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Merge pull request #1170 from b-editor/effects/shake
Add PerlinNoise and ShakeEffect filter effects
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namespace Beutl.Graphics.Effects; | ||
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public class PerlinNoise | ||
{ | ||
private readonly int[] _permutation; | ||
private readonly int[] _p; | ||
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public PerlinNoise() | ||
{ | ||
// Permutation array | ||
_permutation = | ||
[ | ||
151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, | ||
30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, | ||
62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, | ||
125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, | ||
83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, | ||
143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, | ||
196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, | ||
250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, | ||
16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, | ||
70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, | ||
113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, | ||
144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, | ||
181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, | ||
205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 | ||
]; | ||
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// Duplicate the permutation array | ||
_p = new int[512]; | ||
for (int i = 0; i < 512; i++) | ||
{ | ||
_p[i] = _permutation[i % 256]; | ||
} | ||
} | ||
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public float Perlin(float x, float y) | ||
{ | ||
int xi = (int)Math.Floor(x) & 255; | ||
int yi = (int)Math.Floor(y) & 255; | ||
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float xf = x - (float)Math.Floor(x); | ||
float yf = y - (float)Math.Floor(y); | ||
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float u = Fade(xf); | ||
float v = Fade(yf); | ||
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int aa = _p[_p[xi] + yi]; | ||
int ab = _p[_p[xi] + yi + 1]; | ||
int ba = _p[_p[xi + 1] + yi]; | ||
int bb = _p[_p[xi + 1] + yi + 1]; | ||
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float x1, x2; | ||
x1 = Lerp(Grad(aa, xf, yf), Grad(ba, xf - 1, yf), u); | ||
x2 = Lerp(Grad(ab, xf, yf - 1), Grad(bb, xf - 1, yf - 1), u); | ||
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return (Lerp(x1, x2, v) + 1) / 2; // Normalize to range 0 - 1 | ||
} | ||
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private static float Fade(float t) | ||
{ | ||
return t * t * t * (t * (t * 6 - 15) + 10); | ||
} | ||
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private static float Lerp(float a, float b, float t) | ||
{ | ||
return a + t * (b - a); | ||
} | ||
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private static float Grad(int hash, float x, float y) | ||
{ | ||
int h = hash & 15; | ||
float u = h < 8 ? x : y; | ||
float v = h < 4 ? y : h == 12 || h == 14 ? x : 0; | ||
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); | ||
} | ||
} |
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using System.ComponentModel; | ||
using System.ComponentModel.DataAnnotations; | ||
using Beutl.Animation; | ||
using Beutl.Language; | ||
using Beutl.Media; | ||
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namespace Beutl.Graphics.Effects; | ||
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public class ShakeEffect : FilterEffect | ||
{ | ||
public static readonly CoreProperty<float> StrengthXProperty; | ||
public static readonly CoreProperty<float> StrengthYProperty; | ||
public static readonly CoreProperty<float> SpeedProperty; | ||
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private readonly RenderInvalidatedEventArgs _invalidatedEventArgs; | ||
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private readonly PerlinNoise _random = new(); | ||
private float _time; | ||
private float _strengthX = 50; | ||
private float _strengthY = 50; | ||
private float _speed = 100; | ||
private float _offset; | ||
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static ShakeEffect() | ||
{ | ||
StrengthXProperty = ConfigureProperty<float, ShakeEffect>(nameof(StrengthX)) | ||
.Accessor(o => o.StrengthX, (o, v) => o.StrengthX = v) | ||
.DefaultValue(50) | ||
.Register(); | ||
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StrengthYProperty = ConfigureProperty<float, ShakeEffect>(nameof(StrengthY)) | ||
.Accessor(o => o.StrengthY, (o, v) => o.StrengthY = v) | ||
.DefaultValue(50) | ||
.Register(); | ||
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SpeedProperty = ConfigureProperty<float, ShakeEffect>(nameof(Speed)) | ||
.Accessor(o => o.Speed, (o, v) => o.Speed = v) | ||
.DefaultValue(100) | ||
.Register(); | ||
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AffectsRender<ShakeEffect>(StrengthXProperty, StrengthYProperty, SpeedProperty, IdProperty); | ||
} | ||
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public ShakeEffect() | ||
{ | ||
_invalidatedEventArgs = new RenderInvalidatedEventArgs(this); | ||
} | ||
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[Display(Name = nameof(Strings.StrengthX), ResourceType = typeof(Strings))] | ||
public float StrengthX | ||
{ | ||
get => _strengthX; | ||
set => SetAndRaise(StrengthXProperty, ref _strengthX, value); | ||
} | ||
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[Display(Name = nameof(Strings.StrengthY), ResourceType = typeof(Strings))] | ||
public float StrengthY | ||
{ | ||
get => _strengthY; | ||
set => SetAndRaise(StrengthYProperty, ref _strengthY, value); | ||
} | ||
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[Display(Name = nameof(Strings.Speed), ResourceType = typeof(Strings))] | ||
public float Speed | ||
{ | ||
get => _speed; | ||
set => SetAndRaise(SpeedProperty, ref _speed, value); | ||
} | ||
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public override void ApplyAnimations(IClock clock) | ||
{ | ||
base.ApplyAnimations(clock); | ||
_time = (float)clock.CurrentTime.TotalSeconds; | ||
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RaiseInvalidated(_invalidatedEventArgs); | ||
} | ||
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protected override void OnPropertyChanged(PropertyChangedEventArgs args) | ||
{ | ||
base.OnPropertyChanged(args); | ||
if (args is CorePropertyChangedEventArgs<Guid> targs) | ||
{ | ||
if (targs.Property.Id == IdProperty.Id) | ||
{ | ||
int hash = Id.GetHashCode(); | ||
_offset = new Random(hash).NextSingle() * 1000 - 500; | ||
} | ||
} | ||
} | ||
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public override Rect TransformBounds(Rect bounds) | ||
{ | ||
return Rect.Invalid; | ||
} | ||
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public override void ApplyTo(FilterEffectContext context) | ||
{ | ||
context.CustomEffect((_time, _speed, _strengthX, _strengthY, _random, _offset), (data, effectContext) => | ||
{ | ||
effectContext.ForEach((i, t) => | ||
{ | ||
float a = data._time * data._speed / 100 + data._offset; | ||
float b = i + data._offset; | ||
float randomX = data._random.Perlin(a, b); | ||
float randomY = data._random.Perlin(b, a); | ||
randomX = (randomX - 0.5F) * 2F * data._strengthX; | ||
randomY = (randomY - 0.5F) * 2F * data._strengthY; | ||
t.Bounds = t.Bounds.Translate(new Vector(randomX, randomY)); | ||
}); | ||
}); | ||
} | ||
} |
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