From a2039eb63956e5e081db450f5cda70aa00aebc81 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Le=20Bihan?= Date: Wed, 16 Jun 2021 00:10:58 +0200 Subject: [PATCH] adding perlin noise shaders --- assets/shaders/mask.fs | 15 +++++ assets/shaders/mask.vs | 106 +++++++++++++++++++++++++++++++++++ sources/Runner/GameScene.cpp | 2 +- 3 files changed, 122 insertions(+), 1 deletion(-) create mode 100644 assets/shaders/mask.fs create mode 100644 assets/shaders/mask.vs diff --git a/assets/shaders/mask.fs b/assets/shaders/mask.fs new file mode 100644 index 00000000..40786856 --- /dev/null +++ b/assets/shaders/mask.fs @@ -0,0 +1,15 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec3 fragPosition; + +void main() { + // Texel color fetching from texture sampler + + // NOTE: Implement here your fragment shader code + + gl_FragColor = vec4(fragPosition, 1.0); + +} \ No newline at end of file diff --git a/assets/shaders/mask.vs b/assets/shaders/mask.vs new file mode 100644 index 00000000..3b3c31e7 --- /dev/null +++ b/assets/shaders/mask.vs @@ -0,0 +1,106 @@ +#version 100 + +// Classic Perlin 3D Noise +// by Stefan Gustavson +// +vec4 permute(vec4 x) { + return mod(((x * 34.0) + 1.0) * x, 289.0); +} +vec4 taylorInvSqrt(vec4 r) { + return 1.79284291400159 - 0.85373472095314 * r; +} +vec3 fade(vec3 t) { + return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); +} + +float cnoise(vec3 P) { + vec3 Pi0 = floor(P); // Integer part for indexing + vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 + Pi0 = mod(Pi0, 289.0); + Pi1 = mod(Pi1, 289.0); + vec3 Pf0 = fract(P); // Fractional part for interpolation + vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 + vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec4 iy = vec4(Pi0.yy, Pi1.yy); + vec4 iz0 = Pi0.zzzz; + vec4 iz1 = Pi1.zzzz; + + vec4 ixy = permute(permute(ix) + iy); + vec4 ixy0 = permute(ixy + iz0); + vec4 ixy1 = permute(ixy + iz1); + + vec4 gx0 = ixy0 / 7.0; + vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; + gx0 = fract(gx0); + vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); + vec4 sz0 = step(gz0, vec4(0.0)); + gx0 -= sz0 * (step(0.0, gx0) - 0.5); + gy0 -= sz0 * (step(0.0, gy0) - 0.5); + + vec4 gx1 = ixy1 / 7.0; + vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; + gx1 = fract(gx1); + vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); + vec4 sz1 = step(gz1, vec4(0.0)); + gx1 -= sz1 * (step(0.0, gx1) - 0.5); + gy1 -= sz1 * (step(0.0, gy1) - 0.5); + + vec3 g000 = vec3(gx0.x, gy0.x, gz0.x); + vec3 g100 = vec3(gx0.y, gy0.y, gz0.y); + vec3 g010 = vec3(gx0.z, gy0.z, gz0.z); + vec3 g110 = vec3(gx0.w, gy0.w, gz0.w); + vec3 g001 = vec3(gx1.x, gy1.x, gz1.x); + vec3 g101 = vec3(gx1.y, gy1.y, gz1.y); + vec3 g011 = vec3(gx1.z, gy1.z, gz1.z); + vec3 g111 = vec3(gx1.w, gy1.w, gz1.w); + + vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); + float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); + float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); + float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); + float n111 = dot(g111, Pf1); + + vec3 fade_xyz = fade(Pf0); + vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); + vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; +} + +// Input vertex attributes +attribute vec3 vertexPosition; +attribute vec2 vertexTexCoord; +attribute vec3 vertexNormal; +attribute vec4 vertexColor; + +// Input uniform values +uniform mat4 mvp; +uniform int frame; +uniform vec3 center; + +// Output vertex attributes (to fragment shader) +varying vec3 fragPosition; + +// NOTE: Add here your custom variables + +void main() { + // Send vertex attributes to fragment shader + fragPosition = vec3(0, frame, 0) + vertexPosition + vertexPosition * vec3(cnoise(vertexNormal) * 0.5); + // Calculate final vertex position + gl_Position = mvp * vec4(fragPosition , 1.0); + //gl_Position = vec4(vertexNormal, 1.0); +} \ No newline at end of file diff --git a/sources/Runner/GameScene.cpp b/sources/Runner/GameScene.cpp index 77fdbb5d..7e13cb28 100644 --- a/sources/Runner/GameScene.cpp +++ b/sources/Runner/GameScene.cpp @@ -55,7 +55,7 @@ namespace BBM .addComponent() .addComponent() .addComponent() - .addComponent("/home/cbihan/Downloads/mask.fs", "/home/cbihan/Downloads/mask.vs", [](WAL::Entity &entity, WAL::Wal &wal) { + .addComponent("assets/shaders/mask.fs", "assets/shaders/mask.vs", [](WAL::Entity &entity, WAL::Wal &wal) { auto &shader = entity.getComponent(); shader.shader.setShaderUniformVar("frame", glob); glob++;