shadertool.nodes.input.PerlinNoiseTimeNode.java Source code

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Here is the source code for shadertool.nodes.input.PerlinNoiseTimeNode.java

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package shadertool.nodes.input;

import java.awt.event.ActionEvent;
import java.util.Random;

import javax.swing.AbstractAction;

import org.lwjgl.opengl.GL11;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.opengl.shader.ShaderProgram;

import shadertool.nodes.IOType;
import shadertool.nodes.InputNode;
import shadertool.nodes.Output;
import shadertool.ui.PerlinNoiseTimeSelector;
import shadertool.ui.SizeSelector;

public class PerlinNoiseTimeNode extends InputNode implements SizeInterface {

    private static final long serialVersionUID = 1L;

    protected transient ShaderProgram shader;
    protected int width = 300;
    protected int height = 300;

    protected float scaleX = 0.01f;
    protected float scaleY = 0.01f;
    protected float scaleT = 1.0f;
    protected float persistence = 0.1f;
    protected int octaves = 4;

    protected static final Random rand = new Random();

    private Output imgOut = new Output("Ruido", IOType.Image2f);

    public PerlinNoiseTimeNode() throws SlickException {
        super("Perlin (tiempo)");

        outputs.add(imgOut);
    }

    protected void updateShader() throws SlickException {
        if (shader != null)
            shader.release();

        // Cdigo perlin 4D (3D + tiempo)
        // Tomado de https://github.com/ashima/webgl-noise/blob/master/src/classicnoise4D.glsl
        // Liberado bajo licencia MIT (ver LICENSE-MIT.txt)
        String pixel = "#version 120" + "\n" + "uniform sampler2D tex;" + "\n" + "uniform float time;" + "\n"
                + "vec3 mod289(vec3 x) {\n" + "    return x - floor(x * (1.0 / 289.0)) * 289.0;\n" + "}\n" +

                "vec4 mod289(vec4 x) {\n" + "    return x - floor(x * (1.0 / 289.0)) * 289.0;\n" + "}\n" + "" + "\n"
                + "vec4 permute(vec4 x)" + "\n" + "{" + "\n" + "  return mod289(((x*34.0)+1.0)*x);" + "\n" + "}"
                + "\n" + "" + "\n" + "vec4 taylorInvSqrt(vec4 r)" + "\n" + "{" + "\n"
                + "  return 1.79284291400159 - 0.85373472095314 * r;" + "\n" + "}" + "\n" + "" + "\n"
                + "float snoise(vec3 v)\n" + "{ \n" + "const vec2  C = vec2(1.0/6.0, 1.0/3.0) ;\n"
                + "const vec4  D = vec4(0.0, 0.5, 1.0, 2.0);\n" +

                // First corner
                "vec3 i  = floor(v + dot(v, C.yyy) );\n" + "vec3 x0 =   v - i + dot(i, C.xxx) ;\n" +

                // Other corners
                "vec3 g = step(x0.yzx, x0.xyz);\n" + "vec3 l = 1.0 - g;\n" + "vec3 i1 = min( g.xyz, l.zxy );\n"
                + "vec3 i2 = max( g.xyz, l.zxy );\n" +

                "vec3 x1 = x0 - i1 + C.xxx;\n" + "vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y\n"
                + "vec3 x3 = x0 - D.yyy;      // -1.0+3.0*C.x = -0.5 = -D.y\n" +

                // Permutations
                "i = mod289(i); \n" + "vec4 p = permute( permute( permute( \n"
                + "           i.z + vec4(0.0, i1.z, i2.z, 1.0 ))\n"
                + "         + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) \n"
                + "         + i.x + vec4(0.0, i1.x, i2.x, 1.0 ));\n" +

                // 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\n" + "vec3  ns = n_ * D.wyz - D.xzx;\n" +

                "vec4 j = p - 49.0 * floor(p * ns.z * ns.z);  //  mod(p,7*7)\n" +

                "vec4 x_ = floor(j * ns.z);\n" + "vec4 y_ = floor(j - 7.0 * x_ );    // mod(j,N)\n" +

                "vec4 x = x_ *ns.x + ns.yyyy;\n" + "vec4 y = y_ *ns.x + ns.yyyy;\n"
                + "vec4 h = 1.0 - abs(x) - abs(y);\n" +

                "vec4 b0 = vec4( x.xy, y.xy );\n" + "vec4 b1 = vec4( x.zw, y.zw );\n"
                + "vec4 s0 = floor(b0)*2.0 + 1.0;\n" + "vec4 s1 = floor(b1)*2.0 + 1.0;\n"
                + "vec4 sh = -step(h, vec4(0.0));\n" +

                "vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;\n" + "vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;\n" +

                "vec3 p0 = vec3(a0.xy,h.x);\n" + "vec3 p1 = vec3(a0.zw,h.y);\n" + "vec3 p2 = vec3(a1.xy,h.z);\n"
                + "vec3 p3 = vec3(a1.zw,h.w);\n" +

                //Normalise gradients
                "vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n"
                + "p0 *= norm.x;\n" + "p1 *= norm.y;\n" + "p2 *= norm.z;\n" + "p3 *= norm.w;\n" +

                // Mix final noise value
                "vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n" + "m = m * m;\n"
                + "return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), \n"
                + "                              dot(p2,x2), dot(p3,x3) ) );\n" + "}\n" +

                // Cdigo de llamada a snoise. Aplica varias octavas para obtener ruido
                "float perlin3d(vec3 pos) {\n" + "   float total = 0;\n" +
                // Para cada octava...
                "   for (int i = 0; i < " + octaves + "; i++) {\n" +
                // ...calculamos frecuencia y amplitud...
                "      float freq = 2 * i;\n" + "      float amp = " + persistence + " * i;\n" +
                // ...y sumamos al total el resultado obtenido.
                "      total += snoise(pos * freq) * amp;\n" + "   }\n" + "    return (total / " + octaves
                + ") / 2 + 0.5 ;\n" + "}\n" + "void main() {" + "\n" + "  vec2 pos = gl_FragCoord.xy + vec2("
                + rand.nextInt(10000) + ", " + rand.nextInt(10000) + "); \n"
                + "  float noise = perlin3d(vec3(pos, time) * vec3(" + scaleX + ", " + scaleY + ", " + scaleT
                + ")); \n" + "  gl_FragColor = vec4(noise, noise, noise, 1.0); \n" + "}\n";

        try {
            shader = new ShaderProgram(DEFAULT_VERTEX_SHADER, pixel);
        } catch (SlickException ex) {
            ex.printStackTrace();
            System.out.println(pixel);
        }
    }

    @Override
    public void initialize() throws SlickException {
        actions.add(new AbstractAction("Modificar propiedades") {
            private static final long serialVersionUID = 1L;

            @Override
            public void actionPerformed(ActionEvent arg0) {
                new PerlinNoiseTimeSelector(PerlinNoiseTimeNode.this).setVisible(true);
            }
        });
        actions.add(new AbstractAction("Cambiar tamao") {
            private static final long serialVersionUID = 1L;

            @Override
            public void actionPerformed(ActionEvent arg0) {
                new SizeSelector(PerlinNoiseTimeNode.this).setVisible(true);
            }
        });

        updateShader();
    }

    @Override
    public void run() throws SlickException {

        Output imgOut = outputs.get(0);
        imgOut.create(width, height);
        Graphics g = imgOut.img.getGraphics();
        Graphics.setCurrent(g);

        shader.bind();
        shader.setUniform1f("time", (float) (System.currentTimeMillis() - start) / 1000f);

        // Dibujar cuadrado blanco (tamao de textura)
        GL11.glTranslatef(0, 0, 0);
        GL11.glBegin(GL11.GL_QUADS);
        GL11.glVertex3f(0, 0, 0);
        GL11.glVertex3f(0, height, 0);
        GL11.glVertex3f(width, height, 0);
        GL11.glVertex3f(width, 0, 0);
        GL11.glEnd();

        g.flush();
        shader.unbind();

        imgOut.updated();
    }

    public void setProperties(float scaleX, float scaleY, float scaleT, int octaves, float persistence)
            throws SlickException {
        this.scaleX = scaleX;
        this.scaleY = scaleY;
        this.scaleT = scaleT;
        this.octaves = octaves;
        this.persistence = persistence;
        updateShader();
    }

    public float getScaleX() {
        return scaleX;
    }

    public float getScaleY() {
        return scaleY;
    }

    public float getScaleT() {
        return scaleT;
    }

    public float getPersistence() {
        return persistence;
    }

    public void setPersistence(float persistence) {
        this.persistence = persistence;
    }

    public int getOctaves() {
        return octaves;
    }

    public void setOctaves(int octaves) {
        this.octaves = octaves;
    }

    @Override
    public int getWidth() {
        return width;
    }

    @Override
    public int getHeight() {
        return height;
    }

    @Override
    public void setWidth(int width) {
        this.width = width;
    }

    @Override
    public void setHeight(int height) {
        this.height = height;
    }
}