Fix support for NPOT inputs in orx-jumpflood
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@@ -4,6 +4,7 @@ import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.draw.*
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import org.openrndr.filter.blend.passthrough
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import org.openrndr.filter.blend.passthrough
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import org.openrndr.math.Matrix44
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import org.openrndr.math.Matrix44
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import org.openrndr.math.Vector2
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import org.openrndr.resourceUrl
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import org.openrndr.resourceUrl
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import kotlin.math.ceil
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import kotlin.math.ceil
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import kotlin.math.max
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import kotlin.math.max
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@@ -15,8 +16,12 @@ class JumpFlood : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/jumpflood
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var step: Int by parameters
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var step: Int by parameters
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}
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}
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class PixelDirection : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/pixel-direction.frag")))
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class PixelDirection : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/pixel-direction.frag"))) {
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class PixelDistance : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/pixel-distance.frag")))
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var originalSize: Vector2 by parameters
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}
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class PixelDistance : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/pixel-distance.frag"))) {
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var originalSize: Vector2 by parameters
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}
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class ContourPoints : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/contour-points.frag")))
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class ContourPoints : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/contour-points.frag")))
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class Threshold : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/threshold.frag"))) {
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class Threshold : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/threshold.frag"))) {
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var threshold by parameters
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var threshold by parameters
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@@ -37,7 +42,7 @@ class JumpFlooder(val width: Int, val height: Int, format:ColorFormat = ColorFor
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private val dimension = max(width, height)
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private val dimension = max(width, height)
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private val exp = ceil(Math.log(dimension.toDouble()) / Math.log(2.0)).toInt()
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private val exp = ceil(Math.log(dimension.toDouble()) / Math.log(2.0)).toInt()
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private val squareDim = 2.0.pow(exp.toDouble()).toInt()
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val squareDim = 2.0.pow(exp.toDouble()).toInt()
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private val coordinates =
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private val coordinates =
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listOf(colorBuffer(squareDim, squareDim, format = format, type = type),
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listOf(colorBuffer(squareDim, squareDim, format = format, type = type),
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@@ -105,6 +110,7 @@ private fun encodeDecodeBitmap(drawer: Drawer, preprocess: Filter, decoder: Filt
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val encoded = _jumpFlooder.jumpFlood(drawer, _result)
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val encoded = _jumpFlooder.jumpFlood(drawer, _result)
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decoder.parameters["originalSize"] = Vector2(_jumpFlooder.squareDim.toDouble(), _jumpFlooder.squareDim.toDouble())
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decoder.apply(arrayOf(encoded, bitmap), _result)
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decoder.apply(arrayOf(encoded, bitmap), _result)
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if (jumpFlooder == null) {
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if (jumpFlooder == null) {
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_jumpFlooder.destroy()
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_jumpFlooder.destroy()
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@@ -2,13 +2,19 @@
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex1;
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uniform vec2 originalSize;
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in vec2 v_texCoord0;
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in vec2 v_texCoord0;
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out vec4 o_color;
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out vec4 o_color;
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void main() {
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void main() {
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vec2 size = textureSize(tex0, 0);
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vec2 size = textureSize(tex0, 0);
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vec2 pixelPosition = v_texCoord0;
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vec2 fixUp = v_texCoord0;
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fixUp.y = 1.0 - fixUp.y;
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fixUp *= (size/originalSize);
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fixUp.y = 1.0 - fixUp.y;
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vec2 pixelPosition = fixUp;
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vec2 centroidPixelPosition = texture(tex0, v_texCoord0).xy;
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vec2 centroidPixelPosition = texture(tex0, v_texCoord0).xy;
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vec2 pixelDistance = (centroidPixelPosition - pixelPosition) * size * vec2(1.0, -1.0);
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vec2 pixelDistance = (centroidPixelPosition - pixelPosition) * size * vec2(1.0, -1.0);
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float threshold = texture(tex1, v_texCoord0).r;
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float threshold = texture(tex1, v_texCoord0).r;
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@@ -2,13 +2,20 @@
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uniform sampler2D tex0;
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform sampler2D tex1;
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uniform vec2 originalSize;
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in vec2 v_texCoord0;
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in vec2 v_texCoord0;
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out vec4 o_color;
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out vec4 o_color;
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void main() {
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void main() {
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vec2 size = textureSize(tex0, 0);
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vec2 size = textureSize(tex0, 0);
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vec2 pixelPosition = v_texCoord0;
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vec2 fixUp = v_texCoord0;
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fixUp.y = 1.0 - fixUp.y;
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fixUp *= (size/originalSize);
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fixUp.y = 1.0 - fixUp.y;
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vec2 pixelPosition = fixUp;
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vec2 centroidPixelPosition = texture(tex0, v_texCoord0).xy;
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vec2 centroidPixelPosition = texture(tex0, v_texCoord0).xy;
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vec2 pixelDistance = (centroidPixelPosition - pixelPosition) * size * vec2(1.0, -1.0);
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vec2 pixelDistance = (centroidPixelPosition - pixelPosition) * size * vec2(1.0, -1.0);
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float threshold = texture(tex1, v_texCoord0).r;
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float threshold = texture(tex1, v_texCoord0).r;
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