Exemplo n.º 1
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
Exemplo n.º 2
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
Exemplo n.º 3
0
def velocity_circle_distort_2d(cfg):
    cfg.duration = 4.0
    cfg.aspect_ratio = (1, 1)

    coords = list(equilateral_triangle_coords())
    coords.append(coords[0])

    pos_kf = [
        ngl.AnimKeyFrameVec2(cfg.duration * i / 3.0, pos[0:2], "exp_in_out")
        for i, pos in enumerate(coords)
    ]
    anim = ngl.AnimatedVec2(pos_kf)
    velocity = ngl.VelocityVec2(anim)

    vert = textwrap.dedent("""\
        void main()
        {
            float distort_max = 0.1;
            float velocity_l = length(velocity);
            float direction_l = length(ngl_position);
            vec2 normed_velocity = velocity_l == 0.0 ? vec2(0.0) : -velocity / velocity_l;
            vec2 normed_direction = direction_l == 0.0 ? vec2(0.0) : ngl_position.xy / direction_l;
            float distort = clamp(dot(normed_velocity, normed_direction) / 2.0 * distort_max, 0.0, 1.0);
            vec4 pos = vec4(ngl_position, 1.0) + vec4(translate, 0.0, 0.0) + vec4(-distort * velocity, 0.0, 0.0);
            ngl_out_pos = ngl_projection_matrix * ngl_modelview_matrix * pos;
        }
        """)

    geom = ngl.Circle(radius=0.2, npoints=128)
    prog = ngl.Program(vertex=vert, fragment=cfg.get_frag("color"))
    shape = ngl.Render(geom, prog)
    shape.update_frag_resources(color=ngl.UniformVec3(COLORS.white),
                                opacity=ngl.UniformFloat(1))
    shape.update_vert_resources(velocity=velocity, translate=anim)
    return shape
Exemplo n.º 4
0
def _get_compositing_scene(cfg, op, show_label=False):
    cfg.aspect_ratio = (1, 1)
    cfg.duration = 6

    # We can not use a circle geometry because the whole areas must be
    # rasterized for the compositing to work, so instead we build 2 overlapping
    # quad into which we draw colored circles, offsetted with an animation.
    # Alternatively, we could use a RTT.
    quad = ngl.Quad(corner=(-1, -1, 0), width=(2, 0, 0), height=(0, 2, 0))
    prog = ngl.Program(vertex=_VERTEX, fragment=_FRAGMENT)
    prog.update_vert_out_vars(uv=ngl.IOVec2())

    A_off_kf = (
        ngl.AnimKeyFrameVec2(0, (-1 / 3, 0)),
        ngl.AnimKeyFrameVec2(cfg.duration / 2, (1 / 3, 0)),
        ngl.AnimKeyFrameVec2(cfg.duration, (-1 / 3, 0)),
    )
    B_off_kf = (
        ngl.AnimKeyFrameVec2(0, (1 / 3, 0)),
        ngl.AnimKeyFrameVec2(cfg.duration / 2, (-1 / 3, 0)),
        ngl.AnimKeyFrameVec2(cfg.duration, (1 / 3, 0)),
    )
    A_off = ngl.AnimatedVec2(A_off_kf)
    B_off = ngl.AnimatedVec2(B_off_kf)

    A = ngl.Render(quad, prog, label="A")
    A.update_frag_resources(color=ngl.UniformVec3(value=COLORS.azure),
                            off=A_off)

    B = ngl.Render(quad, prog, label="B", blending=op)
    B.update_frag_resources(color=ngl.UniformVec3(value=COLORS.orange),
                            off=B_off)

    bg = ngl.RenderColor(blending="dst_over")

    # draw A in current FBO, then draw B with the current operator, and
    # then result goes over the white background
    ret = ngl.Group(children=(A, B, bg))

    if show_label:
        label_h = 1 / 4
        label_pad = 0.1
        label = ngl.Text(
            op,
            fg_color=COLORS.black,
            bg_color=(0.8, 0.8, 0.8),
            bg_opacity=1,
            box_corner=(label_pad / 2 - 1, 1 - label_h - label_pad / 2, 0),
            box_width=(2 - label_pad, 0, 0),
            box_height=(0, label_h, 0),
        )
        ret.add_children(label)

    return ret
Exemplo n.º 5
0
            # Query between times
            values = [
                anim.evaluate((t_id + 1) * scale) for t_id in range(nb_queries)
            ]

            # Query boundaries and out of them (to trigger a copy instead of a mix)
            values += [anim.evaluate(0)]
            values += [anim.evaluate(1)]
            values += [anim.evaluate(5)]

            if hasattr(values[0], '__iter__'):
                values = list(itertools.chain(*values))
            ret.append(['off%d' % i] + values)

        return ret

    return test_func


_float_kf_func = lambda t, v, **kw: ngl.AnimKeyFrameFloat(t, v[0], **kw)
_vec2_kf_func = lambda t, v, **kw: ngl.AnimKeyFrameVec2(t, v, **kw)
_vec3_kf_func = lambda t, v, **kw: ngl.AnimKeyFrameVec3(t, v, **kw)
_vec4_kf_func = lambda t, v, **kw: ngl.AnimKeyFrameVec4(t, v, **kw)
_quat_kf_func = lambda t, v, **kw: ngl.AnimKeyFrameQuat(t, v, **kw)

anim_forward_float = _get_anim_func(1, ngl.AnimatedFloat, _float_kf_func)
anim_forward_vec2 = _get_anim_func(2, ngl.AnimatedVec2, _vec2_kf_func)
anim_forward_vec3 = _get_anim_func(3, ngl.AnimatedVec3, _vec3_kf_func)
anim_forward_vec4 = _get_anim_func(4, ngl.AnimatedVec4, _vec4_kf_func)
anim_forward_quat = _get_anim_func(4, ngl.AnimatedQuat, _quat_kf_func)