Add a Perturb filter to orx-fx

This commit is contained in:
Edwin Jakobs
2020-02-12 19:41:00 +01:00
parent 13872fb601
commit 9f34101716
2 changed files with 242 additions and 0 deletions

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package org.openrndr.extra.fx.distort
import org.openrndr.draw.*
import org.openrndr.extra.fx.filterFragmentCode
import org.openrndr.extra.parameters.Description
import org.openrndr.extra.parameters.DoubleParameter
import org.openrndr.extra.parameters.IntParameter
import org.openrndr.math.Vector3
import org.openrndr.math.Vector4
@Description("Perturb")
class Perturb : Filter(Shader.createFromCode(filterVertexCode, filterFragmentCode("distort/perturb.frag"))) {
var seed: Vector3 by parameters
/**
* base noise scale, default is Vector3(1.0, 1.0, 1.0)
*/
@DoubleParameter("scale", 0.01, 8.0)
var scale: Double by parameters
@DoubleParameter("phase", -2.0, 2.0)
var phase: Double by parameters
/**
* lacunarity is the amount by which scale is modulated per octave, default is Vector3(2.0, 2.0, 2.0)
*/
@DoubleParameter("lacunarity", 0.0, 1.0)
var lacunarity: Double by parameters
@DoubleParameter("gain", 0.0, 1.0)
var gain: Double by parameters
@DoubleParameter("decay", 0.0, 1.0)
var decay: Double by parameters
/**
* the number of octaves of noise to generate, default is 4
*/
@IntParameter("octaves", 1, 10)
var octaves: Int by parameters
@IntParameter("x segments", 0, 256)
var xSegments: Int by parameters
@IntParameter("y segments", 0, 256)
var ySegments: Int by parameters
init {
seed = Vector3.ZERO
scale = 1.0
lacunarity = 2.0
gain = 0.5
decay = 0.5
octaves = 4
phase = 0.0
xSegments = 0
ySegments = 0
}
var bicubicFiltering = true
override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
if (bicubicFiltering && source.isNotEmpty()) {
source[0].generateMipmaps()
source[0].filter(MinifyingFilter.LINEAR_MIPMAP_LINEAR, MagnifyingFilter.LINEAR)
}
super.apply(source, target)
}
}

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#version 330
// uniforms
uniform float gain;
uniform vec3 seed;
uniform float phase;
uniform float scale;
uniform float lacunarity;
uniform float decay;
uniform int octaves;
uniform sampler2D tex0;
uniform int xSegments;
uniform int ySegments;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
// Simplex Noise 3D Implementation
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
vec3 segment(vec3 t, int x, int y) {
float sx = x == 0? t.x : floor(t.x * x) / x;
float sy = y == 0? t.y : floor(t.y * y) / y;
return vec3(sx,sy, t.z);
}
void main() {
float tx = 0.0;
float ty = 0.0;
float _gain = gain;
float shift = 100.0;
vec3 xseed = vec3(seed.xy, seed.z+cos(phase*3.1415926535));
vec3 yseed = vec3(seed.yx, seed.z+sin(phase*3.1415926535));
vec3 uv = vec3(v_texCoord0, 1.0) * 2.0 - 1.0;
vec3 px = ((segment(uv, xSegments, ySegments) + xseed) * scale);
vec3 py = ((segment(uv, xSegments, ySegments) + yseed + vec3(100.37, 40.51, 9.43)) * scale);
for (int o = 0; o < octaves; ++o) {
tx += snoise(px) * _gain;
ty += snoise(py) * _gain;
px = px * lacunarity + shift;
py = py * lacunarity + shift;
_gain *= decay;
}
vec2 distCoord = v_texCoord0 + vec2(tx, ty);
if (distCoord.x >= 0.0 && distCoord.y >= 0.0 && distCoord.x < 1.0 && distCoord.y < 1.0) {
if (xSegments == 0 && ySegments == 0) {
o_output = texture(tex0, distCoord);
} else {
o_output = textureLod(tex0, distCoord, 0.0);
}
} else {
o_output = vec4(0.0);
}
}