The filter is done and appears to be working fine. It will be on Github tomorrow or later tonight.
Anyone is welcome to compile this early. The entire working code is here.
/* This file is an image processing operation for GEGL
*
* GEGL is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 3 of the License, or (at your option) any later version.
*
* GEGL is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with GEGL; if not, see <https://www.gnu.org/licenses/>.
*
* Copyright 2006 Øyvind Kolås <pippin@gimp.org>
* 2024 Beaver, Brushed Metal Wood
Recreate graph using this GEGL syntax
id=x
over aux=[ ref=x
color value=#59cbf3
noise-rgb red=1 green=1 blue=1 gaussian=true linear=true seed=223334
gray
]
crop
motion-blur length=70
unsharp-mask scale=5
opacity value=10
median-blur radius=0 abyss-policy=none clip-extent
multiply aux=[ color value=#e98944]
*/
#include "config.h"
#include <glib/gi18n-lib.h>
#ifdef GEGL_PROPERTIES
property_color (color, _("Color"), "#e98944")
description (_("The color to paint over the brushed metal/wood. The default color makes wood"))
property_double (direction, _("Direction"), 0.0)
description (_("Direction of brushed metal/wood"))
value_range (-180, 180)
ui_meta ("unit", "degree")
ui_meta ("direction", "cw")
property_double (length, _("Length"), 70.0)
description (_("Length of brushed metal/wood in pixels"))
value_range (20.0, 120.0)
ui_range (20.0, 120.0)
ui_gamma (1.5)
ui_meta ("unit", "pixel-distance")
property_double (sharpen, _("Sharpen"), 4.5)
description(_("Sharpen the brushed metal/wood "))
value_range (2.0, 10.0)
ui_range (2.0, 10.0)
ui_gamma (3.0)
property_seed (seed, _("Random seed"), rand)
description (_("The random seed for the noise function"))
property_double (desaturate, _("Desaturate (for brushed metal)"), 1.0)
description(_("Desaturation option to make brushed metal"))
value_range (0.0, 1.0)
ui_range (0.0, 1.0)
#else
#define GEGL_OP_META
#define GEGL_OP_NAME brushed_metal_wood
#define GEGL_OP_C_SOURCE brushed_metal_wood.c
#include "gegl-op.h"
static void attach (GeglOperation *operation)
{
GeglNode *gegl = operation->node;
GeglColor *hidden_color = gegl_color_new ("#a0a0a0");
GeglColor *default_color = gegl_color_new ("#e98944");
GeglNode *input = gegl_node_get_input_proxy (gegl, "input");
GeglNode *output = gegl_node_get_output_proxy (gegl, "output");
GeglNode *normal = gegl_node_new_child (gegl,
"operation", "gegl:over",
NULL);
GeglNode *idref = gegl_node_new_child (gegl,
"operation", "gegl:nop",
NULL);
GeglNode *hcolor = gegl_node_new_child (gegl,
"operation", "gegl:color", "value", hidden_color,
NULL);
GeglNode *noise = gegl_node_new_child (gegl,
"operation", "gegl:noise-rgb", "red", 1.0, "green", 1.0, "blue", 1.0, "gaussian", TRUE, "linear", TRUE,
NULL);
GeglNode *gray = gegl_node_new_child (gegl,
"operation", "gegl:gray",
NULL);
GeglNode *crop = gegl_node_new_child (gegl,
"operation", "gegl:crop",
NULL);
GeglNode *motion = gegl_node_new_child (gegl,
"operation", "gegl:motion-blur-linear",
NULL);
GeglNode *sharpen = gegl_node_new_child (gegl,
"operation", "gegl:unsharp-mask",
NULL);
GeglNode *opacity = gegl_node_new_child (gegl,
"operation", "gegl:opacity", "value", 10.0,
NULL);
GeglNode *endfix = gegl_node_new_child (gegl,
"operation", "gegl:median-blur", "radius", 0, "abyss-policy", 0,
NULL);
GeglNode *multiply = gegl_node_new_child (gegl,
"operation", "gegl:multiply",
NULL);
GeglNode *color = gegl_node_new_child (gegl,
"operation", "gegl:color", "value", default_color,
NULL);
GeglNode *desaturate = gegl_node_new_child (gegl,
"operation", "gegl:saturation",
NULL);
/*main graph here. normal and multiply are composers (aka blend modes)*/
gegl_node_link_many (input, idref, normal, crop, motion, sharpen, opacity, endfix, multiply, desaturate, output, NULL);
/*the normal blend mode has everything from idref to gray inside it*/
gegl_node_connect (normal, "aux", gray, "output");
gegl_node_link_many (idref, hcolor, noise, gray, NULL);
/*the multiply blend mode has a color node inside of it. obviously to blend the color*/
gegl_node_connect (multiply, "aux", color, "output");
gegl_operation_meta_redirect (operation, "seed", noise, "seed");
gegl_operation_meta_redirect (operation, "sharpen", sharpen, "scale");
gegl_operation_meta_redirect (operation, "length", motion, "length");
gegl_operation_meta_redirect (operation, "direction", motion, "angle");
gegl_operation_meta_redirect (operation, "color", color, "value");
gegl_operation_meta_redirect (operation, "desaturate", desaturate, "scale");
}
static void
gegl_op_class_init (GeglOpClass *klass)
{
GeglOperationClass *operation_class;
operation_class = GEGL_OPERATION_CLASS (klass);
operation_class->attach = attach;
gegl_operation_class_set_keys (operation_class,
"name", "lb:woodmetal",
"title", _("Brushed Metal and Wood"),
"reference-hash", "dancingthroughthenightonthegroove",
"description", _("The same background that makes brushed metal also makes wood texture."),
"gimp:menu-path", "<Image>/Filters/Render/Fun",
"gimp:menu-label", _("Brushed Metal and Wood Background..."),
NULL);
}
#endif