Add noise filters, CellNoise, SpeckleNoise, HashNoise, ValueNoise

This commit is contained in:
edwin
2019-08-02 16:13:38 +02:00
parent d4be8e8781
commit 640d3edd10
5 changed files with 362 additions and 0 deletions

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package org.openrndr.extra.noise.filters
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromUrl
import org.openrndr.math.Vector2
import org.openrndr.math.Vector4
import org.openrndr.resourceUrl
/**
* Hash noise filter that produces white-noise-like noise.
*/
class HashNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/hash-noise.frag"))) {
/**
* noise gain per channel, default is Vector4(1.0, 1.0, 1.0, 0.0)
*/
var gain: Vector4 by parameters
/**
* noise bias per channel, default is Vector4(0.0, 0.0, 0.0, 1.0)
*/
var bias: Vector4 by parameters
/**
* is the noise monochrome, default is true
*/
var monochrome: Boolean by parameters
/**
* noise seed, feed it with time to animate
*/
var seed: Double by parameters
init {
monochrome = true
gain = Vector4(1.0, 1.0, 1.0, 0.0)
bias = Vector4(0.0, 0.0, 0.0, 1.0)
seed = 0.0
}
}
/**
* Speckle noise filter
*/
class SpeckleNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/speckle-noise.frag"))) {
/**
* The color of the generated speckles
*/
var color: ColorRGBa by parameters
/**
* Density of the speckles, default is 0.1, min, 0.0, max is 1.0
*/
var density: Double by parameters
/**
* Noisiness of the generated speckles, default is 0.0, min is 0.0, max is 1.0
*/
var noise: Double by parameters
/**
* should the output colors be multiplied by the alpha channel, default is true
*/
var premultipliedAlpha: Boolean by parameters
/**
* noise seed, feed it with time to animate
*/
var seed: Double by parameters
init {
density = 0.1
color = ColorRGBa.WHITE
seed = 0.0
noise = 0.0
premultipliedAlpha = true
}
}
/**
* Filter that produces cell or Voronoi noise
*/
class CellNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/cell-noise.frag"))) {
var seed: Vector2 by parameters
/**
* base noise scale, default is Vector2(1.0, 1.0)
*/
var scale: Vector2 by parameters
/**
* lacunarity is the amount by which scale is modulated per octave, default is Vector2(2.0, 2.0)
*/
var lacunarity: Vector2 by parameters
/**
* gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
*/
var gain: Vector4 by parameters
/**
* decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
*/
var decay: Vector4 by parameters
/**
* the number of octaves of noise to generate, default is 4
*/
var octaves: Int by parameters
/**
* the value to add to the resulting noise
*/
var bias: Vector4 by parameters
/**
* should the output colors be multiplied by the alpha channel, default is true
*/
var premultipliedAlpha: Boolean by parameters
init {
seed = Vector2.ZERO
scale = Vector2.ONE
lacunarity = Vector2(2.0, 2.0)
gain = Vector4.ONE
decay = Vector4.ONE / 2.0
octaves = 4
bias = Vector4.ZERO
premultipliedAlpha = true
}
}
/**
* Filter that produces value noise
*/
class ValueNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/value-noise.frag"))) {
var seed: Vector2 by parameters
/**
* base noise scale, default is Vector2(1.0, 1.0)
*/
var scale: Vector2 by parameters
/**
* lacunarity is the amount by which scale is modulated per octave, default is Vector2(2.0, 2.0)
*/
var lacunarity: Vector2 by parameters
/**
* gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
*/
var gain: Vector4 by parameters
/**
* decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
*/
var decay: Vector4 by parameters
/**
* the number of octaves of noise to generate, default is 4
*/
var octaves: Int by parameters
/**
* the value to add to the resulting noise
*/
var bias: Vector4 by parameters
/**
* should the output colors be multiplied by the alpha channel, default is true
*/
var premultipliedAlpha: Boolean by parameters
init {
seed = Vector2.ZERO
scale = Vector2.ONE
lacunarity = Vector2(2.0, 2.0)
gain = Vector4.ONE
decay = Vector4.ONE / 2.0
octaves = 4
bias = Vector4.ZERO
premultipliedAlpha = true
}
}

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#version 330
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec2 seed;
uniform vec2 scale;
uniform vec2 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
float cell(vec2 p) {
vec2 ip = floor(p);
p = fract(p);
float d = 1.0;
for (int i = -1; i <= 1; i++) {
for (int j = -1; j <= 1; j++) {
vec2 cellRef = vec2(i, j);
vec2 offset = hash22(ip + cellRef);
vec2 r = cellRef + offset - p;
float d2 = dot(r, r);
d = min(d, d2);
}
}
return d;
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec2 _scale = scale;
for (int o = 0; o < octaves; ++o) {
result += cell((v_texCoord0+seed) * _scale) * _gain;
_scale *= lacunarity;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

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#version 330
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform bool monochrome;
uniform float seed;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
void main() {
vec2 vseed = vec2(seed);
if (!monochrome) {
o_output.rg = hash22(vseed + v_texCoord0) * gain.rg + bias.rg;
o_output.ba = hash22(vseed + v_texCoord0+vec2(1.0, 1.0)) * gain.ba + bias.ba;
} else {
float c = hash22(vseed + v_texCoord0).r;
o_output = c * gain + bias;
}
}

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#version 330
// uniforms
uniform float seed;
uniform float density;
uniform vec4 color;
uniform bool premultipliedAlpha;
uniform float noise;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec2 hash22(vec2 p) {
float n = sin(dot(p, vec2(41, 289)));
return fract(vec2(262144, 32768)*n);
}
void main() {
vec2 vseed = vec2(seed);
vec2 hash = hash22(v_texCoord0 + seed);
float t = hash.x;
vec4 result = vec4(0.0);
if (t < density) {
vec4 noisyColor = vec4(color.rgb * mix(1.0, hash.y, noise), color.a);
result = noisyColor;
}
o_output = result;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

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#version 330
// based on https://www.shadertoy.com/view/4dS3Wd
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec2 seed;
uniform vec2 scale;
uniform vec2 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
float hash(vec2 p) { return fract(1e4 * sin(17.0 * p.x + p.y * 0.1) * (0.1 + abs(sin(p.y * 13.0 + p.x)))); }
float noise(vec2 x) {
vec2 i = floor(x);
vec2 f = fract(x);
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
vec2 u = f * f * (3.0 - 2.0 * f);
return mix(a, b, u.x) + (c - a) * u.y * (1.0 - u.x) + (d - b) * u.x * u.y;
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec2 shift = vec2(100);
mat2 rot = mat2(cos(0.5), sin(0.5), -sin(0.5), cos(0.50));
vec2 x = ((v_texCoord0+seed) * scale);
for (int o = 0; o < octaves; ++o) {
result += noise(x) * _gain;
x = rot * x * lacunarity + shift;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}