Sfoglia il codice sorgente

tutorial: start working on a small Perlin-like noise demo.

legacy
Sam Hocevar sam 12 anni fa
parent
commit
a86eaf1bb2
6 ha cambiato i file con 311 aggiunte e 1 eliminazioni
  1. +1
    -0
      .gitignore
  2. +22
    -0
      build/vs2010/Lol.sln
  3. +102
    -0
      tutorial/03_noise.cpp
  4. +112
    -0
      tutorial/03_noise.lolfx
  5. +68
    -0
      tutorial/03_noise.vcxproj
  6. +6
    -1
      tutorial/Makefile.am

+ 1
- 0
.gitignore Vedi File

@@ -72,6 +72,7 @@ test/xolotl/xolotl
tools/make-font
tutorial/01_triangle
tutorial/02_cube
tutorial/03_noise
tutorial/05_easymesh
tutorial/08_fbo
tutorial/11_fractal


+ 22
- 0
build/vs2010/Lol.sln Vedi File

@@ -105,6 +105,8 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Peeweek", "Peeweek", "{E27F
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "demo-peeweek", "..\..\people\peeweek\demo-peeweek.vcxproj", "{C2E01551-B636-4324-8461-71811DF6FBB5}"
EndProject
Project("{8BC9CEB8-8B4A-11D0-8D11-00A0C91BC942}") = "03_noise", "..\..\tutorial\03_noise.vcxproj", "{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|PS3 = Debug|PS3
@@ -445,6 +447,24 @@ Global
{C2E01551-B636-4324-8461-71811DF6FBB5}.Release|Xbox 360.ActiveCfg = Release|Xbox 360
{C2E01551-B636-4324-8461-71811DF6FBB5}.Release|Xbox 360.Build.0 = Release|Xbox 360
{C2E01551-B636-4324-8461-71811DF6FBB5}.Release|Xbox 360.Deploy.0 = Release|Xbox 360
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Debug|PS3.ActiveCfg = Debug|PS3
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Debug|PS3.Build.0 = Debug|PS3
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Debug|Win32.ActiveCfg = Debug|Win32
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Debug|Win32.Build.0 = Debug|Win32
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Debug|x64.ActiveCfg = Debug|x64
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Debug|x64.Build.0 = Debug|x64
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Debug|Xbox 360.ActiveCfg = Debug|Xbox 360
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Debug|Xbox 360.Build.0 = Debug|Xbox 360
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Debug|Xbox 360.Deploy.0 = Debug|Xbox 360
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Release|PS3.ActiveCfg = Release|PS3
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Release|PS3.Build.0 = Release|PS3
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Release|Win32.ActiveCfg = Release|Win32
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Release|Win32.Build.0 = Release|Win32
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Release|x64.ActiveCfg = Release|x64
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Release|x64.Build.0 = Release|x64
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Release|Xbox 360.ActiveCfg = Release|Xbox 360
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Release|Xbox 360.Build.0 = Release|Xbox 360
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E}.Release|Xbox 360.Deploy.0 = Release|Xbox 360
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
@@ -470,6 +490,8 @@ Global
{7B083DA2-FE08-4F6D-BFDD-195D5C2783EB} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{1C5B8702-290C-42DA-AA9E-671348F5B747} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{6BF81B39-EDC2-4227-9992-C2D8ABEA95AF} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{BCEE0132-8E24-49BE-AFEB-96DAD14396BA} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{B0A53D75-CBB4-4FDF-93AC-2D12A79ADA0E} = {E74CF679-CA2A-47E9-B1F4-3779D6AC6B04}
{32F3F8CF-D22E-45E4-BEB8-AD909E8C5515} = {33704AA4-F2B5-4138-A40D-E3E77F89ED46}
{EE203B88-44CF-4859-9D42-7A5F40FECB52} = {8C77EAA8-1077-4EF7-AE53-97C6C60A3601}
{B357514A-7881-422D-8358-161B689E7620} = {3D341D8A-E400-4B1D-BC05-B5C35487D9B5}


+ 102
- 0
tutorial/03_noise.cpp Vedi File

@@ -0,0 +1,102 @@
//
// Lol Engine - Noise tutorial
//
// Copyright: (c) 2012 Sam Hocevar <sam@hocevar.net>
// This program is free software; you can redistribute it and/or
// modify it under the terms of the Do What The Fuck You Want To
// Public License, Version 2, as published by Sam Hocevar. See
// http://sam.zoy.org/projects/COPYING.WTFPL for more details.
//

#if defined HAVE_CONFIG_H
# include "config.h"
#endif

#include "core.h"
#include "loldebug.h"

using namespace std;
using namespace lol;

#if defined _WIN32
# include <direct.h>
#endif

extern char const *lolfx_03_noise;

class NoiseDemo : public WorldEntity
{
public:
NoiseDemo() :
m_time(0.0),
m_ready(false)
{
m_vertices << vec2(-1.0, 1.0);
m_vertices << vec2(-1.0, -1.0);
m_vertices << vec2( 1.0, -1.0);
m_vertices << vec2(-1.0, 1.0);
m_vertices << vec2( 1.0, -1.0);
m_vertices << vec2( 1.0, 1.0);
m_ready = false;
}

virtual void TickDraw(float seconds)
{
WorldEntity::TickDraw(seconds);

m_time += seconds;

if (!m_ready)
{
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_vdecl = new VertexDeclaration(VertexStream<vec2>(VertexUsage::Position));

m_vbo = new VertexBuffer(m_vertices.Bytes());
void *vertices = m_vbo->Lock(0, 0);
memcpy(vertices, &m_vertices[0], m_vertices.Bytes());
m_vbo->Unlock();

m_ready = true;

/* FIXME: this object never cleans up */
}

m_shader->Bind();
m_shader->SetUniform(m_time_uni, m_time);
m_vdecl->SetStream(m_vbo, m_coord);
m_vdecl->Bind();
m_vdecl->DrawElements(MeshPrimitive::Triangles, 0, 2);
m_vdecl->Unbind();
}

private:
Array<vec2> m_vertices;
Shader *m_shader;
ShaderAttrib m_coord;
ShaderUniform m_time_uni;
VertexDeclaration *m_vdecl;
VertexBuffer *m_vbo;
float m_time;
bool m_ready;
};

int main(int argc, char **argv)
{
Application app("Tutorial 3: Noise", ivec2(1280, 720), 60.0f);

#if defined _MSC_VER && !defined _XBOX
_chdir("..");
#elif defined _WIN32 && !defined _XBOX
_chdir("../..");
#endif

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

app.Run();
return EXIT_SUCCESS;
}


+ 112
- 0
tutorial/03_noise.lolfx Vedi File

@@ -0,0 +1,112 @@
-- GLSL.Vert --

#version 120

attribute vec2 in_Position;

void main(void)
{
gl_Position = vec4(in_Position, 0.0, 1.0);
}

-- GLSL.Frag --

#version 120

uniform float in_Time;

vec3 noise3(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)
{
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),
fract(sin(32.039284 + dot(p, vec3(82.91234, -19.243533, 22.3294090))) * 2912.454369));
}

vec3 perlin3(vec2 p)
{
vec2 a = floor(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 q1 = n2 * d.x + n1 * (1.0 - d.x);
vec3 q2 = n4 * d.x + n3 * (1.0 - d.x);

vec3 q3 = q2 * d.y + q1 * (1.0 - d.y);

return q3;
}

vec3 perlin3(vec3 p)
{
vec3 a = floor(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 n1 = o2 * d.x + o1 * (1.0 - d.x);
vec3 n2 = o4 * d.x + o3 * (1.0 - d.x);
vec3 n3 = o6 * d.x + o5 * (1.0 - d.x);
vec3 n4 = o8 * d.x + o7 * (1.0 - d.x);

vec3 q1 = n2 * d.y + n1 * (1.0 - d.y);
vec3 q2 = n4 * d.y + n3 * (1.0 - d.y);

vec3 q3 = q2 * d.z + q1 * (1.0 - d.z);

return q3;
}

void main(void)
{
//vec3 input = vec3(gl_FragCoord.xy, in_Time * 200.0);
vec3 input = vec3(in_Time * 20.0, gl_FragCoord.xy);

vec3 p = perlin3(input / 160.0) / 2.0
+ perlin3(input / 80.0) / 4.0
+ perlin3(input / 40.0) / 8.0
+ perlin3(input / 20.0) / 16.0
+ perlin3(input / 10.0) / 32.0
+ perlin3(input / 5.0) / 64.0
+ perlin3(input / 2.5) / 128.0;
gl_FragColor = vec4(p.xxx, 1.0);

//inputvec4(perlin3(input), 1.0);
//inputvec4(noise3(floor(input / 10.0)).xxx, 1.0);
//inputvec4(noise3(input), 1.0);
}

-- HLSL.Vert --

void main(float2 in_Position : POSITION,
out float4 out_Position : POSITION)
{
out_Position = float4(in_Position, 0.0, 1.0);
}

-- HLSL.Frag --

void main(out float4 out_FragColor : COLOR)
{
out_FragColor = float4(0.7, 0.2, 0.5, 1.0);
}


+ 68
- 0
tutorial/03_noise.vcxproj Vedi File

@@ -0,0 +1,68 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|PS3">
<Configuration>Debug</Configuration>
<Platform>PS3</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|Xbox 360">
<Configuration>Debug</Configuration>
<Platform>Xbox 360</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|PS3">
<Configuration>Release</Configuration>
<Platform>PS3</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Xbox 360">
<Configuration>Release</Configuration>
<Platform>Xbox 360</Platform>
</ProjectConfiguration>
</ItemGroup>
<ItemGroup>
<ClCompile Include="03_noise.cpp" />
</ItemGroup>
<ItemGroup>
<LolFxCompile Include="03_noise.lolfx" />
</ItemGroup>
<ItemGroup>
<ProjectReference Include="$(SolutionDir)\..\..\src\lolcore.vcxproj">
<Project>{9e62f2fe-3408-4eae-8238-fd84238ceeda}</Project>
</ProjectReference>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectGuid>{b0a53d75-cbb4-4fdf-93ac-2d12a79ada0e}</ProjectGuid>
<ConfigurationType>Application</ConfigurationType>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(SolutionDir)\Lol.Core.Config.props" />
<ImportGroup Label="ExtensionSettings">
<Import Project="$(SolutionDir)\Lol.Fx.props" />
</ImportGroup>
<ImportGroup Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(SolutionDir)\Lol.Core.Vars.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<Import Project="$(SolutionDir)\Lol.Core.Rules.props" />
<ItemDefinitionGroup />
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
<Import Project="$(SolutionDir)\Lol.Fx.targets" />
</ImportGroup>
</Project>

+ 6
- 1
tutorial/Makefile.am Vedi File

@@ -14,7 +14,7 @@ SUFFIXES = .lolfx
.lolfx.o:
$(LOLFX_BUILD)

noinst_PROGRAMS = 01_triangle 02_cube 05_easymesh 08_fbo 11_fractal
noinst_PROGRAMS = 01_triangle 02_cube 03_noise 05_easymesh 08_fbo 11_fractal

01_triangle_SOURCES = 01_triangle.cpp 01_triangle.lolfx
01_triangle_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@
@@ -26,6 +26,11 @@ noinst_PROGRAMS = 01_triangle 02_cube 05_easymesh 08_fbo 11_fractal
02_cube_LDFLAGS = $(top_builddir)/src/liblol.a @LOL_LIBS@ @PIPI_LIBS@
02_cube_DEPENDENCIES = $(top_builddir)/src/liblol.a

03_noise_SOURCES = 03_noise.cpp 03_noise.lolfx
03_noise_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@
03_noise_LDFLAGS = $(top_builddir)/src/liblol.a @LOL_LIBS@ @PIPI_LIBS@
03_noise_DEPENDENCIES = $(top_builddir)/src/liblol.a

05_easymesh_SOURCES = 05_easymesh.cpp
05_easymesh_CPPFLAGS = @LOL_CFLAGS@ @PIPI_CFLAGS@
05_easymesh_LDFLAGS = $(top_builddir)/src/liblol.a @LOL_LIBS@ @PIPI_LIBS@


Caricamento…
Annulla
Salva