Worley noise, Syphon and noise filter parameters...

This commit is contained in:
Rein van der Woerd
2020-02-21 09:25:29 +01:00
committed by edwin
parent 1eaf8607db
commit bb7439db54
15 changed files with 306 additions and 2 deletions

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@@ -1,3 +1,7 @@
dependencies {
compile "org.openrndr:openrndr-core:$openrndrVersion"
compile "org.openrndr:openrndr-gl3:$openrndrVersion"
compile "org.openrndr:openrndr-gl3-natives-macos:$openrndrVersion"
implementation project(":orx-shader-phrases")
implementation project(":orx-gui")
}

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@@ -3,6 +3,7 @@ package org.openrndr.extra.noise.filters
import org.openrndr.color.ColorRGBa
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromUrl
import org.openrndr.extra.parameters.*
import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
import org.openrndr.math.Vector4
@@ -25,11 +26,13 @@ class HashNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/no
/**
* is the noise monochrome, default is true
*/
@BooleanParameter("Monochrome")
var monochrome: Boolean by parameters
/**
* noise seed, feed it with time to animate
*/
@DoubleParameter("Seed", 0.0, 10000.0)
var seed: Double by parameters
init {
@@ -48,18 +51,20 @@ class SpeckleNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra
/**
* The color of the generated speckles
*/
@ColorParameter("Color")
var color: ColorRGBa by parameters
/**
* Density of the speckles, default is 0.1, min, 0.0, max is 1.0
*/
@DoubleParameter("Density", 0.0, 1.0)
var density: Double by parameters
/**
* Noisiness of the generated speckles, default is 0.0, min is 0.0, max is 1.0
*/
@DoubleParameter("Noise", 0.0, 1.0)
var noise: Double by parameters
/**
@@ -70,6 +75,7 @@ class SpeckleNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra
/**
* noise seed, feed it with time to animate
*/
@DoubleParameter("Seed", 0.0, 10000.0)
var seed: Double by parameters
init {
@@ -110,6 +116,7 @@ class CellNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/no
/**
* the number of octaves of noise to generate, default is 4
*/
@IntParameter("Octaves", 1, 8)
var octaves: Int by parameters
/**
@@ -138,6 +145,7 @@ class CellNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/no
* Filter that produces value noise
*/
class ValueNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/value-noise.frag"))) {
@DoubleParameter("Seed", 0.0, 10000.0)
var seed: Vector2 by parameters
/**
@@ -163,6 +171,7 @@ class ValueNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/n
/**
* the number of octaves of noise to generate, default is 4
*/
@IntParameter("Octaves", 1, 8)
var octaves: Int by parameters
/**
@@ -190,6 +199,7 @@ class ValueNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/n
/**
* Filter that produces 3D Simplex Noise
*/
@Description("Simplex Noise")
class SimplexNoise3D : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/simplex-noise-3d.frag"))) {
var seed: Vector3 by parameters
@@ -216,6 +226,7 @@ class SimplexNoise3D : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/ext
/**
* the number of octaves of noise to generate, default is 4
*/
@IntParameter("Octaves", 1, 8)
var octaves: Int by parameters
/**
@@ -226,6 +237,7 @@ class SimplexNoise3D : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/ext
/**
* should the output colors be multiplied by the alpha channel, default is true
*/
@BooleanParameter("Premultiplied alpha")
var premultipliedAlpha: Boolean by parameters
init {
@@ -238,4 +250,22 @@ class SimplexNoise3D : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/ext
bias = Vector4.ONE / 2.0
premultipliedAlpha = true
}
}
}
/**
* Filter for Worley Noise
*/
@Description("Worley Noise")
class WorleyNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/worley-noise.frag"))) {
@DoubleParameter("Scale", 0.1, 200.0)
var scale: Double by parameters
@BooleanParameter("Premultiplied alpha")
var premultipliedAlpha: Boolean by parameters
init {
premultipliedAlpha = true
scale = 5.0
}
}

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@@ -0,0 +1,80 @@
#version 330
// uniforms
//uniform vec4 gain;
//uniform vec4 bias;
//uniform vec3 seed;
uniform float scale;
//
//uniform vec3 lacunarity;
//uniform vec4 decay;
//uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
vec3 permute(vec3 x) {
return mod((34.0 * x + 1.0) * x, 289.0);
}
vec3 dist(vec3 x, vec3 y, bool manhattanDistance) {
return manhattanDistance ? abs(x) + abs(y) : (x * x + y * y);
}
vec2 worley(vec2 P, float jitter, bool manhattanDistance) {
float K= 0.142857142857; // 1/7
float Ko= 0.428571428571 ;// 3/7
vec2 Pi = mod(floor(P), 289.0);
vec2 Pf = fract(P);
vec3 oi = vec3(-1.0, 0.0, 1.0);
vec3 of = vec3(-0.5, 0.5, 1.5);
vec3 px = permute(Pi.x + oi);
vec3 p = permute(px.x + Pi.y + oi); // p11, p12, p13
vec3 ox = fract(p*K) - Ko;
vec3 oy = mod(floor(p*K),7.0)*K - Ko;
vec3 dx = Pf.x + 0.5 + jitter*ox;
vec3 dy = Pf.y - of + jitter*oy;
vec3 d1 = dist(dx,dy, manhattanDistance); // d11, d12 and d13, squared
p = permute(px.y + Pi.y + oi); // p21, p22, p23
ox = fract(p*K) - Ko;
oy = mod(floor(p*K),7.0)*K - Ko;
dx = Pf.x - 0.5 + jitter*ox;
dy = Pf.y - of + jitter*oy;
vec3 d2 = dist(dx,dy, manhattanDistance); // d21, d22 and d23, squared
p = permute(px.z + Pi.y + oi); // p31, p32, p33
ox = fract(p*K) - Ko;
oy = mod(floor(p*K),7.0)*K - Ko;
dx = Pf.x - 1.5 + jitter*ox;
dy = Pf.y - of + jitter*oy;
vec3 d3 = dist(dx,dy, manhattanDistance); // d31, d32 and d33, squared
// Sort out the two smallest distances (F1, F2)
vec3 d1a = min(d1, d2);
d2 = max(d1, d2); // Swap to keep candidates for F2
d2 = min(d2, d3); // neither F1 nor F2 are now in d3
d1 = min(d1a, d2); // F1 is now in d1
d2 = max(d1a, d2); // Swap to keep candidates for F2
d1.xy = (d1.x < d1.y) ? d1.xy : d1.yx; // Swap if smaller
d1.xz = (d1.x < d1.z) ? d1.xz : d1.zx; // F1 is in d1.x
d1.yz = min(d1.yz, d2.yz); // F2 is now not in d2.yz
d1.y = min(d1.y, d1.z); // nor in d1.z
d1.y = min(d1.y, d2.x); // F2 is in d1.y, we're done.
return sqrt(d1.xy);
}
void main() {
vec2 F = worley(v_texCoord0 * scale, 1.0, false);
float F1 = F.x;
float F2 = F.y;
o_output = vec4(vec3(F2-F1), 1.0);
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}

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@@ -0,0 +1,29 @@
import org.openrndr.application
import org.openrndr.draw.renderTarget
import org.openrndr.extra.gui.*
import org.openrndr.extra.noise.filters.SimplexNoise3D
fun main() = application {
configure {
width = 1000
height = 1000
}
program {
val gui = GUI()
val simplexNoise3D = SimplexNoise3D()
val target = renderTarget(width, height) {
colorBuffer()
}
gui.add(simplexNoise3D)
extend(gui)
extend {
simplexNoise3D.apply(target.colorBuffer(0), target.colorBuffer(0))
drawer.image(target.colorBuffer(0))
}
}
}

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@@ -0,0 +1,30 @@
import org.openrndr.application
import org.openrndr.draw.renderTarget
import org.openrndr.extra.noise.filters.CellNoise
import org.openrndr.extra.noise.filters.WorleyNoise
import org.openrndr.extra.gui.*
fun main() = application {
configure {
width = 1000
height = 1000
}
program {
val gui = GUI()
val worleyNoise = WorleyNoise()
val target = renderTarget(width, height) {
colorBuffer()
}
gui.add(worleyNoise)
extend(gui)
extend {
worleyNoise.apply(target.colorBuffer(0), target.colorBuffer(0))
drawer.image(target.colorBuffer(0))
}
}
}