[orx-math] Add RBF interpolation utilities with 2D interpolator, demos, and shader phrases
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109
orx-math/src/jvmDemo/kotlin/rbf/RbfInterpolation01.kt
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109
orx-math/src/jvmDemo/kotlin/rbf/RbfInterpolation01.kt
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package rbf
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import org.openrndr.application
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import org.openrndr.color.ColorRGBa
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import org.openrndr.draw.isolated
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import org.openrndr.draw.shadeStyle
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import org.openrndr.extra.color.spaces.OKHSV
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import org.openrndr.extra.color.spaces.OKLab
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import org.openrndr.extra.color.tools.shadeLuminosity
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import org.openrndr.extra.color.tools.shiftHue
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import org.openrndr.extra.math.rbf.Rbf2DInterpolator
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import org.openrndr.extra.math.rbf.rbfGaussian
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import org.openrndr.extra.noise.uniform
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import org.openrndr.extra.shaderphrases.noise.fhash12Phrase
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import org.openrndr.extra.shaderphrases.rbf.rbfGaussianPhrase
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import org.openrndr.math.Vector3
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import kotlin.collections.indices
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import kotlin.collections.map
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import kotlin.collections.toTypedArray
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import kotlin.random.Random
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import kotlin.ranges.until
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import kotlin.text.trimIndent
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import kotlin.text.trimMargin
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fun main() {
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application {
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configure {
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width = 720
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height = 720
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}
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program {
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val r = Random(0)
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val points = drawer.bounds.offsetEdges(-100.0).uniform(14, r)
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val colors = (0 until points.size).map {
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ColorRGBa.PINK
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.shiftHue<OKHSV>(Double.uniform(-180.0, 180.0, r))
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.shadeLuminosity<OKLab>(Double.uniform(0.4, 1.0, r))
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.toLinear()
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}
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// Here the `scale` and `smoothing` values are hand-tuned
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val scale = 0.04 / 5.0
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val interpolator = Rbf2DInterpolator(
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points,
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colors.map { doubleArrayOf(it.r, it.g, it.b) }.toTypedArray<DoubleArray>(),
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smoothing = 0.09,
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rbf = rbfGaussian(scale)
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)
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/**
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* Shader style that implements RBF interpolation in the fragment shader.
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* Uses Gaussian RBF function to interpolate colors between given points.
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* Includes custom distance calculation and color interpolation functions.
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*/
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val ss = shadeStyle {
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fragmentPreamble = """${fhash12Phrase}
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|${rbfGaussianPhrase}
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|float squaredDistance(vec2 p, vec2 q) {
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| vec2 d = p - q;
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| return dot(d, d);
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|}
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|vec3 rbfInterpolate(vec2 p) {
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| vec3 c = p_mean;
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| for (int i = 0; i < p_weights_SIZE; ++i) {
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| float r = rbfGaussian(squaredDistance(p_points[i], p), $scale);
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| c.r += p_weights[i].r * r;
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| c.g += p_weights[i].g * r;
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| c.b += p_weights[i].b * r;
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| }
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| return c;
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|}
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""".trimMargin()
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fragmentTransform = """
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x_fill.rgb = rbfInterpolate(c_boundsPosition.xy * vec2(720.0, 720.0));
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""".trimIndent()
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val weights = (0 until points.size).map {
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Vector3(interpolator.weights[it][0], interpolator.weights[it][1], interpolator.weights[it][2])
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}.toTypedArray()
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parameter("weights", weights)
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parameter("points", points.toTypedArray())
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parameter("mean", Vector3(interpolator.mean[0], interpolator.mean[1], interpolator.mean[2]))
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}
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extend {
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// draw the interpolated colors
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drawer.isolated {
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drawer.shadeStyle = ss
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drawer.rectangle(drawer.bounds)
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}
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// draw the original points and colors for reference
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drawer.circles {
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for (i in points.indices) {
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fill = colors[i]
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circle(points[i], 10.0)
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}
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}
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// compute color on CPU for comparison
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drawer.fill = interpolator.interpolate(mouse.position).let {
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ColorRGBa(it[0], it[1], it[2], 1.0)
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}
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drawer.circle(mouse.position, 30.0)
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}
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}
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}
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}
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