FFMpegCore/FFMpegCore.Test/Utilities/BitmapSources.cs

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using System.Drawing;
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using System.Drawing.Imaging;
using System.Numerics;
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using System.Runtime.Versioning;
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using FFMpegCore.Extensions.System.Drawing.Common;
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using FFMpegCore.Pipes;
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namespace FFMpegCore.Test.Utilities
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{
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[SupportedOSPlatform("windows")]
internal static class BitmapSource
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{
public static IEnumerable<IVideoFrame> CreateBitmaps(int count, PixelFormat fmt, int w, int h)
{
for (var i = 0; i < count; i++)
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{
using (var frame = CreateVideoFrame(i, fmt, w, h, 0.025f, 0.025f * w * 0.03f))
{
yield return frame;
}
}
}
public static BitmapVideoFrameWrapper CreateVideoFrame(int index, PixelFormat fmt, int w, int h, float scaleNoise, float offset)
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{
var bitmap = new Bitmap(w, h, fmt);
offset = offset * index;
for (var y = 0; y < h; y++)
{
for (var x = 0; x < w; x++)
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{
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var xf = x / (float)w;
var yf = y / (float)h;
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var nx = x * scaleNoise + offset;
var ny = y * scaleNoise + offset;
var value = (int)((Perlin.Noise(nx, ny) + 1.0f) / 2.0f * 255);
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var color = Color.FromArgb((int)(value * xf), (int)(value * yf), value);
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bitmap.SetPixel(x, y, color);
}
}
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return new BitmapVideoFrameWrapper(bitmap);
}
//
// Perlin noise generator for Unity
// Keijiro Takahashi, 2013, 2015
// https://github.com/keijiro/PerlinNoise
//
// Based on the original implementation by Ken Perlin
// http://mrl.nyu.edu/~perlin/noise/
//
private static class Perlin
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{
#region Noise functions
public static float Noise(float x)
{
var X = (int)MathF.Floor(x) & 0xff;
x -= MathF.Floor(x);
var u = Fade(x);
return Lerp(u, Grad(perm[X], x), Grad(perm[X + 1], x - 1)) * 2;
}
public static float Noise(float x, float y)
{
var X = (int)MathF.Floor(x) & 0xff;
var Y = (int)MathF.Floor(y) & 0xff;
x -= MathF.Floor(x);
y -= MathF.Floor(y);
var u = Fade(x);
var v = Fade(y);
var A = (perm[X] + Y) & 0xff;
var B = (perm[X + 1] + Y) & 0xff;
return Lerp(v, Lerp(u, Grad(perm[A], x, y), Grad(perm[B], x - 1, y)),
Lerp(u, Grad(perm[A + 1], x, y - 1), Grad(perm[B + 1], x - 1, y - 1)));
}
public static float Noise(Vector2 coord)
{
return Noise(coord.X, coord.Y);
}
public static float Noise(float x, float y, float z)
{
var X = (int)MathF.Floor(x) & 0xff;
var Y = (int)MathF.Floor(y) & 0xff;
var Z = (int)MathF.Floor(z) & 0xff;
x -= MathF.Floor(x);
y -= MathF.Floor(y);
z -= MathF.Floor(z);
var u = Fade(x);
var v = Fade(y);
var w = Fade(z);
var A = (perm[X] + Y) & 0xff;
var B = (perm[X + 1] + Y) & 0xff;
var AA = (perm[A] + Z) & 0xff;
var BA = (perm[B] + Z) & 0xff;
var AB = (perm[A + 1] + Z) & 0xff;
var BB = (perm[B + 1] + Z) & 0xff;
return Lerp(w, Lerp(v, Lerp(u, Grad(perm[AA], x, y, z), Grad(perm[BA], x - 1, y, z)),
Lerp(u, Grad(perm[AB], x, y - 1, z), Grad(perm[BB], x - 1, y - 1, z))),
Lerp(v, Lerp(u, Grad(perm[AA + 1], x, y, z - 1), Grad(perm[BA + 1], x - 1, y, z - 1)),
Lerp(u, Grad(perm[AB + 1], x, y - 1, z - 1), Grad(perm[BB + 1], x - 1, y - 1, z - 1))));
}
public static float Noise(Vector3 coord)
{
return Noise(coord.X, coord.Y, coord.Z);
}
#endregion
#region fBm functions
public static float Fbm(float x, int octave)
{
var f = 0.0f;
var w = 0.5f;
for (var i = 0; i < octave; i++)
{
f += w * Noise(x);
x *= 2.0f;
w *= 0.5f;
}
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return f;
}
public static float Fbm(Vector2 coord, int octave)
{
var f = 0.0f;
var w = 0.5f;
for (var i = 0; i < octave; i++)
{
f += w * Noise(coord);
coord *= 2.0f;
w *= 0.5f;
}
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return f;
}
public static float Fbm(float x, float y, int octave)
{
return Fbm(new Vector2(x, y), octave);
}
public static float Fbm(Vector3 coord, int octave)
{
var f = 0.0f;
var w = 0.5f;
for (var i = 0; i < octave; i++)
{
f += w * Noise(coord);
coord *= 2.0f;
w *= 0.5f;
}
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return f;
}
public static float Fbm(float x, float y, float z, int octave)
{
return Fbm(new Vector3(x, y, z), octave);
}
#endregion
#region Private functions
private static float Fade(float t)
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{
return t * t * t * (t * (t * 6 - 15) + 10);
}
private static float Lerp(float t, float a, float b)
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{
return a + t * (b - a);
}
private static float Grad(int hash, float x)
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{
return (hash & 1) == 0 ? x : -x;
}
private static float Grad(int hash, float x, float y)
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{
return ((hash & 1) == 0 ? x : -x) + ((hash & 2) == 0 ? y : -y);
}
private static float Grad(int hash, float x, float y, float z)
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{
var h = hash & 15;
var u = h < 8 ? x : y;
var v = h < 4 ? y : (h == 12 || h == 14 ? x : z);
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
private static readonly int[] perm = {
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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,
151
};
#endregion
}
}
}