'):
                    continue
                sub_scenes.append((scene_name, func_wrapper.__doc__, func_wrapper.widgets_specs))
            if sub_scenes:
                scenes.append((module_name, sub_scenes))

        # Prepare output data
        odict['scenes'] = scenes

    # End of file and modules tracking
    ftrack.end_hooking()
    odict['filelist'] = ftrack.filelist
    if module_is_script:
        odict['filelist'].update([module_pkgname])

    return odict
Esempio n. 15
0
def cube(cfg, display_depth_buffer=False):
    """
    Cube with a common media Texture but a different color tainting on each side.
    Also includes a depth map visualization.
    """
    cube = ngl.Group(label="cube")

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

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

    for i in range(3):
        rot_animkf = ngl.AnimatedFloat([
            ngl.AnimKeyFrameFloat(0, 0),
            ngl.AnimKeyFrameFloat(cfg.duration, 360 * (i + 1))
        ])
        axis = tuple(int(i == x) for x in range(3))
        cube = ngl.Rotate(cube, axis=axis, angle=rot_animkf)

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

    camera = ngl.Camera(config)
    camera.set_eye(0.0, 0.0, 2.0)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_perspective(45.0, cfg.aspect_ratio_float)
    camera.set_clipping(1.0, 10.0)

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

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

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

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

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

        return group
def 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. 17
0
def blending_and_stencil(cfg):
    '''Scene using blending and stencil graphic features'''
    cfg.duration = 5
    random.seed(0)
    fragment = cfg.get_frag('color')

    program = ngl.Program(fragment=fragment)
    circle = ngl.Circle(npoints=256)
    cloud_color = ngl.UniformVec4(value=(1, 1, 1, 0.4))

    main_group = ngl.Group()

    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    render = ngl.Render(quad, program, label='sky')
    render.update_uniforms(color=ngl.UniformVec4(value=(0.2, 0.6, 1, 1)))
    config = ngl.GraphicConfig(render,
                               stencil_test=True,
                               stencil_write_mask=0xFF,
                               stencil_func='always',
                               stencil_ref=1,
                               stencil_read_mask=0xFF,
                               stencil_fail='replace',
                               stencil_depth_fail='replace',
                               stencil_depth_pass='******')
    main_group.add_children(config)

    render = ngl.Render(circle, program, label='sun')
    render.update_uniforms(color=ngl.UniformVec4(value=(1, 0.8, 0, 1)))

    scale = ngl.Scale(render, (0.15, 0.15, 0.0))
    translate = ngl.Translate(scale, (0.4, 0.3, 0))
    main_group.add_children(translate)

    cloud_group = ngl.Group(label='clouds')

    centers = [
        (-1.0, 0.85, 0.4),
        (-0.5, 2.0,  1.0),
        (   0, 0.85, 0.4),
        ( 1.0, 1.55, 0.8),
        ( 0.6, 0.65, 0.075),
        ( 0.5, 1.80, 1.25),
    ]

    for center in centers:
        render = ngl.Render(circle, program)
        render.update_uniforms(color=cloud_color)

        factor = random.random() * 0.4 + center[2]
        keyframe = cfg.duration * (random.random() * 0.4 + 0.2)
        animkf = (ngl.AnimKeyFrameVec3(0,            (factor,       factor,       0)),
                  ngl.AnimKeyFrameVec3(keyframe,     (factor + 0.1, factor + 0.1, 0)),
                  ngl.AnimKeyFrameVec3(cfg.duration, (factor,       factor,       0)))
        scale = ngl.Scale(render, anim=ngl.AnimatedVec3(animkf))

        translate = ngl.Translate(scale, vector=(center[0], center[1], 0))
        cloud_group.add_children(translate)

    config = ngl.GraphicConfig(cloud_group,
                               blend=True,
                               blend_src_factor='src_alpha',
                               blend_dst_factor='one_minus_src_alpha',
                               blend_src_factor_a='zero',
                               blend_dst_factor_a='one',
                               stencil_test=True,
                               stencil_write_mask=0x0,
                               stencil_func='equal',
                               stencil_ref=1,
                               stencil_read_mask=0xFF,
                               stencil_fail='keep',
                               stencil_depth_fail='keep',
                               stencil_depth_pass='******')
    main_group.add_children(config)

    camera = ngl.Camera(main_group)
    camera.set_eye(0.0, 0.0, 2.0)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_orthographic(-cfg.aspect_ratio_float, cfg.aspect_ratio_float, -1.0, 1.0)
    camera.set_clipping(1.0, 10.0)

    return camera
Esempio n. 18
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)
def blending_and_stencil(cfg):
    """Scene using blending and stencil graphic features"""
    cfg.duration = 5
    vertex = cfg.get_vert("color")
    fragment = cfg.get_frag("color")

    program = ngl.Program(vertex=vertex, fragment=fragment)
    circle = ngl.Circle(npoints=256)
    cloud_color = ngl.UniformVec3(value=(1, 1, 1))
    cloud_opacity = ngl.UniformFloat(0.4)

    main_group = ngl.Group()

    render = ngl.RenderColor(color=(0.2, 0.6, 1), label="sky")
    config = ngl.GraphicConfig(
        render,
        stencil_test=True,
        stencil_write_mask=0xFF,
        stencil_func="always",
        stencil_ref=1,
        stencil_read_mask=0xFF,
        stencil_fail="replace",
        stencil_depth_fail="replace",
        stencil_depth_pass="******",
    )
    main_group.add_children(config)

    render = ngl.RenderColor(color=(1, 0.8, 0), geometry=circle, label="sun")

    scale = ngl.Scale(render, (0.15, 0.15, 0.0))
    translate = ngl.Translate(scale, (0.4, 0.3, 0))
    main_group.add_children(translate)

    cloud_group = ngl.Group(label="clouds")

    centers = [
        (-1.0, 0.85, 0.4),
        (-0.5, 2.0, 1.0),
        (0, 0.85, 0.4),
        (1.0, 1.55, 0.8),
        (0.6, 0.65, 0.075),
        (0.5, 1.80, 1.25),
    ]

    for center in centers:
        render = ngl.Render(circle, program, blending="src_over")
        render.update_frag_resources(color=cloud_color, opacity=cloud_opacity)

        factor = cfg.rng.random() * 0.4 + center[2]
        keyframe = cfg.duration * (cfg.rng.random() * 0.4 + 0.2)
        animkf = (
            ngl.AnimKeyFrameVec3(0, (factor, factor, 0)),
            ngl.AnimKeyFrameVec3(keyframe, (factor + 0.1, factor + 0.1, 0)),
            ngl.AnimKeyFrameVec3(cfg.duration, (factor, factor, 0)),
        )
        scale = ngl.Scale(render, factors=ngl.AnimatedVec3(animkf))

        translate = ngl.Translate(scale, vector=(center[0], center[1], 0))
        cloud_group.add_children(translate)

    config = ngl.GraphicConfig(
        cloud_group,
        stencil_test=True,
        stencil_write_mask=0x0,
        stencil_func="equal",
        stencil_ref=1,
        stencil_read_mask=0xFF,
        stencil_fail="keep",
        stencil_depth_fail="keep",
        stencil_depth_pass="******",
    )
    main_group.add_children(config)

    camera = ngl.Camera(main_group)
    camera.set_eye(0.0, 0.0, 2.0)
    camera.set_center(0.0, 0.0, 0.0)
    camera.set_up(0.0, 1.0, 0.0)
    camera.set_orthographic(-cfg.aspect_ratio_float, cfg.aspect_ratio_float,
                            -1.0, 1.0)
    camera.set_clipping(1.0, 10.0)

    return camera
Esempio n. 20
0
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)