using System.Drawing; using System.Drawing.Imaging; using System.Numerics; using System.Runtime.Versioning; using FFMpegCore.Extensions.System.Drawing.Common; using FFMpegCore.Pipes; namespace FFMpegCore.Test.Utilities { [SupportedOSPlatform("windows")] internal static class BitmapSource { public static IEnumerable CreateBitmaps(int count, PixelFormat fmt, int w, int h) { for (var i = 0; i < count; i++) { 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) { var bitmap = new Bitmap(w, h, fmt); offset = offset * index; for (var y = 0; y < h; y++) { for (var x = 0; x < w; x++) { var xf = x / (float)w; var yf = y / (float)h; var nx = x * scaleNoise + offset; var ny = y * scaleNoise + offset; var value = (int)((Perlin.Noise(nx, ny) + 1.0f) / 2.0f * 255); var color = Color.FromArgb((int)(value * xf), (int)(value * yf), value); bitmap.SetPixel(x, y, color); } } 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 { #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; } 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; } 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; } 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) { return t * t * t * (t * (t * 6 - 15) + 10); } private static float Lerp(float t, float a, float b) { return a + t * (b - a); } private static float Grad(int hash, float x) { return (hash & 1) == 0 ? x : -x; } private static float Grad(int hash, float x, float y) { return ((hash & 1) == 0 ? x : -x) + ((hash & 2) == 0 ? y : -y); } private static float Grad(int hash, float x, float y, float z) { 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 = { 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 } } }