test-kivy-app/kivy_venv/share/kivy-examples/shader/shadertree.py

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2024-09-15 12:12:16 +00:00
'''
Tree shader
===========
This example is an experimentation to show how we can use shader for a tree
subset. Here, we made a ShaderTreeWidget, different than the ShaderWidget
in the plasma.py example.
The ShaderTree widget create a Framebuffer, render his children on it, and
render the Framebuffer with a specific Shader.
With this way, you can apply cool effect on your widgets :)
'''
from kivy.clock import Clock
from kivy.app import App
from kivy.uix.floatlayout import FloatLayout
from kivy.core.window import Window # side effects needed by Shader
from kivy.properties import StringProperty, ObjectProperty
from kivy.graphics import (RenderContext, Fbo, Color, ClearColor, ClearBuffers,
Rectangle)
import itertools
header = '''
$HEADER$
uniform vec2 resolution;
uniform float time;
'''
# pulse (Danguafer/Silexars, 2010)
shader_pulse = header + '''
void main(void)
{
vec2 halfres = resolution.xy/2.0;
vec2 cPos = vec4(frag_modelview_mat * gl_FragCoord).xy;
cPos.x -= 0.5*halfres.x*sin(time/2.0)+0.3*halfres.x*cos(time)+halfres.x;
cPos.y -= 0.4*halfres.y*sin(time/5.0)+0.3*halfres.y*cos(time)+halfres.y;
float cLength = length(cPos);
vec2 uv = tex_coord0+(cPos/cLength)*sin(cLength/30.0-time*10.0)/25.0;
vec3 col = texture2D(texture0,uv).xyz*50.0/cLength;
gl_FragColor = vec4(col,1.0);
}
'''
# post processing (by iq, 2009)
shader_postprocessing = header + '''
uniform vec2 uvsize;
uniform vec2 uvpos;
void main(void)
{
vec2 q = tex_coord0 * vec2(1, -1);
vec2 uv = 0.5 + (q-0.5);//*(0.9);// + 0.1*sin(0.2*time));
vec3 oricol = texture2D(texture0,vec2(q.x,1.0-q.y)).xyz;
vec3 col;
col.r = texture2D(texture0,vec2(uv.x+0.003,-uv.y)).x;
col.g = texture2D(texture0,vec2(uv.x+0.000,-uv.y)).y;
col.b = texture2D(texture0,vec2(uv.x-0.003,-uv.y)).z;
col = clamp(col*0.5+0.5*col*col*1.2,0.0,1.0);
//col *= 0.5 + 0.5*16.0*uv.x*uv.y*(1.0-uv.x)*(1.0-uv.y);
col *= vec3(0.8,1.0,0.7);
col *= 0.9+0.1*sin(10.0*time+uv.y*1000.0);
col *= 0.97+0.03*sin(110.0*time);
float comp = smoothstep( 0.2, 0.7, sin(time) );
//col = mix( col, oricol, clamp(-2.0+2.0*q.x+3.0*comp,0.0,1.0) );
gl_FragColor = vec4(col,1.0);
}
'''
shader_monochrome = header + '''
void main() {
vec4 rgb = texture2D(texture0, tex_coord0);
float c = (rgb.x + rgb.y + rgb.z) * 0.3333;
gl_FragColor = vec4(c, c, c, 1.0);
}
'''
class ShaderWidget(FloatLayout):
# property to set the source code for fragment shader
fs = StringProperty(None)
# texture of the framebuffer
texture = ObjectProperty(None)
def __init__(self, **kwargs):
# Instead of using canvas, we will use a RenderContext,
# and change the default shader used.
self.canvas = RenderContext(use_parent_projection=True,
use_parent_modelview=True,
use_parent_frag_modelview=True)
with self.canvas:
self.fbo = Fbo(size=self.size)
self.fbo_color = Color(1, 1, 1, 1)
self.fbo_rect = Rectangle()
with self.fbo:
ClearColor(0, 0, 0, 0)
ClearBuffers()
# call the constructor of parent
# if they are any graphics object, they will be added on our new canvas
super(ShaderWidget, self).__init__(**kwargs)
# We'll update our glsl variables in a clock
Clock.schedule_interval(self.update_glsl, 0)
def update_glsl(self, *largs):
self.canvas['time'] = Clock.get_boottime()
self.canvas['resolution'] = [float(v) for v in self.size]
def on_fs(self, instance, value):
# set the fragment shader to our source code
shader = self.canvas.shader
old_value = shader.fs
shader.fs = value
if not shader.success:
shader.fs = old_value
raise Exception('failed')
#
# now, if we have new widget to add,
# add their graphics canvas to our Framebuffer, not the usual canvas.
#
def add_widget(self, *args, **kwargs):
c = self.canvas
self.canvas = self.fbo
super(ShaderWidget, self).add_widget(*args, **kwargs)
self.canvas = c
def remove_widget(self, *args, **kwargs):
c = self.canvas
self.canvas = self.fbo
super(ShaderWidget, self).remove_widget(*args, **kwargs)
self.canvas = c
def on_size(self, instance, value):
self.fbo.size = value
self.texture = self.fbo.texture
self.fbo_rect.size = value
def on_pos(self, instance, value):
self.fbo_rect.pos = value
def on_texture(self, instance, value):
self.fbo_rect.texture = value
class RootWidget(FloatLayout):
shader_btn = ObjectProperty(None)
shader_widget = ObjectProperty(None)
def __init__(self, **kwargs):
super(RootWidget, self).__init__(**kwargs)
# prepare shader list
available_shaders = [
shader_pulse,
shader_postprocessing,
shader_monochrome,
]
self.shaders = itertools.cycle(available_shaders)
self.shader_btn.bind(on_release=self.change)
def change(self, *largs):
self.shader_widget.fs = next(self.shaders)
class ShaderTreeApp(App):
def build(self):
return RootWidget()
if __name__ == '__main__':
ShaderTreeApp().run()