local Noise = require "hill_noise" local Histogram = require 'histogram' local DRAW_RES = love.window.toPixels(4) local SCALE = 100 local DRAW_HISTOGRAMS = false local DRAW_GRADIENTS = false local decay = function(x) return .15^x end 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, draw_outline=true} 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 yOffset = 0 t0 = love.timer.getTime() love.mouse.setCursor(love.mouse.getSystemCursor("hand")) end function love.mousepressed() love.mouse.setCursor(love.mouse.getSystemCursor("sizeall")) end function love.mousereleased() love.mouse.setCursor(love.mouse.getSystemCursor("hand")) end function love.draw() if DRAW_HISTOGRAMS then lg.setColor(0,100,0) histogram1:draw() lg.setColor(0,0,150) histogram2:draw() lg.setColor(125,0,0) histogram3:draw() end lg.setColor(255,255,255) lg.setLineWidth(love.window.toPixels(2)) lg.setLineJoin("none") local p1 = {} for x=0,W-H/3,DRAW_RES do table.insert(p1,x) table.insert(p1,n1(x/SCALE+xOffset)*H/3) end lg.line(p1) do -- Draw tangent line local mx = love.mouse.getX() local y, dydx = n1(mx/SCALE + xOffset), g1(mx/SCALE + xOffset) y = y * H/3 dydx = dydx * H/3 / SCALE local h = 50/math.sqrt(1+dydx^2) lg.setColor(255,255,0) lg.line(mx-h, y - h*dydx, mx + h, y + h*dydx) lg.setColor(255,255,255) end local p2 = {} local t = love.timer.getTime()-t0 for x=0,W-H/3,DRAW_RES do table.insert(p2,x) table.insert(p2,(1+n2(x/SCALE+xOffset,t))*H/3) end lg.line(p2) do -- Draw tangent line local mx = love.mouse.getX() local y = n2(mx/SCALE + xOffset, t) local dydx, dydz = g2(mx/SCALE + xOffset, t) y = (1+y) * H/3 dydx = dydx * H/3 / SCALE local h = 50/math.sqrt(1+dydx^2) lg.setColor(255,255,0) lg.line(mx-h, y - h*dydx, mx + h, y + h*dydx) lg.setColor(255,255,255) end for y=0,H/6*1.2,2*DRAW_RES do local p3 = {} for x=0,W-H/3,DRAW_RES do table.insert(p3,x) table.insert(p3,2/3*H+H/6*(1-n3(x/SCALE+xOffset,y/SCALE+yOffset,t))+y) end lg.line(p3) end for x=-H/6,W-H/3,DRAW_RES*2 do local p3 = {} local slant = .5 for y=0,H/6*1.2,2*DRAW_RES do local x2 = x + slant*y if x2 < -2*DRAW_RES then goto continue end table.insert(p3,x2) table.insert(p3,2/3*H+H/6*(1-n3(x2/SCALE+xOffset,y/SCALE+yOffset,t))+y) if x2 > W/2 then break end ::continue:: end if #p3 > 2 then lg.line(p3) end end --[[ 3D tangent lines not working do -- Draw tangent line local mx = love.mouse.getX() local my = love.mouse.getY()/2 - 1/3*H if my < 1/6*H then my = 1/6*H end mx = mx + .5*my local y = 2/3*H+H/6*(1-n3(mx/SCALE + xOffset, my/SCALE + yOffset, t))+my local dydx, dydz, _ = g3(mx/SCALE + xOffset, my/SCALE + yOffset, t) dydx = dydx * H/3 / SCALE local h = 50/math.sqrt(1+dydx^2) lg.setColor(255,255,0) lg.line(mx-h, y - h*dydx, mx + h, y + h*dydx) lg.setColor(255,255,255) end ]] local shader shader = DRAW_GRADIENTS and s1g or s1 lg.setShader(shader) shader:send("range_min", xOffset) shader:send("range_max", xOffset+2*cw/SCALE) lg.draw(canv,W-cw,0) shader = DRAW_GRADIENTS and s2g or s2 lg.setShader(shader) shader:send("range_min", {xOffset,yOffset}) shader:send("range_max", {xOffset+2*cw/SCALE,yOffset+2*ch/SCALE}) lg.draw(canv,W-cw,ch) shader = DRAW_GRADIENTS and s3g or s3 lg.setShader(shader) shader:send("range_min", {xOffset,yOffset}) shader:send("range_max", {xOffset+2*cw/SCALE,yOffset+2*ch/SCALE}) shader:send('z', t) lg.draw(canv,W-cw,2*ch) lg.setShader(nil) lg.setColor(0,0,0,175) lg.rectangle('fill',0,0,W,font:getHeight()+love.window.toPixels(5)) lg.rectangle('fill',0,H/3,W,font:getHeight()+love.window.toPixels(5)) lg.rectangle('fill',0,2*H/3,W,font:getHeight()+love.window.toPixels(5)) lg.setColor(255,230,50) lg.setFont(font) lg.printf("1D_Noise(x)", 5,5, W) lg.printf("2D_Noise(x,time)", 5,5+H/3, W) lg.printf("3D_Noise(x,y,time)", 5,5+2*H/3, W) lg.printf("1D_Noise_Shader(x)", 0,5, W-5, 'right') lg.printf("2D_Noise_Shader(x,y)", 0,5+H/3, W-5, 'right') lg.printf("3D_Noise_Shader(x,y,time)", 0,5+2*H/3, W-5, 'right') lg.setColor(20,200,20) lg.printf("'h': toggle histograms, 'g': toggle gradients", 5,5, W-5, 'center') end function love.update(dt) local key = love.keyboard.isDown local dx = 400/SCALE*dt*((key('right') and 1 or 0) + (key('left') and -1 or 0)) local dy = 400/SCALE*dt*((key('down') and 1 or 0) + (key('up') and -1 or 0)) xOffset = xOffset + dx yOffset = yOffset + dy end function love.keypressed(key) if key == 'escape' then love.event.quit() end if key == 'r' then love.load() end if key == 'g' then DRAW_GRADIENTS = not DRAW_GRADIENTS end if key == 'h' then DRAW_HISTOGRAMS = not DRAW_HISTOGRAMS if DRAW_HISTOGRAMS and not histogram1 then local data1,data2,data3 = {},{},{} for i=1,100000 do local x = math.random()*100000 local y = math.random()*100000 local z = math.random()*100000 table.insert(data1, n1(x)) table.insert(data2, n2(x,y)) table.insert(data3, n3(x,y,z)) end histogram1 = Histogram:fromList(data1,{pos={x=0,y=0},size={x=W/4,y=H/3},xmin=0,xmax=1,numBuckets=30}) histogram2 = Histogram:fromList(data2,{pos={x=0,y=H/3},size={x=W/4,y=H/3},xmin=0,xmax=1,numBuckets=30}) histogram3 = Histogram:fromList(data3,{pos={x=0,y=2*H/3},size={x=W/4,y=H/3},xmin=0,xmax=1,numBuckets=30}) end end end function love.mousemoved(x,y,dx,dy) if love.mouse.isDown(1) then xOffset = xOffset - dx/SCALE yOffset = yOffset - dy/SCALE end end