示例#1
0
def _get_time_scene(cfg):
    m0 = cfg.medias[0]

    media_seek = 10
    noop_duration = 2
    prefetch_duration = 2
    freeze_duration = 3
    playback_duration = 5

    range_start = noop_duration + prefetch_duration
    play_start = range_start + freeze_duration
    play_stop = play_start + playback_duration
    range_stop = play_stop + freeze_duration
    duration = range_stop + noop_duration

    cfg.duration = duration
    cfg.aspect_ratio = (m0.width, m0.height)

    media_animkf = [
        ngl.AnimKeyFrameFloat(play_start, media_seek),
        ngl.AnimKeyFrameFloat(play_stop, media_seek + playback_duration),
    ]

    m = ngl.Media(m0.filename, time_anim=ngl.AnimatedTime(media_animkf))
    t = ngl.Texture2D(data_src=m)
    r = ngl.RenderTexture(t)

    time_ranges = [
        ngl.TimeRangeModeNoop(0),
        ngl.TimeRangeModeCont(range_start),
        ngl.TimeRangeModeNoop(range_stop),
    ]
    rf = ngl.TimeRangeFilter(r, ranges=time_ranges, prefetch_time=prefetch_duration)

    return rf
示例#2
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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))
示例#3
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def _compute_animation(cfg, animate_pre_render=True):
    cfg.duration = 5
    cfg.aspect_ratio = (1, 1)
    local_size = 2

    vertices_data = array.array(
        "f",
        [
            # fmt: off
            -0.5,
            -0.5,
            0.0,
            0.5,
            -0.5,
            0.0,
            -0.5,
            0.5,
            0.0,
            0.5,
            0.5,
            0.0,
            # fmt: on
        ],
    )
    nb_vertices = 4

    input_vertices = ngl.BufferVec3(data=vertices_data, label="vertices")
    output_vertices = ngl.BufferVec3(data=vertices_data, label="vertices")
    input_block = ngl.Block(fields=[input_vertices], layout="std140")
    output_block = ngl.Block(fields=[output_vertices], layout="std140")

    rotate_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360)
    ]
    rotate = ngl.Rotate(ngl.Identity(),
                        axis=(0, 0, 1),
                        angle=ngl.AnimatedFloat(rotate_animkf))
    transform = ngl.UniformMat4(transform=rotate)

    program = ngl.ComputeProgram(_ANIMATION_COMPUTE,
                                 workgroup_size=(local_size, local_size, 1))
    program.update_properties(dst=ngl.ResourceProps(writable=True))
    compute = ngl.Compute(workgroup_count=(nb_vertices / (local_size**2), 1,
                                           1),
                          program=program)
    compute.update_resources(transform=transform,
                             src=input_block,
                             dst=output_block)

    quad_buffer = ngl.BufferVec3(block=output_block, block_field=0)
    geometry = ngl.Geometry(quad_buffer, topology="triangle_strip")
    program = ngl.Program(vertex=cfg.get_vert("color"),
                          fragment=cfg.get_frag("color"))
    render = ngl.Render(geometry, program)
    render.update_frag_resources(color=ngl.UniformVec3(value=COLORS.sgreen),
                                 opacity=ngl.UniformFloat(1))

    children = (compute, render) if animate_pre_render else (render, compute)
    return ngl.Group(children=children)
示例#4
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def triangle(cfg, size=0.5):
    '''Rotating triangle with edge coloring specified in a vertex attribute'''
    b = size * math.sqrt(3) / 2.0
    c = size * 1 / 2.
    cfg.duration = 3.
    cfg.aspect_ratio = (1, 1)

    colors_data = array.array(
        'f', [0.0, 0.0, 1.0, 1.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 0.0, 1.0])
    colors_buffer = ngl.BufferVec4(data=colors_data)

    triangle = ngl.Triangle((-b, -c, 0), (b, -c, 0), (0, size, 0))
    p = ngl.Program(fragment=cfg.get_frag('color'),
                    vertex=cfg.get_vert('triangle'))
    p.update_vert_out_vars(color=ngl.IOVec4())
    node = ngl.Render(triangle, p)
    node.update_attributes(edge_color=colors_buffer)
    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration / 3., -360 / 3., 'exp_in_out'),
        ngl.AnimKeyFrameFloat(2 * cfg.duration / 3., -2 * 360 / 3.,
                              'exp_in_out'),
        ngl.AnimKeyFrameFloat(cfg.duration, -360, 'exp_in_out')
    ]
    node = ngl.Rotate(node, anim=ngl.AnimatedFloat(animkf))
    return node
示例#5
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def compute_particules(cfg):
    random.seed(0)
    cfg.duration = 10
    local_size = 4
    nb_particules = 128

    shader_version = '310 es' if cfg.backend == 'gles' else '430'
    shader_data = dict(
        version=shader_version,
        local_size=local_size,
        nb_particules=nb_particules,
    )
    compute_shader = _PARTICULES_COMPUTE % shader_data
    vertex_shader = _PARTICULES_VERT % shader_data
    fragment_shader = _PARTICULES_FRAG % shader_data

    positions = array.array('f')
    velocities = array.array('f')
    for i in range(nb_particules):
        positions.extend([
            random.uniform(-2.0, 1.0),
            random.uniform(-1.0, 1.0),
            0.0,
        ])
        velocities.extend([
            random.uniform(1.0, 2.0),
            random.uniform(0.5, 1.5),
        ])

    ipositions = ngl.Block(
        fields=[
            ngl.BufferVec3(data=positions),
            ngl.BufferVec2(data=velocities),
        ],
        layout='std430',
    )
    opositions = ngl.Block(fields=[ngl.BufferVec3(count=nb_particules)], layout='std430')

    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 1.0),
    ]
    time = ngl.AnimatedFloat(animkf)
    duration = ngl.UniformFloat(cfg.duration)

    group_size = nb_particules / local_size
    program = ngl.ComputeProgram(compute_shader)
    compute = ngl.Compute(nb_particules, 1, 1, program)
    compute.update_uniforms(time=time, duration=duration)
    compute.update_blocks(ipositions_buffer=ipositions, opositions_buffer=opositions)

    circle = ngl.Circle(radius=0.05)
    program = ngl.Program(vertex=vertex_shader, fragment=fragment_shader)
    render = ngl.Render(circle, program, nb_instances=nb_particules)
    render.update_uniforms(color=ngl.UniformVec4(value=COLORS['sgreen']))
    render.update_blocks(positions_buffer=opositions)

    group = ngl.Group()
    group.add_children(compute, render)
    return group
示例#6
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def queued_medias(cfg, overlap_time=1.0, dim=3):
    """Queue of medias, mainly used as a demonstration for the prefetch/release mechanism"""
    nb_videos = dim * dim
    tqs = []

    ag = AutoGrid(range(nb_videos))
    for video_id, _, col, pos in ag:
        start = video_id * cfg.duration / nb_videos
        animkf = [
            ngl.AnimKeyFrameFloat(start, 0),
            ngl.AnimKeyFrameFloat(start + cfg.duration, cfg.duration),
        ]
        m = ngl.Media(cfg.medias[video_id % len(cfg.medias)].filename,
                      time_anim=ngl.AnimatedTime(animkf))
        m.set_label("media #%d" % video_id)

        t = ngl.Texture2D(data_src=m)

        render = ngl.RenderTexture(t)
        render.set_label("render #%d" % video_id)
        render = ag.place_node(render, (col, pos))

        rf = ngl.TimeRangeFilter(render)
        if start:
            rf.add_ranges(ngl.TimeRangeModeNoop(0))
        rf.add_ranges(
            ngl.TimeRangeModeCont(start),
            ngl.TimeRangeModeNoop(start + cfg.duration / nb_videos +
                                  overlap_time))

        tqs.append(rf)

    return ngl.Group(children=tqs)
示例#7
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def velocity_triangle_rotate(cfg):
    cfg.duration = 5.0
    cfg.aspect_ratio = (1, 1)

    anim_kf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360 * 3, "circular_in_out"),
    ]
    anim = ngl.AnimatedFloat(anim_kf)
    velocity = ngl.VelocityFloat(anim)

    frag = textwrap.dedent("""\
    void main()
    {
        float v = clamp(velocity / 3000., 0.0, 1.0);
        ngl_out_color = vec4(v, v / 2.0, 0.0, 1.0);
    }
    """)

    p0, p1, p2 = equilateral_triangle_coords(2.0)
    triangle = ngl.RenderColor(COLORS.white, geometry=ngl.Triangle(p0, p1, p2))
    triangle = ngl.Rotate(triangle, angle=anim)

    prog_c = ngl.Program(vertex=cfg.get_vert("color"), fragment=frag)
    circle = ngl.Render(ngl.Circle(radius=1.0, npoints=128), prog_c)
    circle.update_frag_resources(velocity=velocity)
    return ngl.Group(children=(circle, triangle))
示例#8
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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))
示例#9
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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))
示例#10
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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
示例#11
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def animated_uniform(cfg):
    '''Uniform mat4 animated with a transform chain'''
    m0 = cfg.medias[0]
    cfg.aspect_ratio = (m0.width, m0.height)

    q = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    m = ngl.Media(m0.filename)
    t = ngl.Texture2D(data_src=m)
    p = ngl.Program(vertex=cfg.get_vert('texture'),
                    fragment=cfg.get_frag('matrix-transform'))
    ts = ngl.Render(q, p)
    ts.update_textures(tex0=t)

    scale_animkf = [
        ngl.AnimKeyFrameVec3(0, (1, 1, 1)),
        ngl.AnimKeyFrameVec3(cfg.duration, (0.1, 0.1, 0.1), 'quartic_out')
    ]
    s = ngl.Scale(ngl.Identity(), anim=ngl.AnimatedVec3(scale_animkf))

    rotate_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360, 'exp_out')
    ]
    r = ngl.Rotate(s, axis=(0, 0, 1), anim=ngl.AnimatedFloat(rotate_animkf))

    u = ngl.UniformMat4(transform=r)
    ts.update_uniforms(matrix=u)

    return ts
示例#12
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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)
def triangle(cfg, size=4 / 3):
    """Rotating triangle with edge coloring specified in a vertex attribute"""
    cfg.duration = 3.0
    cfg.aspect_ratio = (1, 1)

    colors_data = array.array("f",
                              [0.0, 0.0, 1.0, 0.0, 1.0, 0.0, 1.0, 0.0, 0.0])
    colors_buffer = ngl.BufferVec3(data=colors_data)

    p0, p1, p2 = equilateral_triangle_coords(size)
    triangle = ngl.Triangle(p0, p1, p2)
    p = ngl.Program(fragment=cfg.get_frag("color"),
                    vertex=cfg.get_vert("triangle"))
    p.update_vert_out_vars(color=ngl.IOVec3())
    node = ngl.Render(triangle, p)
    node.update_attributes(edge_color=colors_buffer)
    node.update_frag_resources(opacity=ngl.UniformFloat(1))
    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration / 3.0, -360 / 3.0, "exp_in_out"),
        ngl.AnimKeyFrameFloat(2 * cfg.duration / 3.0, -2 * 360 / 3.0,
                              "exp_in_out"),
        ngl.AnimKeyFrameFloat(cfg.duration, -360, "exp_in_out"),
    ]
    node = ngl.Rotate(node, angle=ngl.AnimatedFloat(animkf))
    return node
示例#14
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def animated_uniform(cfg):
    """Uniform mat4 animated with a transform chain"""
    m0 = cfg.medias[0]
    cfg.aspect_ratio = (m0.width, m0.height)

    q = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    m = ngl.Media(m0.filename)
    t = ngl.Texture2D(data_src=m)
    p = ngl.Program(vertex=cfg.get_vert("texture"),
                    fragment=cfg.get_frag("matrix-transform"))
    p.update_vert_out_vars(var_uvcoord=ngl.IOVec2(),
                           var_tex0_coord=ngl.IOVec2())
    ts = ngl.Render(q, p)
    ts.update_frag_resources(tex0=t)

    scale_animkf = [
        ngl.AnimKeyFrameVec3(0, (1, 1, 1)),
        ngl.AnimKeyFrameVec3(cfg.duration, (0.1, 0.1, 0.1), "quartic_out"),
    ]
    s = ngl.Scale(ngl.Identity(), factors=ngl.AnimatedVec3(scale_animkf))

    rotate_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360, "exp_out")
    ]
    r = ngl.Rotate(s, axis=(0, 0, 1), angle=ngl.AnimatedFloat(rotate_animkf))

    u = ngl.UniformMat4(transform=r)
    ts.update_frag_resources(matrix=u)

    return ts
示例#15
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def rtt_clear_attachment_with_timeranges(cfg):
    cfg.aspect_ratio = (1, 1)

    # Time-disabled full screen white quad
    render = ngl.RenderColor(COLORS.white)

    time_range_filter = ngl.TimeRangeFilter(render)
    time_range_filter.add_ranges(ngl.TimeRangeModeNoop(0))

    # Intermediate no-op RTT to force the use of a different render pass internally
    texture = ngl.Texture2D(width=32, height=32)
    rtt_noop = ngl.RenderToTexture(ngl.Identity(), [texture])

    # Centered rotating quad
    quad = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    render = ngl.RenderColor(COLORS.orange, geometry=quad)

    animkf = [ngl.AnimKeyFrameFloat(0, 0), ngl.AnimKeyFrameFloat(cfg.duration, -360)]
    render = ngl.Rotate(render, angle=ngl.AnimatedFloat(animkf))

    group = ngl.Group(children=(time_range_filter, rtt_noop, render))

    # Root RTT
    texture = ngl.Texture2D(width=512, height=512)
    rtt = ngl.RenderToTexture(group, [texture])

    # Full screen render of the root RTT result
    render = ngl.RenderTexture(texture)

    return ngl.Group(children=(rtt, render))
示例#16
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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
示例#17
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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
示例#18
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def simple_transition(cfg, transition_start=2, transition_duration=4):
    """Fading transition between two medias"""

    cfg.duration = transition_start * 2 + transition_duration

    vertex = cfg.get_vert("dual-tex")
    fragment = cfg.get_frag("tex-mix")

    q = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    p1_2 = ngl.Program(vertex=vertex, fragment=fragment)
    p1_2.update_vert_out_vars(var_tex0_coord=ngl.IOVec2(),
                              var_tex1_coord=ngl.IOVec2())

    m1 = ngl.Media(cfg.medias[0].filename, label="media #1")
    m2 = ngl.Media(cfg.medias[1 % len(cfg.medias)].filename, label="media #2")

    animkf_m2 = [
        ngl.AnimKeyFrameFloat(transition_start, 0),
        ngl.AnimKeyFrameFloat(transition_start + cfg.duration, cfg.duration),
    ]
    m2.set_time_anim(ngl.AnimatedTime(animkf_m2))

    t1 = ngl.Texture2D(data_src=m1, label="texture #1")
    t2 = ngl.Texture2D(data_src=m2, label="texture #2")

    render1 = ngl.RenderTexture(t1, label="render #1")
    render2 = ngl.RenderTexture(t2, label="render #2")

    delta_animkf = [
        ngl.AnimKeyFrameFloat(transition_start, 1.0),
        ngl.AnimKeyFrameFloat(transition_start + transition_duration, 0.0),
    ]
    delta = ngl.AnimatedFloat(delta_animkf)

    render1_2 = ngl.Render(q, p1_2, label="transition")
    render1_2.update_frag_resources(tex0=t1, tex1=t2)
    render1_2.update_frag_resources(delta=delta)

    rr1 = []
    rr2 = []
    rr1_2 = []

    rr1.append(ngl.TimeRangeModeNoop(transition_start))

    rr2.append(ngl.TimeRangeModeNoop(0))
    rr2.append(ngl.TimeRangeModeCont(transition_start + transition_duration))

    rr1_2.append(ngl.TimeRangeModeNoop(0))
    rr1_2.append(ngl.TimeRangeModeCont(transition_start))
    rr1_2.append(ngl.TimeRangeModeNoop(transition_start + transition_duration))

    rf1 = ngl.TimeRangeFilter(render1, ranges=rr1)
    rf2 = ngl.TimeRangeFilter(render2, ranges=rr2)
    rf1_2 = ngl.TimeRangeFilter(render1_2, ranges=rr1_2)

    g = ngl.Group()
    g.add_children(rf1, rf1_2, rf2)

    return g
示例#19
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def compute_particles(cfg):
    cfg.duration = 10
    workgroups = (2, 1, 4)
    local_size = (4, 4, 1)
    nb_particles = workgroups[0] * workgroups[1] * workgroups[2] * local_size[
        0] * local_size[1] * local_size[2]

    positions = array.array("f")
    velocities = array.array("f")
    for i in range(nb_particles):
        positions.extend([
            cfg.rng.uniform(-2.0, 1.0),
            cfg.rng.uniform(-1.0, 1.0),
            0.0,
        ])
        velocities.extend([
            cfg.rng.uniform(1.0, 2.0),
            cfg.rng.uniform(0.5, 1.5),
        ])

    ipositions = ngl.Block(
        fields=[
            ngl.BufferVec3(data=positions, label="positions"),
            ngl.BufferVec2(data=velocities, label="velocities"),
        ],
        layout="std430",
    )
    opositions = ngl.Block(
        fields=[ngl.BufferVec3(count=nb_particles, label="positions")],
        layout="std140")

    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 1.0),
    ]
    time = ngl.AnimatedFloat(animkf)
    duration = ngl.UniformFloat(cfg.duration)

    program = ngl.ComputeProgram(_PARTICULES_COMPUTE,
                                 workgroup_size=local_size)
    program.update_properties(odata=ngl.ResourceProps(writable=True))
    compute = ngl.Compute(workgroups, program)
    compute.update_resources(time=time,
                             duration=duration,
                             idata=ipositions,
                             odata=opositions)

    circle = ngl.Circle(radius=0.05)
    program = ngl.Program(vertex=_PARTICULES_VERT,
                          fragment=cfg.get_frag("color"))
    render = ngl.Render(circle, program, nb_instances=nb_particles)
    render.update_frag_resources(color=ngl.UniformVec3(value=COLORS.sgreen),
                                 opacity=ngl.UniformFloat(1))
    render.update_vert_resources(data=opositions)

    group = ngl.Group()
    group.add_children(compute, render)
    return group
示例#20
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def simple_transition(cfg, transition_start=2, transition_duration=4):
    '''Fading transition between two medias'''

    cfg.duration = transition_start * 2 + transition_duration

    vertex = cfg.get_vert('dual-tex')
    fragment = cfg.get_frag('tex-mix')

    q = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    p1_2 = ngl.Program(vertex=vertex, fragment=fragment)

    m1 = ngl.Media(cfg.medias[0].filename, label='media #1')
    m2 = ngl.Media(cfg.medias[1 % len(cfg.medias)].filename, label='media #2')

    animkf_m2 = [ngl.AnimKeyFrameFloat(transition_start, 0)]
    m2.set_time_anim(ngl.AnimatedTime(animkf_m2))

    t1 = ngl.Texture2D(data_src=m1, label='texture #1')
    t2 = ngl.Texture2D(data_src=m2, label='texture #2')

    program = ngl.Program(vertex=cfg.get_vert('texture'),
                          fragment=cfg.get_frag('texture'))
    render1 = ngl.Render(q, program, label='render #1')
    render1.update_textures(tex0=t1)
    render2 = ngl.Render(q, program, label='render #2')
    render2.update_textures(tex0=t2)

    delta_animkf = [
        ngl.AnimKeyFrameFloat(transition_start, 1.0),
        ngl.AnimKeyFrameFloat(transition_start + transition_duration, 0.0)
    ]
    delta = anim = ngl.AnimatedFloat(delta_animkf)

    render1_2 = ngl.Render(q, p1_2, label='transition')
    render1_2.update_textures(tex0=t1, tex1=t2)
    render1_2.update_uniforms(delta=delta)

    rr1 = []
    rr2 = []
    rr1_2 = []

    rr1.append(ngl.TimeRangeModeNoop(transition_start))

    rr2.append(ngl.TimeRangeModeNoop(0))
    rr2.append(ngl.TimeRangeModeCont(transition_start + transition_duration))

    rr1_2.append(ngl.TimeRangeModeNoop(0))
    rr1_2.append(ngl.TimeRangeModeCont(transition_start))
    rr1_2.append(ngl.TimeRangeModeNoop(transition_start + transition_duration))

    rf1 = ngl.TimeRangeFilter(render1, ranges=rr1)
    rf2 = ngl.TimeRangeFilter(render2, ranges=rr2)
    rf1_2 = ngl.TimeRangeFilter(render1_2, ranges=rr1_2)

    g = ngl.Group()
    g.add_children(rf1, rf1_2, rf2)

    return g
示例#21
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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
示例#22
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def compute_particules(cfg):
    random.seed(0)
    cfg.duration = 10
    local_size = 4
    nb_particules = 128

    positions = array.array('f')
    velocities = array.array('f')
    for i in range(nb_particules):
        positions.extend([
            random.uniform(-2.0, 1.0),
            random.uniform(-1.0, 1.0),
            0.0,
        ])
        velocities.extend([
            random.uniform(1.0, 2.0),
            random.uniform(0.5, 1.5),
        ])

    ipositions = ngl.Block(
        fields=[
            ngl.BufferVec3(data=positions, label='positions'),
            ngl.BufferVec2(data=velocities, label='velocities'),
        ],
        layout='std430',
    )
    opositions = ngl.Block(
        fields=[ngl.BufferVec3(count=nb_particules, label='positions')],
        layout='std430')

    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 1.0),
    ]
    time = ngl.AnimatedFloat(animkf)
    duration = ngl.UniformFloat(cfg.duration)

    group_size = nb_particules / local_size
    program = ngl.ComputeProgram(_PARTICULES_COMPUTE %
                                 dict(local_size=local_size))
    compute = ngl.Compute(nb_particules, 1, 1, program)
    compute.update_resources(time=time,
                             duration=duration,
                             idata=ipositions,
                             odata=opositions)

    circle = ngl.Circle(radius=0.05)
    program = ngl.Program(vertex=_PARTICULES_VERT,
                          fragment=cfg.get_frag('color'))
    render = ngl.Render(circle, program, nb_instances=nb_particules)
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['sgreen']))
    render.update_vert_resources(data=opositions)

    group = ngl.Group()
    group.add_children(compute, render)
    return group
示例#23
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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
示例#24
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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
示例#25
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def _get_data_streamed_buffer_vec4_scene(cfg, scale, show_dbg_points):
    duration = _N
    cfg.duration = duration * scale
    cfg.aspect_ratio = (1, 1)
    size, data_size, = _N, _N * _N

    time_anim = None
    if scale != 1:
        kfs = [
            ngl.AnimKeyFrameFloat(0, 0),
            ngl.AnimKeyFrameFloat(cfg.duration, duration),
        ]
        time_anim = ngl.AnimatedTime(kfs)

    pts_data = array.array('q')
    assert pts_data.itemsize == 8

    for i in range(duration):
        offset = 10000 if i == 0 else 0
        pts_data.extend([i * 1000000 + offset])

    vec4_data = array.array('f')
    for i in range(duration):
        for j in range(data_size):
            v = i / float(duration) + j / float(data_size * duration)
            vec4_data.extend([v, v, v, v])

    pts_buffer = ngl.BufferInt64(data=pts_data)
    vec4_buffer = ngl.BufferVec4(data=vec4_data)
    streamed_buffer = ngl.StreamedBufferVec4(data_size,
                                             pts_buffer,
                                             vec4_buffer,
                                             time_anim=time_anim,
                                             label='data')
    streamed_block = ngl.Block(layout='std140',
                               label='streamed_block',
                               fields=(streamed_buffer, ))

    shader_params = dict(data_size=data_size, size=size)

    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    program = ngl.Program(
        vertex=_RENDER_STREAMEDBUFFER_VERT,
        fragment=_RENDER_STREAMEDBUFFER_FRAG % shader_params,
    )
    program.update_vert_out_vars(var_uvcoord=ngl.IOVec2())
    render = ngl.Render(quad, program)
    render.update_frag_resources(streamed=streamed_block)

    group = ngl.Group(children=(render, ))
    if show_dbg_points:
        cuepoints = _get_data_streamed_buffer_cuepoints()
        group.add_children(get_debug_points(cfg, cuepoints))
    return group
示例#26
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def cropboard(cfg, dim=15):
    '''Divided media using instancing draw and UV coords offsetting from a buffer'''
    m0 = cfg.medias[0]
    random.seed(0)
    cfg.duration = 10
    cfg.aspect_ratio = (m0.width, m0.height)

    kw = kh = 1. / dim
    qw = qh = 2. / dim

    p = ngl.Program(vertex=cfg.get_vert('cropboard'),
                    fragment=cfg.get_frag('texture'))
    p.update_vert_out_vars(var_tex0_coord=ngl.IOVec2(),
                           var_uvcoord=ngl.IOVec2())
    m = ngl.Media(m0.filename)
    t = ngl.Texture2D(data_src=m)

    uv_offset_buffer = array.array('f')
    translate_a_buffer = array.array('f')
    translate_b_buffer = array.array('f')

    q = ngl.Quad(corner=(0, 0, 0),
                 width=(qw, 0, 0),
                 height=(0, qh, 0),
                 uv_corner=(0, 0),
                 uv_width=(kw, 0),
                 uv_height=(0, kh))

    for y in range(dim):
        for x in range(dim):
            uv_offset = [x * kw, (y + 1.) * kh - 1.]
            src = [random.uniform(-2, 2), random.uniform(-2, 2)]
            dst = [x * qw - 1., 1. - (y + 1.) * qh]

            uv_offset_buffer.extend(uv_offset)
            translate_a_buffer.extend(src)
            translate_b_buffer.extend(dst)

    utime_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration * 2 / 3., 1, 'exp_out')
    ]
    utime = ngl.AnimatedFloat(utime_animkf)

    render = ngl.Render(q, p, nb_instances=dim**2)
    render.update_frag_resources(tex0=t)
    render.update_vert_resources(time=utime)
    render.update_instance_attributes(
        uv_offset=ngl.BufferVec2(data=uv_offset_buffer),
        translate_a=ngl.BufferVec2(data=translate_a_buffer),
        translate_b=ngl.BufferVec2(data=translate_b_buffer),
    )
    return render
示例#27
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def compute_animation(cfg):
    cfg.duration = 5
    cfg.aspect_ratio = (1, 1)
    local_size = 2

    vertices_data = array.array('f', [
        -0.5,
        -0.5,
        0.0,
        0.5,
        -0.5,
        0.0,
        -0.5,
        0.5,
        0.0,
        0.5,
        0.5,
        0.0,
    ])
    nb_vertices = 4

    input_vertices = ngl.BufferVec3(data=vertices_data, label='vertices')
    output_vertices = ngl.BufferVec3(data=vertices_data, label='vertices')
    input_block = ngl.Block(fields=[input_vertices], layout='std140')
    output_block = ngl.Block(fields=[output_vertices], layout='std140')

    rotate_animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, 360)
    ]
    rotate = ngl.Rotate(ngl.Identity(),
                        axis=(0, 0, 1),
                        anim=ngl.AnimatedFloat(rotate_animkf))
    transform = ngl.UniformMat4(transform=rotate)

    program = ngl.ComputeProgram(_ANIMATION_COMPUTE,
                                 workgroup_size=(local_size, local_size, 1))
    program.update_properties(dst=ngl.ResourceProps(writable=True))
    compute = ngl.Compute(workgroup_count=(nb_vertices / (local_size**2), 1,
                                           1),
                          program=program)
    compute.update_resources(transform=transform,
                             src=input_block,
                             dst=output_block)

    quad_buffer = ngl.BufferVec3(block=output_block, block_field=0)
    geometry = ngl.Geometry(quad_buffer, topology='triangle_strip')
    program = ngl.Program(vertex=cfg.get_vert('color'),
                          fragment=cfg.get_frag('color'))
    render = ngl.Render(geometry, program)
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['sgreen']))

    return ngl.Group(children=(compute, render))
示例#28
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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
def playback_speed(cfg, speed=1.0):
    """Adjust media playback speed using animation keyframes"""
    m0 = cfg.medias[0]
    media_duration = m0.duration
    initial_seek = min(media_duration, 5)
    rush_duration = media_duration - initial_seek
    cfg.duration = rush_duration / speed
    cfg.aspect_ratio = (m0.width, m0.height)

    q = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    time_animkf = [ngl.AnimKeyFrameFloat(0, initial_seek), ngl.AnimKeyFrameFloat(cfg.duration, media_duration)]
    m = ngl.Media(m0.filename, time_anim=ngl.AnimatedTime(time_animkf))
    t = ngl.Texture2D(data_src=m)
    return ngl.RenderTexture(t, geometry=q)
示例#30
0
def rtt_clear_attachment_with_timeranges(cfg):
    cfg.aspect_ratio = (1, 1)

    # Time-disabled full screen white quad
    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    program = ngl.Program(vertex=cfg.get_vert('color'),
                          fragment=cfg.get_frag('color'))
    program.update_vert_out_vars(var_tex0_coord=ngl.IOVec2(),
                                 var_uvcoord=ngl.IOVec2())
    render = ngl.Render(quad, program)
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['white']))
    time_range_filter = ngl.TimeRangeFilter(render)
    time_range_filter.add_ranges(ngl.TimeRangeModeNoop(0))

    # Intermediate no-op RTT to force the use of a different render pass internally
    texture = ngl.Texture2D(width=32, height=32)
    rtt_noop = ngl.RenderToTexture(ngl.Identity(), [texture])

    # Centered rotating quad
    quad = ngl.Quad((-0.5, -0.5, 0), (1, 0, 0), (0, 1, 0))
    program = ngl.Program(vertex=cfg.get_vert('color'),
                          fragment=cfg.get_frag('color'))
    program.update_vert_out_vars(var_tex0_coord=ngl.IOVec2(),
                                 var_uvcoord=ngl.IOVec2())
    render = ngl.Render(quad, program)
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['orange']))
    animkf = [
        ngl.AnimKeyFrameFloat(0, 0),
        ngl.AnimKeyFrameFloat(cfg.duration, -360)
    ]
    render = ngl.Rotate(render, anim=ngl.AnimatedFloat(animkf))

    group = ngl.Group(children=(time_range_filter, rtt_noop, render))

    # Root RTT
    texture = ngl.Texture2D(width=512, height=512)
    rtt = ngl.RenderToTexture(group, [texture])

    # Full screen render of the root RTT result
    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    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))