mirror of
https://github.com/rosenbjerg/FFMpegCore.git
synced 2024-11-14 02:04:14 +01:00
f9f7161686
* Move PosterWithAudio to FFMpegCore * Reduce windows only tests * Update Directory.Build.props * Create .editorconfig * More cleanup * Enable implicit usings * Remove unused method * Apply dotnet format * Fix unused variable in AudioGateArgument * Fix boolean conditions in AudioGateArgument * Merge boolean conditions into pattern * Use target-typed new * Add linting to CI * Add CUDA to HardwareAccelerationDevice enum * Increase timeout for Video_Join_Image_Sequence * Adjust Video_Join_Image_Sequence timeout * Fix expected seconds in Video_Join_Image_Sequence * Increase timeout for Video_TranscodeToMemory due to macos agents
225 lines
7.7 KiB
C#
225 lines
7.7 KiB
C#
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<IVideoFrame> 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
|
|
}
|
|
}
|
|
}
|