using System.Drawing; using System.Drawing.Imaging; using System.Numerics; using System.Runtime.Versioning; using FFMpegCore.Extensions.System.Drawing.Common; using FFMpegCore.Pipes; using SkiaSharp; namespace FFMpegCore.Test.Utilities; internal static class BitmapSource { [SupportedOSPlatform("windows")] 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 IEnumerable CreateBitmaps(int count, SKColorType 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; } } } [SupportedOSPlatform("windows")] public static BitmapVideoFrameWrapper CreateVideoFrame(int index, PixelFormat fmt, int w, int h, float scaleNoise, float offset) { var bitmap = new Bitmap(w, h, fmt); foreach (var (x, y, red, green, blue) in GenerateVideoFramePixels(index, w, h, scaleNoise, offset)) { var color = Color.FromArgb(red, blue, green); bitmap.SetPixel(x, y, color); } return new BitmapVideoFrameWrapper(bitmap); } public static Extensions.SkiaSharp.BitmapVideoFrameWrapper CreateVideoFrame(int index, SKColorType fmt, int w, int h, float scaleNoise, float offset) { var bitmap = new SKBitmap(w, h, fmt, SKAlphaType.Opaque); bitmap.Pixels = GenerateVideoFramePixels(index, w, h, scaleNoise, offset) .Select(args => new SKColor(args.red, args.blue, args.green)) .ToArray(); return new Extensions.SkiaSharp.BitmapVideoFrameWrapper(bitmap); } private static IEnumerable<(int x, int y, byte red, byte green, byte blue)> GenerateVideoFramePixels(int index, int w, int h, float scaleNoise, float offset) { 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 = (byte)((Perlin.Noise(nx, ny) + 1.0f) / 2.0f * 255); yield return (x, y, (byte)(value * xf), (byte)(value * yf), value); } } } // // 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 } }