[orx-fx] Add fade to Contour and CannyEdgeDetector

This commit is contained in:
Edwin Jakobs
2024-06-25 10:53:39 +02:00
parent a08090318a
commit 81cefe6b3d
6 changed files with 133 additions and 44 deletions

View File

@@ -34,6 +34,8 @@ kotlin {
implementation(project(":orx-color"))
implementation(project(":orx-fx"))
implementation(project(":orx-noise"))
implementation(project(":orx-shapes"))
implementation(project(":orx-image-fit"))
}
}
}

View File

@@ -37,6 +37,9 @@ class CannyEdgeDetector : Filter1to1(
var backgroundOpacity: Double by parameters
@DoubleParameter("fade", 0.0, 1.0, order = 7)
var fade: Double by parameters
init {
threshold0 = 2.0
threshold1 = 0.0
@@ -45,6 +48,7 @@ class CannyEdgeDetector : Filter1to1(
backgroundColor = ColorRGBa.BLACK
backgroundOpacity = 1.0
foregroundOpacity = 1.0
fade = 1.0
}
}

View File

@@ -6,10 +6,7 @@ import org.openrndr.color.ColorRGBa
import org.openrndr.draw.Filter1to1
import org.openrndr.extra.fx.fx_contour
import org.openrndr.extra.fx.mppFilterShader
import org.openrndr.extra.parameters.ColorParameter
import org.openrndr.extra.parameters.Description
import org.openrndr.extra.parameters.DoubleParameter
import org.openrndr.extra.parameters.IntParameter
import org.openrndr.extra.parameters.*
@Description("Contour")
class Contour : Filter1to1(mppFilterShader(fx_contour, "contour")) {
@@ -28,13 +25,18 @@ class Contour : Filter1to1(mppFilterShader(fx_contour, "contour")) {
@DoubleParameter("bias", -1.0, 1.0)
var bias: Double by parameters
@ColorParameter("contour color")
var contourColor: ColorRGBa by parameters
@IntParameter("window", 0, 10)
var window: Int by parameters
@BooleanParameter("output bands", order = 100)
var outputBands: Boolean by parameters
@DoubleParameter("fade", 0.0, 1.0, order = 200)
var fade: Double by parameters
init {
levels = 6.0
contourWidth = 0.4
@@ -43,5 +45,7 @@ class Contour : Filter1to1(mppFilterShader(fx_contour, "contour")) {
contourOpacity = 1.0
window = 1
bias = 0.0
outputBands = false
fade = 1.0
}
}

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@@ -0,0 +1,56 @@
/**
* Demonstrate the Contour filter
* @author Edwin Jakobs
*/
import org.openrndr.application
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.createEquivalent
import org.openrndr.draw.loadImage
import org.openrndr.extra.fx.edges.Contour
import org.openrndr.extra.imageFit.imageFit
import org.openrndr.extra.shapes.primitives.grid
fun main() = application {
configure {
width = 720
height = 720
}
program {
val image = loadImage("demo-data/images/image-001.png")
val contour = Contour()
contour.levels = 4.0
contour.window = 1
contour.outputBands = true
contour.contourColor = ColorRGBa.PINK
contour.backgroundOpacity = 0.0
val edges = image.createEquivalent()
extend {
val cells = drawer.bounds.grid(2, 2).flatten()
val actions = listOf(
{
contour.outputBands = true
contour.levels = 2.0
},
{
contour.outputBands = false
contour.levels = 2.0
},
{
contour.outputBands = false
contour.levels = 8.0
},
{
contour.outputBands = true
contour.levels = 8.0
},
)
for ((cell, action) in cells zip actions) {
action()
contour.apply(image, edges)
drawer.imageFit(edges, cell)
}
}
}
}

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@@ -15,6 +15,8 @@ uniform vec4 foregroundColor;
uniform float backgroundOpacity;
uniform float foregroundOpacity;
uniform float fade;
vec2 iResolution;
float getAve(vec2 uv) {
@@ -104,7 +106,11 @@ float cannyEdge(vec2 fragCoord, float mn, float mx){
void main() {
iResolution = vec2(textureSize(tex0, 0));
vec4 original = texture(tex0, v_texCoord0);
vec2 fragCoord = v_texCoord0 * iResolution;
float edge = cannyEdge(fragCoord, threshold0, threshold1);
o_output = mix(foregroundColor * foregroundOpacity, backgroundColor * backgroundOpacity, 1.-edge);
o_output = mix(original,
mix(foregroundColor * foregroundOpacity,
backgroundColor * backgroundOpacity, 1. - edge),
fade);
}

View File

@@ -8,27 +8,44 @@ uniform vec4 contourColor;
uniform float backgroundOpacity;
uniform int window;
uniform float bias;
uniform bool outputBands;
uniform float fade;
float calc_contour(vec2 uv) {
vec2 calc_contour(vec2 uv) {
vec4 box = texture(tex0, uv);
float v = sin(3.1415926535 * levels * (dot(vec3(1.0 / 3.0), box.xyz) + bias));
float level = floor((dot(vec3(1.0 / 3.0), box.xyz) + bias) * levels) / levels;
float level = floor((dot(vec3(1.0 / 3.0), box.xyz) + bias) * levels);
float contour = 1.0 - smoothstep(0., contourWidth, 0.5 * abs(v) / fwidth(v));
return contour;
return vec2(contour, level);
}
void main() {
vec2 step = 1.0 / vec2(textureSize(tex0, 0));
float contour = 0.0;
float weight = 0.0;
float level = 0.0;
for (int i = -window; i <= window; ++i) {
for (int j = -window; j <= window; ++j) {
contour += calc_contour(v_texCoord0 + step / (float(window) + 1.0) * vec2(float(i), float(j)));
vec2 c = calc_contour(v_texCoord0 + step / (float(window) + 1.0) * vec2(float(i), float(j)));
contour += c.x;
level += c.y;
weight += 1.0;
}
}
contour /= weight;
vec4 t = texture(tex0, v_texCoord0);
o_output = t * backgroundOpacity * (1.0 - contour) + contour * contourColor * contourOpacity * t.a;
if (outputBands) {
level /= weight;
level = 1.0 - max(0.0, fract(level / 2.0) * 2.0);
contour = level;
}
o_output = mix(t,
t * backgroundOpacity * (1.0 - contour) + contour * contourColor * contourOpacity * clamp(t.a, 0.0, 1.0),
fade);
}