Esempio n. 1
0
def data_eval(cfg):
    cfg.aspect_ratio = (1, 1)

    # Entangled dependencies between evals
    t = ngl.Time()
    a = ngl.UniformFloat(0.7)
    b = ngl.UniformFloat(0.3)
    x = ngl.EvalFloat("sin(a - b + t*4)")
    x.update_resources(t=t, a=a, b=b)
    color = ngl.EvalVec4(
        expr0="sat(sin(x + t*4)/2 + wiggle/3)",
        expr1="abs(fract(sin(t + a)))",
        expr2=None,  # re-use expr1
        expr3="1",
    )
    color.update_resources(wiggle=ngl.NoiseFloat(), t=t, a=a, x=x)

    vert = textwrap.dedent("""\
        void main()
        {
            ngl_out_pos = ngl_projection_matrix * ngl_modelview_matrix * vec4(ngl_position, 1.0);
        }
        """)
    frag = textwrap.dedent("""\
        void main()
        {
            ngl_out_color = color;
        }
        """)
    program = ngl.Program(vertex=vert, fragment=frag)
    geometry = ngl.Quad(corner=(-1, -1, 0), width=(2, 0, 0), height=(0, 2, 0))
    render = ngl.Render(geometry, program)
    render.update_frag_resources(color=color)

    return render
Esempio n. 2
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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
Esempio n. 3
0
def data_noise_time(cfg):
    cfg.aspect_ratio = (1, 1)
    cfg.duration = 2
    vert = '''
void main()
{
    ngl_out_pos = ngl_projection_matrix * ngl_modelview_matrix * ngl_position;
    ngl_out_pos += vec4(t - 1., signal, 0.0, 0.0);
}
'''
    frag = '''
void main()
{
    ngl_out_color = color;
}
'''

    geometry = ngl.Circle(radius=0.25, npoints=6)
    program = ngl.Program(vertex=vert, fragment=frag)
    render = ngl.Render(geometry, program)
    render.update_vert_resources(t=ngl.Time(), signal=ngl.NoiseFloat(octaves=8))
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['white']))
    return render
def smptebars_glitch(cfg):
    """SMPTE bars glitching at irregular intervals"""

    cfg.duration = 15
    cfg.aspect_ratio = (4, 3)
    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    program = ngl.Program(vertex=cfg.get_vert("smptebars"),
                          fragment=cfg.get_frag("smptebars"))
    program.update_vert_out_vars(var_uvcoord=ngl.IOVec2())
    render = ngl.Render(quad, program)
    freq = cfg.framerate[0] / cfg.framerate[1] + 1
    render.update_frag_resources(
        active_noise=ngl.NoiseFloat(octaves=1),
        active_probability=ngl.UniformFloat(0.4),  # glitch 40% of the time
        uv_noise_0=ngl.NoiseVec2(amplitude=0.05, frequency=freq,
                                 seed=1000 + 0),
        uv_noise_1=ngl.NoiseVec2(amplitude=0.05,
                                 frequency=freq,
                                 seed=1000 + 0x7FFF),
        uv_noise_2=ngl.NoiseVec2(amplitude=0.05,
                                 frequency=freq,
                                 seed=1000 + 0xFFFF),
    )
    return render