Merge branch 'master' of github.com:openrndr/orx

This commit is contained in:
Edwin Jakobs
2019-12-11 21:06:20 +01:00
5 changed files with 178 additions and 0 deletions

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@@ -0,0 +1,26 @@
import org.openrndr.draw.Filter
import org.openrndr.draw.Shader
import org.openrndr.extra.fx.filterFragmentCode
/**
* Film grain filter
*/
class FilmGrain : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("grain/film-grain.frag"))) {
var useColor: Boolean by parameters
var time: Double by parameters;
var grainLiftRatio: Double by parameters
var grainStrength: Double by parameters
var grainRate: Double by parameters
var grainPitch: Double by parameters
var colorLevel: Double by parameters
init {
useColor = false
grainLiftRatio = 0.5
grainStrength = 1.0
grainRate = 1.0
grainPitch = 1.0
colorLevel = 1.0
}
}

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@@ -0,0 +1,15 @@
package org.openrndr.extra.fx.tonemap
import org.openrndr.draw.Filter
import org.openrndr.draw.Shader
import org.openrndr.extra.fx.filterFragmentCode
/**
* Uncharted 2 tonemap filter
*/
class Uncharted2Tonemap : Filter(Shader.createFromCode(filterVertexCode, filterFragmentCode("tonemap/uncharted2-tonemap.frag"))) {
var exposureBias by parameters
init {
exposureBias = 2.0
}
}

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@@ -0,0 +1,93 @@
// Licensed under the MIT license:
// https://opensource.org/licenses/MIT.
// Ad[a|o]pted from shader by "noby" https://www.shadertoy.com/view/3sGSWV
#version 330 core
uniform sampler2D tex0;
in vec2 v_texCoord0;
uniform bool useColor;// false
uniform float time;
uniform float grainLiftRatio;// = 0.5;
uniform float grainStrength;//= 1.0;
uniform float grainRate;// = 1.0;
// Range: [0.5, 1.0].
uniform float grainPitch;// = 1.0;
uniform float colorLevel;// = 1.0;
out vec4 o_output;
// From Dave Hoskins: https://www.shadertoy.com/view/4djSRW.
float hash(vec3 p3){
p3 = fract(p3 * 0.1031);
p3 += dot(p3, p3.yzx + 19.19);
return fract((p3.x + p3.y) * p3.z);
}
// From iq: https://www.shadertoy.com/view/4sfGzS.
float noise(vec3 x){
vec3 i = floor(x);
vec3 f = fract(x);
f = f*f*(3.0-2.0*f);
return mix(mix(mix(hash(i+vec3(0, 0, 0)),
hash(i+vec3(1, 0, 0)), f.x),
mix(hash(i+vec3(0, 1, 0)),
hash(i+vec3(1, 1, 0)), f.x), f.y),
mix(mix(hash(i+vec3(0, 0, 1)),
hash(i+vec3(1, 0, 1)), f.x),
mix(hash(i+vec3(0, 1, 1)),
hash(i+vec3(1, 1, 1)), f.x), f.y), f.z);
}
// Slightly high-passed continuous value-noise.
float grain_source(vec3 x, float strength, float pitch){
float center = noise(x);
float v1 = center - noise(vec3(1, 0, 0)/pitch + x) + 0.5;
float v2 = center - noise(vec3(0, 1, 0)/pitch + x) + 0.5;
float v3 = center - noise(vec3(-1, 0, 0)/pitch + x) + 0.5;
float v4 = center - noise(vec3(0, -1, 0)/pitch + x) + 0.5;
float total = (v1 + v2 + v3 + v4) / 4.0;
return mix(1.0, 0.5 + total, strength);
}
void main() {
vec2 uv = v_texCoord0;
vec2 x = gl_FragCoord.xy;
// Alternatively use iTime here instead and change the grain_rate
// parameter to correspond to frames-per-second.
float t = time;
vec4 colorAlpha = texture(tex0, uv);
vec3 color = colorAlpha.rgb;
vec3 grain = vec3(0);
if (useColor) {
float rg = grain_source(vec3(x, floor(grainRate*(t))), grainStrength, grainPitch);
float gg = grain_source(vec3(x, floor(grainRate*(t+9.0))), grainStrength, grainPitch);
float bg = grain_source(vec3(x, floor(grainRate*(t-9.0))), grainStrength, grainPitch);
// Consider using values outside the [0, 1] range as well
// to introduce interesting color shifts to the source.
vec3 color_grain = vec3(rg, gg, bg);
color_grain = mix(vec3(dot(color_grain, vec3(0.2126, 0.7152, 0.0722))), color_grain, colorLevel);
grain = color_grain;
} else {
const float neutral_grain_factor = sqrt(2.0);
grain = vec3(grain_source(vec3(x, floor(grainRate*t)), grainStrength/neutral_grain_factor, grainPitch));
}
// Control whether to add or multiply or lift the source with the grain.
// Multiply (0.0) should be more true to life, but adjust to taste.
color = max(mix(color*grain, color+(grain-1.0), grainLiftRatio), 0.0);
// After this you would normally perform tone mapping,
// apply the grain before that.
o_output.rgb = color;
o_output.a = 1.0;
}

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// ad[a|o]pted from http://filmicworlds.com/blog/filmic-tonemapping-operators/
#version 330 core
float A = 0.15;
float B = 0.50;
float C = 0.10;
float D = 0.20;
float E = 0.02;
float F = 0.30;
float W = 11.2;
uniform sampler2D tex0;
uniform float exposureBias;
in vec2 v_texCoord0;
out vec4 o_output;
vec3 Uncharted2Tonemap(vec3 x) {
return ((x*(A*x+C*B)+D*E)/(x*(A*x+B)+D*F))-E/F;
}
void main() {
vec3 texColor = texture(tex0,v_texCoord0).rgb;
vec3 curr = Uncharted2Tonemap(exposureBias*texColor);
vec3 whiteScale = 1.0f/Uncharted2Tonemap(vec3(W));
vec3 color = curr*whiteScale;
vec3 retColor = pow(color, vec3(1/2.2));
o_output = vec4(retColor, 1);
}

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@@ -9,11 +9,13 @@ import com.illposed.osc.transport.udp.OSCPortOut
import mu.KotlinLogging
import java.net.InetAddress
import java.net.PortUnreachableException
import kotlin.reflect.KMutableProperty0
private typealias OSCListener = Pair<OSCPatternAddressMessageSelector, OSCMessageListener>
private val logger = KotlinLogging.logger {}
@Suppress("unused")
class OSC (
val address: InetAddress = InetAddress.getLocalHost(),
val portIn: Int = OSCPort.DEFAULT_SC_OSC_PORT,
@@ -51,6 +53,19 @@ class OSC (
if (!receiver.isListening) this.startListening()
}
infix fun String.bind(prop: KMutableProperty0<Double>) {
val channel = this
listen(channel) {
when (val message = it.first()) {
is Double -> prop.set(message)
is Float -> prop.set(message.toDouble())
}
}
}
fun listen(function: OSC.() -> Unit) = function()
// Cannot be called inside a listener's callback
fun removeListener(channel: String?) {
val listener = listeners[channel]