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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 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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