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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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    • 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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