def render( self, renderer, camera, renderChildren ): node = self.node # first render the node to the surface self.surface_renderer.renderNodeToSurface( padding = 0.2 ) # blur the bitmap blurred_image = gaussian_blur( self.surface_renderer.surface.bitmapPixels, self.sigma, self.kernel_size, self.method ) # render the blurred image self.bitmap_view = renderBitmap( blurred_image, self.surface_renderer.camera, camera, renderer )
def render(self, renderer, camera, renderChildren): node = self.node # first render the node to the surface self.surface_renderer.renderNodeToSurface(padding=0.2) # blur the bitmap blurred_image = gaussian_blur( self.surface_renderer.surface.bitmapPixels, self.sigma, self.kernel_size, self.method) # render the blurred image self.bitmap_view = renderBitmap(blurred_image, self.surface_renderer.camera, camera, renderer)
def render( self, renderer, camera, renderChildren ): node = self.node # first render the node to the surface self.surface_renderer.renderNodeToSurface( padding = 0.2 ) # get the alpha channel and set all colors to alpha to make it grey pixels = self.surface_renderer.surface.bitmapPixels #pixels[...,0:3] = self.shadow_colour[0:3] pixels[...,3] *= self.shadow_colour[3] / 255.0 # blur it blurred_image = gaussian_blur( pixels, self.sigma, self.kernel_size, self.method ) # render the node on top of it self.node_render_func( renderer, camera, renderChildren ) # render the blurred image self.bitmap_view = renderBitmap( blurred_image, self.surface_renderer.camera, camera, renderer, scale = self.scale, offset = self.offset )
def render( self, renderer, camera, renderChildren ): node = self.node # first render the node to the surface self.surface_renderer.renderNodeToSurface( padding = 0.05 ) pixels = self.surface_renderer.surface.bitmapPixels dst = numpy.empty_like(pixels) bs = self.block_size # this is not the most efficient method i guess... for x in range( bs[0] ): for y in range( bs[1] ): src = pixels[0::bs[0], 0::bs[1], ... ] target = pixels[1+x::bs[0], 1+y::bs[1], ... ] dst[1+x::bs[0], 1+y::bs[1], ... ] = src[ :target.shape[0], :target.shape[1], :target.shape[2] ] # render the pixelized image self.bitmap_view = renderBitmap( dst, self.surface_renderer.camera, camera, renderer )
def render(self, renderer, camera, renderChildren): node = self.node # first render the node to the surface self.surface_renderer.renderNodeToSurface(padding=0.05) pixels = self.surface_renderer.surface.bitmapPixels dst = numpy.empty_like(pixels) bs = self.block_size # this is not the most efficient method i guess... for x in range(bs[0]): for y in range(bs[1]): src = pixels[0::bs[0], 0::bs[1], ...] target = pixels[1 + x::bs[0], 1 + y::bs[1], ...] dst[1 + x::bs[0], 1 + y::bs[1], ...] = src[:target.shape[0], :target.shape[1], :target. shape[2]] # render the pixelized image self.bitmap_view = renderBitmap(dst, self.surface_renderer.camera, camera, renderer)