Merge branch 'master' of github.com:ashima/webgl-noise
This commit is contained in:
commit
20ae6c79f1
@ -352,14 +352,24 @@ int main(int argc, char *argv[]) {
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double performance = 0.0;
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double performance = 0.0;
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int ndims = 2; // Currently running version of noise: 2D, 3D or 4D
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int ndims = 2; // Currently running version of noise: 2D, 3D or 4D
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FILE *logfile;
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FILE *logfile;
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GLFWvidmode vidmode;
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GLboolean running = GL_TRUE; // Main loop exits when this is set to GL_FALSE
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GLboolean running = GL_TRUE; // Main loop exits when this is set to GL_FALSE
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// Initialise GLFW
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// Initialise GLFW
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glfwInit();
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glfwInit();
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// Open the OpenGL window
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// Open a temporary OpenGL window just to determine the desktop size
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if( !glfwOpenWindow(4096, 4096, 8,8,8,8, 32,0, GLFW_FULLSCREEN) )
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if( !glfwOpenWindow(256, 256, 8,8,8,8, 32,0, GLFW_WINDOW) )
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{
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glfwTerminate(); // glfwOpenWindow failed, quit the program.
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return 1;
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}
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glfwGetDesktopMode(&vidmode);
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glfwCloseWindow();
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// Open a fullscreen window using the current desktop resolution
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if( !glfwOpenWindow(vidmode.Width, vidmode.Height, 8,8,8,8, 32,0, GLFW_FULLSCREEN) )
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{
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{
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glfwTerminate(); // glfwOpenWindow failed, quit the program.
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glfwTerminate(); // glfwOpenWindow failed, quit the program.
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return 1;
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return 1;
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@ -372,9 +382,10 @@ int main(int argc, char *argv[]) {
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logfile = fopen(LOGFILENAME, "w");
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logfile = fopen(LOGFILENAME, "w");
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fprintf(logfile, "GL vendor: %s\n", glGetString(GL_VENDOR));
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fprintf(logfile, "GL vendor: %s\n", glGetString(GL_VENDOR));
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fprintf(logfile, "GL renderer: %s\n", glGetString(GL_RENDERER));
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fprintf(logfile, "GL renderer: %s\n", glGetString(GL_RENDERER));
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fprintf(logfile, "GL version: %s\n", glGetString(GL_VERSION));
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fprintf(logfile, "GL version: %s\n", glGetString(GL_VERSION));
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fprintf(logfile, "Desktop size: %d x %d pixels\n", vidmode.Width, vidmode.Height);
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// Create the shader object from two external GLSL source files
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// Create the shader object from two external GLSL source files
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createShader(&programObject, VERTEXSHADERFILE2D, FRAGMENTSHADERFILE2D);
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createShader(&programObject, VERTEXSHADERFILE2D, FRAGMENTSHADERFILE2D);
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@ -10,9 +10,9 @@
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float simplexNoise(vec2 v)
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float simplexNoise(vec2 v)
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{
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{
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const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.;
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const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.0;
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0.366025403784438597); // 0.5*(sqrt(3.0)-1.);
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0.366025403784438597); // 0.5*(sqrt(3.0)-1.0);
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const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312;
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const vec3 D = vec3( 0.0, 0.5, 2.0) * 3.14159265358979312;
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// First corner
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// First corner
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 i = floor(v + dot(v, C.yy) );
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 x0 = v - i + dot(i, C.xx);
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@ -20,27 +20,27 @@ float simplexNoise(vec2 v)
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// Other corners
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// Other corners
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vec2 i1;
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vec2 i1;
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i1.x = float( (x0.x>x0.y) );
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i1.x = float( (x0.x>x0.y) );
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i1.y = 1. - i1.x;
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i1.y = 1.0 - i1.x;
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// x0 = x0 - 0. + 0. * C.xx ;
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// x0 = x0 - 0.0 + 0.0 * C.xx ;
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// x1 = x0 - i1 + 1. * C.xx ;
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// x1 = x0 - i1 + 1.0 * C.xx ;
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// x2 = x0 - 1. + 2. * C.xx ;
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// x2 = x0 - 1.0 + 2.0 * C.xx ;
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vec4 xC = x0.xyxy + vec4( C.xx, -1. + 2.* C.xx);
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vec4 xC = x0.xyxy + vec4( C.xx, -1.0 + 2.0 * C.xx);
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xC.xy -= i1;
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xC.xy -= i1;
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// Permutations
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// Permutations
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i = mod(i, pParam.x);
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i = mod(i, pParam.x);
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vec3 p = permute( permute(
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vec3 p = permute( permute(
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i.y + vec3(0., i1.y, 1. ), pParam.xyz)
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i.y + vec3(0.0, i1.y, 1.0 ), pParam.xyz)
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+ i.x + vec3(0., i1.x, 1. ), pParam.xyz);
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+ i.x + vec3(0.0, i1.x, 1.0 ), pParam.xyz);
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(xC.xy,xC.xy), dot(xC.zw,xC.zw)), 0.);
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(xC.xy,xC.xy), dot(xC.zw,xC.zw)), 0.0);
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m = m*m ;
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m = m*m ;
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m = m*m ;
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m = m*m ;
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#ifndef USE_CIRCLE
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#ifndef USE_CIRCLE
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// ( N points uniformly over a line, mapped onto a diamond.)
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// ( N points uniformly over a line, mapped onto a diamond.)
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vec3 x = 2.0 * fract(p / pParam.w) - 1. ;
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vec3 x = 2.0 * fract(p / pParam.w) - 1.0 ;
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vec3 h = abs(x) - 0.5 ;
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vec3 h = abs(x) - 0.5 ;
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vec3 ox = floor(x+0.5);
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vec3 ox = floor(x+0.5);
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@ -61,7 +61,6 @@ float simplexNoise(vec2 v)
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g.x = a0.x * x0.x + h.x * x0.y;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * xC.xz + h.yz * xC.yw;
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g.yz = a0.yz * xC.xz + h.yz * xC.yw;
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return 160.0 * dot(m, g);
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#else
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#else
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// N points around a unit circle.
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// N points around a unit circle.
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vec3 phi = D.z * mod(p,pParam.w) /pParam.w ;
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vec3 phi = D.z * mod(p,pParam.w) /pParam.w ;
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@ -69,6 +68,8 @@ float simplexNoise(vec2 v)
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vec2 a1 = sin(phi.zz +D.xy);
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vec2 a1 = sin(phi.zz +D.xy);
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// mix
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// mix
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vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, xC.xy), dot(a1.xy, xC.zw) );
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vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, xC.xy), dot(a1.xy, xC.zw) );
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return 160.0 * dot(m, g);
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#endif
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#endif
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return 130.0 * dot(m, g);
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}
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}
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@ -10,8 +10,8 @@
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float simplexNoise(vec3 v)
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float simplexNoise(vec3 v)
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{
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{
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const vec2 C = vec2(1./6. , 1./3. ) ;
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const vec2 C = vec2(1.0/6.0, 1.0/3.0 ) ;
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const vec4 D = vec4(0., 0.5, 1.0, 2.0);
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const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
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// First corner
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// First corner
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vec3 i = floor(v + dot(v, C.yyy) );
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vec3 i = floor(v + dot(v, C.yyy) );
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@ -21,13 +21,13 @@ float simplexNoise(vec3 v)
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#ifdef COLLAPSE_SORTNET
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#ifdef COLLAPSE_SORTNET
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vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) );
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vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) );
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// vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) );
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// vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) );
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vec3 l = 1. - g;
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vec3 l = 1.0 - g;
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vec3 i1 = g.xyz * l.zxy;
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vec3 i1 = min( g.xyz, l.zxy );
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vec3 i2 = max( g.xyz, l.zxy);
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vec3 i2 = max( g.xyz, l.zxy );
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#else
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#else
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// Keeping this clean - let the compiler optimize.
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// Keeping this clean - let the compiler optimize.
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// Force existance of strict total ordering in sort.
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// Force existence of strict total ordering in sort.
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vec3 q0 = floor(x0 * 1024.0) + vec3( 0., 1./4., 2./4.);
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vec3 q0 = floor(x0 * 1024.0) + vec3( 0.0, 1.0/4.0, 2.0/4.0);
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vec3 q1;
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vec3 q1;
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q1.x = max(q0.x, q0.y);
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q1.x = max(q0.x, q0.y);
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q1.y = min(q0.x, q0.y);
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q1.y = min(q0.x, q0.y);
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@ -47,17 +47,17 @@ float simplexNoise(vec3 v)
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vec3 i2 = vec3(lessThanEqual(q3.yyy, q0));
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vec3 i2 = vec3(lessThanEqual(q3.yyy, q0));
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#endif
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#endif
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// x0 = x0 - 0. + 0. * C
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// x0 = x0 - 0. + 0.0 * C
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vec3 x1 = x0 - i1 + 1. * C.xxx;
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vec3 x1 = x0 - i1 + 1.0 * C.xxx;
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vec3 x2 = x0 - i2 + 2. * C.xxx;
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vec3 x2 = x0 - i2 + 2.0 * C.xxx;
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vec3 x3 = x0 - 1. + 3. * C.xxx;
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vec3 x3 = x0 - 1. + 3.0 * C.xxx;
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// Permutations
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// Permutations
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i = mod(i, pParam.x );
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i = mod(i, pParam.x );
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vec4 p = permute( permute( permute(
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vec4 p = permute( permute( permute(
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i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz)
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i.z + vec4(0.0, i1.z, i2.z, 1.0 ), pParam.xyz)
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+ i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz)
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+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ), pParam.xyz)
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+ i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz);
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+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ), pParam.xyz);
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// Gradients
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// Gradients
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// ( N*N points uniformly over a square, mapped onto a octohedron.)
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// ( N*N points uniformly over a square, mapped onto a octohedron.)
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@ -71,15 +71,15 @@ float simplexNoise(vec3 v)
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 x = x_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 y = y_ *ns.x + ns.yyyy;
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vec4 h = 1. - abs(x) - abs(y);
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vec4 h = 1.0 - abs(x) - abs(y);
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b0 = vec4( x.xy, y.xy );
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vec4 b1 = vec4( x.zw, y.zw );
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vec4 b1 = vec4( x.zw, y.zw );
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//vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.;
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//vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2.0 -1.0;
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//vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.;
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//vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2.0 -1.0;
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vec4 s0 = floor(b0) *2. +1.;
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vec4 s0 = floor(b0) *2.0 +1.0;
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vec4 s1 = floor(b1) *2. +1.;
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vec4 s1 = floor(b1) *2.0 +1.0;
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vec4 sh = -vec4(lessThan(h, D.xxxx));
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vec4 sh = -vec4(lessThan(h, D.xxxx));
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
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@ -100,9 +100,6 @@ float simplexNoise(vec3 v)
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// Mix
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// Mix
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.);
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vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.);
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m = m * m;
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m = m * m;
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//used to be 64.
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return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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return 58.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
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dot(p2,x2), dot(p3,x3) ) );
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dot(p2,x2), dot(p3,x3) ) );
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}
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}
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@ -10,10 +10,10 @@
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vec4 grad4(float j, vec4 ip)
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vec4 grad4(float j, vec4 ip)
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{
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{
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const vec4 ones = vec4(1.0,1.0,1.0,-1.0);
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const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
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vec4 p,s;
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vec4 p,s;
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p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0;
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p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z - 1.0;
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
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s = vec4(lessThan(p, vec4(0.0)));
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s = vec4(lessThan(p, vec4(0.0)));
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
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@ -32,15 +32,17 @@ float simplexNoise(vec4 v)
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// Other corners
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// Other corners
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#ifdef COLLAPSE_SORTNET
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#ifdef COLLAPSE_SORTNET
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// Rank sorting contributed by Bill Licea-Kane, AMD (formerly ATI)
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// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
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vec4 i0;
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vec4 i0;
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vec3 isX = step( x0.yzw, x0.xxx );
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vec3 isX = step( x0.yzw, x0.xxx );
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i0.x = dot( isX, vec3( 1.0 ) );
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vec3 isYZ = step( x0.zww, x0.yyz );
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// i0.x = dot( isX, vec3( 1.0 ) );
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i0.x = isX.x + isX.y + isX.z;
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i0.yzw = 1.0 - isX;
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i0.yzw = 1.0 - isX;
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vec3 isYZ = step( x0.zww, x0.yyz );
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// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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i0.y += dot( isYZ.xy, vec2( 1.0 ) );
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i0.y += isYZ.x + isYZ.y;
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i0.zw += 1.0 - isYZ.xy;
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i0.zw += 1.0 - isYZ.xy;
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i0.z += isYZ.z;
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i0.z += isYZ.z;
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@ -51,7 +53,7 @@ float simplexNoise(vec4 v)
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vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
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vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
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vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
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vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
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#else
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#else
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// Force existance of strict total ordering in sort.
|
// Force existence of strict total ordering in sort.
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vec4 q0 = floor(x0 * 1024.0) + vec4( 0.0, 1.0/4.0, 2.0/4.0 , 3.0/4.0);
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vec4 q0 = floor(x0 * 1024.0) + vec4( 0.0, 1.0/4.0, 2.0/4.0 , 3.0/4.0);
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vec4 q1;
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vec4 q1;
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q1.xy = max(q0.xy, q0.zw); // x:z y:w
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q1.xy = max(q0.xy, q0.zw); // x:z y:w
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@ -88,11 +90,17 @@ float simplexNoise(vec4 v)
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+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ), pParam.xyz)
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+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ), pParam.xyz)
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+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ), pParam.xyz);
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+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ), pParam.xyz);
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// Gradients
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// Gradients
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// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.)
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// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
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vec4 ip = vec4(pParam.w) ;
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// The permutation ring is 17*17, and that should be close
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ip.xy *= pParam.w ;
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// to an even multiple of the number of points to avoid
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ip.x *= pParam.w ;
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// directional preferences for the noise field.
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ip = vec4(1.0,1.0,1.0,2.0) / ip ;
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// 7*7*6 = 294, which is close to 17*17 = 289.
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vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
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// vec4 ip = vec4(pParam.w) ;
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// ip.xy *= pParam.w ;
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// ip.x *= pParam.w ;
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// ip = vec4(1.0, 1.0, 1.0, 2.0) / ip ;
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vec4 p0 = grad4(j0, ip);
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vec4 p0 = grad4(j0, ip);
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vec4 p1 = grad4(j1.x, ip);
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vec4 p1 = grad4(j1.x, ip);
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@ -113,7 +121,7 @@ float simplexNoise(vec4 v)
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vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
|
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
|
||||||
m0 = m0 * m0;
|
m0 = m0 * m0;
|
||||||
m1 = m1 * m1;
|
m1 = m1 * m1;
|
||||||
return 70.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
|
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
|
||||||
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
|
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -23,7 +23,7 @@ PERMFUN(vec3)
|
|||||||
PERMFUN(vec4)
|
PERMFUN(vec4)
|
||||||
|
|
||||||
#define TAYLOR_L07(X) X taylorInvSqrt(X r) { \
|
#define TAYLOR_L07(X) X taylorInvSqrt(X r) { \
|
||||||
return ( 0.83666002653408 + 0.7*0.85373472095314 - 0.85373472095314 * r ); }
|
return ( 1.195228609334394 + 0.7*0.85373472095314 - 0.85373472095314 * r ); }
|
||||||
|
|
||||||
TAYLOR_L07(float)
|
TAYLOR_L07(float)
|
||||||
TAYLOR_L07(vec2)
|
TAYLOR_L07(vec2)
|
||||||
|
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Reference in New Issue
Block a user