示例#1
0
def _rtt_load_attachment(cfg):
    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())
    background = ngl.Render(quad, program)
    background.update_frag_resources(color=ngl.UniformVec4(value=COLORS['white']))

    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']))

    texture = ngl.Texture2D(width=16, height=16)
    rtt = ngl.RenderToTexture(render, [texture])

    texture_noop = ngl.Texture2D(width=16, height=16)
    rtt_noop = ngl.RenderToTexture(render, [texture_noop])

    quad = ngl.Quad((0, 0, 0), (1, 0, 0), (0, 1, 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())
    foreground = ngl.Render(quad, program)
    foreground.update_frag_resources(tex0=texture)

    return ngl.Group(children=(background, rtt, rtt_noop, foreground))
示例#2
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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))
示例#3
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def _transform_shape(cfg):
    w, h = 0.75, 0.45
    geometry = ngl.Quad(corner=(-w/2., -h/2., 0), width=(w, 0, 0), height=(0, h, 0))
    prog = ngl.Program(vertex=cfg.get_vert('color'), fragment=cfg.get_frag('color'))
    render = ngl.Render(geometry, prog)
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['rose']))
    return render
示例#4
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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#5
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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')
示例#6
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def easings(cfg, easing_id='*'):
    '''Display all the easings (primitive for animation / motion design) at once'''
    random.seed(0)

    cfg.duration = 2.

    vert_data = cfg.get_vert('color')
    frag_data = cfg.get_frag('color')
    color_program = ngl.Program(vertex=vert_data,
                                fragment=frag_data,
                                label='color')
    full_block = _block(2,
                        2,
                        color_program,
                        color=ngl.UniformVec4(value=(.3, .3, .3, 1)))

    group = ngl.Group()
    group.add_children(full_block)
    if easing_id == '*':
        for easing_node in _get_easing_nodes(cfg, color_program):
            group.add_children(easing_node)
    else:
        cfg.aspect_ratio = (1, 1)
        easing_index = _easing_names.index(easing_id)
        random.seed(easing_index)
        easing, zoom = _easing_list[easing_index]
        easing_node = _get_easing_node(cfg, easing, zoom, color_program)
        group.add_children(easing_node)

    return ngl.GraphicConfig(group,
                             blend=True,
                             blend_src_factor='src_alpha',
                             blend_dst_factor='one_minus_src_alpha',
                             blend_src_factor_a='zero',
                             blend_dst_factor_a='one')
示例#7
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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
示例#8
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def _get_scene(geometry=None):
    program = ngl.Program(vertex=_vert, fragment=_frag)
    if geometry is None:
        geometry = ngl.Quad()
    scene = ngl.Render(geometry, program)
    scene.update_frag_resources(color=ngl.UniformVec4(value=(1.0, 1.0, 1.0,
                                                             1.0)))
    return scene
示例#9
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def shape_diamond_colormask(cfg):
    color_write_masks = ('r+g+b+a', 'r+g+a', 'g+b+a', 'r+b+a')
    geometry = ngl.Circle(npoints=5)
    prog = ngl.Program(vertex=cfg.get_vert('color'), fragment=cfg.get_frag('color'))
    render = ngl.Render(geometry, prog)
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['white']))
    scenes = [ngl.GraphicConfig(render, color_write_mask=cwm) for cwm in color_write_masks]
    return autogrid_simple(scenes)
示例#10
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def compute_particles(cfg):
    random.seed(0)
    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([
            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_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.UniformVec4(value=COLORS['sgreen']))
    render.update_vert_resources(data=opositions)

    group = ngl.Group()
    group.add_children(compute, render)
    return group
示例#11
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def square2circle(cfg,
                  square_color=(0.9, 0.1, 0.3, 1.0),
                  circle_color=(1.0, 1.0, 1.0, 1.0)):
    '''Morphing of a square (composed of many vertices) into a circle'''
    cfg.duration = 5
    cfg.aspect_ratio = (1, 1)

    def sqxf(t):  # square x coordinates clockwise starting top-left
        if t < 1 / 4.: return t * 4
        if t < 1 / 2.: return 1
        if t < 3 / 4.: return 1. - (t - .5) * 4
        return 0

    def sqyf(t):  # square y coordinates clockwise starting top-left
        if t < 1 / 4.: return 1
        if t < 1 / 2.: return 1. - (t - .25) * 4
        if t < 3 / 4.: return 0
        return (t - .75) * 4

    n = 1024  # number of vertices
    s = 1.25  # shapes scale
    interp = 'exp_in_out'

    square_vertices = array.array('f')
    for i in range(n):
        x = (sqxf(i / float(n)) - .5) * s
        y = (sqyf(i / float(n)) - .5) * s
        square_vertices.extend([x, y, 0])

    circle_vertices = array.array('f')
    step = 2 * math.pi / float(n)
    for i in range(n):
        angle = i * step - math.pi / 4.
        x = math.sin(angle) * .5 * s
        y = math.cos(angle) * .5 * s
        circle_vertices.extend([x, y, 0])

    vertices_animkf = [
        ngl.AnimKeyFrameBuffer(0, square_vertices),
        ngl.AnimKeyFrameBuffer(cfg.duration / 2., circle_vertices, interp),
        ngl.AnimKeyFrameBuffer(cfg.duration, square_vertices, interp),
    ]
    vertices = ngl.AnimatedBufferVec3(vertices_animkf)

    color_animkf = [
        ngl.AnimKeyFrameVec4(0, square_color),
        ngl.AnimKeyFrameVec4(cfg.duration / 2., circle_color, interp),
        ngl.AnimKeyFrameVec4(cfg.duration, square_color, interp),
    ]
    ucolor = ngl.UniformVec4(anim=ngl.AnimatedVec4(color_animkf))

    geom = ngl.Geometry(vertices)
    geom.set_topology('triangle_fan')
    p = ngl.Program(fragment=cfg.get_frag('color'))
    render = ngl.Render(geom, p)
    render.update_uniforms(color=ucolor)
    return render
示例#12
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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#13
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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
示例#14
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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#15
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def shape_triangles_mat4_attribute(cfg):
    cfg.aspect_ratio = (1, 1)
    p0, p1, p2 = equilateral_triangle_coords(1)
    geometry = ngl.Triangle(p0, p1, p2)
    matrices = ngl.BufferMat4(data=array.array('f', [
        1.0,
        0.0,
        0.0,
        0.0,
        0.0,
        1.0,
        0.0,
        0.0,
        0.0,
        0.0,
        1.0,
        0.0,
        -0.5,
        0.0,
        0.0,
        1.0,
        1.0,
        0.0,
        0.0,
        0.0,
        0.0,
        1.0,
        0.0,
        0.0,
        0.0,
        0.0,
        1.0,
        0.0,
        0.5,
        0.0,
        0.0,
        1.0,
    ]))

    program = ngl.Program(
        vertex=TRIANGLES_MAT4_ATTRIBUTE_VERT,
        fragment=cfg.get_frag('color'),
    )
    render = ngl.Render(geometry, program, nb_instances=2)
    render.update_instance_attributes(matrix=matrices)
    render.update_uniforms(color=ngl.UniformVec4(value=COLORS['orange']))
    return render
示例#16
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def urchin(cfg, npoints=25):
    '''Urchin with animated vertices'''
    cfg.duration = 5
    cfg.aspect_ratio = (1, 1)

    random.seed(0)

    def get_vertices(n, radius_func, offset=0):
        vertices = []
        step = 2 * math.pi / n
        for i in range(n):
            angle = (i + offset) * step
            radius = radius_func()
            x, y = math.sin(angle) * radius, math.cos(angle) * radius
            vertices.append([x, y, 0])
        return vertices

    k = 16
    n, m = .1, .9

    inner_rfunc = lambda: n
    inner_vertices = get_vertices(npoints, inner_rfunc)

    vdata = []
    for i in range(k):
        outer_rfunc = lambda: random.uniform(n, m)
        outer_vertices = get_vertices(npoints, outer_rfunc, offset=.5)
        vertices_data = array.array('f')
        for inner_vertex, outer_vertex in zip(inner_vertices, outer_vertices):
            vertices_data.extend(inner_vertex + outer_vertex)
        vertices_data.extend(inner_vertices[0])
        vdata.append(vertices_data)

    animkf = []
    for i, v in enumerate(vdata + [vdata[0]]):
        animkf.append(ngl.AnimKeyFrameBuffer(i * cfg.duration / float(k), v))

    vertices = ngl.AnimatedBufferVec3(animkf)

    geom = ngl.Geometry(vertices)
    geom.set_topology('line_strip')
    p = ngl.Program(vertex=cfg.get_vert('color'),
                    fragment=cfg.get_frag('color'))
    render = ngl.Render(geom, p)
    render.update_frag_resources(color=ngl.UniformVec4(value=(.9, .1, .3, 1)))
    return render
示例#17
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    def ret_func(cfg,
                 nb_points=100,
                 zoom=1,
                 offset_start=0,
                 offset_end=1,
                 draw_in=True,
                 draw_out=True,
                 draw_in_out=True,
                 draw_out_in=True):

        g = ngl.Group()
        cfg.aspect_ratio = (1, 1)
        frag_data = cfg.get_frag('color')
        program = ngl.Program(fragment=frag_data)

        for idx, ext in enumerate(versions):

            interp = name
            if ext is not None:
                interp += '_' + ext
                if not eval('draw_' + ext):
                    continue

            anim = ngl.AnimatedFloat([
                ngl.AnimKeyFrameFloat(-1, -1),
                ngl.AnimKeyFrameFloat(1,
                                      1,
                                      interp,
                                      easing_start_offset=offset_start,
                                      easing_end_offset=offset_end)
            ])

            vertices_data = array.array('f')
            for i in range(nb_points + 1):
                x = (i / float(nb_points) * 2 - 1)
                y = anim.evaluate(x * 1 / zoom) * zoom
                vertices_data.extend([x, y, 0])

            vertices = ngl.BufferVec3(data=vertices_data)
            geometry = ngl.Geometry(vertices, topology='line_strip')
            render = ngl.Render(geometry, program)
            render.update_uniforms(color=ngl.UniformVec4(_colors[idx]))

            g.add_children(render)
        return g
示例#18
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def compute_animation(cfg):
    cfg.duration = 5
    cfg.aspect_ratio = (1, 1)
    local_size = 2

    shader_version = '310 es' if cfg.backend == 'gles' else '430'
    shader_data = dict(
        version=shader_version,
        local_size=local_size,
    )
    compute_shader = _ANIMATION_COMPUTE % shader_data
    vertex_shader = _ANIMATION_VERT % shader_data
    fragment_shader = _ANIMATION_FRAG % shader_data

    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)
    output_vertices = ngl.BufferVec3(data=vertices_data)
    input_block = ngl.Block(fields=[input_vertices], layout='std140')
    output_block = ngl.Block(fields=[output_vertices], layout='std430')

    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(compute_shader)
    compute = ngl.Compute(nb_vertices / (local_size ** 2), 1, 1, program)
    compute.update_uniforms(transform=transform)
    compute.update_blocks(input_block=input_block, output_block=output_block)

    quad_buffer = ngl.BufferVec3(block=output_block, block_field=0)
    geometry = ngl.Geometry(quad_buffer, topology='triangle_fan')
    program = ngl.Program(vertex=vertex_shader, fragment=fragment_shader)
    render = ngl.Render(geometry, program)
    render.update_uniforms(color=ngl.UniformVec4(value=COLORS['sgreen']))

    return ngl.Group(children=(compute, render))
示例#19
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def fibo(cfg, n=8):
    '''Fibonacci with a recursive tree (nodes inherit transforms)'''
    cfg.duration = 5.0
    cfg.aspect_ratio = (1, 1)

    p = ngl.Program(vertex=cfg.get_vert('color'),
                    fragment=cfg.get_frag('color'))

    fib = [0, 1, 1]
    for i in range(2, n):
        fib.append(fib[i] + fib[i - 1])
    fib = fib[::-1]

    shift = 1 / 3.  # XXX: what's the exact math here?
    shape_scale = 1. / ((2. - shift) * sum(fib))

    orig = (-shift, -shift, 0)
    g = None
    root = None
    for i, x in enumerate(fib[:-1]):
        w = x * shape_scale
        gray = 1. - i / float(n)
        color = [gray, gray, gray, 1]
        q = ngl.Quad(orig, (w, 0, 0), (0, w, 0))
        render = ngl.Render(q, p)
        render.update_frag_resources(color=ngl.UniformVec4(value=color))

        new_g = ngl.Group()
        animkf = [
            ngl.AnimKeyFrameFloat(0, 90),
            ngl.AnimKeyFrameFloat(cfg.duration / 2, -90, 'exp_in_out'),
            ngl.AnimKeyFrameFloat(cfg.duration, 90, 'exp_in_out')
        ]
        rot = ngl.Rotate(new_g, anchor=orig, anim=ngl.AnimatedFloat(animkf))
        if g:
            g.add_children(rot)
        else:
            root = rot
        g = new_g
        new_g.add_children(render)
        orig = (orig[0] + w, orig[1] + w, 0)

    return root
示例#20
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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
示例#21
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def texture_clear_and_scissor(cfg):
    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    color = ngl.UniformVec4(COLORS['white'])
    program = ngl.Program(vertex=cfg.get_vert('color'),
                          fragment=cfg.get_frag('color'))
    render = ngl.Render(quad, program)
    render.update_uniforms(color=color)
    graphic_config = ngl.GraphicConfig(render,
                                       scissor_test=True,
                                       scissor=(0, 0, 0, 0))

    texture = ngl.Texture2D(width=64, height=64)
    rtt = ngl.RenderToTexture(ngl.Identity(), [texture],
                              clear_color=COLORS['orange'])

    program = ngl.Program(vertex=cfg.get_vert('texture'),
                          fragment=cfg.get_frag('texture'))
    render = ngl.Render(quad, program)
    render.update_textures(tex0=texture)

    return ngl.Group(children=(graphic_config, rtt, render))
示例#22
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def texture_scissor(cfg):
    cfg.aspect_ratio = (1, 1)

    quad = ngl.Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    color = ngl.UniformVec4(COLORS['orange'])
    program = ngl.Program(vertex=cfg.get_vert('color'),
                          fragment=cfg.get_frag('color'))
    render = ngl.Render(quad, program)
    render.update_uniforms(color=color)
    graphic_config = ngl.GraphicConfig(render,
                                       scissor_test=True,
                                       scissor=(32, 32, 32, 32))
    texture = ngl.Texture2D(width=64, height=64)
    rtt = ngl.RenderToTexture(graphic_config, [texture])

    program = ngl.Program(vertex=cfg.get_vert('texture'),
                          fragment=cfg.get_frag('texture'))
    render = ngl.Render(quad, program)
    render.update_textures(tex0=texture)

    return ngl.Group(children=(rtt, render))
示例#23
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def shape_morphing(cfg, n=6):
    cfg.duration = 5.0
    random.seed(0)
    vertices_tl = _get_morphing_coordinates(n, -1, 0)
    vertices_tr = _get_morphing_coordinates(n,  0, 0)
    vertices_bl = _get_morphing_coordinates(n, -1,-1)
    vertices_br = _get_morphing_coordinates(n,  0,-1)

    vertices_animkf = []
    for i, coords in enumerate(zip(vertices_tl, vertices_tr, vertices_bl, vertices_br)):
        flat_coords = list(itertools.chain(*coords))
        coords_array = array.array('f', flat_coords)
        vertices_animkf.append(ngl.AnimKeyFrameBuffer(i * cfg.duration / (n - 1), coords_array))
    vertices = ngl.AnimatedBufferVec3(vertices_animkf)

    geom = ngl.Geometry(vertices)
    geom.set_topology('triangle_fan')
    p = ngl.Program(vertex=cfg.get_vert('color'), fragment=cfg.get_frag('color'))
    render = ngl.Render(geom, p)
    render.update_frag_resources(color=ngl.UniformVec4(COLORS['cyan']))
    return render
示例#24
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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
示例#25
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def buffer_dove(cfg,
                bgcolor1=(.6, 0, 0, 1), bgcolor2=(.8, .8, 0, 1),
                bilinear_filtering=True):
    '''Blending of a Render using a Buffer as data source'''
    cfg.duration = 3.

    # Credits: https://icons8.com/icon/40514/dove
    icon_filename = op.join(op.dirname(__file__), 'data', 'icons8-dove.raw')
    cfg.files.append(icon_filename)
    w, h = (96, 96)
    cfg.aspect_ratio = (w, h)

    img_buf = ngl.BufferUBVec4(filename=icon_filename, label='icon raw buffer')

    img_tex = ngl.Texture2D(data_src=img_buf, width=w, height=h)
    if bilinear_filtering:
        img_tex.set_mag_filter('linear')
    quad = ngl.Quad((-.5, -.5, 0.1), (1, 0, 0), (0, 1, 0))
    prog = ngl.Program()
    render = ngl.Render(quad, prog, label='dove')
    render.update_textures(tex0=img_tex)
    render = ngl.GraphicConfig(render,
                               blend=True,
                               blend_src_factor='src_alpha',
                               blend_dst_factor='one_minus_src_alpha',
                               blend_src_factor_a='zero',
                               blend_dst_factor_a='one')

    prog_bg = ngl.Program(fragment=cfg.get_frag('color'))
    shape_bg = ngl.Circle(radius=.6, npoints=256)
    render_bg = ngl.Render(shape_bg, prog_bg, label='background')
    color_animkf = [ngl.AnimKeyFrameVec4(0,                bgcolor1),
                    ngl.AnimKeyFrameVec4(cfg.duration/2.0, bgcolor2),
                    ngl.AnimKeyFrameVec4(cfg.duration,     bgcolor1)]
    ucolor = ngl.UniformVec4(anim=ngl.AnimatedVec4(color_animkf))
    render_bg.update_uniforms(color=ucolor)

    return ngl.Group(children=(render_bg, render))
示例#26
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def data_noise_wiggle(cfg):
    cfg.aspect_ratio = (1, 1)
    cfg.duration = 3
    vert = '''
void main()
{
    ngl_out_pos = ngl_projection_matrix * ngl_modelview_matrix * ngl_position;
    ngl_out_pos += vec4(wiggle, 0.0, 0.0);
}
'''
    frag = '''
void main()
{
    ngl_out_color = color;
}
'''

    geometry = ngl.Circle(radius=0.25, npoints=6)
    program = ngl.Program(vertex=vert, fragment=frag)
    render = ngl.Render(geometry, program)
    render.update_vert_resources(wiggle=ngl.NoiseVec2(octaves=8))
    render.update_frag_resources(color=ngl.UniformVec4(value=COLORS['white']))
    return render
示例#27
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def _get_live_shared_uniform_function(layout=None):
    data = [COLORS['red'], COLORS['blue']]
    color = ngl.UniformVec4(value=COLORS['black'], label='color')

    def keyframes_callback(t_id):
        color.set_value(*data[t_id])

    @test_cuepoints(points=_SHARED_UNIFORM_CUEPOINTS,
                    nb_keyframes=len(data),
                    keyframes_callback=keyframes_callback,
                    tolerance=1,
                    exercise_serialization=False,
                    debug_positions=False)
    @scene(debug_positions=scene.Bool())
    def scene_func(cfg, debug_positions=True):
        cfg.duration = 0
        cfg.aspect_ratio = (1, 1)
        if layout:
            return _get_live_shared_uniform_with_block_scene(
                cfg, color, layout, debug_positions)
        else:
            return _get_live_shared_uniform_scene(cfg, color, debug_positions)

    return scene_func
示例#28
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def _render_shape(cfg, geometry, color):
    prog = ngl.Program(vertex=cfg.get_vert('color'),
                       fragment=cfg.get_frag('color'))
    render = ngl.Render(geometry, prog)
    render.update_uniforms(color=ngl.UniformVec4(value=color))
    return render
示例#29
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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
示例#30
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    single_bool=lambda data: ngl.UniformBool(data),
    single_float=lambda data: ngl.UniformFloat(data),
    single_int=lambda data: ngl.UniformInt(data),
    single_ivec2=lambda data: ngl.UniformIVec2(data),
    single_ivec3=lambda data: ngl.UniformIVec3(data),
    single_ivec4=lambda data: ngl.UniformIVec4(data),
    single_uint=lambda data: ngl.UniformUInt(data),
    single_uvec2=lambda data: ngl.UniformUIVec2(data),
    single_uvec3=lambda data: ngl.UniformUIVec3(data),
    single_uvec4=lambda data: ngl.UniformUIVec4(data),
    single_mat4=lambda data: ngl.UniformMat4(data),
    single_quat_mat4=lambda data: ngl.UniformQuat(data, as_mat4=True),
    single_quat_vec4=lambda data: ngl.UniformQuat(data, as_mat4=False),
    single_vec2=lambda data: ngl.UniformVec2(data),
    single_vec3=lambda data: ngl.UniformVec3(data),
    single_vec4=lambda data: ngl.UniformVec4(data),
)


def _get_field_decl(layout, f):
    t = f['type']
    t = t.split('_')[1] if t.startswith('quat') else t
    return '{}{:<5} {}{}{}'.format('uniform ' if layout == 'uniform' else '',
                                   t, 'field_' if layout == 'uniform' else '',
                                   f['name'],
                                   '[%d]' % f['len'] if 'len' in f else '')


def get_random_block_info(spec, seed=0, layout=LAYOUTS[0], color_tint=True):

    # Seed only defines the random for the position of the fields