示例#1
0
def noise1d(cfg, ndim=4, nb_layers=6, lacunarity=2.0, gain=0.5):
    random.seed(0)
    random_dim = 1<<ndim

    shader_header = '#version 100\nprecision highp float;\n'

    def get_rand():
        return array.array('f', [random.uniform(0, 1) for x in range(random_dim)])

    random_buf = BufferFloat(data=get_rand())
    random_tex = Texture2D(data_src=random_buf, width=random_dim, height=1)

    quad = Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    prog = Program(fragment=shader_header
                           + get_myfrag('noise-common')
                           + get_myfrag('noise1d'),
                   vertex=shader_header
                         + get_myvert('noise'))

    utime_animkf = [AnimKeyFrameFloat(0, 0),
                    AnimKeyFrameFloat(cfg.duration, 1)]
    utime = UniformFloat(anim=AnimatedFloat(utime_animkf))

    render = Render(quad, prog)
    render.update_textures(tex0=random_tex)
    render.update_uniforms(dim=UniformInt(random_dim))
    render.update_uniforms(nb_layers=UniformInt(nb_layers))
    render.update_uniforms(time=utime)
    #render.update_uniforms(profile=UniformInt(1))
    render.update_uniforms(lacunarity=UniformFloat(lacunarity))
    render.update_uniforms(gain=UniformFloat(gain))

    return render
示例#2
0
def noise2d(cfg, ndim=4, nb_layers=6, lacunarity=2.0, gain=0.5):
    random.seed(0)
    random_dim = (1<<ndim) + 1

    shader_header = '#version 100\nprecision highp float;\n'

    nb_gradients = random_dim**2
    #print 'nb_gradients', nb_gradients
    #print 'dim', random_dim

    random_vals = _permuted_2d_gradients(nb_gradients)

    random_data = array.array('f', random_vals)
    random_buf = BufferVec2(data=random_data)
    random_tex = Texture2D(data_src=random_buf, width=random_dim, height=random_dim)

    quad = Quad((-1, 1, 0), (2, 0, 0), (0, -2, 0))
    prog = Program(fragment=shader_header
                           + get_myfrag('noise-common')
                           + get_myfrag('noise2d'))

    utime_animkf = [AnimKeyFrameFloat(0, 0),
                    AnimKeyFrameFloat(cfg.duration, 1)]
    utime = UniformFloat(anim=AnimatedFloat(utime_animkf))

    render = Render(quad, prog)
    render.update_textures(tex0=random_tex)
    render.update_uniforms(dim=UniformInt(random_dim))
    render.update_uniforms(nb_layers=UniformInt(nb_layers))
    render.update_uniforms(time=utime)
    render.update_uniforms(profile=UniformInt(0))
    render.update_uniforms(lacunarity=UniformFloat(lacunarity))
    render.update_uniforms(gain=UniformFloat(gain))

    return render
示例#3
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def noise3d(cfg, ndim=4, nb_layers=1, lacunarity=2.0, gain=0.5):
    random.seed(0)
    random_dim = (1<<ndim) + 1

    #shader_header = '#version 100\nprecision highp float;\n'
    shader_header = '#version 130\n' if cfg.glbackend != 'gles' else '#version 310 es\n'

    nb_gradients = random_dim**2

    grad_set = (
        ( 0, 1, 1), ( 0, 1,-1),
        ( 0,-1, 1), ( 0,-1,-1),
        ( 1, 0, 1), ( 1, 0,-1),
        (-1, 0, 1), (-1, 0,-1),
        ( 1, 1, 0), ( 1,-1, 0),
        (-1, 1, 0), (-1,-1, 0),
    )

    def get_rand():
        #return array.array('f', _get_rand(random_dim**2, nb_comp=3))
        r = []
        for i in range(nb_gradients):
            r += random.choice(grad_set)
        return array.array('f', r)

    random_buffer = BufferVec3(data=get_rand())
    random_tex = Texture2D(data_src=random_buffer, width=random_dim, height=random_dim)

    quad = Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    prog = Program(fragment=shader_header
                           + get_myfrag('noise-common')
                           + get_myfrag('noise3d'),
                   vertex=shader_header
                         + get_myvert('noise3d'))

    utime_animkf = [AnimKeyFrameFloat(0, 0),
                    AnimKeyFrameFloat(cfg.duration/2.0, 1),
                    AnimKeyFrameFloat(cfg.duration, 0)]
    utime = UniformFloat(anim=AnimatedFloat(utime_animkf))

    render = Render(quad, prog)
    render.update_textures(tex0=random_tex)
    render.update_uniforms(dim=UniformInt(random_dim))
    render.update_uniforms(nb_layers=UniformInt(nb_layers))
    render.update_uniforms(time=utime)
    render.update_uniforms(lacunarity=UniformFloat(lacunarity))
    render.update_uniforms(gain=UniformFloat(gain))

    return render
示例#4
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def segment_debug(cfg, ndim=2):
    dim = 1 << ndim

    random.seed(0)

    # generate NxN RGB colors
    colors = [random.random() for x in range(dim**2 * 3)]
    c_data = array.array('f', colors)
    c_buf = BufferVec3(data=c_data)
    c_tex = Texture2D(data_src=c_buf, width=dim, height=dim)

    #quad = Quad((-1, 1, 0), (2, 0, 0), (0, -2, 0)) # origin in bottom left
    quad = Quad((-1, -1, 0), (2, 0, 0), (0, 2, 0))
    prog = Program(fragment=get_myfrag('segment'))
    render = Render(quad, prog)
    render.update_textures(tex0=c_tex)
    render.update_uniforms(dim=UniformInt(dim))
    return render
示例#5
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def godtree(cfg, variance_split=35, variance_cont=5,
            birth_step=0.1, max_w=0.15, min_h=0.15, max_h=0.45, twist=0,
            proba_split=0.5, proba_cont=0.9,
            seed=0, debug_color=False,
            green=(0.29, 0.46, 0.29, 1.0), brown=(0.22, 0.21, 0.21, 1.0)):

    random.seed(seed)

    assert birth_step > 0 and birth_step <= 1
    nb_generations = int(1. / birth_step) # one new generation every birth step
    tree_specs = _get_tree_specs(nb_generations, variance_split, variance_cont,
                                 proba_split, proba_cont, min_h, max_h)
    for t in range(nb_generations + 1):
        _add_tree_coords(tree_specs, t/float(nb_generations),
                         birth_step, max_w, twist*pi/2.)

    if debug_color:
        fragment = get_myfrag('godtree-dbgcolor')
    else:
        ugreen = UniformVec4(green)
        ubrown = UniformVec4(brown)
        fragment = get_myfrag('godtree')

    program = Program(fragment=fragment)

    grow_time = cfg.duration / 2.0 # grow only during half the demo time

    def _get_renders(branch, level=0):

        renders = []
        for _, child_branch in branch.children.items():

            # Branch vertices and normals
            vertices_animkf = []
            normals_animkf  = []
            for i, coords in enumerate(zip(branch.coords, child_branch.coords)):

                time = i * grow_time / float(nb_generations)

                vertices_data = array.array('f')
                normals_data = array.array('f')
                bottom_coords, top_coords = coords
                bottom_top_coords = zip(bottom_coords, top_coords)
                prev = bottom_top_coords[-1]
                for bottom1, top1 in bottom_top_coords:
                    bottom0, top0 = prev
                    prev = bottom1, top1
                    norm = vec3_normal(top0, bottom1)
                    normals_data.extend(norm * 6)
                    vertices_data.extend(bottom0 + bottom1 + top0 +
                                         bottom1 + top0    + top1)
                vertices_animkf.append(AnimKeyFrameBuffer(time, vertices_data))
                normals_animkf.append(AnimKeyFrameBuffer(time, normals_data))

            vertices = AnimatedBufferVec3(vertices_animkf)
            normals  = AnimatedBufferVec3(normals_animkf)
            shape = Geometry(vertices, normals=normals,
                             draw_mode=GL.GL_TRIANGLES)
            render = Render(shape, program)

            # Colors
            if debug_color:
                ucolor = UniformVec3([random.uniform(0.5, 1) for i in range(3)])
                render.update_uniforms(color=ucolor)
            else:
                render.update_uniforms(green=ugreen, brown=ubrown)

            # Age
            time_birth = level * birth_step
            time_old   = time_birth + 1.0
            age_animkf = [AnimKeyFrameFloat(time_birth * grow_time, 0),
                          AnimKeyFrameFloat(time_old   * grow_time, 1)]
            uage = UniformFloat(anim=AnimatedFloat(age_animkf))
            render.update_uniforms(age=uage)

            renders.append(render)
            renders += _get_renders(child_branch, level + 1)

        return renders

    renders = _get_renders(tree_specs)

    node = Group(children=renders)
    node = GraphicConfig(node, depth=ConfigDepth(GL.GL_TRUE))
    rot_animkf = [AnimKeyFrameFloat(0, 0),
                  AnimKeyFrameFloat(cfg.duration, 360*2)]
    node = Rotate(node, axis=(0,1,0), anim=AnimatedFloat(rot_animkf))
    node = Translate(node, (0, -1, 0))
    camera = Camera(node)
    return camera