[orx-fx] Add DirectionalBlur
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53
orx-fx/src/commonMain/kotlin/blur/DirectionalBlur.kt
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53
orx-fx/src/commonMain/kotlin/blur/DirectionalBlur.kt
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package org.openrndr.extra.fx.blur
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import org.openrndr.draw.*
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import org.openrndr.extra.fx.fx_directional_blur
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import org.openrndr.extra.fx.mppFilterShader
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import org.openrndr.extra.parameters.BooleanParameter
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import org.openrndr.extra.parameters.Description
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import org.openrndr.extra.parameters.DoubleParameter
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import org.openrndr.extra.parameters.IntParameter
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/**
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* Directional blur filter. Takes source image and direction buffer inputs
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*/
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@Description("Directional blur")
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class DirectionalBlur : Filter(mppFilterShader(fx_directional_blur, "directional-blur")) {
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/**
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* The sample window, default is 5
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*/
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@IntParameter("window size", 1, 25)
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var window: Int by parameters
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/**
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* Spread multiplier, default is 1.0
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*/
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@DoubleParameter("kernel spread", 1.0, 4.0)
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var spread: Double by parameters
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/**
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* Post-blur gain, default is 1.0
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*/
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@DoubleParameter("gain", 0.0, 4.0)
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var gain: Double by parameters
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/**
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* Should filter use directions perpendicular to those in the direction buffer?
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*/
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@BooleanParameter("perpendicular")
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var perpendicular: Boolean by parameters
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init {
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window = 5
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spread = 1.0
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gain = 1.0
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perpendicular = false
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}
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override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
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parameters["wrapX"] = false
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parameters["wrapY"] = false
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super.apply(source, target)
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}
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}
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38
orx-fx/src/demo/kotlin/DemoDirectionalBlur01.kt
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38
orx-fx/src/demo/kotlin/DemoDirectionalBlur01.kt
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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.*
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import org.openrndr.extra.fx.blur.DirectionalBlur
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import org.openrndr.math.smoothstep
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import kotlin.math.cos
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import kotlin.math.sin
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fun main() = application {
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program {
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val db = DirectionalBlur()
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val rt = renderTarget(width, height) {
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colorBuffer()
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}
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val blurred = colorBuffer(width, height)
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val direction = colorBuffer(width, height, type = ColorType.FLOAT32)
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val s = direction.shadow
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for (y in 0 until height) {
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for (x in 0 until width) {
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val a = smoothstep(0.45, 0.55, cos((x + y) * 0.01) * 0.5 + 0.5)
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s[x, y] = ColorRGBa(cos(y * .1) * a, sin(x * 0.1) * a, 0.0, 1.0)
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}
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}
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s.upload()
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val image = loadImage("demo-data/images/image-001.png")
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extend {
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drawer.isolatedWithTarget(rt) {
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clear(ColorRGBa.BLACK)
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drawer.image(image)
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}
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db.window = 10
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db.apply(arrayOf(rt.colorBuffer(0), direction), blurred)
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drawer.image(blurred)
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}
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}
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}
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67
orx-fx/src/shaders/glsl/blur/directional-blur.frag
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67
orx-fx/src/shaders/glsl/blur/directional-blur.frag
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#ifdef OR_IN_OUT
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in vec2 v_texCoord0;
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#else
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varying vec2 v_texCoord0;
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#endif
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uniform sampler2D tex0; // image
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uniform sampler2D tex1; // blurDirection
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uniform vec2 textureSize0;
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uniform int window;
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uniform float sigma;
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uniform float gain;
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uniform vec4 subtract;
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uniform float spread;
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uniform bool wrapX;
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uniform bool wrapY;
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uniform bool perpendicular;
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#ifndef OR_GL_FRAGCOLOR
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out vec4 o_color;
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#endif
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vec2 wrap(vec2 uv) {
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vec2 res = uv;
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if (wrapX) {
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res.x = mod(res.x, 1.0);
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}
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if (wrapY) {
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res.y = mod(res.y, 1.0);
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}
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return res;
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}
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void main() {
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vec2 s = textureSize0;
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s = vec2(1.0 / s.x, 1.0 / s.y);
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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#ifndef OR_GL_TEXTURE2D
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vec2 blurDirection = texture(tex1, v_texCoord0).xy;
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if (perpendicular) {
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blurDirection = vec2(-blurDirection.y, blurDirection.x);
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}
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float weight = 0.0;
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for (int x = 0; x < window; ++x) {
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sum += texture(tex0, wrap(v_texCoord0 + float(x) * blurDirection * s * spread));
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weight += 1.0;
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}
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#else
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vec2 blurDirection = texture2D(tex1, v_texCoord0);
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float weight = 0.0;
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sum += texture2D(tex0, wrap(v_texCoord0 * blurDirection * s * spread));
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#endif
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vec4 result = (sum/weight) * gain;
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#ifdef OR_GL_FRAGCOLOR
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gl_FragColor = result;
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#else
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o_color = result;
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#endif
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}
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