mixing gradients

This commit is contained in:
micuat 2020-10-26 12:51:14 +01:00
parent 2b6f7059a6
commit 61ee9e7240
7 changed files with 99 additions and 12 deletions

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@ -5,7 +5,10 @@ uniform sampler2DRect particles2;
uniform sampler2DRect u_depth;
uniform sampler2DRect u_world;
uniform sampler2DRect u_v4l2cam;
uniform sampler2DRect imageTexture;
uniform sampler2DRect warm1;
uniform sampler2DRect warm2;
uniform sampler2DRect cold1;
uniform sampler2DRect cold2;
uniform vec3 uHottest0;
uniform vec3 uHottest1;
@ -17,15 +20,93 @@ in vec3 vPos;
in float vTemperature;
in float vAge;
vec3 random3(vec3 c) {
float j = 4096.0*sin(dot(c,vec3(17.0, 59.4, 15.0)));
vec3 r;
r.z = fract(512.0*j);
j *= .125;
r.x = fract(512.0*j);
j *= .125;
r.y = fract(512.0*j);
return r-0.5;
}
/* skew constants for 3d simplex functions */
const float F3 = 0.3333333;
const float G3 = 0.1666667;
/* 3d simplex noise */
float simplex3d(vec3 p) {
/* 1. find current tetrahedron T and it's four vertices */
/* s, s+i1, s+i2, s+1.0 - absolute skewed (integer) coordinates of T vertices */
/* x, x1, x2, x3 - unskewed coordinates of p relative to each of T vertices*/
/* calculate s and x */
vec3 s = floor(p + dot(p, vec3(F3)));
vec3 x = p - s + dot(s, vec3(G3));
/* calculate i1 and i2 */
vec3 e = step(vec3(0.0), x - x.yzx);
vec3 i1 = e*(1.0 - e.zxy);
vec3 i2 = 1.0 - e.zxy*(1.0 - e);
/* x1, x2, x3 */
vec3 x1 = x - i1 + G3;
vec3 x2 = x - i2 + 2.0*G3;
vec3 x3 = x - 1.0 + 3.0*G3;
/* 2. find four surflets and store them in d */
vec4 w, d;
/* calculate surflet weights */
w.x = dot(x, x);
w.y = dot(x1, x1);
w.z = dot(x2, x2);
w.w = dot(x3, x3);
/* w fades from 0.6 at the center of the surflet to 0.0 at the margin */
w = max(0.6 - w, 0.0);
/* calculate surflet components */
d.x = dot(random3(s), x);
d.y = dot(random3(s + i1), x1);
d.z = dot(random3(s + i2), x2);
d.w = dot(random3(s + 1.0), x3);
/* multiply d by w^4 */
w *= w;
w *= w;
d *= w;
/* 3. return the sum of the four surflets */
return dot(d, vec4(52.0));
}
/* const matrices for 3d rotation */
const mat3 rot1 = mat3(-0.37, 0.36, 0.85,-0.14,-0.93, 0.34,0.92, 0.01,0.4);
const mat3 rot2 = mat3(-0.55,-0.39, 0.74, 0.33,-0.91,-0.24,0.77, 0.12,0.63);
const mat3 rot3 = mat3(-0.71, 0.52,-0.47,-0.08,-0.72,-0.68,-0.7,-0.45,0.56);
/* directional artifacts can be reduced by rotating each octave */
float simplex3d_fractal(vec3 m) {
return 0.5333333*simplex3d(m*rot1)
+0.2666667*simplex3d(2.0*m*rot2)
+0.1333333*simplex3d(4.0*m*rot3)
+0.0666667*simplex3d(8.0*m);
}
void main()
{
vec3 remapedColor = texture(imageTexture, vec2(vTemperature*1600, 0.5)).xyz;
vec2 palette = vec2(vTemperature*3425, 0.5);
vec3 remapedColorW = texture(warm1, palette).xyz;
vec3 remapedColorC = texture(cold2, palette).xyz;
float d = 50;
float rate = smoothstep(500 - d, 500 + d, length(vPos.x - uHottest3d1.x) + simplex3d(vPos * vec3(0.001, 0.001, 0.1)) * 100);
vec3 remapedColor = mix(remapedColorW, remapedColorC, rate);
float alpha = max(0, 1 - pow(vAge,4));
vec4 color = vec4(remapedColor, alpha);
if(length(vPos.x - uHottest3d1.x) < 500) {
color = vec4(0,1,0,1);
}
fragColor = color;
}

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@ -109,7 +109,11 @@ void ofApp::setupParticles()
particles.whateverImages.insert({"u_depth", kinectDevice.getDepthTex()});
particles.whateverImages.insert({"u_world", kinectDevice.getDepthToWorldTex()});
particles.whateverImages.insert({"u_v4l2cam", v4l2Tex});
particles.whateverImages.insert({"imageTexture", gradient.getTexture()});
for (auto i : gradients)
{
particles.whateverImages.insert({i.first, i.second.getTexture()});
}
// listen for update event to set additonal update uniforms
ofAddListener(particles.updateEvent, this, &ofApp::onParticlesUpdate);
@ -148,8 +152,11 @@ void ofApp::setup()
fbos.insert({"ofcam", ofFbo()});
fbos.at("ofcam").allocate(ofGetWidth(), ofGetHeight(), GL_RGBA32F_ARB);
gradient.load("gradient.jpg");
for (auto s : gradientNames)
{
gradients.insert({s, ofFloatImage()});
gradients.at(s).load(s + ".png");
}
setupParticles();
}
@ -281,7 +288,6 @@ void ofApp::drawMain()
boundShader.setUniformTexture("u_depth", tex);
boundShader.setUniformTexture("u_ofcam", fbos.at("ofcam"));
boundShader.setUniformTexture("u_v4l2cam", v4l2Tex);
boundShader.setUniformTexture("u_gradient", gradient);
boundShader.setUniform1i("u_init", 1);
boundShader.render();
boundShader.setUniform1i("u_init", 0);

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@ -50,13 +50,13 @@ private:
ofxShaderFilter boundShader;
std::map<string, ofFbo> fbos;
std::map<string, ofFloatImage> gradients;
std::vector<std::string> gradientNames {"warm1", "warm2", "cold1", "cold2"};
ofxV4L2 v4l2Cam;
ofTexture v4l2Tex;
ofPixels v4l2Pixels;
ofFloatImage gradient;
ofxGpuParticles particles;
std::vector<std::vector<ofVec3f>> hotspots;