Merge branch 'master' of github.com:ashima/webgl-noise

This commit is contained in:
ijm 2011-03-27 15:09:46 -07:00
commit 20ae6c79f1
5 changed files with 74 additions and 57 deletions

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@ -352,14 +352,24 @@ int main(int argc, char *argv[]) {
double performance = 0.0;
int ndims = 2; // Currently running version of noise: 2D, 3D or 4D
FILE *logfile;
GLFWvidmode vidmode;
GLboolean running = GL_TRUE; // Main loop exits when this is set to GL_FALSE
// Initialise GLFW
glfwInit();
// Open the OpenGL window
if( !glfwOpenWindow(4096, 4096, 8,8,8,8, 32,0, GLFW_FULLSCREEN) )
// Open a temporary OpenGL window just to determine the desktop size
if( !glfwOpenWindow(256, 256, 8,8,8,8, 32,0, GLFW_WINDOW) )
{
glfwTerminate(); // glfwOpenWindow failed, quit the program.
return 1;
}
glfwGetDesktopMode(&vidmode);
glfwCloseWindow();
// Open a fullscreen window using the current desktop resolution
if( !glfwOpenWindow(vidmode.Width, vidmode.Height, 8,8,8,8, 32,0, GLFW_FULLSCREEN) )
{
glfwTerminate(); // glfwOpenWindow failed, quit the program.
return 1;
@ -372,9 +382,10 @@ int main(int argc, char *argv[]) {
logfile = fopen(LOGFILENAME, "w");
fprintf(logfile, "GL vendor: %s\n", glGetString(GL_VENDOR));
fprintf(logfile, "GL renderer: %s\n", glGetString(GL_RENDERER));
fprintf(logfile, "GL version: %s\n", glGetString(GL_VERSION));
fprintf(logfile, "GL vendor: %s\n", glGetString(GL_VENDOR));
fprintf(logfile, "GL renderer: %s\n", glGetString(GL_RENDERER));
fprintf(logfile, "GL version: %s\n", glGetString(GL_VERSION));
fprintf(logfile, "Desktop size: %d x %d pixels\n", vidmode.Width, vidmode.Height);
// Create the shader object from two external GLSL source files
createShader(&programObject, VERTEXSHADERFILE2D, FRAGMENTSHADERFILE2D);

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@ -10,9 +10,9 @@
float simplexNoise(vec2 v)
{
const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.;
0.366025403784438597); // 0.5*(sqrt(3.0)-1.);
const vec3 D = vec3( 0., 0.5, 2.0) * 3.14159265358979312;
const vec2 C = vec2(0.211324865405187134, // (3.0-sqrt(3.0))/6.0;
0.366025403784438597); // 0.5*(sqrt(3.0)-1.0);
const vec3 D = vec3( 0.0, 0.5, 2.0) * 3.14159265358979312;
// First corner
vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);
@ -20,27 +20,27 @@ float simplexNoise(vec2 v)
// Other corners
vec2 i1;
i1.x = float( (x0.x>x0.y) );
i1.y = 1. - i1.x;
i1.y = 1.0 - i1.x;
// x0 = x0 - 0. + 0. * C.xx ;
// x1 = x0 - i1 + 1. * C.xx ;
// x2 = x0 - 1. + 2. * C.xx ;
// x0 = x0 - 0.0 + 0.0 * C.xx ;
// x1 = x0 - i1 + 1.0 * C.xx ;
// x2 = x0 - 1.0 + 2.0 * C.xx ;
vec4 xC = x0.xyxy + vec4( C.xx, -1. + 2.* C.xx);
vec4 xC = x0.xyxy + vec4( C.xx, -1.0 + 2.0 * C.xx);
xC.xy -= i1;
// Permutations
i = mod(i, pParam.x);
vec3 p = permute( permute(
i.y + vec3(0., i1.y, 1. ), pParam.xyz)
+ i.x + vec3(0., i1.x, 1. ), pParam.xyz);
i.y + vec3(0.0, i1.y, 1.0 ), pParam.xyz)
+ i.x + vec3(0.0, i1.x, 1.0 ), pParam.xyz);
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(xC.xy,xC.xy), dot(xC.zw,xC.zw)), 0.);
vec3 m = max(0.5 - vec3(dot(x0,x0), dot(xC.xy,xC.xy), dot(xC.zw,xC.zw)), 0.0);
m = m*m ;
m = m*m ;
#ifndef USE_CIRCLE
// ( N points uniformly over a line, mapped onto a diamond.)
vec3 x = 2.0 * fract(p / pParam.w) - 1. ;
vec3 x = 2.0 * fract(p / pParam.w) - 1.0 ;
vec3 h = abs(x) - 0.5 ;
vec3 ox = floor(x+0.5);
@ -61,7 +61,6 @@ float simplexNoise(vec2 v)
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * xC.xz + h.yz * xC.yw;
return 160.0 * dot(m, g);
#else
// N points around a unit circle.
vec3 phi = D.z * mod(p,pParam.w) /pParam.w ;
@ -69,6 +68,8 @@ float simplexNoise(vec2 v)
vec2 a1 = sin(phi.zz +D.xy);
// mix
vec3 g = vec3( dot(a0.xy, x0), dot(a0.zw, xC.xy), dot(a1.xy, xC.zw) );
return 160.0 * dot(m, g);
#endif
return 130.0 * dot(m, g);
}

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@ -10,8 +10,8 @@
float simplexNoise(vec3 v)
{
const vec2 C = vec2(1./6. , 1./3. ) ;
const vec4 D = vec4(0., 0.5, 1.0, 2.0);
const vec2 C = vec2(1.0/6.0, 1.0/3.0 ) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
@ -21,13 +21,13 @@ float simplexNoise(vec3 v)
#ifdef COLLAPSE_SORTNET
vec3 g = vec3( greaterThan( x0.xyz, x0.yzx) );
// vec3 l = vec3( lessThanEqual( x0.xyz, x0.yzx) );
vec3 l = 1. - g;
vec3 i1 = g.xyz * l.zxy;
vec3 i2 = max( g.xyz, l.zxy);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
#else
// Keeping this clean - let the compiler optimize.
// Force existance of strict total ordering in sort.
vec3 q0 = floor(x0 * 1024.0) + vec3( 0., 1./4., 2./4.);
// Force existence of strict total ordering in sort.
vec3 q0 = floor(x0 * 1024.0) + vec3( 0.0, 1.0/4.0, 2.0/4.0);
vec3 q1;
q1.x = max(q0.x, q0.y);
q1.y = min(q0.x, q0.y);
@ -47,17 +47,17 @@ float simplexNoise(vec3 v)
vec3 i2 = vec3(lessThanEqual(q3.yyy, q0));
#endif
// x0 = x0 - 0. + 0. * C
vec3 x1 = x0 - i1 + 1. * C.xxx;
vec3 x2 = x0 - i2 + 2. * C.xxx;
vec3 x3 = x0 - 1. + 3. * C.xxx;
// x0 = x0 - 0. + 0.0 * C
vec3 x1 = x0 - i1 + 1.0 * C.xxx;
vec3 x2 = x0 - i2 + 2.0 * C.xxx;
vec3 x3 = x0 - 1. + 3.0 * C.xxx;
// Permutations
i = mod(i, pParam.x );
vec4 p = permute( permute( permute(
i.z + vec4(0., i1.z, i2.z, 1. ), pParam.xyz)
+ i.y + vec4(0., i1.y, i2.y, 1. ), pParam.xyz)
+ i.x + vec4(0., i1.x, i2.x, 1. ), pParam.xyz);
i.z + vec4(0.0, i1.z, i2.z, 1.0 ), pParam.xyz)
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ), pParam.xyz)
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ), pParam.xyz);
// Gradients
// ( N*N points uniformly over a square, mapped onto a octohedron.)
@ -71,15 +71,15 @@ float simplexNoise(vec3 v)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1. - abs(x) - abs(y);
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2. -1.;
//vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2. -1.;
vec4 s0 = floor(b0) *2. +1.;
vec4 s1 = floor(b1) *2. +1.;
//vec4 s0 = vec4(lessThan(b0,D.xxxx)) *2.0 -1.0;
//vec4 s1 = vec4(lessThan(b1,D.xxxx)) *2.0 -1.0;
vec4 s0 = floor(b0) *2.0 +1.0;
vec4 s1 = floor(b1) *2.0 +1.0;
vec4 sh = -vec4(lessThan(h, D.xxxx));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
@ -100,9 +100,6 @@ float simplexNoise(vec3 v)
// Mix
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.);
m = m * m;
//used to be 64.
return 58.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}

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@ -10,10 +10,10 @@
vec4 grad4(float j, vec4 ip)
{
const vec4 ones = vec4(1.0,1.0,1.0,-1.0);
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p,s;
p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z -1.0;
p.xyz = floor( fract (vec3(j) * ip.xyz) *pParam.w) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
@ -32,15 +32,17 @@ float simplexNoise(vec4 v)
// Other corners
#ifdef COLLAPSE_SORTNET
// Rank sorting contributed by Bill Licea-Kane, AMD (formerly ATI)
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx );
i0.x = dot( isX, vec3( 1.0 ) );
vec3 isYZ = step( x0.zww, x0.yyz );
// i0.x = dot( isX, vec3( 1.0 ) );
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
vec3 isYZ = step( x0.zww, x0.yyz );
i0.y += dot( isYZ.xy, vec2( 1.0 ) );
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
@ -51,7 +53,7 @@ float simplexNoise(vec4 v)
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
#else
// Force existance of strict total ordering in sort.
// Force existence of strict total ordering in sort.
vec4 q0 = floor(x0 * 1024.0) + vec4( 0.0, 1.0/4.0, 2.0/4.0 , 3.0/4.0);
vec4 q1;
q1.xy = max(q0.xy, q0.zw); // x:z y:w
@ -88,11 +90,17 @@ float simplexNoise(vec4 v)
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ), pParam.xyz)
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ), pParam.xyz);
// Gradients
// ( N*N*N points uniformly over a cube, mapped onto a 4-octohedron.)
vec4 ip = vec4(pParam.w) ;
ip.xy *= pParam.w ;
ip.x *= pParam.w ;
ip = vec4(1.0,1.0,1.0,2.0) / ip ;
// ( 7*7*6 points uniformly over a cube, mapped onto a 4-octahedron.)
// The permutation ring is 17*17, and that should be close
// to an even multiple of the number of points to avoid
// directional preferences for the noise field.
// 7*7*6 = 294, which is close to 17*17 = 289.
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
// vec4 ip = vec4(pParam.w) ;
// ip.xy *= pParam.w ;
// ip.x *= pParam.w ;
// ip = vec4(1.0, 1.0, 1.0, 2.0) / ip ;
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
@ -113,7 +121,7 @@ float simplexNoise(vec4 v)
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
m0 = m0 * m0;
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 ) ) ) ) ;
}

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@ -23,7 +23,7 @@ PERMFUN(vec3)
PERMFUN(vec4)
#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(vec2)