def gradient_eval(cfg, mode="ramp", c0=(1, 0.5, 0.5), c1=(0.5, 1, 0.5)):
    """Animate a gradient and objects using CPU evaluation"""

    pos_res = dict(t=ngl.Time())
    pos0_x = ngl.EvalFloat("sin( 0.307*t - 0.190)", resources=pos_res)
    pos0_y = ngl.EvalFloat("sin( 0.703*t - 0.957)", resources=pos_res)
    pos1_x = ngl.EvalFloat("sin(-0.236*t + 0.218)", resources=pos_res)
    pos1_y = ngl.EvalFloat("sin(-0.851*t - 0.904)", resources=pos_res)

    trf0 = ngl.EvalVec3("x", "y", "0", resources=dict(x=pos0_x, y=pos0_y))
    trf1 = ngl.EvalVec3("x", "y", "0", resources=dict(x=pos1_x, y=pos1_y))

    geom = ngl.Circle(radius=0.02, npoints=64)
    p0 = ngl.RenderColor(color=(1 - c0[0], 1 - c0[1], 1 - c0[2]),
                         geometry=geom)
    p1 = ngl.RenderColor(color=(1 - c1[0], 1 - c1[1], 1 - c1[2]),
                         geometry=geom)
    p0 = ngl.Scale(p0, factors=(1 / cfg.aspect_ratio_float, 1, 1))
    p1 = ngl.Scale(p1, factors=(1 / cfg.aspect_ratio_float, 1, 1))
    p0 = ngl.Translate(p0, vector=trf0)
    p1 = ngl.Translate(p1, vector=trf1)

    pos0 = ngl.EvalVec2("x/2+.5", ".5-y/2", resources=dict(x=pos0_x, y=pos0_y))
    pos1 = ngl.EvalVec2("x/2+.5", ".5-y/2", resources=dict(x=pos1_x, y=pos1_y))
    grad = ngl.RenderGradient(pos0=pos0,
                              pos1=pos1,
                              mode=mode,
                              color0=c0,
                              color1=c1)

    return ngl.Group(children=(grad, p0, p1))
Пример #2
0
def get_debug_points(cfg,
                     points,
                     radius=0.025,
                     color=COLORS['green'],
                     text_size=(0.1, 0.1)):
    prog = ngl.Program(vertex=cfg.get_vert('color'),
                       fragment=cfg.get_frag('color'))
    g = ngl.Group()
    circle = ngl.Circle(radius=radius)
    circle_render = ngl.Render(circle, prog)
    circle_render.update_uniforms(color=ngl.UniformVec4(value=color))
    box_w = (text_size[0], 0, 0)
    box_h = (0, text_size[1], 0)
    for pos_name, position in points.items():
        text = ngl.Text(pos_name,
                        box_width=box_w,
                        box_height=box_h,
                        bg_color=(0, 0, 0, 0),
                        valign='top')
        text = ngl.Translate(text, (1 + radius, 1 - radius - text_size[1], 0))
        point = ngl.Group(children=(circle_render, text))
        point = ngl.Translate(point, list(position) + [0])
        g.add_children(point)
    return ngl.GraphicConfig(g,
                             blend=True,
                             blend_src_factor='src_alpha',
                             blend_dst_factor='one_minus_src_alpha',
                             blend_src_factor_a='zero',
                             blend_dst_factor_a='one',
                             label='Debug circles')
Пример #3
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
Пример #4
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
Пример #5
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
Пример #6
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
Пример #7
0
def animated_square(cfg, color=(1, 0.66, 0), rotate=True, scale=True, translate=True):
    """Animated Translate/Scale/Rotate on a square"""
    cfg.duration = 5.0
    cfg.aspect_ratio = (1, 1)

    sz = 1 / 3.0
    q = ngl.Quad((-sz / 2, -sz / 2, 0), (sz, 0, 0), (0, sz, 0))
    node = ngl.RenderColor(color, geometry=q)

    coords = [(-1, 1), (1, 1), (1, -1), (-1, -1), (-1, 1)]

    if rotate:
        animkf = (ngl.AnimKeyFrameFloat(0, 0), ngl.AnimKeyFrameFloat(cfg.duration, 360))
        node = ngl.Rotate(node, angle=ngl.AnimatedFloat(animkf))

    if scale:
        animkf = (
            ngl.AnimKeyFrameVec3(0, (1, 1, 1)),
            ngl.AnimKeyFrameVec3(cfg.duration / 2, (2, 2, 2)),
            ngl.AnimKeyFrameVec3(cfg.duration, (1, 1, 1)),
        )
        node = ngl.Scale(node, factors=ngl.AnimatedVec3(animkf))

    if translate:
        animkf = []
        tscale = 1.0 / float(len(coords) - 1) * cfg.duration
        for i, xy in enumerate(coords):
            pos = (xy[0] * 0.5, xy[1] * 0.5, 0)
            t = i * tscale
            animkf.append(ngl.AnimKeyFrameVec3(t, pos))
        node = ngl.Translate(node, vector=ngl.AnimatedVec3(animkf))

    return node
Пример #8
0
def velocity_circle_distort_3d(cfg):
    cfg.duration = 4.0
    cfg.aspect_ratio = (1, 1)

    coords = list(equilateral_triangle_coords())
    coords.append(coords[0])
    pos_kf = [
        ngl.AnimKeyFrameVec3(cfg.duration * i / 3.0, pos, "exp_in_out")
        for i, pos in enumerate(coords)
    ]
    anim = ngl.AnimatedVec3(pos_kf)
    velocity = ngl.VelocityVec3(anim)

    vert = textwrap.dedent("""\
        void main()
        {
            float distort_max = 0.1;
            float velocity_l = length(velocity);
            float direction_l = length(ngl_position);
            vec3 normed_velocity = velocity_l == 0.0 ? vec3(0.0) : -velocity / velocity_l;
            vec3 normed_direction = direction_l == 0.0 ? vec3(0.0) : ngl_position / 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(-distort * velocity, 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)
    return ngl.Translate(shape, vector=anim)
Пример #9
0
def _path_scene(cfg, path, points=None, controls=None, easing="linear"):
    cfg.aspect_ratio = (1, 1)

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

    geom = ngl.Circle(radius=0.03, npoints=32)
    shape = ngl.RenderColor(COLORS.orange, geometry=geom)

    moving_shape = ngl.Translate(shape, vector=ngl.AnimatedPath(anim_kf, path))

    objects = []

    if points:
        debug_points = {f"P{i}": p[:2] for i, p in enumerate(points)}
        objects.append(get_debug_points(cfg, debug_points))

    if controls:
        debug_controls = {f"C{i}": p[:2] for i, p in enumerate(controls)}
        objects.append(get_debug_points(cfg, debug_controls,
                                        color=COLORS.cyan))

    objects.append(moving_shape)

    return ngl.Group(children=objects)
Пример #10
0
def _get_background_circles(circle, positions, bcolor):
    blend_bg = ngl.Group()
    render = ngl.RenderColor(bcolor, geometry=circle)
    for position in positions:
        trender = ngl.Translate(render, position + (0.0, ))
        blend_bg.add_children(trender)
    return blend_bg
Пример #11
0
def transform_path(cfg):
    cfg.aspect_ratio = (1, 1)
    cfg.duration = 7
    shape = _transform_shape(cfg, w=0.2, h=0.5)

    # fmt: off
    points = (
        (0.7, 0.0, -0.3),
        (-0.8, -0.1, 0.1),
    )
    controls = (
        (0.2, 0.3, -0.2),
        (-0.2, -0.8, -0.4),
    )
    # fmt: on

    keyframes = (
        ngl.PathKeyMove(to=points[0]),
        ngl.PathKeyLine(to=points[1]),
        ngl.PathKeyBezier2(control=controls[0], to=points[0]),
        ngl.PathKeyBezier3(control1=controls[0],
                           control2=controls[1],
                           to=points[1]),
    )
    path = ngl.Path(keyframes)

    # We use back_in_out easing to force an overflow on both sides
    anim_kf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration - 1, 1, "back_in_out"),
    ]

    return ngl.Translate(shape, vector=ngl.AnimatedPath(anim_kf, path))
Пример #12
0
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))
Пример #13
0
def _get_background_circles(circle, prog, positions, bcolor):
    blend_bg = ngl.Group()
    render = ngl.Render(circle, prog)
    render.update_frag_resources(color=ngl.UniformVec4(value=bcolor))
    for position in positions:
        trender = ngl.Translate(render, position)
        blend_bg.add_children(trender)
    return blend_bg
def _get_userlive_select_func():
    # We point on the same underlying render to test the different render paths
    render = ngl.RenderColor(COLORS.white, opacity=0.5, geometry=ngl.Quad())
    below = ngl.Translate(render, vector=(0.5 - 2 / 3, 0.5 - 1 / 3, 0))
    above = ngl.Translate(render, vector=(0.5 - 1 / 3, 0.5 - 2 / 3, 0))

    # Additive blending (for premultiplied values): lighten
    gc0 = ngl.GraphicConfig(
        above,
        blend=True,
        blend_src_factor="one",
        blend_dst_factor="one",
        blend_src_factor_a="one",
        blend_dst_factor_a="one",
    )

    # Multiply blending (for premultiplied values): darken
    gc1 = ngl.GraphicConfig(
        above,
        blend=True,
        blend_src_factor="zero",
        blend_dst_factor="src_color",
        blend_src_factor_a="zero",
        blend_dst_factor_a="src_alpha",
    )

    # Select has 3 branches: simple over blending, additive blending, multiply
    # blending
    select = ngl.UserSelect(branches=(above, gc0, gc1))

    def keyframes_callback(t_id):
        # 4 states: the for the 3 blending branches and one extra for nothing
        # (branch ID overflow). We remain on the each state for 2 frames.
        select.set_branch((t_id // 2) % 4)

    @test_fingerprint(nb_keyframes=8,
                      keyframes_callback=keyframes_callback,
                      tolerance=1,
                      exercise_serialization=False)
    @scene(branch=scene.Range([0, 3]))
    def scene_func(cfg, branch=0):
        cfg.aspect_ratio = (1, 1)
        select.set_branch(branch)
        return ngl.Group(children=(below, select))

    return scene_func
Пример #15
0
def _get_blending_base_objects():
    circle = ngl.Circle(radius=_CIRCLE_RADIUS, npoints=100)
    positions = _equilateral_triangle_coords(_CIRCLE_RADIUS * 2.0 / 3.0)
    colored_circles = ngl.Group(label="colored circles")
    for position, color in zip(positions, _CIRCLES_COLORS):
        render = ngl.RenderColor(color, geometry=circle)
        render = ngl.Translate(render, position + (0.0, ))
        colored_circles.add_children(render)
    return colored_circles, circle, positions
Пример #16
0
def _get_blending_base_objects(cfg):
    circle = ngl.Circle(radius=_CIRCLE_RADIUS, npoints=100)
    prog = ngl.Program(vertex=cfg.get_vert('color'), fragment=cfg.get_frag('color'))
    positions = _equilateral_triangle_coords(_CIRCLE_RADIUS * 2.0 / 3.0)
    colored_circles = ngl.Group(label='colored circles')
    for position, color in zip(positions, _CIRCLES_COLORS):
        render = ngl.Render(circle, prog)
        render.update_frag_resources(color=ngl.UniformVec4(value=color))
        render = ngl.Translate(render, position)
        colored_circles.add_children(render)
    return colored_circles, circle, prog, positions
Пример #17
0
def transform_translate_animated(cfg):
    cfg.aspect_ratio = (1, 1)
    cfg.duration = 3.0
    p0, p1, p2 = equilateral_triangle_coords()
    anim = [
        ngl.AnimKeyFrameVec3(0, p0),
        ngl.AnimKeyFrameVec3(1 * cfg.duration / 3.0, p1),
        ngl.AnimKeyFrameVec3(2 * cfg.duration / 3.0, p2),
        ngl.AnimKeyFrameVec3(cfg.duration, p0),
    ]
    shape = _transform_shape(cfg)
    return ngl.Translate(shape, vector=ngl.AnimatedVec3(anim))
def get_debug_points(cfg,
                     points,
                     radius=0.025,
                     color=COLORS.green,
                     text_size=(0.1, 0.1)):
    g = ngl.Group(label="Debug circles")
    circle = ngl.Circle(radius=radius)
    circle_render = ngl.RenderColor(color, geometry=circle)
    box_w = (text_size[0], 0, 0)
    box_h = (0, text_size[1], 0)
    for pos_name, position in points.items():
        text = ngl.Text(pos_name,
                        box_width=box_w,
                        box_height=box_h,
                        bg_opacity=0,
                        valign="top")
        text = ngl.Translate(text, (1 + radius, 1 - radius - text_size[1], 0))
        point = ngl.Group(children=(circle_render, text))
        point = ngl.Translate(point, list(position) + [0])
        g.add_children(point)
    return g
Пример #19
0
def _debug_overlay(cfg,
                   scene,
                   grid_names,
                   show_dbg_points=False,
                   show_labels=False):
    if not show_dbg_points and not show_labels:
        return scene

    assert grid_names is not None

    text_height = 0.25

    overlay = ngl.Group()

    if show_labels:
        text_group = ngl.Group()
        ag = AutoGrid(grid_names)
        for grid_name, _, col, row in ag:
            text = ngl.Text(
                grid_name,
                fg_color=COLORS.white,
                bg_opacity=1,
                valign="top",
                box_width=(2.0, 0, 0),
                box_height=(0, text_height, 0),
                box_corner=(-1, 1.0 - text_height, 0),
            )
            text = ag.place_node(text, (col, row))
            text_group.add_children(text)

        scene = ngl.Translate(scene, (0, -text_height / 2.0 * ag.scale, 0),
                              label="text offsetting")
        overlay.add_children(scene, text_group)
    else:
        overlay.add_children(scene)

    if show_dbg_points:
        nb = len(grid_names)
        dbg_positions = _get_dbg_positions(nb)
        if show_labels:
            dbg_positions = {
                name: (p[0], p[1] - text_height / 2.0 * ag.scale)
                for name, p in dbg_positions.items()
            }
        dbg_points = get_debug_points(cfg,
                                      dbg_positions,
                                      radius=0.01,
                                      text_size=(0.08, 0.08))

        overlay.add_children(dbg_points)

    return overlay
Пример #20
0
def _get_easing_nodes(cfg, color_program):
    ag = AutoGrid(_easing_list)
    cfg.aspect_ratio = (ag.nb_cols, ag.nb_rows)
    easing_h = 1. / ag.nb_rows
    easing_w = 1. / ag.nb_cols
    for easing, easing_id, col, row in ag:
        easing_name, zoom = easing
        easing_node = _get_easing_node(cfg, easing_name, zoom, color_program)
        easing_node = ngl.Scale(easing_node, factors=[easing_w, easing_h, 0])
        x = easing_w * (-ag.nb_cols + 1 + 2 * col)
        y = easing_h * (ag.nb_rows - 1 - 2 * row)
        easing_node = ngl.Translate(easing_node, vector=(x, y, 0))
        yield easing_node
Пример #21
0
def api_denied_node_live_change(width=320, height=240):
    ctx = ngl.Context()
    ret = ctx.configure(offscreen=1, width=width, height=height, backend=_backend)
    assert ret == 0

    scene = ngl.Translate(ngl.Group())

    # Check that we can live change but not into a node
    assert ctx.set_scene(scene) == 0
    assert scene.set_vector(1, 2, 3) == 0
    assert scene.set_vector(ngl.UniformVec3(value=(3, 2, 1))) != 0

    # Check that we can do the change after a reset of the context
    assert ctx.set_scene(None) == 0
    assert scene.set_vector(ngl.UniformVec3(value=(4, 5, 6))) == 0

    # Check that we can not live unplug a node from a live changeable parameter
    assert ctx.set_scene(scene) == 0
    assert scene.set_vector(ngl.UniformVec3(value=(7, 8, 9))) != 0
Пример #22
0
def animated_circles(cfg):
    '''Simple cyclic circles animation'''
    group = ngl.Group()

    cfg.duration = 5.
    cfg.aspect_ratio = (1, 1)
    radius = 0.2
    n = 10
    step = 360. / n

    shape = ngl.Circle(radius=radius, npoints=128)
    prog = ngl.Program(vertex=cfg.get_vert('color'),
                       fragment=cfg.get_frag('color'))
    render = ngl.Render(shape, prog)
    render.update_uniforms(color=ngl.UniformVec4([1.0] * 4))

    for i in range(n):
        mid_time = cfg.duration / 2.0
        start_time = mid_time / (i + 2)
        end_time = cfg.duration - start_time

        scale_animkf = [
            ngl.AnimKeyFrameVec3(start_time, (0, 0, 0)),
            ngl.AnimKeyFrameVec3(mid_time, (1.0, 1.0, 1.0), 'exp_out'),
            ngl.AnimKeyFrameVec3(end_time, (0, 0, 0), 'exp_in'),
        ]

        angle = i * step
        rotate_animkf = [
            ngl.AnimKeyFrameFloat(start_time, 0),
            ngl.AnimKeyFrameFloat(mid_time, angle, 'exp_out'),
            ngl.AnimKeyFrameFloat(end_time, 0, 'exp_in'),
        ]

        tnode = render
        tnode = ngl.Scale(tnode, anim=ngl.AnimatedVec3(scale_animkf))
        tnode = ngl.Translate(tnode, vector=(1 - radius, 0, 0))
        tnode = ngl.Rotate(tnode, anim=ngl.AnimatedFloat(rotate_animkf))

        group.add_children(tnode)

    return group
def _get_random_transform(cfg, rng, t0, t1, child):
    translate = lambda rng, child: ngl.Translate(
        child,
        vector=_get_random_animated_vec3(rng, t0, t1, _get_random_position),
    )
    scale = lambda rng, child: ngl.Scale(
        child,
        factors=_get_random_animated_vec3(rng, t0, t1, _get_random_factors),
        anchor=_get_random_anchor(rng),
    )
    rotate = lambda rng, child: ngl.Rotate(
        child,
        angle=_get_random_animated_float(rng, t0, t1, _get_random_angle),
        anchor=_get_random_anchor(rng),
    )

    for i in range(rng.randint(1, 2)):
        trf_func = rng.choice((translate, scale, rotate))
        child = trf_func(rng, child)
    return child
Пример #24
0
def animated_square(cfg,
                    color=(1, 0.66, 0, 1),
                    rotate=True,
                    scale=True,
                    translate=True):
    '''Animated Translate/Scale/Rotate on a square'''
    cfg.duration = 5.0
    cfg.aspect_ratio = (1, 1)

    sz = 1 / 3.
    q = ngl.Quad((-sz / 2, -sz / 2, 0), (sz, 0, 0), (0, sz, 0))
    p = ngl.Program(vertex=cfg.get_vert('color'),
                    fragment=cfg.get_frag('color'))
    node = ngl.Render(q, p)
    ucolor = ngl.UniformVec4(value=color)
    node.update_uniforms(color=ucolor)

    coords = [(-1, 1), (1, 1), (1, -1), (-1, -1), (-1, 1)]

    if rotate:
        animkf = (ngl.AnimKeyFrameFloat(0, 0),
                  ngl.AnimKeyFrameFloat(cfg.duration, 360))
        node = ngl.Rotate(node, anim=ngl.AnimatedFloat(animkf))

    if scale:
        animkf = (ngl.AnimKeyFrameVec3(0, (1, 1, 1)),
                  ngl.AnimKeyFrameVec3(cfg.duration / 2, (2, 2, 2)),
                  ngl.AnimKeyFrameVec3(cfg.duration, (1, 1, 1)))
        node = ngl.Scale(node, anim=ngl.AnimatedVec3(animkf))

    if translate:
        animkf = []
        tscale = 1. / float(len(coords) - 1) * cfg.duration
        for i, xy in enumerate(coords):
            pos = (xy[0] * .5, xy[1] * .5, 0)
            t = i * tscale
            animkf.append(ngl.AnimKeyFrameVec3(t, pos))
        node = ngl.Translate(node, anim=ngl.AnimatedVec3(animkf))

    return node
Пример #25
0
def animated_circles(cfg):
    """Simple cyclic circles animation"""
    group = ngl.Group()

    cfg.duration = 5.0
    cfg.aspect_ratio = (1, 1)
    radius = 0.2
    n = 10
    step = 360.0 / n

    shape = ngl.Circle(radius=radius, npoints=128)
    render = ngl.RenderColor(geometry=shape)

    for i in range(n):
        mid_time = cfg.duration / 2.0
        start_time = mid_time / (i + 2)
        end_time = cfg.duration - start_time

        scale_animkf = [
            ngl.AnimKeyFrameVec3(start_time, (0, 0, 0)),
            ngl.AnimKeyFrameVec3(mid_time, (1.0, 1.0, 1.0), "exp_out"),
            ngl.AnimKeyFrameVec3(end_time, (0, 0, 0), "exp_in"),
        ]

        angle = i * step
        rotate_animkf = [
            ngl.AnimKeyFrameFloat(start_time, 0),
            ngl.AnimKeyFrameFloat(mid_time, angle, "exp_out"),
            ngl.AnimKeyFrameFloat(end_time, 0, "exp_in"),
        ]

        tnode = render
        tnode = ngl.Scale(tnode, factors=ngl.AnimatedVec3(scale_animkf))
        tnode = ngl.Translate(tnode, vector=(1 - radius, 0, 0))
        tnode = ngl.Rotate(tnode, angle=ngl.AnimatedFloat(rotate_animkf))

        group.add_children(tnode)

    return group
Пример #26
0
def _get_easing_nodes(cfg, color_program):
    easings = _easing_list
    nb_easings = len(easings)

    nb_rows = int(math.sqrt(nb_easings))
    nb_cols = int(math.ceil(nb_easings / float(nb_rows)))

    cfg.aspect_ratio = (nb_cols, nb_rows)

    easing_h = 1. / nb_rows
    easing_w = 1. / nb_cols
    for row in range(nb_rows):
        for col in range(nb_cols):
            easing_id = row * nb_cols + col
            if easing_id >= nb_easings:
                return
            easing, zoom = easings[easing_id]
            easing_node = _get_easing_node(cfg, easing, zoom, color_program)
            easing_node = ngl.Scale(easing_node,
                                    factors=[easing_w, easing_h, 0])
            x = easing_w * (-nb_cols + 1 + 2 * col)
            y = easing_h * (nb_rows - 1 - 2 * row)
            easing_node = ngl.Translate(easing_node, vector=(x, y, 0))
            yield easing_node
Пример #27
0
def _get_live_trf_spec(layout):

    t0 = ngl.Identity()
    t1 = ngl.Transform(t0)
    t2 = ngl.Translate(t1)
    t3 = ngl.Rotate(t2)
    t4 = ngl.Scale(t3)
    t5 = ngl.RotateQuat(t4)

    return [
        dict(
            name='m4',
            type='mat4',
            category='single',
            func=lambda data: ngl.UniformMat4(data, transform=t5),
            livechange=(
                lambda: t1.set_matrix(  # trf_step=1
                    0.1,
                    0.2,
                    0.0,
                    0.0,
                    0.0,
                    0.3,
                    0.4,
                    0.0,
                    0.0,
                    0.0,
                    0.5,
                    0.0,
                    0.8,
                    0.7,
                    0.0,
                    0.6,
                ),
                lambda: t2.set_vector(0.2, 0.7, -0.4),  # trf_step=2
                lambda: t3.set_angle(123.4),  # trf_step=3
                lambda: t4.set_factors(0.7, 1.4, 0.2),  # trf_step=4
                lambda: t5.set_quat(0, 0, -0.474, 0.880),  # trf_step=5
                lambda: t5.set_quat(0, 0, 0, 1),
                lambda: t4.set_factors(1, 1, 1),
                lambda: t3.set_angle(0),
                lambda: t2.set_vector(0, 0, 0),
                lambda: t1.set_matrix(
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                )),
        ),
    ]
Пример #28
0
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
Пример #29
0
def _get_live_trf_spec():

    t0 = ngl.Identity()
    t1 = ngl.Transform(t0)
    t2 = ngl.Translate(t1)
    t3 = ngl.Rotate(t2)
    t4 = ngl.Scale(t3)
    t5 = ngl.RotateQuat(t4)
    t6 = ngl.Skew(t5)

    return [
        dict(
            name="m4",
            type="mat4",
            category="single",
            func=lambda data: ngl.UniformMat4(data, transform=t6),
            livechange=(
                # fmt: off
                lambda: t1.set_matrix(  # trf_step=1
                    0.1,
                    0.2,
                    0.0,
                    0.0,
                    0.0,
                    0.3,
                    0.4,
                    0.0,
                    0.0,
                    0.0,
                    0.5,
                    0.0,
                    0.8,
                    0.7,
                    0.0,
                    0.6,
                ),
                lambda: t2.set_vector(0.2, 0.7, -0.4),  # trf_step=2
                lambda: t3.set_angle(123.4),  # trf_step=3
                lambda: t4.set_factors(0.7, 1.4, 0.2),  # trf_step=4
                lambda: t5.set_quat(0, 0, -0.474, 0.880),  # trf_step=5
                lambda: t6.set_angles(0, 50, -145),  # trf_step=6
                lambda: t6.set_angles(0, 0, 0),
                lambda: t5.set_quat(0, 0, 0, 1),
                lambda: t4.set_factors(1, 1, 1),
                lambda: t3.set_angle(0),
                lambda: t2.set_vector(0, 0, 0),
                lambda: t1.set_matrix(
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                    0.0,
                    0.0,
                    0.0,
                    0.0,
                    1.0,
                )
                # fmt: on
            ),
        ),
    ]
Пример #30
0
def transform_translate(cfg, vector=(0.2, 0.7, -0.4)):
    cfg.aspect_ratio = (1, 1)
    shape = _transform_shape(cfg)
    return ngl.Translate(shape, vector)