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+import { NodeMaterialBlock } from '../nodeMaterialBlock';
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+import { NodeMaterialBlockConnectionPointTypes } from '../Enums/nodeMaterialBlockConnectionPointTypes';
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+import { NodeMaterialBuildState } from '../nodeMaterialBuildState';
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+import { NodeMaterialConnectionPoint } from '../nodeMaterialBlockConnectionPoint';
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+import { NodeMaterialBlockTargets } from '../Enums/nodeMaterialBlockTargets';
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+import { _TypeStore } from '../../../Misc/typeStore';
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+/**
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+ * block used to Generate a Simplex Perlin 3d Noise Pattern
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+ */
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+//
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+// Wombat
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+// An efficient texture-free GLSL procedural noise library
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+// Source: https://github.com/BrianSharpe/Wombat
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+// Derived from: https://github.com/BrianSharpe/GPU-Noise-Lib
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+//
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+// I'm not one for copyrights. Use the code however you wish.
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+// All I ask is that credit be given back to the blog or myself when appropriate.
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+// And also to let me know if you come up with any changes, improvements, thoughts or interesting uses for this stuff. :)
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+// Thanks!
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+//
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+// Brian Sharpe
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+// brisharpe CIRCLE_A yahoo DOT com
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+// http://briansharpe.wordpress.com
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+// https://github.com/BrianSharpe
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+//
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+//
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+// This is a modified version of Stefan Gustavson's and Ian McEwan's work at http://github.com/ashima/webgl-noise
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+// Modifications are...
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+// - faster random number generation
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+// - analytical final normalization
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+// - space scaled can have an approx feature size of 1.0
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+// - filter kernel changed to fix discontinuities at tetrahedron boundaries
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+//
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+// Converted to BJS by Pryme8
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+//
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+// Simplex Perlin Noise 3D
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+// Return value range of -1.0->1.0
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+//
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+export class SimplexPerlin3D extends NodeMaterialBlock {
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+ /**
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+ * Creates a new SimplexPerlin3D
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+ * @param name defines the block name
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+ */
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+ public constructor(name: string) {
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+ super(name, NodeMaterialBlockTargets.Neutral);
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+
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+ this.registerInput("position", NodeMaterialBlockConnectionPointTypes.Vector3);
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+ this.registerOutput("output", NodeMaterialBlockConnectionPointTypes.Float);
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+ }
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+
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+ /**
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+ * Gets the current class name
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+ * @returns the class name
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+ */
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+ public getClassName() {
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+ return "SimplexPerlin3D";
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+ }
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+
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+ /**
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+ * Gets the position operand input component
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+ */
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+ public get position(): NodeMaterialConnectionPoint {
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+ return this._inputs[0];
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+ }
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+
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+ /**
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+ * Gets the output component
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+ */
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+ public get output(): NodeMaterialConnectionPoint {
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+ return this._outputs[0];
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+ }
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+
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+ protected _buildBlock(state: NodeMaterialBuildState) {
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+ super._buildBlock(state);
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+
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+ let output = this._outputs[0];
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+ state.compilationString += `const float SKEWFACTOR = 1.0/3.0;\r\n`;
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+ state.compilationString += `const float UNSKEWFACTOR = 1.0/6.0;\r\n`;
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+ state.compilationString += `const float SIMPLEX_CORNER_POS = 0.5;\r\n`;
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+ state.compilationString += `const float SIMPLEX_TETRAHADRON_HEIGHT = 0.70710678118654752440084436210485\r\n`;
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+ state.compilationString += `float SimplexPerlin3D( vec3 P ){\r\n`;
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+ state.compilationString += `P *= SIMPLEX_TETRAHADRON_HEIGHT;\r\n`;
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+ state.compilationString += `vec3 Pi = floor( P + dot( P, vec3( SKEWFACTOR) ) );`;
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+ state.compilationString += `vec3 x0 = P - Pi + dot(Pi, vec3( UNSKEWFACTOR ) );\r\n`;
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+ state.compilationString += `vec3 g = step(x0.yzx, x0.xyz);\r\n`;
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+ state.compilationString += `vec3 l = 1.0 - g;\r\n`;
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+ state.compilationString += `vec3 Pi_1 = min( g.xyz, l.zxy );\r\n`;
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+ state.compilationString += `vec3 Pi_2 = max( g.xyz, l.zxy );\r\n`;
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+ state.compilationString += `vec3 x1 = x0 - Pi_1 + UNSKEWFACTOR;\r\n`;
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+ state.compilationString += `vec3 x2 = x0 - Pi_2 + SKEWFACTOR;\r\n`;
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+ state.compilationString += `vec3 x3 = x0 - SIMPLEX_CORNER_POS;\r\n`;
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+ state.compilationString += `vec4 v1234_x = vec4( x0.x, x1.x, x2.x, x3.x );\r\n`;
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+ state.compilationString += `vec4 v1234_y = vec4( x0.y, x1.y, x2.y, x3.y );\r\n`;
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+ state.compilationString += `vec4 v1234_z = vec4( x0.z, x1.z, x2.z, x3.z );\r\n`;
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+ state.compilationString += `Pi.xyz = Pi.xyz - floor(Pi.xyz * ( 1.0 / 69.0 )) * 69.0;\r\n`;
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+ state.compilationString += `vec3 Pi_inc1 = step( Pi, vec3( 69.0 - 1.5 ) ) * ( Pi + 1.0 );\r\n`;
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+ state.compilationString += `vec4 Pt = vec4( Pi.xy, Pi_inc1.xy ) + vec2( 50.0, 161.0 ).xyxy;\r\n`;
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+ state.compilationString += `Pt *= Pt;\r\n`;
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+ state.compilationString += `vec4 V1xy_V2xy = mix( Pt.xyxy, Pt.zwzw, vec4( Pi_1.xy, Pi_2.xy ) );\r\n`;
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+ state.compilationString += `Pt = vec4( Pt.x, V1xy_V2xy.xz, Pt.z ) * vec4( Pt.y, V1xy_V2xy.yw, Pt.w );\r\n`;
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+ state.compilationString += `const vec3 SOMELARGEFLOATS = vec3( 635.298681, 682.357502, 668.926525 );\r\n`;
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+ state.compilationString += `const vec3 ZINC = vec3( 48.500388, 65.294118, 63.934599 );\r\n`;
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+ state.compilationString += `ec3 lowz_mods = vec3( 1.0 / ( SOMELARGEFLOATS.xyz + Pi.zzz * ZINC.xyz ) );\r\n`;
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+ state.compilationString += `vec3 highz_mods = vec3( 1.0 / ( SOMELARGEFLOATS.xyz + Pi_inc1.zzz * ZINC.xyz ) );\r\n`;
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+ state.compilationString += `Pi_1 = ( Pi_1.z < 0.5 ) ? lowz_mods : highz_mods;\r\n`;
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+ state.compilationString += `Pi_2 = ( Pi_2.z < 0.5 ) ? lowz_mods : highz_mods;\r\n`;
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+ state.compilationString += `vec4 hash_0 = fract( Pt * vec4( lowz_mods.x, Pi_1.x, Pi_2.x, highz_mods.x ) ) - 0.49999;\r\n`;
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+ state.compilationString += `vec4 hash_1 = fract( Pt * vec4( lowz_mods.y, Pi_1.y, Pi_2.y, highz_mods.y ) ) - 0.49999;\r\n`;
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+ state.compilationString += `vec4 hash_2 = fract( Pt * vec4( lowz_mods.z, Pi_1.z, Pi_2.z, highz_mods.z ) ) - 0.49999;\r\n`;
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+ state.compilationString += `vec4 grad_results = inversesqrt( hash_0 * hash_0 + hash_1 * hash_1 + hash_2 * hash_2 ) * ( hash_0 * v1234_x + hash_1 * v1234_y + hash_2 * v1234_z );\r\n`;
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+ state.compilationString += `const float FINAL_NORMALIZATION = 37.837227241611314102871574478976;\r\n`;
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+ state.compilationString += `vec4 kernel_weights = v1234_x * v1234_x + v1234_y * v1234_y + v1234_z * v1234_z;\r\n`;
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+ state.compilationString += `kernel_weights = max(0.5 - kernel_weights, 0.0);\r\n`;
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+ state.compilationString += `kernel_weights = kernel_weights*kernel_weights*kernel_weights;\r\n`;
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+ state.compilationString += `return dot( kernel_weights, grad_results ) * FINAL_NORMALIZATION;\r\n`;
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+ state.compilationString += `}\r\n`;
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+ state.compilationString += this._declareOutput(output, state) + ` = SimplexPerlin3D(${this.position});\r\n`;
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+ return this;
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+ }
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+}
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+
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+_TypeStore.RegisteredTypes["BABYLON.SimplexPerlin3D"] = SimplexPerlin3D;
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