ProcessingJS modify stroke-width in SVG - svg

I would like to dynamically set the stroke-width of an SVG curve from within a ProcessingJS sketch.
So far, the only solution that I have found is to use disableStyle() on the SVG shape and then manually set all of the style attributes like Fill(), stroke(), strokeJoin() and strokeWeight(). However, the opacity of the line seems to render differently when executed this way.
Is there some way to access and modify only the stroke-width and leave the other styles unchanged?
Here is the code that I have so far. It seems to work okay, but it would be nice not to have to manually reset all the style attributes that were in the original svg file.
/* #pjs preload="frog_trajs.svg"; */
PShape trajs;
float zoom_factor = 1.0;
float imgW;
float ingH;
float lineWeight = 1.00;
//panning variables
float centerX;
float centerY;
boolean active = false;
PFont f;
void setup()
{
size(900, 600);
frameRate(20);
centerX = width/2;
centerY = height/2;
trajs = loadShape("frog_trajs.svg");
trajs.disableStyle();
imgW = trajs.width;
imgH = trajs.height;
}
void draw()
{
background(255);
//here, the styles are reset, with lineWeight dynamically updated by mouseScrolled()
shapeMode(CENTER);
strokeJoin(ROUND);
strokeWeight(lineWeight);
stroke(#EF25B2,170);
noFill();
shape(trajs,centerX,centerY,imgW,imgH);
}
void mouseScrolled()
{
if(active){
if(mouseScroll > 0)
{
//zoom out;
zoom_factor = 1 - mouseScroll*0.01;
}
else
{
//zoom in;
zoom_factor = 1 - mouseScroll*0.01;
}
lineWeight = lineWeight/zoom_factor;
}
}
void mouseOver(){
active = true;
}
void mouseOut(){
active = false;
}

Related

How to switch between 'scenes' using switch statement

so I'm creating an interactive story, and I want to switch between scenes by clicking buttons (like a standard old pokemon game except there isn't movement, just clicking).
I should probably use a switch statement right? But I don't know how to implement the changing of scenes and loading scenes into the cases. I also don't know if I would need to use 'if' statements within the cases.
This might be confusing, because it is very confusing to me. I'd appreciate any help you guys offer! I am desperate ;)
Code so far is below:
//PImages
PImage startScreen;
PImage[] waves = new PImage[3];
PImage[] scenes = new PImage[1];
int switchVariable;
//Objects
Button play;
void setup() {
size(750, 600);
background(#A3E9EA);
//Initialising Objects
play = new Button(50, 480, 330);
//loading wave images
waves[0] = loadImage("wave1.png");
waves[1] = loadImage("wave2.png");
waves[2] = loadImage("wave3.png");
//loading start image
startScreen = loadImage("start-screen.png");
//loading scenes
scenes[0] = loadImage("scene-one.png");
//setting frame rate
frameRate(6);
}
void draw() {
background(#A3E9EA);
frameCount++;
println (frameCount);
//drawing wave animation
if (frameCount < 5) {
image(waves[0], 0, 0);
}
else {
image(waves[1], 0, 0);
}
if (frameCount < 15 & frameCount > 10) {
background(#A3E9EA);
image(waves[2], 0, 0);
frameCount = 0;
}
//drawing start screen
image(startScreen, 0, 0);
//displaying play button
if (play.visible) play.buttonDisplay();
}
void mousePressed() {
if (play.visible) {
float d = dist(play.x+110, play.y+22, mouseX, mouseY);
if (d <= play.radius){
background(#A3E9EA);
image(scenes[0], 0, 0);
}
}
}
Button Class:
class Button {
float radius;
float x;
float y;
PImage[] buttonImage = new PImage[2];
boolean visible;
Button(float _radius, float _x, float _y) {
radius = _radius;
visible = true;
x = _x;
y = _y;
buttonImage[0] = loadImage("play-game-button.png");
}
void buttonDisplay() {
image(buttonImage[0], x, y);
}
}
The source code below shows one possible approach to your question. It does not rely on ‘switch’ but instead uses a custom control with up and down buttons similar to a Java stepper. The stepper control value corresponds with images in the scenes array and the background() is set accordingly. A separate button class is required and code for this follows the demo.
color BLUE = color(64, 124, 188);
color LTGRAY = color(185, 180, 180);
color YELLOW = color(245, 250, 13);
color RED = color(255, 0, 0);
color BLACK = color(0, 0, 0);
color WHITE = color(255, 255, 255);
color GREEN = color(0, 255, 0);
color ORANGE = color(247, 168, 7);
PFont font;
PImage[] scenes = new PImage[6];
// **** Up/Down Buttons init, min, max values **** //
final int _initValue = 2;
final int _maxValue = 5;
final int _minValue = 0;
int stepperValue = 0;
Button _up;
Button _dwn;
Button _quit;
final int _displayX = 160;
final int _displayY = 30;
final int _displayW = 100;
final int _displayH = 24;
final int _txtSize = 18;
void stepperValueDisplay(int value) {
fill(WHITE); // background color
noStroke();
rect(_displayX, _displayY, _displayW, _displayH, 0);
fill(BLACK); // text color
textSize(_txtSize);
textAlign(CENTER);
String str = String.format("Scene %d", value);
text(str, _displayX, _displayY, _displayW, _displayH);
}
void scene_0(){
background(RED);
save("scene0.png");
}
void scene_1(){
background(GREEN);
save("scene1.png");
}
void scene_2(){
background(BLACK);
save("scene2.png");
}
void scene_3(){
background(YELLOW);
save("scene3.png");
}
void scene_4(){
background(LTGRAY);
save("scene4.png");
}
void scene_5(){
background(ORANGE);
save("scene5.png");
}
void setup() {
size(600, 600);
background(BLUE);
font = createFont("Menlo-Bold", 20);
_dwn = new Button( _displayX - 40, _displayY, 40, 24, "--", LTGRAY, BLACK);
_up = new Button( _displayX + _displayW, _displayY, 40, 24, "++", LTGRAY, BLACK);
stepperValue = _initValue;
_quit = new Button(width - 60, 20, 30, 24, "Q", LTGRAY, BLACK);
scene_0();
scene_1();
scene_2();
scene_3();
scene_4();
scene_5();
scenes[0] = loadImage("scene0.png");
scenes[1] = loadImage("scene1.png");
scenes[2] = loadImage("scene2.png");
scenes[3] = loadImage("scene3.png");
scenes[4] = loadImage("scene4.png");
scenes[5] = loadImage("scene5.png");
}
void draw() {
background(scenes[stepperValue]);
_up.display();
_dwn.display();
_quit.display();
stepperValueDisplay(stepperValue);
}
void mousePressed() {
if (mouseX > _quit.x && mouseX < _quit.x + _quit.w && mouseY > _quit.y && mouseY < _quit.y + _quit.h) {
exit();
}
if (mouseX > _up.x && mouseX < _up.x + _up.w && mouseY > _up.y && mouseY < _up.y + _up.h) {
stepperValue++;
if (stepperValue > _maxValue) {
stepperValue = _maxValue;
}
stepperValueDisplay(stepperValue);
}
if (mouseX > _dwn.x && mouseX < _dwn.x + _dwn.w && mouseY > _dwn.y && mouseY < _dwn.y + _dwn.h) {
stepperValue--;
if (stepperValue < _minValue) {
stepperValue = _minValue;
}
stepperValueDisplay(stepperValue);
}
}
Button Class:
int _btnTxtSize = 18;
class Button {
float x, y, w, h;
String title;
color bkgrndColor;
color txtColor;
// Constructor
Button(int xpos, int ypos, float wt, float ht, String titleStr, color background, color textColor) {
x = xpos;
y = ypos;
w = wt;
h = ht;
title = titleStr;
bkgrndColor = background;
txtColor = textColor;
}
void display(){
fill(bkgrndColor);
noStroke();
rect( x, y, w, h, 0);
fill(txtColor);
textSize(_btnTxtSize);
textAlign(CENTER);
text(title, x, y, w, h);
}
}

GLSL shader circle is wobbling as it changes size in LibGDX

In LibGDX, I created a shader to do a transition effect where a circle forms over top of the image, where everything outside the circle is black, and everything inside the circle shows up as normal. This circle starts out big and shrinks to nothing. But I have a problem, as the circle is shrinking, it wobbles around. I also found I had this problem when using a ShadeRenderer to create a circle that also shrank over time, before using a shader. I think the problem as something to do with floating point numbers, or the way that circles are rendered. Anyway, I need to know, how do I fix it, so that I can get the circle to shrink smoothly?
Here is a gif demonstrating my problem of the wobbling circle (which I need to be smooth): my wobbling circle
Here is my Fragment Shader Code:
varying vec4 v_color;
varying vec3 v_position;
varying vec2 v_texCoord0;
uniform vec2 u_resolution;
uniform sampler2D u_sampler2D;
uniform float u_radius;
uniform int u_hasCircle;
void main() {
vec4 color = texture2D(u_sampler2D, v_texCoord0) * v_color;
vec2 relativePosition = gl_FragCoord.xy / u_resolution - .5;
relativePosition.x *= u_resolution.x / u_resolution.y;
float len = length(relativePosition);
if (u_hasCircle == 1 && len > u_radius) {
color = vec4(0, 0, 0, 1);
}
gl_FragColor = color;
}
And here is my vertex shader code that runs before that:
attribute vec4 a_color;
attribute vec3 a_position;
attribute vec2 a_texCoord0;
uniform mat4 u_projTrans;
uniform vec3 u_distort;
varying vec4 v_color;
varying vec3 v_position;
varying vec2 v_texCoord0;
void main() {
v_color = a_color;
v_position = a_position;
v_texCoord0 = a_texCoord0;
gl_Position = u_projTrans * vec4(a_position, 1.0);
}
When I want to transition to run, u_hasCircle is passed 1, otherwise it is passed 0. When the transition is running, I start with passing u_radius 1, and then I gradually decrease the value to 0, using a FloatAction in LibGDX.
I send these values to the shader once per frame.
Here is the relevant Libgdx Java code that interacts with the shader:
public class PlayWorld extends Group implements InputProcessor, Disposable
{
//various members
private PlayScreen screen;
private OrthographicCamera camera;
private FloatAction transitionToBattleAction;
private final float TRANS_TO_BATTLE_DURATION = 10f;
private float circleSize;
private boolean hasCircle = false;
public PlayWorld(PlayWorld playWorld) {
this.playWorld = playWorld;
camera = new OrthographicCamera();
tiledMap = new TiledMapActor(camera);
addActor(tiledMap);
transitionToBattleAction = new FloatAction();
}
//function that triggers transition
public void enterBattle() {
transitionToBattleAction.reset();
transitionToBattleAction.setStart(0);
transitionToBattleAction.setEnd(1);
transitionToBattleAction.setDuration(TRANS_TO_BATTLE_DURATION);
addAction();
}
// this function gets called every frame
#Override
public void act(float delta) {
super.act(delta);
if (transitionToBattleAction.getValue() == 0) {
//this function is defined in code shown below
tiledMap.unsetCircleSize();
} else if (transitionToBattleAction.getValue() < 1) {
//this function is defined in code shown below
tiledMap.setCircleSize(
1 - transitionToBattleAction.getValue());
} else if (transitionToBattleAction.getValue() == 1) {
//this function is defined in code shown below
tiledMap.setCircleSize(
1 - transitionToBattleAction.getValue());
transitionToBattleAction.restart();
screen.getGame().setScreen("battle");
} else if (transitionToBattleAction.getValue() > 1) {
//this function is defined in code shown below
tiledMap.unsetCircleSize();
transitionToBattleAction.restart();
}
}
//this gets called whenever the window resizes
public void resize(int width, int height) {
// this function is defined in code shown below
tiledMap.resize(width, height);
}
//various other methods
}
public class TiledMapActor extends Actor implements InputProcessor, Disposable
{
//various variables
private ShaderProgram shader;
private OrthographicCamera camera;
private TiledMap map;
private OrthogonalTiledMapRenderer renderer;
private float UNIT_SCALE = 1 / 16f;
public TiledMapActor(OrthographicCamera camera) {
super();
this.camera = camera;
map = new TmxMapLoader().load("myMap.tmx");
renderer = new OrthogonalTiledMapRenderer(map, UNIT_SCALE);
shader = new ShaderProgram(
Gdx.files.internal("shaders/myshader.vsh"),
Gdx.files.internal("shaders/myshader.fsh");
System.out.println(
shader.isCompiled() ?
"shader compiled" : shader.getLog());
renderer.getBatch().setShader(shader);
shader.begin();
shader.setUniformi("u_hasCircle", 0);
shader.end();
}
// this is called every time the window changes size
// from the PlayScreen class, see code above
public void resize(int width, int height) {
camera.viewportWidth = width;
camera.viewportHeight = height;
camera.update();
shader.begin();
shader.setUniformf("u_resolution", (float)width, (float)height);
shader.end();
}
//this method is called from code above, seen PlayScreen class code
//
public void setCircleSize(float circleSize) {
this.circleSize = circleSize;
hasCircle = true;
shader.begin();
shader.setUniformf("u_radius", circleSize);
shader.setUniformi("u_hasCircle", 1);
shader.end();
}
//this method is called from code above, seen PlayScreen class code
//
public void unsetCircleSize() {
hasCircle = false;
shader.begin();
shader.setUniformi("u_hasCircle", 0);
shader.end();
}
// Various other methods
}
So I found the problem, and stupid me! I was re-entering the transition scene every frame, once it started. I fixed it by using a boolean flag to tell me if the transition had started, and only starting the transition if that boolean flag wasn't set yet. Then later, at a point, after the transition had completed, I set that boolean flag back to false, so the transition could occur again!

how to apply gradient effect on Image GDI

How can I apply gradient effect on image like this image in c#. I have a transparent image with black drawing I want to apply 2 color gradient on the image is this possible in gdi?
Here is the effect i want to achieve
http://postimg.org/image/ikz1ie7ip/
You create a PathGradientBrush and then you draw your texts with that brush.
To create a bitmap filled with a gradient brush you could do something like:
public Bitmap GradientImage(int width, int height, Color color1, Color color2, float angle)
{
var r = new Rectangle(0, 0, width, height);
var bmp = new Bitmap(width, height);
using (var brush = new LinearGradientBrush(r, color1, color2, angle, true))
using (var g = Graphics.FromImage(bmp))
g.FillRectangle(brush, r);
return bmp;
}
So now that you have an image with the gradient in it, all you have to do is to bring over the alpha channel from your original image into the newly created image. We can take the transferOneARGBChannelFromOneBitmapToAnother function from a blog post I once wrote:
public enum ChannelARGB
{
Blue = 0,
Green = 1,
Red = 2,
Alpha = 3
}
public static void transferOneARGBChannelFromOneBitmapToAnother(
Bitmap source,
Bitmap dest,
ChannelARGB sourceChannel,
ChannelARGB destChannel )
{
if ( source.Size!=dest.Size )
throw new ArgumentException();
Rectangle r = new Rectangle( Point.Empty, source.Size );
BitmapData bdSrc = source.LockBits( r, ImageLockMode.ReadOnly, PixelFormat.Format32bppArgb );
BitmapData bdDst = dest.LockBits( r, ImageLockMode.ReadWrite, PixelFormat.Format32bppArgb );
unsafe
{
byte* bpSrc = (byte*)bdSrc.Scan0.ToPointer();
byte* bpDst = (byte*)bdDst.Scan0.ToPointer();
bpSrc += (int)sourceChannel;
bpDst += (int)destChannel;
for ( int i = r.Height * r.Width; i > 0; i-- )
{
*bpDst = *bpSrc;
bpSrc += 4;
bpDst += 4;
}
}
source.UnlockBits( bdSrc );
dest.UnlockBits( bdDst );
}
Now you could do something like:
var newImage = GradientImage( original.Width, original.Height, Color.Yellow, Color.Blue, 45 );
transferOneARGBChannelFromOneBitmapToAnother( original, newImage, ChannelARGB.Alpha, ChannelARGB.Alpha );
And there you are. :-)

MFC: How to draw in a static text

I try to draw in a static text control named IDC_RESULT.When I click the OK button, the static text will display different picture according to the shape I selected.So I declare three bool variable: isLine ,is Rect and isEllipse, everytime when I choose Lien radio box, I make the bool variabel isLine be true and the others be false, the same as Rectangle and Ellipse.
This is my code:
void CDrawDlg::OnPaint()
{
CWnd* pWnd = (CWnd*)GetDlgItem(IDC_RESULT);
CPaintDC dcPaint(pWnd);
CPen pen(PS_SOLID,2,RGB(0,0,0));
dcPaint.SelectObject(&pen);
CRect rect;
pWnd->GetClientRect(&rect);
if(isLine)
{
dcPaint.MoveTo(10,150);
dcPaint.LineTo (350,150);
}
if(isRect)
{
dcPaint.Rectangle(50, 100, 300, 200);
}
if(isEllipse)
{
doSomething;
}
ReleaseDC(&dcPaint);
if (IsIconic())
{
CPaintDC dc(this);
SendMessage(WM_ICONERASEBKGND, reinterpret_cast<WPARAM>(dc.GetSafeHdc()), 0);
int cxIcon = GetSystemMetrics(SM_CXICON);
int cyIcon = GetSystemMetrics(SM_CYICON);
CRect rect;
GetClientRect(&rect);
int x = (rect.Width() - cxIcon + 1) / 2;
int y = (rect.Height() - cyIcon + 1) / 2;
dc.DrawIcon(x, y, m_hIcon);
}
else
{
CDialogEx::OnPaint();
}
}
And the function below associate with the OK button:
void CDrawDlg::OnBnClickedOk()
{
Invalidate(false);
}
The question is: How to erase the line in the static text control when I select Rectangle and click the OK button to draw a rectangle,but I can't erase the line.
The parameter to Invalidate (bErase) controls whether or not the background within the update region should be erased. Since you passed false it isn't. Pass TRUE instead.
As an aside, you should use TRUE/FALSE instead of true/false as arguments to MFC methods. Even though the types are compatible they are still different.

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.

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