Bump OPENRNDR to 0.3.37
This commit is contained in:
@@ -37,8 +37,8 @@ plugins {
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//}
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//}
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project.ext {
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project.ext {
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openrndrVersion = "0.3.36"
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openrndrVersion = "0.3.37"
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kotlinVersion = "1.3.50"
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kotlinVersion = "1.3.61"
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spekVersion = "2.0.6"
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spekVersion = "2.0.6"
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libfreenectVersion = "0.5.7-1.5.2"
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libfreenectVersion = "0.5.7-1.5.2"
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gsonVersion = "2.8.6"
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gsonVersion = "2.8.6"
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@@ -81,7 +81,7 @@ allprojects {
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compile "org.openrndr:openrndr-core:$openrndrVersion"
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compile "org.openrndr:openrndr-core:$openrndrVersion"
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compile "org.openrndr:openrndr-filter:$openrndrVersion"
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compile "org.openrndr:openrndr-filter:$openrndrVersion"
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compile "org.openrndr:openrndr-shape:$openrndrVersion"
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compile "org.openrndr:openrndr-shape:$openrndrVersion"
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compile group: 'org.jetbrains.kotlinx', name: 'kotlinx-coroutines-core', version: '1.3.0-RC2'
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compile group: 'org.jetbrains.kotlinx', name: 'kotlinx-coroutines-core', version: '1.3.2'
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testImplementation "org.spekframework.spek2:spek-dsl-jvm:$spekVersion"
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testImplementation "org.spekframework.spek2:spek-dsl-jvm:$spekVersion"
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testImplementation "org.amshove.kluent:kluent:1.53"
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testImplementation "org.amshove.kluent:kluent:1.53"
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testImplementation "org.jetbrains.kotlin:kotlin-test:$kotlinVersion"
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testImplementation "org.jetbrains.kotlin:kotlin-test:$kotlinVersion"
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3
orx-integral-image/build.gradle
Normal file
3
orx-integral-image/build.gradle
Normal file
@@ -0,0 +1,3 @@
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dependencies {
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compile project(":orx-fx")
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}
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@@ -1,7 +1,8 @@
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package org.openrndr.extra.integralimage
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package org.openrndr.extra.integralimage
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import org.openrndr.draw.*
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import org.openrndr.draw.*
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import org.openrndr.filter.blend.passthrough
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import org.openrndr.extra.fx.blend.Passthrough
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector2
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import org.openrndr.resourceUrl
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import org.openrndr.resourceUrl
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@@ -18,6 +19,7 @@ class FastIntegralImageFilter : Filter(filterShaderFromUrl(resourceUrl(
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class FastIntegralImage : Filter(filterShaderFromUrl(resourceUrl(
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class FastIntegralImage : Filter(filterShaderFromUrl(resourceUrl(
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"/shaders/gl3/integral-image.frag"
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"/shaders/gl3/integral-image.frag"
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))) {
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))) {
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private val passthrough = Passthrough()
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var intermediate: ColorBuffer? = null
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var intermediate: ColorBuffer? = null
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val filter = FastIntegralImageFilter()
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val filter = FastIntegralImageFilter()
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@@ -55,7 +57,7 @@ class FastIntegralImage : Filter(filterShaderFromUrl(resourceUrl(
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filter.sampleCountBase = sampleCountBase
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filter.sampleCountBase = sampleCountBase
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filter.passDirection = Vector2.UNIT_X
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filter.passDirection = Vector2.UNIT_X
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for (pass in 0 until xSampleCounts.size) {
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for (pass in xSampleCounts.indices) {
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filter.sampleCount = xSampleCounts[pass]
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filter.sampleCount = xSampleCounts[pass]
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filter.passIndex = pass
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filter.passIndex = pass
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filter.apply( if (pass == 0) source else targets[targetIndex%2], targets[(targetIndex+1)%2])
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filter.apply( if (pass == 0) source else targets[targetIndex%2], targets[(targetIndex+1)%2])
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@@ -63,7 +65,7 @@ class FastIntegralImage : Filter(filterShaderFromUrl(resourceUrl(
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}
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}
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filter.passDirection = Vector2.UNIT_Y
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filter.passDirection = Vector2.UNIT_Y
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for (pass in 0 until ySampleCounts.size) {
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for (pass in ySampleCounts.indices) {
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filter.sampleCount = ySampleCounts[pass]
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filter.sampleCount = ySampleCounts[pass]
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filter.passIndex = pass
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filter.passIndex = pass
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filter.apply( targets[targetIndex%2], targets[(targetIndex+1)%2])
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filter.apply( targets[targetIndex%2], targets[(targetIndex+1)%2])
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3
orx-jumpflood/build.gradle
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3
orx-jumpflood/build.gradle
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@@ -0,0 +1,3 @@
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dependencies {
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compile project(":orx-fx")
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}
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@@ -2,7 +2,9 @@ package org.openrndr.extra.jumpfill
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import org.openrndr.color.ColorRGBa
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.draw.*
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import org.openrndr.filter.blend.passthrough
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import org.openrndr.extra.fx.blend.Passthrough
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import org.openrndr.math.Matrix44
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import org.openrndr.math.Matrix44
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector2
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import org.openrndr.resourceUrl
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import org.openrndr.resourceUrl
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@@ -37,6 +39,7 @@ private val pixelDistance by lazy { PixelDistance() }
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private val pixelDirection by lazy { PixelDirection() }
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private val pixelDirection by lazy { PixelDirection() }
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private val contourPoints by lazy { ContourPoints() }
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private val contourPoints by lazy { ContourPoints() }
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private val threshold by lazy { Threshold() }
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private val threshold by lazy { Threshold() }
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private val passthrough by lazy { Passthrough() }
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class JumpFlooder(val width: Int, val height: Int, format:ColorFormat = ColorFormat.RGB, type:ColorType = ColorType.FLOAT32) {
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class JumpFlooder(val width: Int, val height: Int, format:ColorFormat = ColorFormat.RGB, type:ColorType = ColorType.FLOAT32) {
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3
orx-poisson-fill/build.gradle
Normal file
3
orx-poisson-fill/build.gradle
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@@ -0,0 +1,3 @@
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dependencies {
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compile project(":orx-fx")
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}
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@@ -2,7 +2,7 @@ package org.openrndr.poissonfill
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import org.openrndr.color.ColorRGBa
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.draw.*
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import org.openrndr.filter.blend.passthrough
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import org.openrndr.extra.fx.blend.Passthrough
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import org.openrndr.math.IntVector2
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import org.openrndr.math.IntVector2
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import org.openrndr.resourceUrl
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import org.openrndr.resourceUrl
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import kotlin.math.ceil
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import kotlin.math.ceil
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@@ -39,6 +39,7 @@ internal class Convolution(filterUrl: String = "/shaders/gl3/poisson/filter.frag
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}
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}
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}
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}
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private val passthrough by lazy { Passthrough() }
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internal class ConvolutionPyramid(width: Int, height: Int,
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internal class ConvolutionPyramid(width: Int, height: Int,
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private val padding: Int = 0, cutOff: Int = 10000,
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private val padding: Int = 0, cutOff: Int = 10000,
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private val downscale: Downscale = Downscale(),
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private val downscale: Downscale = Downscale(),
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@@ -1,7 +1,8 @@
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package org.openrndr.poissonfill
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package org.openrndr.poissonfill
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import org.openrndr.draw.*
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import org.openrndr.draw.*
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import org.openrndr.filter.blend.subtract
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import org.openrndr.extra.fx.blend.Passthrough
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import org.openrndr.extra.fx.blend.Subtract
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import org.openrndr.resourceUrl
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import org.openrndr.resourceUrl
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internal class BlendBoundary : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/poisson/blend-boundary.frag")))
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internal class BlendBoundary : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/poisson/blend-boundary.frag")))
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@@ -19,6 +20,9 @@ internal class Clamp : Filter(filterShaderFromUrl(resourceUrl("/shaders/gl3/pois
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var maxValue: Double by parameters
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var maxValue: Double by parameters
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}
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}
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private val passthrough by lazy { Passthrough() }
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private val subtract by lazy { Subtract() }
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class PoissonBlender(width: Int, height: Int, type: ColorType = ColorType.FLOAT32) {
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class PoissonBlender(width: Int, height: Int, type: ColorType = ColorType.FLOAT32) {
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private val pyramid = ConvolutionPyramid(width, height, 0, type = type)
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private val pyramid = ConvolutionPyramid(width, height, 0, type = type)
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private val preprocess = colorBuffer(width, height, type = type)
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private val preprocess = colorBuffer(width, height, type = type)
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@@ -1,3 +1,4 @@
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dependencies {
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dependencies {
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compile project(":orx-noise")
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compile project(":orx-noise")
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compile project(":orx-fx")
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}
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}
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@@ -5,7 +5,7 @@ import org.openrndr.Program
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import org.openrndr.color.ColorRGBa
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.*
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import org.openrndr.draw.*
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import org.openrndr.extra.noise.uniformRing
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import org.openrndr.extra.noise.uniformRing
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import org.openrndr.filter.blend.add
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import org.openrndr.extra.fx.blend.Add
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import org.openrndr.filter.color.delinearize
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import org.openrndr.filter.color.delinearize
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import org.openrndr.filter.color.linearize
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import org.openrndr.filter.color.linearize
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import org.openrndr.math.Matrix44
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import org.openrndr.math.Matrix44
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@@ -13,6 +13,8 @@ import org.openrndr.math.Matrix55
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import org.openrndr.math.Vector2
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import org.openrndr.math.Vector2
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import org.openrndr.math.transforms.translate
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import org.openrndr.math.transforms.translate
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private val add by lazy { Add() }
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/**
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/**
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* Temporal blur extension.
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* Temporal blur extension.
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* This works best in video rendering applications as it heavily relies on rendering
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* This works best in video rendering applications as it heavily relies on rendering
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