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    Welcome!

    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello β€” I'm @olemoritz on Twitter.


    need some criticized input please.

    Pythonista
    pythonista rpg game dev 2d assets
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    • stephen
      stephen last edited by

      @cvp ya you are creating the opacity programaticaly (if thats the right term here lol ) where in my image it is solid where it should have a 50% alpha that i set in third party editor.

      cvp 2 Replies Last reply Reply Quote 0
      • cvp
        cvp @stephen last edited by

        @stephen I don't know anything about it but it is only to show that WebView supports opacity in static svg...

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        • cvp
          cvp @stephen last edited by cvp

          @stephen how are sure that your file test-svg.svg is half transparent?

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          • stephen
            stephen last edited by

            gotcha thank you @cvp πŸ™ƒ

            cvp 1 Reply Last reply Reply Quote 0
            • cvp
              cvp @stephen last edited by cvp

              @stephen sorry, I don't understand What you mean

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              • stephen
                stephen last edited by

                @cvp
                its ok buddy i had done some research before (you probably know by now how i love research lol) and i couldnt find a way to use svg in scene. im sure there is an objc way but im not familier enough there lol

                cvp 3 Replies Last reply Reply Quote 0
                • cvp
                  cvp @stephen last edited by

                  @stephen I just found that WebView supports animated svg, try this

                  import os
                  import ui
                  
                  w = ui.WebView()
                  w.frame = (0,0,500,500)
                  #fpath = os.path.expanduser('~/Documents/svg-test.svg')
                  #w.load_url('file://'+fpath)
                  html = '''
                  <svg version="1.1" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 800 300">
                      <rect class="mouse" x="0" y="0" width="800" height="300"/>
                      <polygon class="diamondTu tulip" points="400, 280, 310, 150, 400, 20, 490, 150"/>
                      <style>
                          .mouse { fill: #E5E4E3; }
                          .tulip { fill: #CC2954; }
                          .diamondTu {
                              animation-name: diamondTurns;
                              animation-duration: 4s;
                              animation-iteration-count: infinite;
                              transform-origin: 50% 50%;
                          }
                          @keyframes diamondTurns {
                              0%   { transform: rotate(0deg); }
                              50%  { transform: rotate(-90deg); }
                              100% { transform: rotate(0deg); }
                          }
                      </style>
                  </svg
                  '''
                  w.load_html(html)
                  w.present('sheet')
                  
                  #with ui.ImageContext(w.width, w.height) as ctx:
                  #	w.draw_snapshot()
                  #	ui_image = ctx.get_image()
                  #	ui_image.show() 
                  
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                  • cvp
                    cvp @stephen last edited by

                    @stephen said:

                    i couldnt find a way to use svg in scene. im sure there is an objc way

                    I think that I had read that SKTexture does not support svg 😒

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                    • cvp
                      cvp @stephen last edited by cvp

                      @stephen Perhpas could you use Shader, as here (try it)

                      Γ‰dit: sorry, it needs a/your test.jpg in the folder of the script

                      # shader example from Pythonista doc about Scene.Shader
                      from scene import *
                      import os
                      
                      # RIPPLE GLSL shader program
                      ripple_shader1 = '''
                      precision highp float;
                      varying vec2 v_tex_coord; // texture coordinate
                      // These uniforms are set automatically:
                      uniform sampler2D u_texture; // input image
                      uniform float u_time; // timer 
                      uniform vec2 u_sprite_size;
                      // This uniform is set in response to touch events:
                      uniform vec2 u_offset;
                      
                      void main(void) {
                          vec2 p = -1.0 + 2.0 * v_tex_coord + (u_offset / u_sprite_size * 2.0);
                          float len = length(p);
                          vec2 uv = v_tex_coord + (p/len) * 1.5 * cos(len*50.0 - u_time*10.0) * 0.03;
                          gl_FragColor = texture2D(u_texture,uv); // fragment shader color
                      }
                      '''
                      
                      # SPHERE EFFECT GLSL shader program
                      ripple_shader2 = '''
                      precision highp float;
                      varying vec2 v_tex_coord; // texture coordinate
                      uniform float u_time; // time in seconds
                      uniform sampler2D tex0; // scene buffer
                      void main(void)
                      {
                        vec2 tc = v_tex_coord;
                        vec2 p = -1.0 + 2.0 * tc;
                        float r = dot(p,p);    
                        if (r > 1.0) discard; 
                        float f = (1.0-sqrt(1.0-r))/(r);
                        vec2 uv;
                        uv.x = p.x*f + u_time;
                        uv.y = p.y*f + u_time;
                        gl_FragColor = vec4(texture2D(tex0,uv).xyz, 1.0);
                      }
                      '''
                      
                      #  EDGE DETECTION shader program
                      ripple_shader3 = '''
                      precision highp float;
                      varying vec2 v_tex_coord; // texture coordinate
                      uniform vec2 imageResolution;
                      uniform sampler2D u_texture;
                        
                        void main() {
                          vec2 pos = vec2(v_tex_coord.x, 1.0 - v_tex_coord.y);
                          vec2 onePixel = vec2(1, 1) / imageResolution;
                          vec4 color = vec4(0);
                          mat3 edgeDetectionKernel = mat3(
                            -1, -1, -1,
                            -1, 8, -1,
                            -1, -1, -1
                          );
                          for(int i = 0; i < 3; i++) {
                            for(int j = 0; j < 3; j++) {
                              vec2 samplePos = pos + vec2(i - 1 , j - 1) * onePixel;
                              vec4 sampleColor = texture2D(u_texture, samplePos);
                              sampleColor *= edgeDetectionKernel[i][j];
                              color += sampleColor;
                            }
                          }
                          color.a = 1.0;
                          gl_FragColor = color;
                       }
                      '''
                      
                      #  EMBOSS shader program
                      ripple_shader4 = '''
                      precision highp float;
                      varying vec2 v_tex_coord;
                      uniform sampler2D u_texture;
                      uniform float u_time; // time in seconds
                      
                      void main()
                      {
                        // 2
                        vec2 onePixel = vec2(1.0 / 480.0, 1.0 / 320.0);
                      
                        // 3
                        vec2 texCoord = v_tex_coord;
                      
                        // 4
                        vec4 color;
                        color.rgb = vec3(0.5);
                        color -= texture2D(u_texture, texCoord - onePixel) * 5.0; //*u_time;
                        color += texture2D(u_texture, texCoord + onePixel) * 5.0;
                        // 5
                        color.rgb = vec3((color.r + color.g + color.b) / 3.0);
                        gl_FragColor = vec4(color.rgb, 1);
                      }
                      '''
                      
                      # MIRROR EFFECT GLSL shader program
                      ripple_shader5 = '''
                      precision highp float;
                      varying vec2 v_tex_coord;
                      uniform sampler2D texture;
                      uniform vec2 u_sprite_size;
                      uniform float u_time; // time in seconds
                      
                      void main()
                      {
                        vec2 uv = v_tex_coord;
                        float sepoffset = 0.005*cos(u_time*3.0);
                        if (uv.y > 0.5)// + sepoffset)// is air - no reflection or effect
                          {
                              gl_FragColor = texture2D(texture, vec2(uv.x, uv.y));
                          }
                          else
                          {
                              // Compute the mirror effect.
                              float xoffset = 0.005*cos(u_time*3.0+200.0*uv.y);
                              float yoffset = ((0.3 - uv.y)/0.3) * 0.05*(1.0+cos(u_time*3.0+50.0*uv.y));
                              vec4 color = texture2D(texture, vec2(uv.x+xoffset , 1.0 - uv.y+ yoffset));
                              gl_FragColor = color;
                          }
                      }
                      '''
                      
                      class MyScene (Scene):
                          def setup(self):
                                  self.sprite = SpriteNode('test.jpg', parent=self)
                                  self.sprite.shader = Shader(ripple_shader1)
                                  self.did_change_size()
                      
                          def did_change_size(self):
                                  # Center the image:
                                  self.sprite.position = self.size/2
                      
                          def touch_began(self, touch):
                                  self.set_ripple_center(touch)
                      
                          def touch_moved(self, touch):
                                  self.set_ripple_center(touch)
                      
                          def set_ripple_center(self, touch):
                                  # Center the ripple effect on the touch location by setting the `u_offset` shader uniform:
                                  dx, dy = self.sprite.position - touch.location
                                  self.sprite.shader.set_uniform('u_offset', (dx, dy))
                      
                      run(MyScene())
                      
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                      • stephen
                        stephen last edited by

                        @cvp haha thats pretty awesome! i should look into shaders im sure some post processing will do some good haha

                        cvp 2 Replies Last reply Reply Quote 0
                        • cvp
                          cvp @stephen last edited by

                          @stephen yes, but no so easy, one language more to learn , I become too old for this stuff 😒

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                          • cvp
                            cvp @stephen last edited by

                            @stephen You only πŸ™„ need to (find a tool to) convert SVG into GLSL language of Shader

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                            • stephen
                              stephen last edited by stephen

                              @cvp
                              never too old 😊 ive been tryingbto familierise myself with as many as i can. so far i have worked with:

                              • C# .net
                              • C
                              • C++
                              • java
                              • java script
                              • unreal script (language died)
                              • html
                              • css
                              • php
                              • sourceScript (Wraps C++ for source engine by valve)
                              • python

                              and currently objc, first through objc_utils then ObjC its self.
                              next will be gfx shaders

                              c# i got pretty well in tuned with but the rest i could use some more learning. i did notice they all, for the most part, are extremly close to eachother just dif rules

                              cvp 1 Reply Last reply Reply Quote 0
                              • cvp
                                cvp @stephen last edited by

                                @stephen I've worked during 40 years at IBM, mainly on main frame, thus a lot of languages but not the same as you, like Assembler, FORTRAN, COBOL, PL/1, APL, ... before Basic, VB, C, C++ and I surely forget some...

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                                • stephen
                                  stephen last edited by

                                  @cvp thats awesome! all my study has been for recreational game development. mever had career writing

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