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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 | ||
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/** | ||
* Implement an FM like video synthesizer using [FastIntegralImage] | ||
*/ | ||
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fun main() = application { | ||
configure { | ||
width = 720 | ||
height = 720 | ||
} | ||
program { | ||
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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) | ||
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/* | ||
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) | ||
} | ||
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/* | ||
Update the integral image | ||
*/ | ||
fii.apply(rt.colorBuffer(0), integralImage) | ||
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/* | ||
Use a shade style to sample from the integral image | ||
*/ | ||
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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() | ||
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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) | ||
} | ||
} | ||
} |