Add DirectionalField to orx-jumpflood
This commit is contained in:
46
orx-jumpflood/src/main/kotlin/DirectionalField.kt
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46
orx-jumpflood/src/main/kotlin/DirectionalField.kt
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package org.openrndr.extra.jumpfill
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import org.openrndr.draw.ColorBuffer
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import org.openrndr.draw.ColorFormat
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import org.openrndr.draw.Filter
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import org.openrndr.draw.colorBuffer
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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("Directional field")
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class DirectionalField : Filter() {
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@DoubleParameter("threshold", 0.0, 1.0)
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var threshold = 0.5
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@DoubleParameter("distance scale", 0.0, 1.0)
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var distanceScale = 1.0
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private val thresholdFilter = Threshold()
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private var thresholded: ColorBuffer? = null
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private val contourFilter = ContourPoints()
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private var contoured: ColorBuffer? = null
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private var jumpFlooder: JumpFlooder? = null
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private val decodeFilter = PixelDirection()
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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if (thresholded == null) {
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thresholded = colorBuffer(target[0].width, target[0].height, format = ColorFormat.R)
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}
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if (contoured == null) {
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contoured = colorBuffer(target[0].width, target[0].height, format = ColorFormat.R)
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}
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if (jumpFlooder == null) {
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jumpFlooder = JumpFlooder(target[0].width, target[0].height)
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}
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thresholdFilter.threshold = threshold
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thresholdFilter.apply(source[0], thresholded!!)
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contourFilter.apply(thresholded!!, contoured!!)
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val result = jumpFlooder!!.jumpFlood(contoured!!)
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decodeFilter.originalSize = Vector2(target[0].width * 1.0, target[0].height * 1.0)
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decodeFilter.distanceScale = distanceScale
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decodeFilter.apply(result, result)
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result.copyTo(target[0])
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}
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}
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47
orx-jumpflood/src/main/kotlin/DistanceField.kt
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47
orx-jumpflood/src/main/kotlin/DistanceField.kt
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@@ -0,0 +1,47 @@
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package org.openrndr.extra.jumpfill
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import org.openrndr.draw.ColorBuffer
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import org.openrndr.draw.ColorFormat
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import org.openrndr.draw.Filter
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import org.openrndr.draw.colorBuffer
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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("Distance field")
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class DistanceField : Filter() {
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@DoubleParameter("threshold", 0.0, 1.0)
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var threshold = 0.5
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@DoubleParameter("distance scale", 0.0, 1.0)
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var distanceScale = 1.0
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private val thresholdFilter = Threshold()
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private var thresholded: ColorBuffer? = null
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private val contourFilter = ContourPoints()
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private var contoured: ColorBuffer? = null
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private var jumpFlooder: JumpFlooder? = null
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private val decodeFilter = PixelDistance()
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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if (thresholded == null) {
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thresholded = colorBuffer(target[0].width, target[0].height, format = ColorFormat.R)
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}
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if (contoured == null) {
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contoured = colorBuffer(target[0].width, target[0].height, format = ColorFormat.R)
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}
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if (jumpFlooder == null) {
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jumpFlooder = JumpFlooder(target[0].width, target[0].height)
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}
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thresholdFilter.threshold = threshold
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thresholdFilter.apply(source[0], thresholded!!)
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contourFilter.apply(thresholded!!, contoured!!)
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val result = jumpFlooder!!.jumpFlood(contoured!!)
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decodeFilter.originalSize = Vector2(target[0].width * 1.0, target[0].height * 1.0)
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decodeFilter.distanceScale = distanceScale
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decodeFilter.signedBit = false
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decodeFilter.apply(result, result)
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result.copyTo(target[0])
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}
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}
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@@ -3,6 +3,7 @@ package org.openrndr.extra.jumpfill
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.extra.fx.blend.Passthrough
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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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@@ -18,7 +19,14 @@ class JumpFlood : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/jumpflood
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}
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class PixelDirection : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/pixel-direction.frag"))) {
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var distanceScale: Double by parameters
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var originalSize: Vector2 by parameters
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init {
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distanceScale = 1.0
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originalSize = Vector2(512.0, 512.0)
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}
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}
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class PixelDistance : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/pixel-distance.frag"))) {
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@@ -132,46 +140,3 @@ fun directionFieldFromBitmap(drawer: Drawer, bitmap: ColorBuffer,
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): ColorBuffer = encodeDecodeBitmap(drawer, contourPoints, pixelDirection, bitmap, jumpFlooder, result)
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class DistanceField : Filter() {
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@DoubleParameter("threshold", 0.0, 1.0)
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var threshold = 0.5
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@DoubleParameter("distance scale", 0.0, 1.0)
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var distanceScale = 1.0
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private val thresholdFilter = Threshold()
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private var thresholded: ColorBuffer? = null
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private val contourFilter = ContourPoints()
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private var contoured: ColorBuffer? = null
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private var jumpFlooder: JumpFlooder? = null
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private val decodeFilter = PixelDistance()
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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if (thresholded == null) {
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thresholded = colorBuffer(target[0].width, target[0].height, format = ColorFormat.R)
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}
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if (contoured == null) {
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contoured = colorBuffer(target[0].width, target[0].height, format = ColorFormat.R)
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}
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if (jumpFlooder == null) {
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jumpFlooder = JumpFlooder(target[0].width, target[0].height)
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}
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thresholdFilter.threshold = threshold
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thresholdFilter.apply(source[0], thresholded!!)
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contourFilter.apply(thresholded!!, contoured!!)
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val result = jumpFlooder!!.jumpFlood(contoured!!)
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decodeFilter.originalSize = Vector2(target[0].width * 1.0, target[0].height * 1.0)
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decodeFilter.distanceScale = distanceScale
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decodeFilter.signedBit = false
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decodeFilter.apply(result, result)
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result.copyTo(target[0])
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}
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}
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@@ -3,7 +3,8 @@
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uniform sampler2D tex0;
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uniform sampler2D tex1;
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uniform vec2 originalSize;
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uniform vec2 directionalField;
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uniform float distanceScale;
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in vec2 v_texCoord0;
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out vec4 o_color;
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@@ -11,12 +12,9 @@ out vec4 o_color;
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void main() {
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vec2 size = textureSize(tex0, 0);
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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 pixelDistance = (centroidPixelPosition - pixelPosition) * size * vec2(1.0, -1.0);
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float threshold = texture(tex1, v_texCoord0).r;
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o_color = vec4(pixelDistance, threshold, 1.0);
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o_color = vec4(pixelDistance * distanceScale, threshold, 1.0);
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}
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