Add Simplex Noise 3D filter

This commit is contained in:
Ricardo Matias
2019-11-05 12:48:51 +01:00
parent 337f477b88
commit b902a7aafc
2 changed files with 197 additions and 0 deletions

View File

@@ -4,6 +4,7 @@ import org.openrndr.color.ColorRGBa
import org.openrndr.draw.Filter
import org.openrndr.draw.filterShaderFromUrl
import org.openrndr.math.Vector2
import org.openrndr.math.Vector3
import org.openrndr.math.Vector4
import org.openrndr.resourceUrl
@@ -184,4 +185,57 @@ class ValueNoise : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/n
bias = Vector4.ZERO
premultipliedAlpha = true
}
}
/**
* Filter that produces 3D Simplex Noise
*/
class SimplexNoise3D : Filter(filterShaderFromUrl(resourceUrl("/org/openrndr/extra/noise/shaders/gl3/simplex-noise-3d.frag"))) {
var seed: Vector3 by parameters
/**
* base noise scale, default is Vector3(1.0, 1.0, 1.0)
*/
var scale: Vector3 by parameters
/**
* lacunarity is the amount by which scale is modulated per octave, default is Vector3(2.0, 2.0, 2.0)
*/
var lacunarity: Vector3 by parameters
/**
* gain is the base intensity per channel, default is Vector2(1.0, 1.0, 1.0, 1.0)
*/
var gain: Vector4 by parameters
/**
* decay is the amount by which gain is modulated per octave, default is Vector4(0.5, 0.5, 0.5, 0.5)
*/
var decay: Vector4 by parameters
/**
* the number of octaves of noise to generate, default is 4
*/
var octaves: Int by parameters
/**
* the value to add to the resulting noise
*/
var bias: Vector4 by parameters
/**
* should the output colors be multiplied by the alpha channel, default is true
*/
var premultipliedAlpha: Boolean by parameters
init {
seed = Vector3.ZERO
scale = Vector3.ONE
lacunarity = Vector3(2.0, 2.0, 2.0)
gain = Vector4.ONE / 2.0
decay = Vector4.ONE / 2.0
octaves = 4
bias = Vector4.ONE / 2.0
premultipliedAlpha = true
}
}

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@@ -0,0 +1,143 @@
#version 330
// uniforms
uniform vec4 gain;
uniform vec4 bias;
uniform vec3 seed;
uniform vec3 scale;
uniform vec3 lacunarity;
uniform vec4 decay;
uniform int octaves;
uniform bool premultipliedAlpha;
// varyings
in vec2 v_texCoord0;
// outputs
out vec4 o_output;
// Simplex Noise 3D Implementation
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
//
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+1.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
float snoise(vec3 v)
{
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) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
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(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
void main() {
vec4 result = vec4(0.0);
vec4 _gain = gain;
vec3 shift = vec3(100);
vec3 uv = vec3(v_texCoord0, 1.0) * 2.0 - 1.0;
vec3 x = ((uv + seed) * scale);
for (int o = 0; o < octaves; ++o) {
result += snoise(x) * _gain;
x = x * lacunarity + shift;
_gain *= decay;
}
o_output = result + bias;
if (premultipliedAlpha) {
o_output.rgb *= o_output.a;
}
}