Add screenshot generation

This commit is contained in:
Edwin Jakobs
2020-04-22 21:56:08 +02:00
parent 6a29853c71
commit 60a64806fc
66 changed files with 1316 additions and 84 deletions

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package org.openrndr.extra.jumpfill
import org.openrndr.draw.*
import org.openrndr.extra.parameters.BooleanParameter
import org.openrndr.math.Vector4
import org.openrndr.resourceUrl
import org.openrndr.shape.Shape
import org.openrndr.shape.ShapeContour
class ShapeSDF : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/shape-sdf.frag"))) {
private val fromBuffer = bufferTexture(1024, format = ColorFormat.RGBa, type = ColorType.FLOAT32)
private val toBuffer = bufferTexture(1024, format = ColorFormat.RGBa, type = ColorType.FLOAT32)
private var segmentCount = 0
@BooleanParameter("use UV map")
var useUV:Boolean by parameters
@BooleanParameter("rectify distance")
var rectify:Boolean by parameters
init {
useUV = false
rectify = false
}
fun setShapes(shapes: List<Shape>) {
setContours(shapes.flatMap { it.contours })
}
fun setContours(contours: List<ShapeContour>) {
val from = mutableListOf<Vector4>()
val to = mutableListOf<Vector4>()
for (contour in contours) {
val lin = contour.sampleLinear()
var contourLength = 0.0
for (segment in lin.segments) {
contourLength += segment.length
}
var offset = 0.0
for (segment in lin.segments) {
from.add(Vector4(segment.start.x, segment.start.y, offset, contourLength))
offset += segment.length
to.add(Vector4(segment.end.x, segment.end.y, offset, contourLength))
}
}
val fromShadow = fromBuffer.shadow
val fromWriter = fromShadow.writer()
fromWriter.rewind()
for (v in from) {
fromWriter.write(v)
}
fromShadow.upload(0, from.size*4*4)
val toShadow = toBuffer.shadow
val toWriter = toShadow.writer()
toWriter.rewind()
for (v in to) {
toWriter.write(v)
}
toShadow.upload(0, to.size*4*4)
segmentCount = from.size
}
override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
require(target[0].type == ColorType.FLOAT16 || target[0].type == ColorType.FLOAT32) {
"needs a floating point target"
}
parameters["fromBuffer"] = fromBuffer
parameters["toBuffer"] = toBuffer
parameters["segmentCount"] = segmentCount
super.apply(source, target)
}
}

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package org.openrndr.extra.jumpfill.draw
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.ColorBuffer
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromUrl
import org.openrndr.extra.parameters.ColorParameter
import org.openrndr.extra.parameters.Description
import org.openrndr.extra.parameters.DoubleParameter
import org.openrndr.resourceUrl
@Description("SDF stroke and fill")
class SDFStrokeFill : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/draw/sdf-stroke-fill.frag"))) {
@DoubleParameter("stroke weight", 0.0, 20.0, order = 0)
var strokeWeight: Double by parameters
@DoubleParameter("stroke feather", 0.0, 20.0, order = 0)
var strokeFeather: Double by parameters
@ColorParameter("stroke color", order = 1)
var strokeColor: ColorRGBa by parameters
@DoubleParameter("fill feather", 0.0, 20.0, order = 0)
var fillFeather: Double by parameters
@ColorParameter("fill color", order = 2)
var fillColor: ColorRGBa by parameters
init {
fillFeather = 1.0
strokeFeather = 1.0
strokeWeight = 1.0
strokeColor = ColorRGBa.BLACK
fillColor = ColorRGBa.WHITE
}
override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
super.apply(source, target)
}
}

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package org.openrndr.extra.jumpfill.ops
import org.openrndr.draw.ColorBuffer
import org.openrndr.draw.ColorType
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromUrl
import org.openrndr.extra.parameters.Description
import org.openrndr.extra.parameters.DoubleParameter
import org.openrndr.resourceUrl
class SDFSmoothUnion : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/ops/sdf-smooth-union.frag"))) {
var radius: Double by parameters
init {
radius = 0.0
}
override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
require(target[0].type == ColorType.FLOAT16 || target[0].type == ColorType.FLOAT32) {
"needs a floating point target"
}
super.apply(source, target)
}
}
class SDFSmoothIntersection : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/ops/sdf-smooth-intersection.frag"))) {
var radius: Double by parameters
init {
radius = 0.0
}
override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
require(target[0].type == ColorType.FLOAT16 || target[0].type == ColorType.FLOAT32) {
"needs a floating point target"
}
super.apply(source, target)
}
}
@Description("SDF smooth difference")
class SDFSmoothDifference : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/ops/sdf-smooth-difference.frag"))) {
@DoubleParameter("smooth radius", 0.0, 200.0, order = 0)
var radius: Double by parameters
init {
radius = 0.0
}
override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
require(target[0].type == ColorType.FLOAT16 || target[0].type == ColorType.FLOAT32) {
"needs a floating point target"
}
super.apply(source, target)
}
}
class SDFRound : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/ops/sdf-round.frag"))) {
@DoubleParameter("rounding radius", 0.0, 200.0, order = 0)
var radius: Double by parameters
init {
radius = 0.0
}
override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
require(target[0].type == ColorType.FLOAT16 || target[0].type == ColorType.FLOAT32) {
"needs a floating point target"
}
super.apply(source, target)
}
}
class SDFOnion : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/ops/sdf-onion.frag"))) {
var radius: Double by parameters
init {
radius = 0.0
}
override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
require(target[0].type == ColorType.FLOAT16 || target[0].type == ColorType.FLOAT32) {
"needs a floating point target"
}
super.apply(source, target)
}
}

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#version 330 core
uniform sampler2D tex0;// signed distance
uniform float radius;
uniform vec4 strokeColor;
uniform float strokeWeight;
uniform float strokeFeather;
uniform float fillFeather;
uniform vec4 fillColor;
in vec2 v_texCoord0;
out vec4 o_color;
void main() {
float d = texture(tex0, v_texCoord0).r;
float strokeFactor = smoothstep(strokeWeight + strokeFeather, strokeWeight, abs(d));
float fillFactor = smoothstep(0.0, fillFeather, -d);
vec4 fc = (fillColor * fillColor.a) * fillFactor;
fc = fc * (1.0 - strokeFactor) + strokeFactor * (strokeColor * strokeColor.a);
o_color = fc;
}

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#version 330 core
uniform sampler2D tex0;// signed distance
uniform float radius;
in vec2 v_texCoord0;
out vec4 o_color;
void main() {
float d0 = texture(tex0, v_texCoord0).r;
o_color = vec4(abs(d0)- radius, 0.0, 0.0, 1.0);
}

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#version 330 core
uniform sampler2D tex0; // signed distance
uniform float radius;
in vec2 v_texCoord0;
out vec4 o_color;
void main() {
float d0 = texture(tex0, v_texCoord0).r - radius;
o_color = vec4(d0, 0.0, 0.0, 1.0);
}

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#version 330 core
uniform sampler2D tex0;// signed distance
uniform sampler2D tex1;// signed distance
uniform float radius;
in vec2 v_texCoord0;
out vec4 o_color;
float opSmoothDifference( float d1, float d2, float k ) {
float h = clamp( 0.5 - 0.5*(d2+d1)/k, 0.0, 1.0 );
return mix( d2, -d1, h ) + k*h*(1.0-h); }
void main() {
float d0 = texture(tex0, v_texCoord0).r;
float d1 = texture(tex1, v_texCoord0).r;
o_color = vec4(opSmoothDifference(d0, d1, radius), 0.0, 0.0, 1.0);
}

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#version 330 core
uniform sampler2D tex0;// signed distance
uniform sampler2D tex1;// signed distance
uniform float radius;
in vec2 v_texCoord0;
out vec4 o_color;
float opSmoothIntersection(float d1, float d2, float k) {
float h = clamp(0.5 - 0.5*(d2-d1)/k, 0.0, 1.0);
return mix(d2, d1, h) + k*h*(1.0-h); }
void main() {
float d0 = texture(tex0, v_texCoord0).r;
float d1 = texture(tex1, v_texCoord0).r;
o_color = vec4(opSmoothIntersection(d0, d1, radius), 0.0, 0.0, 1.0);
}

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#version 330 core
uniform sampler2D tex0; // signed distance
uniform sampler2D tex1; // signed distance
uniform float radius;
in vec2 v_texCoord0;
out vec4 o_color;
float opSmoothUnion(float d1, float d2, float k) {
float h = clamp(0.5 + 0.5*(d2-d1)/k, 0.0, 1.0);
return mix(d2, d1, h) - k*h*(1.0-h);
}
void main() {
float d0 = texture(tex0, v_texCoord0).r;
float d1 = texture(tex1, v_texCoord0).r;
o_color = vec4(opSmoothUnion(d0, d1, radius), 0.0, 0.0, 1.0);
}

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#version 330
#extension GL_ARB_derivative_control : enable
in vec2 v_texCoord0;
uniform float iTime;
out vec4 o_color;
uniform bool useUV;
uniform bool rectify;
uniform samplerBuffer toBuffer;
uniform samplerBuffer fromBuffer;
uniform int segmentCount;
uniform vec2 targetSize;
uniform sampler2D tex0; // uv-map
float isLeft( vec2 P0, vec2 P1, vec2 P2 ) {
return ( (P1.x - P0.x) * (P2.y - P0.y)
- (P2.x - P0.x) * (P1.y - P0.y) );
}
float length_squared( vec2 v, vec2 w ) {
return dot(w-v, w-v);
}
int winding_number( vec2 v, vec2 w, vec2 p ) {
if (v.y <= p.y) { // start y <= P.y
if (w.y > p.y) // an upward crossing
if (isLeft( v, w, p) > 0.0) // P left of edge
return 1; // ++wn; // have a valid up intersect
}
else { // start y > P.y (no test needed)
if (w.y <= p.y) // a downward crossing
if (isLeft( v,w,p) < 0.0) // P right of edge
return -1; //--wn; // have a valid down intersect
}
return 0;
}
float minimum_distance(vec2 v, vec2 w, vec2 p) {
// Return minimum distance between line segment vw and point p
float l2 = length_squared(v, w); // i.e. |w-v|^2 - avoid a sqrt
if (l2 == 0.0) return distance(p, v); // v == w case
// Consider the line extending the segment, parameterized as v + t (w - v).
// We find projection of point p onto the line.
// It falls where t = [(p-v) . (w-v)] / |w-v|^2
// We clamp t from [0,1] to handle points outside the segment vw.
float t = max(0.0, min(1.0, dot(p - v, w - v) / l2));
vec2 projection = v + t * (w - v); // Projection falls on the segment
return distance(p, projection);
}
vec3 minimum_distance_and_perpendicular(vec4 v, vec4 w, vec2 p) {
// Return minimum distance between line segment vw and point p
float l2 = length_squared(v.xy, w.xy); // i.e. |w-v|^2 - avoid a sqrt
if (l2 == 0.0) return vec3(distance(p, v.xy), v.z, v.w); // v == w case
// Consider the line extending the segment, parameterized as v + t (w - v).
// We find projection of point p onto the line.
// It falls where t = [(p-v) . (w-v)] / |w-v|^2
// We clamp t from [0,1] to handle points outside the segment vw.
float t = max(0.0, min(1.0, dot(p - v.xy, w.xy - v.xy) / l2));
vec3 projection = v.xyz + t * (w.xyz - v.xyz); // Projection falls on the segment
return vec3(distance(p.xy, projection.xy), projection.z, v.w);
}
void main() {
vec2 uv = v_texCoord0;
vec2 fixDistance = vec2(1.0);
if (useUV) {
vec2 o = 0.5 / textureSize(tex0, 0);
uv = texture(tex0, v_texCoord0 + o).xy;
if (rectify) {
fixDistance = (fwidthFine(uv))*vec2(1280.0, 720.0);
}
}
uv.y = 1.0 - uv.y;
uv *= targetSize;
float mindist = 10E10;
float perpdist = 0.0;
float contourLength = 0.0;
int windingNr = 0;
for (int i = 0; i < segmentCount; i++) {
vec4 from = texelFetch(fromBuffer, i);
vec4 to = texelFetch(toBuffer, i);
vec3 distline_and_perp = minimum_distance_and_perpendicular(from, to, uv.xy);
windingNr += winding_number( from.xy, to.xy, uv.xy );
float distline = distline_and_perp.x;
if (abs(distline) <= mindist) {
mindist = distline;
perpdist = distline_and_perp.y;
contourLength = distline_and_perp.z;
}
}
float signedDistance = mindist * (windingNr==0 ? 1.0 : -1.0);
o_color = vec4(signedDistance / length(fixDistance), perpdist/contourLength, contourLength, 1.0);
}