import org.openrndr.application import org.openrndr.color.ColorRGBa import org.openrndr.draw.* import org.openrndr.extra.imageFit.imageFit import org.openrndr.extra.integralimage.* import kotlin.math.PI /** * Implement an FM like video synthesizer using [FastIntegralImage] */ fun main() = application { configure { width = 720 height = 720 } program { val image = loadImage("demo-data/images/image-001.png") val fii = FastIntegralImage() val integralImage = colorBuffer(width, height, 1.0, ColorFormat.RGBa, ColorType.FLOAT32) val rt = renderTarget(width, height) { colorBuffer() } extend { drawer.clear(ColorRGBa.PINK) /* Draw an input image */ drawer.isolatedWithTarget(rt) { drawer.ortho(rt) drawer.clear(ColorRGBa.BLACK) drawer.imageFit(image, drawer.bounds) drawer.fill = ColorRGBa.PINK.shade(1.0) drawer.circle(mouse.position, 256.0) } /* Update the integral image */ fii.apply(rt.colorBuffer(0), integralImage) /* Use a shade style to sample from the integral image */ drawer.shadeStyle = shadeStyle { fragmentPreamble = """ vec3 linePhase(vec2 uv) { vec2 step = 1.0 / vec2(textureSize(image, 0)); vec4 t11 = texture(image, uv + step * vec2(1.0,1.0)); vec4 t01 = texture(image, vec2(0.0, uv.y) + step * vec2(0,1.0)); vec4 t00 = texture(image, vec2(0.0, uv.y)); vec4 t10 = texture(image, uv + step * vec2(1.0, 0.0)); vec4 r = (t11 - t01 - t10 + t00); return r.xyz; } """.trimIndent() fragmentTransform = """ vec2 s = 1.0 / vec2(textureSize(image, 0)); float spread = 1.0; vec3 phase0 = linePhase(va_texCoord0 + s * vec2(-spread, 0.0)); vec3 phase1 = linePhase(va_texCoord0); float carrierFreq = 40.0 * 2.0 * ${PI}; float carrierPhase = va_texCoord0.x + va_texCoord0.y; float signalFreq = s.x * 100.0 * 2.0 * ${PI}; vec3 mo0 = cos(phase0 * signalFreq + carrierPhase * carrierFreq); vec3 mo1 = cos(phase1 * signalFreq + (carrierPhase - s.x * spread) * carrierFreq); x_fill.rgb = (mo1 - mo0) * 2.0; x_fill.a = 1.0; """.trimIndent() } drawer.image(integralImage) } } }