diff options
Diffstat (limited to 'src/Runtime/ogl-runtime/res/effectlib/perlinNoise.glsllib')
m--------- | src/Runtime/ogl-runtime | 0 | ||||
-rw-r--r-- | src/Runtime/ogl-runtime/res/effectlib/perlinNoise.glsllib | 234 |
2 files changed, 0 insertions, 234 deletions
diff --git a/src/Runtime/ogl-runtime b/src/Runtime/ogl-runtime new file mode 160000 +Subproject 2025912174c4cf99270b7439ec3b021e1d089ae diff --git a/src/Runtime/ogl-runtime/res/effectlib/perlinNoise.glsllib b/src/Runtime/ogl-runtime/res/effectlib/perlinNoise.glsllib deleted file mode 100644 index 347386c4..00000000 --- a/src/Runtime/ogl-runtime/res/effectlib/perlinNoise.glsllib +++ /dev/null @@ -1,234 +0,0 @@ -/**************************************************************************** -** -** Copyright (C) 2014 NVIDIA Corporation. -** Copyright (C) 2017 The Qt Company Ltd. -** Contact: https://www.qt.io/licensing/ -** -** This file is part of Qt 3D Studio. -** -** $QT_BEGIN_LICENSE:GPL$ -** Commercial License Usage -** Licensees holding valid commercial Qt licenses may use this file in -** accordance with the commercial license agreement provided with the -** Software or, alternatively, in accordance with the terms contained in -** a written agreement between you and The Qt Company. For licensing terms -** and conditions see https://www.qt.io/terms-conditions. For further -** information use the contact form at https://www.qt.io/contact-us. -** -** GNU General Public License Usage -** Alternatively, this file may be used under the terms of the GNU -** General Public License version 3 or (at your option) any later version -** approved by the KDE Free Qt Foundation. The licenses are as published by -** the Free Software Foundation and appearing in the file LICENSE.GPL3 -** included in the packaging of this file. Please review the following -** information to ensure the GNU General Public License requirements will -** be met: https://www.gnu.org/licenses/gpl-3.0.html. -** -** $QT_END_LICENSE$ -** -****************************************************************************/ - -// check out implementation from GPU Gems 1 and 2 - -float fade( in float x ) -{ - return( x * x * x * ( x * ( x * 6.0 - 15.0 ) + 10.0 )); - //return( x * x * ( 3.0 - 2.0 * x ) ); -} - -vec2 fade( in vec2 x ) -{ - return( x * x * x * ( x * ( x * 6.0 - 15.0 ) + 10.0 )); - //return( x * x * ( 3.0 - 2.0 * x ) ); -} - -vec3 fade( in vec3 x ) -{ - return( x * x * x * ( x * ( x * 6.0 - 15.0 ) + 10.0 )); - //return( x * x * ( 3.0 - 2.0 * x ) ); -} - -vec4 fade( in vec4 x ) -{ - return( x * x * x * ( x * ( x * 6.0 - 15.0 ) + 10.0 )); - //return( x * x * ( 3.0 - 2.0 * x ) ); -} - -float influence( in int hash, in float x ) -{ - return( x * texelFetch( randomGradient1D, ivec2(hash, 0), 0 ).x ); -} - -float influence( in int hash, in float x, in float y ) -{ - return( dot( vec2( x, y ), texelFetch( randomGradient2D, ivec2(hash, 0), 0 ).xy ) ); -} - -float influence( in int hash, in float x, in float y, in float z ) -{ - return( dot( vec3( x, y, z ), texelFetch( randomGradient3D, ivec2(hash, 0), 0 ).xyz ) ); -} - -float influence( in int hash, in float x, in float y, in float z, in float w ) -{ - return( dot( vec4( x, y, z, w ), texelFetch( randomGradient4D, ivec2(hash, 0), 0 ) ) ); -} - -float perlinNoise( in float pos ) -{ - float floorPos = floor( pos ); - int intPos = int( floorPos ); - float fracPos = pos - floorPos; - - return( mix( influence( random255X( intPos ), fracPos ), influence( random255X( intPos+1 ), fracPos - 1.0 ), fade( fracPos ) ) ); -} - -float perlinNoise( in vec2 pos ) -{ - vec2 floorPos = floor( pos ); - vec2 fracPos = pos - floorPos; - vec2 fadedPos = fade( fracPos ); - - int ax = random255X( int(floorPos.x) ); - int bx = random255X( int(floorPos.x) + 1 ); - int ay = random255Y( int(floorPos.y) ); - int by = random255Y( int(floorPos.y) + 1 ); - - return( mix( mix( influence( ax^ay, fracPos.x, fracPos.y ) - , influence( bx^ay, fracPos.x - 1.0, fracPos.y ), fadedPos.x ) - , mix( influence( ax^by, fracPos.x, fracPos.y - 1.0 ) - , influence( bx^by, fracPos.x - 1.0, fracPos.y - 1.0 ), fadedPos.x ), fadedPos.y ) ); -} - -float perlinNoise( in vec3 pos ) -{ - vec3 floorPos = floor( pos ); - vec3 fracPos = pos - floorPos; - vec3 fadedPos = fade( fracPos ); - - int ax = random255X( int(floorPos.x) ); - int bx = random255X( int(floorPos.x) + 1 ); - int ay = random255Y( int(floorPos.y) ); - int by = random255Y( int(floorPos.y) + 1 ); - int az = random255Z( int(floorPos.z) ); - int bz = random255Z( int(floorPos.z) + 1 ); - - int axay = ax ^ ay; - int bxay = bx ^ ay; - int axby = ax ^ by; - int bxby = bx ^ by; - - return( mix( mix( mix( influence( axay^az, fracPos.x, fracPos.y, fracPos.z ) - , influence( bxay^az, fracPos.x - 1.0, fracPos.y, fracPos.z ), fadedPos.x ) - , mix( influence( axby^az, fracPos.x, fracPos.y - 1.0, fracPos.z ) - , influence( bxby^az, fracPos.x - 1.0, fracPos.y - 1.0, fracPos.z ), fadedPos.x ), fadedPos.y ) - , mix( mix( influence( axay^bz, fracPos.x, fracPos.y , fracPos.z - 1.0 ) - , influence( bxay^bz, fracPos.x - 1.0, fracPos.y , fracPos.z - 1.0 ), fadedPos.x ) - , mix( influence( axby^bz, fracPos.x, fracPos.y - 1.0, fracPos.z - 1.0 ) - , influence( bxby^bz, fracPos.x - 1.0, fracPos.y - 1.0, fracPos.z - 1.0 ), fadedPos.x ), fadedPos.y ), fadedPos.z ) ); -} - -float perlinNoise( in vec4 pos ) -{ - vec4 floorPos = floor( pos ); - vec4 fracPos = pos - floorPos; - vec4 fadedPos = fade( fracPos ); - - int ax = random255X( int(floorPos.x) ); - int bx = random255X( int(floorPos.x) + 1 ); - int ay = random255Y( int(floorPos.y) ); - int by = random255Y( int(floorPos.y) + 1 ); - int az = random255Z( int(floorPos.z) ); - int bz = random255Z( int(floorPos.z) + 1 ); - int aw = random255W( int(floorPos.w) ); - - int axay = ax ^ ay; - int bxay = bx ^ ay; - int axby = ax ^ by; - int bxby = bx ^ by; - - float result[2]; - for ( int i=0 ; i<2 ; i++ ) - { - int azaw = az ^ aw; - int bzaw = bz ^ aw; - - result[i] = mix( mix( mix( influence( axay^azaw, fracPos.x, fracPos.y, fracPos.z, fracPos.w ) - , influence( bxay^azaw, fracPos.x - 1.0, fracPos.y, fracPos.z, fracPos.w ), fadedPos.x ) - , mix( influence( axby^azaw, fracPos.x, fracPos.y - 1.0, fracPos.z, fracPos.w ) - , influence( bxby^azaw, fracPos.x - 1.0, fracPos.y - 1.0, fracPos.z, fracPos.w ), fadedPos.x ), fadedPos.y ) - , mix( mix( influence( axay^bzaw, fracPos.x, fracPos.y, fracPos.z - 1.0, fracPos.w ) - , influence( bxay^bzaw, fracPos.x - 1.0, fracPos.y, fracPos.z - 1.0, fracPos.w ), fadedPos.x ) - , mix( influence( axby^bzaw, fracPos.x, fracPos.y - 1.0, fracPos.z - 1.0, fracPos.w ) - , influence( bxby^bzaw, fracPos.x - 1.0, fracPos.y - 1.0, fracPos.z - 1.0, fracPos.w ), fadedPos.x ), fadedPos.y ), fadedPos.z ); - aw = random255W( int(floorPos.w) + 1 ); - fracPos.w -= 1.0; - } - return( mix( result[0], result[1], fadedPos.w ) ); -} - -float summedPerlinNoise( in vec3 pos, in int terms, in bool absNoise ) -{ - float sum = 0.0; - float weight = 1.0; - vec3 p = pos; - while ( terms-- != 0 ) - { - float noise = perlinNoise( p ); - sum += weight * ( absNoise ? abs(noise) : noise ); - p += p; - weight *= 0.5; - } - return( sum ); -} - -float summedPerlinNoise( in vec4 pos, in int terms, in bool absNoise ) -{ - float sum = 0.0; - float weight = 1.0; - vec4 p = pos; - while ( terms-- != 0 ) - { - float noise = perlinNoise( p ); - sum += weight * ( absNoise ? abs(noise) : noise ); - p += p; - weight *= 0.5; - } - return( sum ); -} - -float perlinNoise( in vec3 pos, in float time, in int terms, in vec3 turbulenceWeight, in bool absoluteNoise, in bool applyMarble - , in bool applyDent, in float noiseBands, in float noiseThresholdHigh, in float noiseThresholdLow ) -{ - float noise = ( time == 0.0 ) ? summedPerlinNoise( pos, terms, absoluteNoise ) : summedPerlinNoise( vec4( pos, time ), terms, absoluteNoise ); - if ( turbulenceWeight != vec3( 0.0, 0.0, 0.0 ) ) - { - noise = sin( dot( pos, turbulenceWeight ) + noise ); - } - if ( ! absoluteNoise ) - { - noise = 0.5 * noise + 0.5; // scale [-1,1] to [0,1] - } - if ( applyMarble ) - { - noise = cos( pos.x + 5.0 * noise ); // classic Perlin marble function, with magic 5.0 - } - if ( applyDent ) - { - noise = cube( noise ); - } - if ( noiseBands != 1.0 ) - { - // Create banding/stripes by using the fraction component only - noise *= noiseBands; - noise -= floor( noise ); - noise += pow( 1.0 - noise, 20.0 ); - } - if ( noiseThresholdLow < noiseThresholdHigh ) - { - // clamp the noise - noise = clamp( ( noise - noiseThresholdLow ) / ( noiseThresholdHigh - noiseThresholdLow ), 0.0, 1.0 ); - } - return( noise ); -} - |