Merge pull request #30 from ricardomatias/orx-filters
Add ZoomBlur, EdgesWork and Sepia filters
This commit is contained in:
@@ -48,6 +48,8 @@ Most blur effects are opacity preserving
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- `BoxBlur`, a simple but fast box blur
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- `GaussianBlur`, a slow but precise Gaussian blur
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- `HashBlur`, a noisy blur effect
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- `ZoomBlur`, a directional blur with a zooming effect
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### Color
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- `ChromaticAberration`, a chromatic aberration effect based on RGB color separation
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@@ -57,6 +59,7 @@ Most blur effects are opacity preserving
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- `LumaMap`, maps luminosity to two colors
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- `LumaOpacity`, maps luminosity to opacity but retains source color
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- `LumaThreshold`, applies a treshold on the input luminosity and maps to two colors
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- `Sepia`, applies a reddish-brown monochrome tint that imitates an old photograph
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- `SubtractConstant`, subtract a constant color from the source color
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### Distortion
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@@ -74,6 +77,7 @@ All distortion effects are opacity preserving
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### Edges
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- `LumaSobel` - A Sobel-kernel based luminosity edge detector
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- `EdgesWork` - An edges filter doubling as erosion
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### Grain
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- `FilmGrain` - adds film-like grain to the source input
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@@ -1,5 +1,7 @@
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package org.openrndr.extra.fx
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import org.openrndr.draw.ColorFormat
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import org.openrndr.draw.ColorType
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import org.openrndr.resourceUrl
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import java.net.URL
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@@ -9,3 +11,5 @@ internal fun filterFragmentCode(resourceId: String): String {
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val urlString = resourceUrl("gl3/$resourceId", FilterTools::class.java)
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return URL(urlString).readText()
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}
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internal data class ColorBufferDescription(val width: Int, val height: Int, val contentScale: Double, val format: ColorFormat, val type: ColorType)
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@@ -2,6 +2,7 @@ package org.openrndr.extra.fx.blur
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import org.openrndr.draw.*
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import org.openrndr.extra.fx.filterFragmentCode
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import org.openrndr.extra.fx.ColorBufferDescription
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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import org.openrndr.extra.parameters.IntParameter
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@@ -14,9 +15,6 @@ import org.openrndr.math.Vector2
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@Description("Approximate Gaussian blur")
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class ApproximateGaussianBlur : Filter(Shader.createFromCode(Filter.filterVertexCode,
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filterFragmentCode("blur/approximate-gaussian-blur.frag"))) {
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data class ColorBufferDescription(val width: Int, val height: Int, val contentScale: Double, val format: ColorFormat, val type: ColorType)
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/**
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* blur sample window, default value is 5
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*/
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@@ -43,8 +41,6 @@ class ApproximateGaussianBlur : Filter(Shader.createFromCode(Filter.filterVertex
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private var intermediateCache = mutableMapOf<ColorBufferDescription, ColorBuffer>()
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init {
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window = 5
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spread = 1.0
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@@ -35,7 +35,7 @@ class BoxBlur : Filter(Shader.createFromCode(Filter.filterVertexCode,
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@DoubleParameter("gain", 0.0, 4.0)
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var gain: Double by parameters
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private var intermediateCache = mutableMapOf<ApproximateGaussianBlur.ColorBufferDescription, ColorBuffer>()
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private var intermediateCache = mutableMapOf<ColorBufferDescription, ColorBuffer>()
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init {
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window = 5
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@@ -44,7 +44,7 @@ class BoxBlur : Filter(Shader.createFromCode(Filter.filterVertexCode,
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}
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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val intermediateDescription = ApproximateGaussianBlur.ColorBufferDescription(target[0].width, target[0].height, target[0].contentScale, target[0].format, target[0].type)
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val intermediateDescription = ColorBufferDescription(target[0].width, target[0].height, target[0].contentScale, target[0].format, target[0].type)
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val intermediate = intermediateCache.getOrPut(intermediateDescription) {
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colorBuffer(target[0].width, target[0].height, target[0].contentScale, target[0].format, target[0].type)
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}
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45
orx-fx/src/main/kotlin/blur/ZoomBlur.kt
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45
orx-fx/src/main/kotlin/blur/ZoomBlur.kt
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@@ -0,0 +1,45 @@
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package org.openrndr.extra.fx.blur
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import org.openrndr.draw.ColorBuffer
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import org.openrndr.draw.Filter
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import org.openrndr.draw.Shader
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import org.openrndr.draw.colorBuffer
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import org.openrndr.extra.fx.filterFragmentCode
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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import org.openrndr.math.Vector2
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@Description("Zoom Blur")
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class ZoomBlur : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("blur/zoom-blur.frag"))) {
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var center: Vector2 by parameters
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@DoubleParameter("strength", 0.0, 1.0)
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var strength: Double by parameters
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init {
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center = Vector2.ONE / 2.0
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strength = 0.2
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}
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private var intermediate: ColorBuffer? = null
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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intermediate?.let {
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if (it.width != target[0].width || it.height != target[0].height) {
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intermediate = null
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}
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}
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if (intermediate == null) {
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intermediate = colorBuffer(target[0].width, target[0].height, target[0].contentScale, target[0].format, target[0].type)
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}
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intermediate?.let {
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parameters["dimensions"] = Vector2(it.effectiveWidth.toDouble(), it.effectiveHeight.toDouble())
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super.apply(source, arrayOf(it))
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it.copyTo(target[0])
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}
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}
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}
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17
orx-fx/src/main/kotlin/color/Sepia.kt
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17
orx-fx/src/main/kotlin/color/Sepia.kt
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@@ -0,0 +1,17 @@
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package org.openrndr.extra.fx.color
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import org.openrndr.draw.Filter
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import org.openrndr.draw.Shader
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import org.openrndr.extra.fx.filterFragmentCode
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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@Description("Sepia")
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class Sepia : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("color/sepia.frag"))) {
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@DoubleParameter("amount", 0.0, 1.0)
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var amount: Double by parameters
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init {
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amount = 0.5
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}
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}
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53
orx-fx/src/main/kotlin/edges/EdgesWork.kt
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53
orx-fx/src/main/kotlin/edges/EdgesWork.kt
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@@ -0,0 +1,53 @@
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package org.openrndr.extra.fx.edges
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import org.openrndr.draw.*
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import org.openrndr.extra.fx.filterFragmentCode
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import org.openrndr.extra.fx.ColorBufferDescription
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.IntParameter
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import org.openrndr.math.Vector2
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internal class EdgesWork1 : Filter(Shader.createFromCode(filterVertexCode, filterFragmentCode("edges/edges-work-1.frag"))) {
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var delta: Vector2 by parameters
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init {
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delta = Vector2.ZERO
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}
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}
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@Description("Edges Work")
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open class EdgesWork : Filter(Shader.createFromCode(filterVertexCode, filterFragmentCode("edges/edges-work-2.frag"))) {
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/**
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* radius, default value is 1.0
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*/
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@IntParameter("radius", 1, 400)
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var radius: Int by parameters
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private var delta: Vector2 by parameters
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private val work1 = EdgesWork1()
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private var intermediateCache = mutableMapOf<ColorBufferDescription, ColorBuffer>()
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init {
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radius = 1
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delta = Vector2.ZERO
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}
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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val intermediateDescription = ColorBufferDescription(target[0].width, target[0].height, target[0].contentScale, target[0].format, target[0].type)
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val intermediate = intermediateCache.getOrPut(intermediateDescription) {
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colorBuffer(target[0].width, target[0].height, target[0].contentScale, target[0].format, target[0].type)
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}
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intermediate.let {
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work1.delta = Vector2(radius / it.effectiveWidth.toDouble(), 0.0)
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work1.apply(source, arrayOf(it))
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parameters["delta"] = Vector2(0.0, radius / it.effectiveHeight.toDouble())
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super.apply(arrayOf(it), target)
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}
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}
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}
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@@ -8,7 +8,7 @@ import org.openrndr.extra.parameters.ColorParameter
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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@Description("Luma threshold ")
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@Description("Luma Sobel")
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class LumaSobel : Filter(Shader.createFromCode(Filter.filterVertexCode, filterFragmentCode("edges/luma-sobel.frag"))) {
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@ColorParameter("background color")
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@@ -0,0 +1,41 @@
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#version 330 core
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in vec2 v_texCoord0;
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uniform sampler2D tex0; // input
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uniform vec2 center;
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uniform float strength;
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uniform vec2 dimensions;
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out vec4 o_color;
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float random(vec3 scale, float seed) {
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/* use the fragment position for a different seed per-pixel */
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return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);
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}
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// Implementation by Evan Wallace (glfx.js)
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void main() {
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vec4 color = vec4(0.0);
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float total = 0.0;
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vec2 toCenter = center - v_texCoord0;
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/* randomize the lookup values to hide the fixed number of samples */
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float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);
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for (float t = 0.0; t <= 40.0; t++) {
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float percent = (t + offset) / 40.0;
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float weight = 4.0 * (percent - percent * percent);
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vec4 tex = texture(tex0, v_texCoord0 + toCenter * percent * strength);
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/* switch to pre-multiplied alpha to correctly blur transparent images */
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tex.rgb *= tex.a;
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color += tex * weight;
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total += weight;
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}
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o_color = color / total;
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/* switch back from pre-multiplied alpha */
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o_color.rgb /= o_color.a + 0.00001;
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}
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@@ -0,0 +1,20 @@
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#version 330 core
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in vec2 v_texCoord0;
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uniform sampler2D tex0; // input
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uniform float amount;
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out vec4 o_color;
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// Implementation by Evan Wallace (glfx.js)
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void main() {
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vec4 color = texture(tex0, v_texCoord0);
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float r = color.r;
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float g = color.g;
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float b = color.b;
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color.r = min(1.0, (r * (1.0 - (0.607 * amount))) + (g * (0.769 * amount)) + (b * (0.189 * amount)));
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color.g = min(1.0, (r * 0.349 * amount) + (g * (1.0 - (0.314 * amount))) + (b * 0.168 * amount));
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color.b = min(1.0, (r * 0.272 * amount) + (g * 0.534 * amount) + (b * (1.0 - (0.869 * amount))));
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o_color = color;
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}
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@@ -0,0 +1,37 @@
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#version 330 core
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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out vec4 o_color;
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uniform vec2 delta;
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float random(vec3 scale, float seed) {
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/* use the fragment position for a different seed per-pixel */
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return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);
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}
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// Implementation by Evan Wallace (glfx.js)
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void main() {
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vec2 color = vec2(0.0);
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vec2 total = vec2(0.0);
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/* randomize the lookup values to hide the fixed number of samples */
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float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);
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for (float t = -30.0; t <= 30.0; t++) {
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float percent = (t + offset - 0.5) / 30.0;
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float weight = 1.0 - abs(percent);
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vec3 tex = texture(tex0, v_texCoord0 + delta * percent).rgb;
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float average = (tex.r + tex.g + tex.b) / 3.0;
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color.x += average * weight;
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total.x += weight;
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if (abs(t) < 15.0) {
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weight = weight * 2.0 - 1.0;
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color.y += average * weight;
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total.y += weight;
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}
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}
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o_color = vec4(color / total, 0.0, 1.0);
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}
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@@ -0,0 +1,38 @@
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#version 330 core
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uniform sampler2D tex0;
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in vec2 v_texCoord0;
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out vec4 o_color;
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uniform vec2 delta;
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uniform int radius;
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float random(vec3 scale, float seed) {
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/* use the fragment position for a different seed per-pixel */
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return fract(sin(dot(gl_FragCoord.xyz + seed, scale)) * 43758.5453 + seed);
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}
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// Implementation by Evan Wallace (glfx.js)
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void main() {
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vec2 color = vec2(0.0);
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vec2 total = vec2(0.0);
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/* randomize the lookup values to hide the fixed number of samples */
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float offset = random(vec3(12.9898, 78.233, 151.7182), 0.0);
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for (float t = -30.0; t <= 30.0; t++) {
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float percent = (t + offset - 0.5) / 30.0;
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float weight = 1.0 - abs(percent);
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vec2 tex = texture(tex0, v_texCoord0 + delta * percent).xy;
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color.x += tex.x * weight;
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total.x += weight;
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if (abs(t) < 15.0) {
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weight = weight * 2.0 - 1.0;
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color.y += tex.y * weight;
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total.y += weight;
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}
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}
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float c = clamp(10000.0 * (color.y / total.y - color.x / total.x) + 0.5, 0.0, 1.0);
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o_color = vec4(c, c, c, 1.0);
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}
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