Updating API and documentation.

This commit is contained in:
Bruce Hill 2017-10-27 18:23:37 -07:00
parent 71edce1b4f
commit 6fe4a2b851
2 changed files with 329 additions and 265 deletions

View File

@ -1,26 +1,21 @@
lg = love.graphics
W,H = lg.getDimensions()
Histogram = require 'histogram'
local Histogram = require 'histogram'
local Noise = require "noise"
local DRAW_RES = love.window.toPixels(4)
local SCALE = 100
local font = lg.newFont(love.window.toPixels(24))
local decay = function(x) return .15^x end
local function rng()
local r = love.math.newRandomGenerator(1)
return function() return r:random() end
end
local makeAmps = Noise.makeAmplitudes
local n1,g1 = Noise.make1d(makeAmps(8, decay), rng())
local n2,g2 = Noise.make2d(makeAmps(9, decay), rng())
local n3,g3 = Noise.make3d(makeAmps(11, decay), rng())
local s1,s1g = Noise.make1dShader(makeAmps(9, decay), rng())
local s2,s2g = Noise.make2dShader(makeAmps(15, decay), rng())
local s3,s3g = Noise.make3dShader(makeAmps(19, decay), rng())
local n1,g1 = Noise.make1d{resolution=5, distribution=decay, seed=1}
local n2,g2 = Noise.make2d{resolution=7, distribution=decay, seed=1}
local n3,g3 = Noise.make3d{resolution=9, distribution=decay, seed=1}
local s1,s1g = Noise.make1dShader{resolution=10, distribution=decay, seed=1}
local s2,s2g = Noise.make2dShader{resolution=15, distribution=decay, seed=1}
local s3,s3g = Noise.make3dShader{resolution=20, distribution=decay, seed=1}
lg = love.graphics
W,H = lg.getDimensions()
local cw,ch = W/2,H/3
local canv = lg.newCanvas(cw,ch)
local font = lg.newFont(love.window.toPixels(24))
function love.load()
xOffset = 0

569
noise.lua
View File

@ -1,3 +1,64 @@
-- Hill Noise library
-- Copyright 2017 Bruce Hill
--
-- This library provides functions for continuous pseudorandom 1D, 2D, and 3D noise functions
-- with approximately uniform distribution on the interval (0,1) and customizable resolution,
-- levels of detail, and shape characteristics.
--
-- Usage:
-- local Noise = require 'hill_noise'
-- local noise,noise_gradient = Noise.make3d{resolution=9}
-- local x,y,z = 1,2,3
-- local n = noise(x,y,z)
-- local dndx,dndy,dndz = noise_gradient(x,y,z)
--
-- The noise construction functions all take the following options:
-- * random: a random number function (default: math.random)
-- * seed: if "random" is not provided, and the love.math module is loaded, a new
-- pseudorandom number generator will be used with the specified seed
-- * amplitudes: a list of sine wave amplitudes to use
-- * resolution: if "amplitudes" is not provided, the number of sine waves to use
-- (default: 5,7,9 for 1d,2d,3d functions, and 10,15,20 for 1d,2d,3d shaders)
-- * distribution: if "amplitudes" is not provided, a function to evenly sample
-- amplitudes from on the interval (0,1) (default: 0.1^x)
--
-- The noise and noise gradient functions all run in O(resolution), and more resolution
-- may be needed for higher dimensional noise and additional detail.
--
-- For the LOVE game engine, there are versions that produce 1D, 2D, and 3D noise shaders
-- as well, which are much faster and run on the GPU.
-- local noise_shader, noise_gradient_shader = Noise.make3dShader{resolution=11}
-- local canvas = love.graphics.newCanvas()
-- -- At each location on the texture, the noise function is sampled at a linear
-- -- interpolation between range_min and range_max, using the texture coordinates.
-- -- For 3D noise, the "z" value is passed as a parameter.
-- noise_shader:send("range_min", {0,20})
-- noise_shader:send("range_max", {0,20})
-- noise_shader:send('z', love.timer.getTime())
-- love.graphics.setShader(noise_shader)
-- love.graphics.draw(canvas)
-- love.graphics.setShader()
-- The noise gradient shaders populate the RGB channels with dn/dx, dn/dy, dn/dz partial
-- derivatives, where [-1,0,1] is remapped to [0,0.5,1].
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy of
-- this software and associated documentation files (the "Software"), to deal in
-- the Software without restriction, including without limitation the rights to
-- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
-- of the Software, and to permit persons to whom the Software is furnished to do
-- so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in all
-- copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
-- SOFTWARE.
local noise = {}
local exp,sin,cos,floor,log,acos,sqrt,abs = math.exp,math.sin,math.cos,math.floor,math.log,math.acos,math.sqrt,math.abs
local GR, PI, TAU, SQRT5, LOG_GR = (sqrt(5)+1)/2, math.pi, 2*math.pi, sqrt(5), log((sqrt(5)+1)/2)
@ -10,12 +71,28 @@ local function cdf_prime(x, dx)
return (0.31831 * exp(-2/PI * x*x) * abs(x)*dx)/sqrt(1-exp(-2/PI*x*x))
end
local function _defaultArgs(amplitudes,random)
if amplitudes == nil then amplitudes = 5 end
if type(amplitudes) == 'number' then
amplitudes = noise.makeAmplitudes(amplitudes, function(x) return .1^x end)
local default_resolutions = {["1d"]=5, ["2d"]=7, ["3d"]=9, ["1dShader"]=10, ["2dShader"]=15, ["3dShader"]=20}
local function _defaultArgs(opts, kind)
opts = opts or {}
local amplitudes, random = opts.amplitudes, opts.random
if random then
assert(type(random) == 'function', "Random number function must be a function.")
elseif not random then
if opts.seed and love and love.math then
local rng = love.math.newRandomGenerator(opts.seed)
random = function(...) return rng:random(...) end
else
random = math.random
end
end
if not amplitudes then
local resolution = opts.resolution or default_resolutions[kind]
local distribution = opts.distribution or (function(x) return .1^x end)
amplitudes = {}
for i=1,resolution do
amplitudes[i] = distribution((i-.5)/resolution)
end
end
if not random then random = math.random end
return amplitudes, random
end
@ -35,17 +112,8 @@ local function makeOffsets(count, random)
return offsets
end
noise.makeAmplitudes = function(count, fn)
local amplitudes = {}
for i=1,count do
amplitudes[i] = fn((i-.5)/count)
end
return amplitudes
end
noise.make1d = function(amplitudes,random)
amplitudes, random = _defaultArgs(amplitudes, random)
local resolution = #amplitudes
noise.make1d = function(opts)
local amplitudes, random = _defaultArgs(opts, "1d")
local sigma = calculateSigma(amplitudes)
local offsets = makeOffsets(#amplitudes, random)
local function noise(x)
@ -70,9 +138,8 @@ noise.make1d = function(amplitudes,random)
return noise, gradient
end
noise.make2d = function(amplitudes, random)
amplitudes, random = _defaultArgs(amplitudes, random)
local resolution = #amplitudes
noise.make2d = function(opts)
local amplitudes, random = _defaultArgs(opts, "2d")
local sigma = calculateSigma(amplitudes)
local offsets = makeOffsets(2*#amplitudes, random)
sigma = sigma/sqrt(2)
@ -109,8 +176,8 @@ noise.make2d = function(amplitudes, random)
return noise, gradient
end
noise.make3d = function(amplitudes, random)
amplitudes, random = _defaultArgs(amplitudes, random)
noise.make3d = function(opts)
local amplitudes, random = _defaultArgs(opts, "3d")
local resolution = #amplitudes
local sigma = calculateSigma(amplitudes)
local offsets = makeOffsets(3*#amplitudes, random)
@ -203,242 +270,244 @@ noise.make3d = function(amplitudes, random)
return noise, gradient
end
local shader1d = [[
#define TAU 6.283185307179586476925286766559005768394338798750211641949
#define MAX_RESOLUTION 64
extern int resolution;
extern float sigma, range_min, range_max;
extern float amplitudes[MAX_RESOLUTION];
extern float offsets[MAX_RESOLUTION];
if love and love.graphics then
local shader1d = [[
#define TAU 6.283185307179586476925286766559005768394338798750211641949
#define MAX_RESOLUTION 64
extern int resolution;
extern float sigma, range_min, range_max;
extern float amplitudes[MAX_RESOLUTION];
extern float offsets[MAX_RESOLUTION];
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
float x = mix(range_min,range_max,texture_coords.x);
float noise = 0.;
#ifdef GRADIENT
float dndx = 0.;
#endif
for (int i=0; i < resolution; i++) {
float a = amplitudes[i];
noise += a*cos(x/a + offsets[i]);
#ifdef GRADIENT
dndx -= sin(x/a + offsets[i]);
#endif
}
noise /= sigma;
#ifdef GRADIENT
dndx /= sigma;
dndx = (0.31831 * exp(-4./TAU * noise*noise) * abs(noise)*dndx)/sqrt(1.0-exp(-4./TAU * noise*noise));
// TODO: normalize properly
dndx = .5 + .5*dndx;
return vec4(dndx,dndx,dndx, 1.);
#else
noise = .5 + .5*sign(noise)*sqrt(1.-exp(-4./TAU * noise*noise));
return vec4(noise,noise,noise, 1.);
#endif
}
]]
noise.make1dShader = function(amplitudes, random)
amplitudes, random = _defaultArgs(amplitudes, random)
local resolution = #amplitudes
local sigma = calculateSigma(amplitudes)
local offsets = makeOffsets(#amplitudes, random)
local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader1d
local noiseShader = lg.newShader(shaderCode)
local gradShader = lg.newShader("#define GRADIENT\n"..shaderCode)
do -- Dumb hack to work around a bug in Love 0.10.2 not sending the last value
table.insert(amplitudes, 1.)
table.insert(offsets, 1.)
end
for _,shader in ipairs{noiseShader, gradShader} do
shader:send("sigma",sigma)
shader:send("resolution",resolution)
shader:send("offsets",unpack(offsets))
shader:send("amplitudes",unpack(amplitudes))
shader:send("range_min", 0)
shader:send("range_max", 0)
end
return noiseShader,gradShader
end
local shader2d = [[
#define TAU 6.283185307179586476925286766559005768394338798750211641949
#define PHI 1.618033988749894848204586834365638117720309179805762862135
extern float sigma;
extern float amplitudes[RESOLUTION];
extern vec2 offsets[RESOLUTION];
extern vec2 range_min, range_max;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec2 pos = mix(range_min,range_max,texture_coords);
float noise = 0.;
#ifdef GRADIENT
float dndx = 0., dndy = 0.;
#endif
for (int i=0; i < RESOLUTION; i++) {
float angle = mod(float(i)*PHI, 1.)*TAU;
float cosa = cos(angle), sina = sin(angle);
float u = pos.x*cosa - pos.y*sina;
float v = -pos.x*sina - pos.y*cosa;
float a = amplitudes[i];
float k = offsets[i].x, w = offsets[i].y;
noise += a*(cos(u/a + k) + cos(v/a + w));
#ifdef GRADIENT
dndx += -cosa*sin(u/a + k) + sina*sin(v/a + w);
dndy += sina*sin(u/a + k) + cosa*sin(v/a + w);
#endif
}
noise /= 2.*sigma;
#ifdef GRADIENT
dndx /= 2.*sigma;
dndx = (0.31831 * exp(-4./TAU * noise*noise) * abs(noise)*dndx)/sqrt(1.0-exp(-4./TAU * noise*noise));
dndx = .5 + .5*dndx;
dndy /= 2.*sigma;
dndy = (0.31831 * exp(-4./TAU * noise*noise) * abs(noise)*dndy)/sqrt(1.0-exp(-4./TAU * noise*noise));
dndy = .5 + .5*dndy;
return vec4(dndx,dndy,0.,1.);
#else
noise = .5 + .5*sign(noise)*sqrt(1.-exp(-4./TAU * noise*noise));
return vec4(noise,noise,noise,1.);
#endif
}
]]
noise.make2dShader = function(amplitudes, random)
amplitudes, random = _defaultArgs(amplitudes, random)
local resolution = #amplitudes
local sigma = calculateSigma(amplitudes)
local offsets = makeOffsets(2*#amplitudes, random)
local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader2d
local noiseShader = lg.newShader(shaderCode)
local gradShader = lg.newShader("#define GRADIENT\n"..shaderCode)
sigma = sigma/sqrt(2)
local offsets2 = {}
for i=1,#offsets-1,2 do
table.insert(offsets2, {offsets[i],offsets[i+1]})
end
do -- Dumb hack to work around a bug in Love 0.10.2 not sending the last value
table.insert(amplitudes, 1.)
table.insert(offsets2, {1,1})
end
for _,shader in ipairs{noiseShader, gradShader} do
shader:send("sigma",sigma)
shader:send("offsets",unpack(offsets2))
shader:send("amplitudes",unpack(amplitudes))
shader:send("range_min", {0,0})
shader:send("range_max", {1,1})
end
return noiseShader,gradShader
end
local shader3d = [[
#define TAU 6.283185307179586476925286766559005768394338798750211641949
#define PHI 1.618033988749894848204586834365638117720309179805762862135
#define LOG_PHI 0.481211825059603447497758913424368423135184334385660519660
#define SQRT5 2.236067977499789696409173668731276235440618359611525724270
extern float sigma, z;
extern float amplitudes[RESOLUTION];
extern vec3 offsets[RESOLUTION];
extern vec2 range_min, range_max;
// https://www.graphics.rwth-aachen.de/media/papers/jgt.pdf
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec3 pos = vec3(mix(range_min,range_max,texture_coords), z);
// Find the biggest fibonacci number F_n such that F_n < RESOLUTION
int fib_n = int(log((float(RESOLUTION)-1.)*SQRT5 + .5)/LOG_PHI);
int dec = int(.5 + pow(PHI,fib_n)/SQRT5); // F_n, using closed form Fibonacci
int inc = int(.5 + dec/PHI); // F_(fib_n-1)
float n = 0.;
#ifdef GRADIENT
float dndx = 0., dndy = 0., dndz = 0.;
#endif
for (int i=0, j=0; i<RESOLUTION; ++i) {
if (j >= dec) {
j -= dec;
} else {
j += inc;
if (j >= RESOLUTION)
j -= dec;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
float x = mix(range_min,range_max,texture_coords.x);
float noise = 0.;
#ifdef GRADIENT
float dndx = 0.;
#endif
for (int i=0; i < resolution; i++) {
float a = amplitudes[i];
noise += a*cos(x/a + offsets[i]);
#ifdef GRADIENT
dndx -= sin(x/a + offsets[i]);
#endif
}
// Convert golden ratio sequence into polar coordinate unit vector
float phi = mod(float(i)*PHI,1.)*TAU;
float theta = acos(mix(-1.,1.,mod(float(j)*PHI,1.)));
// Make an orthonormal basis, where n1 is from polar phi/theta,
// n2 is roated 90 degrees along phi, and n3 is the cross product of the two
vec3 n1 = vec3(sin(phi)*cos(theta), sin(phi)*sin(theta), cos(phi));
vec3 n2 = vec3(sin(phi+TAU/4.)*cos(theta), sin(phi+TAU/4.)*sin(theta), cos(phi+TAU/4.));
vec3 n3 = cross(n1,n2);
// Convert pos from x/y/z coordinates to n1/n2/n3 coordinates
float u = dot(n1, pos);
float v = dot(n2, pos);
float w = dot(n3, pos);
// Pull the amplitude from the shuffled array index ("j"), not "i",
// otherwise neighboring unit vectors will have similar amplitudes!
float a = amplitudes[j];
//float a = pow(mod(float(i+1)*(PHI-1.), 1.), .3);
// Noise is the average of cosine of distance along each axis, shifted by offsets and scaled by amplitude.
n += a*(cos(u/a + offsets[i].x) + cos(v/a + offsets[i].y) + cos(w/a + offsets[i].z));
#ifdef GRADIENT
vec3 k = vec3(-sin(u/a+offsets[i].x),-sin(v/a+offsets[i].y),-sin(w/a + offsets[i].z));
dndx += (n1.x*k.x + n2.x*k.y + n3.x*k.z)/3.;
dndy += (n1.y*k.x + n2.y*k.y + n3.y*k.z)/3.;
dndz += (n1.z*k.x + n2.z*k.y + n3.z*k.z)/3.;
#endif
noise /= sigma;
#ifdef GRADIENT
dndx /= sigma;
dndx = (0.31831 * exp(-4./TAU * noise*noise) * abs(noise)*dndx)/sqrt(1.0-exp(-4./TAU * noise*noise));
// TODO: normalize properly
dndx = .5 + .5*dndx;
return vec4(dndx,dndx,dndx, 1.);
#else
noise = .5 + .5*sign(noise)*sqrt(1.-exp(-4./TAU * noise*noise));
return vec4(noise,noise,noise, 1.);
#endif
}
n /= 3.*sigma;
#ifdef GRADIENT
dndx /= sigma;
dndx = (0.31831 * exp(-4./TAU * n*n) * abs(n)*dndx)/sqrt(1.0-exp(-4./TAU * n*n));
dndx = .5 + .5*dndx;
]]
dndy /= sigma;
dndy = (0.31831 * exp(-4./TAU * n*n) * abs(n)*dndy)/sqrt(1.0-exp(-4./TAU * n*n));
dndy = .5 + .5*dndy;
dndz /= sigma;
dndz = (0.31831 * exp(-4./TAU * n*n) * abs(n)*dndz)/sqrt(1.0-exp(-4./TAU * n*n));
dndz = .5 + .5*dndz;
return vec4(dndx,dndy,dndz, 1.);
#else
n = .5 + .5*sign(n)*sqrt(1.-exp(-4./TAU * n*n));
return vec4(n,n,n,1.);
#endif
}
]]
noise.make3dShader = function(amplitudes, random)
amplitudes, random = _defaultArgs(amplitudes, random)
local resolution = #amplitudes
local sigma = calculateSigma(amplitudes)
local offsets = makeOffsets(3*#amplitudes, random)
local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader3d
local noiseShader = lg.newShader(shaderCode)
local gradShader = lg.newShader("#define GRADIENT\n"..shaderCode)
sigma = sigma/sqrt(3)
local offsets2 = {}
for i=1,#offsets-1,3 do
table.insert(offsets2, {offsets[i],offsets[i+1],offsets[i+2]})
noise.make1dShader = function(opts)
local amplitudes, random = _defaultArgs(opts, "1dShader")
local resolution = #amplitudes
local sigma = calculateSigma(amplitudes)
local offsets = makeOffsets(#amplitudes, random)
local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader1d
local noiseShader = love.graphics.newShader(shaderCode)
local gradShader = love.graphics.newShader("#define GRADIENT\n"..shaderCode)
do -- Dumb hack to work around a bug in Love 0.10.2 not sending the last value
table.insert(amplitudes, 1.)
table.insert(offsets, 1.)
end
for _,shader in ipairs{noiseShader, gradShader} do
shader:send("sigma",sigma)
shader:send("resolution",resolution)
shader:send("offsets",unpack(offsets))
shader:send("amplitudes",unpack(amplitudes))
shader:send("range_min", 0)
shader:send("range_max", 0)
end
return noiseShader,gradShader
end
do -- Dumb hack to work around a bug in Love 0.10.2 not sending the last value
table.insert(amplitudes, 1.)
table.insert(offsets, {1,1,1})
local shader2d = [[
#define TAU 6.283185307179586476925286766559005768394338798750211641949
#define PHI 1.618033988749894848204586834365638117720309179805762862135
extern float sigma;
extern float amplitudes[RESOLUTION];
extern vec2 offsets[RESOLUTION];
extern vec2 range_min, range_max;
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec2 pos = mix(range_min,range_max,texture_coords);
float noise = 0.;
#ifdef GRADIENT
float dndx = 0., dndy = 0.;
#endif
for (int i=0; i < RESOLUTION; i++) {
float angle = mod(float(i)*PHI, 1.)*TAU;
float cosa = cos(angle), sina = sin(angle);
float u = pos.x*cosa - pos.y*sina;
float v = -pos.x*sina - pos.y*cosa;
float a = amplitudes[i];
float k = offsets[i].x, w = offsets[i].y;
noise += a*(cos(u/a + k) + cos(v/a + w));
#ifdef GRADIENT
dndx += -cosa*sin(u/a + k) + sina*sin(v/a + w);
dndy += sina*sin(u/a + k) + cosa*sin(v/a + w);
#endif
}
noise /= 2.*sigma;
#ifdef GRADIENT
dndx /= 2.*sigma;
dndx = (0.31831 * exp(-4./TAU * noise*noise) * abs(noise)*dndx)/sqrt(1.0-exp(-4./TAU * noise*noise));
dndx = .5 + .5*dndx;
dndy /= 2.*sigma;
dndy = (0.31831 * exp(-4./TAU * noise*noise) * abs(noise)*dndy)/sqrt(1.0-exp(-4./TAU * noise*noise));
dndy = .5 + .5*dndy;
return vec4(dndx,dndy,0.,1.);
#else
noise = .5 + .5*sign(noise)*sqrt(1.-exp(-4./TAU * noise*noise));
return vec4(noise,noise,noise,1.);
#endif
}
]]
noise.make2dShader = function(opts)
local amplitudes, random = _defaultArgs(opts, "2dShader")
local resolution = #amplitudes
local sigma = calculateSigma(amplitudes)
local offsets = makeOffsets(2*#amplitudes, random)
local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader2d
local noiseShader = love.graphics.newShader(shaderCode)
local gradShader = love.graphics.newShader("#define GRADIENT\n"..shaderCode)
sigma = sigma/sqrt(2)
local offsets2 = {}
for i=1,#offsets-1,2 do
table.insert(offsets2, {offsets[i],offsets[i+1]})
end
do -- Dumb hack to work around a bug in Love 0.10.2 not sending the last value
table.insert(amplitudes, 1.)
table.insert(offsets2, {1,1})
end
for _,shader in ipairs{noiseShader, gradShader} do
shader:send("sigma",sigma)
shader:send("offsets",unpack(offsets2))
shader:send("amplitudes",unpack(amplitudes))
shader:send("range_min", {0,0})
shader:send("range_max", {1,1})
end
return noiseShader,gradShader
end
for _,shader in ipairs{noiseShader, gradShader} do
shader:send("sigma",sigma)
shader:send("offsets",unpack(offsets2))
shader:send("amplitudes",unpack(amplitudes))
shader:send("range_min", {0,0})
shader:send("range_max", {1,1})
local shader3d = [[
#define TAU 6.283185307179586476925286766559005768394338798750211641949
#define PHI 1.618033988749894848204586834365638117720309179805762862135
#define LOG_PHI 0.481211825059603447497758913424368423135184334385660519660
#define SQRT5 2.236067977499789696409173668731276235440618359611525724270
extern float sigma, z;
extern float amplitudes[RESOLUTION];
extern vec3 offsets[RESOLUTION];
extern vec2 range_min, range_max;
// https://www.graphics.rwth-aachen.de/media/papers/jgt.pdf
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
{
vec3 pos = vec3(mix(range_min,range_max,texture_coords), z);
// Find the biggest fibonacci number F_n such that F_n < RESOLUTION
int fib_n = int(log((float(RESOLUTION)-1.)*SQRT5 + .5)/LOG_PHI);
int dec = int(.5 + pow(PHI,fib_n)/SQRT5); // F_n, using closed form Fibonacci
int inc = int(.5 + dec/PHI); // F_(fib_n-1)
float n = 0.;
#ifdef GRADIENT
float dndx = 0., dndy = 0., dndz = 0.;
#endif
for (int i=0, j=0; i<RESOLUTION; ++i) {
if (j >= dec) {
j -= dec;
} else {
j += inc;
if (j >= RESOLUTION)
j -= dec;
}
// Convert golden ratio sequence into polar coordinate unit vector
float phi = mod(float(i)*PHI,1.)*TAU;
float theta = acos(mix(-1.,1.,mod(float(j)*PHI,1.)));
// Make an orthonormal basis, where n1 is from polar phi/theta,
// n2 is roated 90 degrees along phi, and n3 is the cross product of the two
vec3 n1 = vec3(sin(phi)*cos(theta), sin(phi)*sin(theta), cos(phi));
vec3 n2 = vec3(sin(phi+TAU/4.)*cos(theta), sin(phi+TAU/4.)*sin(theta), cos(phi+TAU/4.));
vec3 n3 = cross(n1,n2);
// Convert pos from x/y/z coordinates to n1/n2/n3 coordinates
float u = dot(n1, pos);
float v = dot(n2, pos);
float w = dot(n3, pos);
// Pull the amplitude from the shuffled array index ("j"), not "i",
// otherwise neighboring unit vectors will have similar amplitudes!
float a = amplitudes[j];
//float a = pow(mod(float(i+1)*(PHI-1.), 1.), .3);
// Noise is the average of cosine of distance along each axis, shifted by offsets and scaled by amplitude.
n += a*(cos(u/a + offsets[i].x) + cos(v/a + offsets[i].y) + cos(w/a + offsets[i].z));
#ifdef GRADIENT
vec3 k = vec3(-sin(u/a+offsets[i].x),-sin(v/a+offsets[i].y),-sin(w/a + offsets[i].z));
dndx += (n1.x*k.x + n2.x*k.y + n3.x*k.z)/3.;
dndy += (n1.y*k.x + n2.y*k.y + n3.y*k.z)/3.;
dndz += (n1.z*k.x + n2.z*k.y + n3.z*k.z)/3.;
#endif
}
n /= 3.*sigma;
#ifdef GRADIENT
dndx /= sigma;
dndx = (0.31831 * exp(-4./TAU * n*n) * abs(n)*dndx)/sqrt(1.0-exp(-4./TAU * n*n));
dndx = .5 + .5*dndx;
dndy /= sigma;
dndy = (0.31831 * exp(-4./TAU * n*n) * abs(n)*dndy)/sqrt(1.0-exp(-4./TAU * n*n));
dndy = .5 + .5*dndy;
dndz /= sigma;
dndz = (0.31831 * exp(-4./TAU * n*n) * abs(n)*dndz)/sqrt(1.0-exp(-4./TAU * n*n));
dndz = .5 + .5*dndz;
return vec4(dndx,dndy,dndz, 1.);
#else
n = .5 + .5*sign(n)*sqrt(1.-exp(-4./TAU * n*n));
return vec4(n,n,n,1.);
#endif
}
]]
noise.make3dShader = function(opts)
local amplitudes, random = _defaultArgs(opts, "3dShader")
local resolution = #amplitudes
local sigma = calculateSigma(amplitudes)
local offsets = makeOffsets(3*#amplitudes, random)
local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader3d
local noiseShader = love.graphics.newShader(shaderCode)
local gradShader = love.graphics.newShader("#define GRADIENT\n"..shaderCode)
sigma = sigma/sqrt(3)
local offsets2 = {}
for i=1,#offsets-1,3 do
table.insert(offsets2, {offsets[i],offsets[i+1],offsets[i+2]})
end
do -- Dumb hack to work around a bug in Love 0.10.2 not sending the last value
table.insert(amplitudes, 1.)
table.insert(offsets, {1,1,1})
end
for _,shader in ipairs{noiseShader, gradShader} do
shader:send("sigma",sigma)
shader:send("offsets",unpack(offsets2))
shader:send("amplitudes",unpack(amplitudes))
shader:send("range_min", {0,0})
shader:send("range_max", {1,1})
end
return noiseShader, gradShader
end
return noiseShader, gradShader
end
return noise