Load an SVG to a P5 sketch - svg

I've been programming in Processing some time now.
I've also worked with shapes and SVG files.
Having this humble experience regarding SVG files in Processing made me think that it would be the same story in P5.js, which is clearly not the case and makes me seek for help.
Back in Processing I would just have simple code like this:
PShape shape;
/***************************************************************************/
void setup()
{
size(400, 400);
shapeMode(CENTER);
shape = loadShape("bot1.svg");
}
/***************************************************************************/
void draw()
{
background(100);
pushMatrix();
translate(width/2, height/2);
shape(shape, 0, 0);
popMatrix();
}
P5 doesn't work that way.
What would be the P5.js equivalent to that?
var shape;
var canvas;
/***************************************************************************/
function setup()
{
canvas = createCanvas(400, 400);
canvas.position(0, 0);
//shapeMode(CENTER);
//shape = loadShape("bot1.svg");
}
/***************************************************************************/
void draw()
{
background(100);
push();
translate(width/2, height/2);
//shape(shape, 0, 0);
pop();
}

P5.js does not support loading SVG files out of the box. Here is a discussion on GitHub containing a ton of information about this.
Processing.js does support SVG files though. More info in the reference.
You've tagged your question with processing.js, but I think you were originally asking about p5.js. But note that Processing.js and P5.js are two completely different things.

In addition to Kevin's answer, if you do want load and SVG in p5.js you should check out p5.js-svg and the svg manipulation example
As a quick'n'dirty start you can try this:
Download p5.svg.js to the p5. sketch libraries folder
Import it in index.html: <script src="libraries/p5.svg.js" type="text/javascript"></script>
Create an SVG Canvas: createCanvas(600, 200, SVG);

Related

Qt3d svg or png Texture with opacity=0 QTextureMaterial on QPlaneMesh

I tried to add the svg image which contains opacity=0 area into QTextureMaterial on QPlaneMesh, but it shows that the Plane's background is always in gray.
I want that the plane can cantain my image and penetrate to other object in opacity=0 area.
The svg file like https://image.flaticon.com/icons/svg/3154/3154348.svg .
code:
// Background
Qt3DCore::QEntity *planeEntity = new Qt3DCore::QEntity(rootEntity);
Qt3DExtras::QPlaneMesh *planeMesh = new Qt3DExtras::QPlaneMesh(planeEntity);
planeMesh->setHeight(2);
planeMesh->setWidth(2);
Qt3DExtras::QTextureMaterial *planeMaterial = new Qt3DExtras::QTextureMaterial(planeEntity);
Qt3DRender::QTexture2D *planeTexture = new Qt3DRender::QTexture2D(planeMaterial);
FlippedTextureImage *planeTextureImage = new FlippedTextureImage(planeTexture);
planeTextureImage->setSize(QSize(3507, 3000));
planeTexture->addTextureImage(planeTextureImage);
planeMaterial->setTexture(planeTexture);
Qt3DCore::QTransform *planeTransform = new Qt3DCore::QTransform(planeEntity);
planeTransform->setRotationX(90);
planeTransform->setTranslation(QVector3D(0, 0, 0));
Qt3DExtras::QPhongAlphaMaterial *pam2 = new Qt3DExtras::QPhongAlphaMaterial(planeEntity);
pam2->setAlpha(0);
planeEntity->addComponent(planeMesh);
planeEntity->addComponent(pam2);
planeEntity->addComponent(planeMaterial);
planeEntity->addComponent(planeTransform);
class FlippedTextureImage : public Qt3DRender::QPaintedTextureImage
{
public:
FlippedTextureImage(Qt3DCore::QNode *parent = Q_NULLPTR):Qt3DRender::QPaintedTextureImage(parent) {}
void paint(QPainter *painter) override {
QSvgRenderer renderer(QString(qApp->applicationDirPath() + "/gift.svg"));
QImage image(3000, 3000, QImage::Format_RGBA64); // 512x512 RGBA
image.fill(0x00ffffff); // white background
QPainter painter2(&image);
renderer.render(&painter2);
painter->drawImage(0, 0, image);
}
};
and run code like this
QTextureMaterial doesn't support transparency in the textures.
Check out my answer to this question to see how to implement transparency in textures yourself. There is not out-of-the-box solution in Qt3D.

How to draw an OCX to a CBitmap (MFC, c++)

How can I draw an OCX (I do have the sources) to an CBitmap-Object or something alike?
Background: My client creates PDF-Documents and part of these documents is an Output from an OCX. The PDF-lib-Interface has a Method to put an Image from an CBitmap-Object to the PDF-Page.
So what i want to do ist let the Program create an CBitmap-Object, pass that to the OCX to let it draw its content onto it and then pass the he CBitmap to the PDF-library to get it into the document.
So the main question is: how to draw my ocx into a CBitmap-Object?
I'm using Visual C++, Windows, MFC/ATL.
Thanks a lot
actually I didn't manage to render the OXC to a CBitmap (just got a black box drawn) but rendering into an ATL::CImage and making a CBitmap out of it worked:
ATL::CImage* CPrnBasePrinter::DrawBeamerToImage(CSPCListView* pListViewWithBeamer, const CRect& rect4Beamer)
{
ASSERT(pListViewWithBeamer != nullptr);
auto* pRetVal = new CImage();
pRetVal->Create(rect4Beamer.Width(), rect4Beamer.Height(), 24);
HDC hdcImage = pRetVal->GetDC();
//Draw Control to CImage
pListViewWithBeamer->DrawBeamerToDC(HandleToLong(hdcImage),
rect4Beamer.left, rect4Beamer.top, rect4Beamer.right, rect4Beamer.bottom);
pRetVal->ReleaseDC();
return pRetVal;
}
void CPrnBasePrinter::DrawImageFromCImage(
const ATL::CImage* pImage, const CRect& rect) const
{
CBitmap* pbmp2Print = CBitmap::FromHandle(*pImage);
// Get the size of the bitmap
BITMAP bmpInfo;
pbmp2Print->GetBitmap(&bmpInfo);
//virtual - Draws the CBitmap to an Printer-DC or a PDF-Document
DrawImageFromLoadedBitmap(pbmp2Print, &bmpInfo, rect);
}
void CPrnBasePrinter::Draw()
{
//m_pListviewDataSource is an OCX capable of drawing itself into a given DC
ATL::CImage* pBeamerImage = DrawBeamerToImage(m_pListviewDataSource, CRect(0, 0, 100, 50));
if (pBeamerImage != nullptr){
DrawImageFromCImage(pBeamerImage, CRect(0, 0, 100, 50));
delete pBeamerImage;
}
}

Color of texture skybox unity

I'm working with google cardboard in unity.
In my main scene I have a skybox with an image as texture.
How can I get the color of the pixel I'm looking?
The skybox is an element of mainCamera, that is child of "Head".
I put also GvrReticle as child of head; is it useful for my purpose?
Thanks
Basically you wait for the end of the frame so that the camera has rendered. Then you read the rendered data into a texture and get the center pixel.
edit Be aware that if you have a UI element rendered in the center it will show the UI element color not the color behind.
private Texture2D tex;
public Color center;
void Awake()
{
StartCoroutine(GetCenterPixel());
}
private void CreateTexture()
{
tex = new Texture2D(1, 1, TextureFormat.RGB24, false);
}
private IEnumerator GetCenterPixel()
{
CreateTexture();
while (true)
{
yield return new WaitForEndOfFrame();
tex.ReadPixels(new Rect(Screen.width / 2f, Screen.height / 2f, 1, 1), 0, 0);
tex.Apply();
center = tex.GetPixel(0,0);
}
}

C#/XNA/HLSL - Applying a pixel shader on 2D sprites affects the other sprites on the same render target

Background information
I have just started learning HLSL and decided to test what I have learned from the Internet by writing a simple 2D XNA 4.0 bullet-hell game.
I have written a pixel shader in order to change the color of bullets.
Here is the idea: the original texture of the bullet is mainly black, white and red. With the help of my pixel shader, bullets can be much more colorful.
But, I'm not sure how and when the shader is applied on spriteBatch in XNA 4.0, and when it ends. This may be the cause of problem.
There were pass.begin() and pass.end() in XNA 3.x, but pass.apply() in XNA 4.0 confuses me.
In addition, it is the first time for me to use renderTarget. It may cause problems.
Symptom
It works, but only if there are bullets of the same color in the bullet list.
If bullets of different colors are rendered, it produces wrong colors.
It seems that the pixel shader is not applied on the bullet texture, but applied on the renderTarget, which contains all the rendered bullets.
For an example:
Here I have some red bullets and blue bullets. The last created bullet is a blue one. It seems that the pixel shader have added blue color on the red ones, making them to be blue-violet.
If I continuously create bullets, the red bullets will appear to be switching between red and blue-violet. (I believe that the blue ones are also switching, but not obvious.)
Code
Since I am new to HLSL, I don't really know what I have to provide.
Here are all the things that I believe or don't know if they are related to the problem.
C# - Enemy bullet (or just Bullet):
protected SpriteBatch spriteBatch;
protected Texture2D texture;
protected Effect colorEffect;
protected Color bulletColor;
... // And some unrelated variables
public EnemyBullet(SpriteBatch spriteBatch, Texture2D texture, Effect colorEffect, BulletType bulletType, (and other data, like velocity)
{
this.spriteBatch = spriteBatch;
this.texture = texture;
this.colorEffect = colorEffect;
if(bulletType == BulletType.ARROW_S)
{
bulletColor = Color.Red; // The bullet will be either red
}
else
{
bulletColor = Color.Blue; // or blue.
}
}
public void Update()
{
... // Update positions and other properties, but not the color.
}
public void Draw()
{
colorEffect.Parameters["DestColor"].SetValue(bulletColor.ToVector4());
int l = colorEffect.CurrentTechnique.Passes.Count();
for (int i = 0; i < l; i++)
{
colorEffect.CurrentTechnique.Passes[i].Apply();
spriteBatch.Draw(texture, Position, sourceRectangle, Color.White, (float)Math.PI - rotation_randian, origin, Scale, SpriteEffects.None, 0.0f);
}
}
C# - Bullet manager:
private Texture2D bulletTexture;
private List<EnemyBullet> enemyBullets;
private const int ENEMY_BULLET_CAPACITY = 10000;
private RenderTarget2D bulletsRenderTarget;
private Effect colorEffect;
...
public EnemyBulletManager()
{
enemyBullets = new List<EnemyBullet>(ENEMY_BULLET_CAPACITY);
}
public void LoadContent(ContentManager content, SpriteBatch spriteBatch)
{
bulletTexture = content.Load<Texture2D>(#"Textures\arrow_red2");
bulletsRenderTarget = new RenderTarget2D(spriteBatch.GraphicsDevice, spriteBatch.GraphicsDevice.PresentationParameters.BackBufferWidth, spriteBatch.GraphicsDevice.PresentationParameters.BackBufferHeight, false, SurfaceFormat.Color, DepthFormat.None);
colorEffect = content.Load<Effect>(#"Effects\ColorTransform");
colorEffect.Parameters["ColorMap"].SetValue(bulletTexture);
}
public void Update()
{
int l = enemyBullets.Count();
for (int i = 0; i < l; i++)
{
if (enemyBullets[i].IsAlive)
{
enemyBullets[i].Update();
}
else
{
enemyBullets.RemoveAt(i);
i--;
l--;
}
}
}
// This function is called before Draw()
public void PreDraw()
{
// spriteBatch.Begin() is called outside this class, for reference:
// spriteBatch.Begin(SpriteSortMode.Immediate, null);
spriteBatch.GraphicsDevice.SetRenderTarget(bulletsRenderTarget);
spriteBatch.GraphicsDevice.Clear(Color.Transparent);
int l = enemyBullets.Count();
for (int i = 0; i < l; i++)
{
if (enemyBullets[i].IsAlive)
{
enemyBullets[i].Draw();
}
}
spriteBatch.GraphicsDevice.SetRenderTarget(null);
}
public void Draw()
{
// Before this function is called,
// GraphicsDevice.Clear(Color.Black);
// is called outside.
spriteBatch.Draw(bulletsRenderTarget, Vector2.Zero, Color.White);
// spriteBatch.End();
}
// This function will be responsible for creating new bullets.
public EnemyBullet CreateBullet(EnemyBullet.BulletType bulletType, ...)
{
EnemyBullet eb = new EnemyBullet(spriteBatch, bulletTexture, colorEffect, bulletType, ...);
enemyBullets.Add(eb);
return eb;
}
HLSL - Effects\ColorTransform.fx
float4 DestColor;
texture2D ColorMap;
sampler2D ColorMapSampler = sampler_state
{
Texture = <ColorMap>;
};
struct PixelShaderInput
{
float2 TexCoord : TEXCOORD0;
};
float4 PixelShaderFunction(PixelShaderInput input) : COLOR0
{
float4 srcRGBA = tex2D(ColorMapSampler, input.TexCoord);
float fmax = max(srcRGBA.r, max(srcRGBA.g, srcRGBA.b));
float fmin = min(srcRGBA.r, min(srcRGBA.g, srcRGBA.b));
float delta = fmax - fmin;
float4 originalDestColor = float4(1, 0, 0, 1);
float4 deltaDestColor = originalDestColor - DestColor;
float4 finalRGBA = srcRGBA - (deltaDestColor * delta);
return finalRGBA;
}
technique Technique1
{
pass ColorTransform
{
PixelShader = compile ps_2_0 PixelShaderFunction();
}
}
I would be appreciate if anyone can help solving the problem. (Or optimizing my shader. I really know very little about HLSL.)
In XNA 4 you should pass the effect directly to the SpriteBatch, as explained on Shawn Hargreaves' Blog.
That said, it seems to me like the problem is, that after rendering your bullets to bulletsRenderTarget, you then draw that RenderTarget using the same spriteBatch with the last effect still in action. That would explain why the entire image is painted blue.
A solution would be to use two Begin()/End() passes of SpriteBatch, one with the effect and the other without. Or just don't use a separate RenderTarget to begin with, which seems pointless in this case.
I'm also very much a beginner with pixel shaders so, just my 2c.

How to use lwuit Painter

I want create a set of buttons with Painter. I wrote next code
class ListButton extends Button{
int id;
ListButton(int id, final Image unsel, final Image sel, final Image pres) {
this.id = id;
getUnselectedStyle().setBgTransparency(255);
getSelectedStyle().setBgTransparency(255);
getPressedStyle().setBgTransparency(255);
getUnselectedStyle().setAlignment(Component.LEFT);
getSelectedStyle().setAlignment(Component.LEFT);
getPressedStyle().setAlignment(Component.LEFT);
getUnselectedStyle().setBgPainter(new Painter(){
public void paint(Graphics graphics, Rectangle rectangle) {
graphics.drawImage(buttonBgImage, 0, 0);
int w= rectangle.getSize().getWidth();
int h= rectangle.getSize().getHeight();
graphics.drawImage(unsel, w- unsel.getWidth()-10, (h- unsel.getHeight())/2+ 3);
}
});
getSelectedStyle().setBgPainter(new Painter(){
public void paint(Graphics graphics, Rectangle rectangle) {
graphics.drawImage(buttonBgImage, 0, 0);
int w= rectangle.getSize().getWidth();
int h= rectangle.getSize().getHeight();
graphics.drawImage(sel, w- sel.getWidth()-10, (h- sel.getHeight())/2+ 3);
}
});
getPressedStyle().setBgPainter(new Painter(){
public void paint(Graphics graphics, Rectangle rectangle) {
graphics.drawImage(buttonBgImage, 0, 0);
int w= rectangle.getSize().getWidth();
int h= rectangle.getSize().getHeight();
graphics.drawImage(pres, w- pres.getWidth()-10, (h- pres.getHeight())/2+ 3);
}
});
}
}
If I insert 2 buttons into the Form only first button is showed well. Second button is without background image (buttonBgImage) and without icon (sel, unsel or pres). I found randomly that second button will be painted if it will be inserted in some Container. What the strange behavior? Sorry for my English.
List has a specific optimization for Renderers/Painters in place that breaks this. We generally recommend people stick with Styles and UIID manipulation and avoid using painters for tasks like these.
E.g. in Codename One/LWUIT we even have specific support in the GUI builder for pinstripe UI in the list renderer.
If you insist on this approach try using list.setMutableRendererBackgrounds(true); to disable this optimization.

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