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tutorial: port noise demo to PS3 and Xbox360.

legacy
Sam Hocevar sam 12 years ago
parent
commit
5d7a1c24bd
2 changed files with 116 additions and 22 deletions
  1. +1
    -2
      tutorial/03_noise.cpp
  2. +115
    -20
      tutorial/03_noise.lolfx

+ 1
- 2
tutorial/03_noise.cpp View File

@@ -50,7 +50,7 @@ public:
{
m_shader = Shader::Create(lolfx_03_noise);
m_coord = m_shader->GetAttribLocation("in_Position", VertexUsage::Position, 0);
m_time_uni = m_shader->GetUniformLocation("in_Time");
m_time_uni = m_shader->GetUniformLocation("u_Time");

m_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));

@@ -93,7 +93,6 @@ int main(int argc, char **argv)
_chdir("../..");
#endif

new DebugFps(5, 5);
new NoiseDemo();

app.Run();


+ 115
- 20
tutorial/03_noise.lolfx View File

@@ -13,16 +13,16 @@ void main(void)

#version 120

uniform float in_Time;
uniform float u_Time;

vec3 noise3(vec2 p)
vec3 noise2d(vec2 p)
{
return vec3(fract(sin(dot(p, vec2(12.3453, -54.3353432))) * 8433.235443),
fract(sin(dot(p, vec2(34.23232, 98.03537))) * 8294.5345433),
fract(sin(dot(p, vec2(82.91234, -19.243533))) * 2912.454369));
}

vec3 noise3(vec3 p)
vec3 noise3d(vec3 p)
{
return vec3(fract(sin(54.343909 + dot(p, vec3(12.3453, -54.3353432, 34.3490432))) * 8433.235443),
fract(sin(93.329945 - dot(p, vec3(34.23232, 98.0353743, 90.2390984))) * 8294.5345433),
@@ -35,10 +35,10 @@ vec3 perlin2d(vec2 p)
vec2 d = p - a;
d = d * d * (3.0 - 2.0 * d);

vec3 n1 = noise3(a);
vec3 n2 = noise3(a + vec2(1.0, 0.0));
vec3 n3 = noise3(a + vec2(0.0, 1.0));
vec3 n4 = noise3(a + vec2(1.0, 1.0));
vec3 n1 = noise2d(a);
vec3 n2 = noise2d(a + vec2(1.0, 0.0));
vec3 n3 = noise2d(a + vec2(0.0, 1.0));
vec3 n4 = noise2d(a + vec2(1.0, 1.0));

vec3 q1 = n2 * d.x + n1 * (1.0 - d.x);
vec3 q2 = n4 * d.x + n3 * (1.0 - d.x);
@@ -57,14 +57,14 @@ vec3 perlin3d(vec3 p)
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);

vec3 o1 = noise3(a);
vec3 o2 = noise3(a + vec3(1.0, 0.0, 0.0));
vec3 o3 = noise3(a + vec3(0.0, 1.0, 0.0));
vec3 o4 = noise3(a + vec3(1.0, 1.0, 0.0));
vec3 o5 = noise3(a + vec3(0.0, 0.0, 1.0));
vec3 o6 = noise3(a + vec3(1.0, 0.0, 1.0));
vec3 o7 = noise3(a + vec3(0.0, 1.0, 1.0));
vec3 o8 = noise3(a + vec3(1.0, 1.0, 1.0));
vec3 o1 = noise3d(a);
vec3 o2 = noise3d(a + vec3(1.0, 0.0, 0.0));
vec3 o3 = noise3d(a + vec3(0.0, 1.0, 0.0));
vec3 o4 = noise3d(a + vec3(1.0, 1.0, 0.0));
vec3 o5 = noise3d(a + vec3(0.0, 0.0, 1.0));
vec3 o6 = noise3d(a + vec3(1.0, 0.0, 1.0));
vec3 o7 = noise3d(a + vec3(0.0, 1.0, 1.0));
vec3 o8 = noise3d(a + vec3(1.0, 1.0, 1.0));

vec3 n1 = o2 * d.x + o1 * (1.0 - d.x);
vec3 n2 = o4 * d.x + o3 * (1.0 - d.x);
@@ -81,8 +81,9 @@ vec3 perlin3d(vec3 p)

void main(void)
{
vec2 xy = gl_FragCoord.xy;
float z = in_Time * 2.0;
vec2 xy = gl_FragCoord.xy * 2.0;
xy.y -= u_Time * 400.0;
float z = u_Time * 2.0;

vec3 p = perlin3d(vec3(xy / 160.0, z)) / 2.0
+ perlin3d(vec3(xy / 80.0, z + 1.5)) / 4.0
@@ -91,6 +92,12 @@ void main(void)
+ perlin3d(vec3(xy / 10.0, z + 2.0)) / 32.0
+ perlin3d(vec3(xy / 5.0, z + 1.7)) / 64.0
+ perlin3d(vec3(xy / 2.5, z + 4.2)) / 128.0;

/* Scroll by adding [-.5,.5] */
p -= gl_FragCoord.y / 720.0 - 0.5;
p = max(p, 0.0);
p = min(p, 1.0);

p = p * p * (3.0 - 2.0 * p);
p = p * p * (3.0 - 2.0 * p);
gl_FragColor = vec4(min(p.x * 2.0, 1.0), max(p.x * 1.5 - 0.5, 0.0), 0.0, 1.0);
@@ -99,15 +106,103 @@ void main(void)
-- HLSL.Vert --

void main(float2 in_Position : POSITION,
out float4 out_Position : POSITION)
uniform float2 u_WinSize,
out float4 out_Position : POSITION,
out float2 pass_Position : TEXCOORD0)
{
//pass_Position = in_Position * u_WinSize;
pass_Position = in_Position * float2(1280.0, 720.0);
out_Position = float4(in_Position, 0.0, 1.0);
}

-- HLSL.Frag --

void main(out float4 out_FragColor : COLOR)
float3 noise2d(float2 p)
{
return float3(frac(sin(dot(p, float2(12.3453, -54.3353432))) * 8433.235443),
frac(sin(dot(p, float2(34.23232, 98.03537))) * 8294.5345433),
frac(sin(dot(p, float2(82.91234, -19.243533))) * 2912.454369));
}

float3 noise3d(float3 p)
{
return float3(frac(sin(54.343909 + dot(p, float3(12.3453, -54.3353432, 34.3490432))) * 8433.235443),
frac(sin(93.329945 - dot(p, float3(34.23232, 98.0353743, 90.2390984))) * 8294.5345433),
frac(sin(32.039284 + dot(p, float3(82.91234, -19.243533, 22.3294090))) * 2912.454369));
}

float3 perlin2d(float2 p)
{
float2 a = floor(p);
float2 d = p - a;
d = d * d * (3.0 - 2.0 * d);

float3 n1 = noise2d(a);
float3 n2 = noise2d(a + float2(1.0, 0.0));
float3 n3 = noise2d(a + float2(0.0, 1.0));
float3 n4 = noise2d(a + float2(1.0, 1.0));

float3 q1 = n2 * d.x + n1 * (1.0 - d.x);
float3 q2 = n4 * d.x + n3 * (1.0 - d.x);

float3 q3 = q2 * d.y + q1 * (1.0 - d.y);

return q3;
}

float3 perlin3d(float3 p)
{
out_FragColor = float4(0.7, 0.2, 0.5, 1.0);
float3x3 r = float3x3(0.36, 0.48, -0.8, -0.8, 0.60, 0.0, 0.48, 0.64, 0.60);
p = mul(r, p);

float3 a = floor(p);
float3 d = p - a;
d = d * d * (3.0 - 2.0 * d);

float3 o1 = noise3d(a);
float3 o2 = noise3d(a + float3(1.0, 0.0, 0.0));
float3 o3 = noise3d(a + float3(0.0, 1.0, 0.0));
float3 o4 = noise3d(a + float3(1.0, 1.0, 0.0));
float3 o5 = noise3d(a + float3(0.0, 0.0, 1.0));
float3 o6 = noise3d(a + float3(1.0, 0.0, 1.0));
float3 o7 = noise3d(a + float3(0.0, 1.0, 1.0));
float3 o8 = noise3d(a + float3(1.0, 1.0, 1.0));

float3 n1 = o2 * d.x + o1 * (1.0 - d.x);
float3 n2 = o4 * d.x + o3 * (1.0 - d.x);
float3 n3 = o6 * d.x + o5 * (1.0 - d.x);
float3 n4 = o8 * d.x + o7 * (1.0 - d.x);

float3 q1 = n2 * d.y + n1 * (1.0 - d.y);
float3 q2 = n4 * d.y + n3 * (1.0 - d.y);

float3 q3 = q2 * d.z + q1 * (1.0 - d.z);

return q3;
}

void main(in float2 pass_Position : TEXCOORD0,
uniform float u_Time,
out float4 out_FragColor : COLOR)
{
float2 xy = pass_Position;
xy.y -= u_Time * 400.0;
float z = u_Time * 2.0;

float3 p = perlin3d(float3(xy / 160.0, z)) / 2.0
+ perlin3d(float3(xy / 80.0, z + 1.5)) / 4.0
+ perlin3d(float3(xy / 40.0, z + 0.3)) / 8.0
+ perlin3d(float3(xy / 20.0, z + 3.3)) / 16.0
+ perlin3d(float3(xy / 10.0, z + 2.0)) / 32.0
+ perlin3d(float3(xy / 5.0, z + 1.7)) / 64.0
+ perlin3d(float3(xy / 2.5, z + 4.2)) / 128.0;

/* Scroll by adding [-.5,.5] */
p -= pass_Position.y / 1440.0;
p = max(p, 0.0);
p = min(p, 1.0);

p = p * p * (3.0 - 2.0 * p);
p = p * p * (3.0 - 2.0 * p);
out_FragColor = float4(min(p.x * 2.0, 1.0), max(p.x * 1.5 - 0.5, 0.0), 0.0, 1.0);
}

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