Replaced Perlin noise textures with the original Milkdrop noise textures.

This commit is contained in:
Kai Blaschke
2021-11-25 14:51:55 +01:00
parent f06662bc8a
commit 67f26977a5
10 changed files with 375 additions and 529 deletions

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@ -0,0 +1,13 @@
[preset00]
per_frame_1000=// spectrum vs pcm
fDecay=0
warp=0.000000
wave_a=0
// Display noise_lq texture.
// Alpha channel is not used, but present.
comp_1=`shader_body
comp_2=`{
comp_3=`ret = tex2D(sampler_fw_noise_lq, uv).xyz;
comp_4=`}

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@ -0,0 +1,13 @@
[preset00]
per_frame_1000=// spectrum vs pcm
fDecay=0
warp=0.000000
wave_a=0
// Display noisevol_lq texture and cycle through the cube's slices over time.
// Alpha channel is not used, but present.
comp_1=`shader_body
comp_2=`{
comp_3=`ret = tex3D(sampler_fw_noisevol_lq, float3(uv, time / 10.0)).xyz;
comp_4=`}

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@ -8,14 +8,12 @@ add_library(Renderer OBJECT
Filters.hpp
MenuText.cpp
MenuText.h
MilkdropNoise.cpp
MilkdropNoise.hpp
MilkdropWaveform.cpp
MilkdropWaveform.hpp
PerPixelMesh.cpp
PerPixelMesh.hpp
PerlinNoise.cpp
PerlinNoise.hpp
PerlinNoiseWithAlpha.cpp
PerlinNoiseWithAlpha.hpp
Pipeline.cpp
Pipeline.hpp
PipelineContext.cpp

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#include "MilkdropNoise.hpp"
#include <chrono>
#include <random>
MilkdropNoise::MilkdropNoise()
{
generate2D(256, 1, &noise_lq);
generate2D(32, 1, &noise_lq_lite);
generate2D(256, 4, &noise_mq);
generate2D(256, 8, &noise_hq);
generate3D(32, 1, &noise_lq_vol);
generate3D(32, 4, &noise_hq_vol);
}
MilkdropNoise::~MilkdropNoise()
{
delete[] noise_lq;
delete[] noise_lq_lite;
delete[] noise_mq;
delete[] noise_hq;
delete[] noise_lq_vol;
delete[] noise_hq_vol;
}
void MilkdropNoise::generate2D(int size, int zoomFactor, uint32_t** textureData)
{
auto randomSeed = std::chrono::system_clock::now().time_since_epoch().count();
std::default_random_engine randomGenerator(randomSeed);
std::uniform_int_distribution<int> randomDistribution(0, INT32_MAX);
*textureData = new uint32_t[size * size]();
// write to the bits...
auto dst = *textureData;
auto RANGE = (zoomFactor > 1) ? 216 : 256;
for (auto y = 0; y < size; y++)
{
for (auto x = 0; x < size; x++)
{
dst[x] = (static_cast<uint32_t>((randomDistribution(randomGenerator) % RANGE) + RANGE / 2) << 24) |
(static_cast<uint32_t>((randomDistribution(randomGenerator) % RANGE) + RANGE / 2) << 16) |
(static_cast<uint32_t>((randomDistribution(randomGenerator) % RANGE) + RANGE / 2) << 8) |
(static_cast<uint32_t>((randomDistribution(randomGenerator) % RANGE) + RANGE / 2));
}
// swap some pixels randomly, to improve 'randomness'
for (auto x = 0; x < size; x++)
{
auto x1 = randomDistribution(randomGenerator) % size;
auto x2 = randomDistribution(randomGenerator) % size;
auto temp = dst[x2];
dst[x2] = dst[x1];
dst[x1] = temp;
}
dst += size;
}
// smoothing
if (zoomFactor > 1)
{
dst = *textureData;
// first go ACROSS, blending cubically on X, but only on the main lines.
for (auto y = 0; y < size; y += zoomFactor)
{
for (auto x = 0; x < size; x++)
{
if (x % zoomFactor)
{
auto base_x = (x / zoomFactor) * zoomFactor + size;
auto base_y = y * size;
auto y0 = dst[base_y + ((base_x - zoomFactor) % size)];
auto y1 = dst[base_y + ((base_x) % size)];
auto y2 = dst[base_y + ((base_x + zoomFactor) % size)];
auto y3 = dst[base_y + ((base_x + zoomFactor * 2) % size)];
auto t = static_cast<float>(x % zoomFactor) / static_cast<float>( zoomFactor);
auto result = dwCubicInterpolate(y0, y1, y2, y3, t);
dst[y * size + x] = result;
}
}
}
// next go down, doing cubic interp along Y, on every line.
for (auto x = 0; x < size; x++)
{
for (auto y = 0; y < size; y++)
{
if (y % zoomFactor)
{
auto base_y = (y / zoomFactor) * zoomFactor + size;
auto y0 = dst[((base_y - zoomFactor) % size) * size + x];
auto y1 = dst[((base_y) % size) * size + x];
auto y2 = dst[((base_y + zoomFactor) % size) * size + x];
auto y3 = dst[((base_y + zoomFactor * 2) % size) * size + x];
auto t = static_cast<float>(y % zoomFactor) / static_cast<float>(zoomFactor);
auto result = dwCubicInterpolate(y0, y1, y2, y3, t);
dst[y * size + x] = result;
}
}
}
}
}
void MilkdropNoise::generate3D(int size, int zoomFactor, uint32_t** textureData)
{
auto randomSeed = std::chrono::system_clock::now().time_since_epoch().count();
std::default_random_engine randomGenerator(randomSeed);
std::uniform_int_distribution<int> randomDistribution(0, INT32_MAX);
*textureData = new uint32_t[size * size * size]();
// write to the bits...
int RANGE = (zoomFactor > 1) ? 216 : 256;
for (auto z = 0; z < size; z++)
{
auto dst = (*textureData) + z * size * size;
for (auto y = 0; y < size; y++)
{
for (auto x = 0; x < size; x++)
{
dst[x] = ((static_cast<uint32_t>(randomDistribution(randomGenerator) % RANGE) + RANGE / 2) << 24) |
((static_cast<uint32_t>(randomDistribution(randomGenerator) % RANGE) + RANGE / 2) << 16) |
((static_cast<uint32_t>(randomDistribution(randomGenerator) % RANGE) + RANGE / 2) << 8) |
((static_cast<uint32_t>(randomDistribution(randomGenerator) % RANGE) + RANGE / 2));
}
// swap some pixels randomly, to improve 'randomness'
for (auto x = 0; x < size; x++)
{
auto x1 = randomDistribution(randomGenerator) % size;
auto x2 = randomDistribution(randomGenerator) % size;
auto temp = dst[x2];
dst[x2] = dst[x1];
dst[x1] = temp;
}
dst += size;
}
}
// smoothing
if (zoomFactor > 1)
{
// first go ACROSS, blending cubically on X, but only on the main lines.
auto dst = *textureData;
for (auto z = 0; z < size; z += zoomFactor)
{
for (auto y = 0; y < size; y += zoomFactor)
{
for (auto x = 0; x < size; x++)
{
if (x % zoomFactor)
{
auto base_x = (x / zoomFactor) * zoomFactor + size;
auto base_y = z * size + y * size;
auto y0 = dst[base_y + ((base_x - zoomFactor) % size)];
auto y1 = dst[base_y + ((base_x) % size)];
auto y2 = dst[base_y + ((base_x + zoomFactor) % size)];
auto y3 = dst[base_y + ((base_x + zoomFactor * 2) % size)];
auto t = static_cast<float>(x % zoomFactor) / static_cast<float>(zoomFactor);
auto result = dwCubicInterpolate(y0, y1, y2, y3, t);
dst[z * size + y * size + x] = result;
}
}
}
}
// next go down, doing cubic interp along Y, on the main slices.
for (auto z = 0; z < size; z += zoomFactor)
{
for (auto x = 0; x < size; x++)
{
for (auto y = 0; y < size; y++)
{
if (y % zoomFactor)
{
auto base_y = (y / zoomFactor) * zoomFactor + size;
auto base_z = z * size;
auto y0 = dst[((base_y - zoomFactor) % size) * size + base_z + x];
auto y1 = dst[((base_y) % size) * size + base_z + x];
auto y2 = dst[((base_y + zoomFactor) % size) * size + base_z + x];
auto y3 = dst[((base_y + zoomFactor * 2) % size) * size + base_z + x];
auto t = static_cast<float>(y % zoomFactor) / static_cast<float>(zoomFactor);
auto result = dwCubicInterpolate(y0, y1, y2, y3, t);
dst[y * size + base_z + x] = result;
}
}
}
}
// next go through, doing cubic interp along Z, everywhere.
for (auto x = 0; x < size; x++)
{
for (auto y = 0; y < size; y++)
{
for (auto z = 0; z < size; z++)
{
if (z % zoomFactor)
{
auto base_y = y * size;
auto base_z = (z / zoomFactor) * zoomFactor + size;
auto y0 = dst[((base_z - zoomFactor) % size) * size + base_y + x];
auto y1 = dst[((base_z) % size) * size + base_y + x];
auto y2 = dst[((base_z + zoomFactor) % size) * size + base_y + x];
auto y3 = dst[((base_z + zoomFactor * 2) % size) * size + base_y + x];
auto t = static_cast<float>(z % zoomFactor) / static_cast<float>(zoomFactor);
auto result = dwCubicInterpolate(y0, y1, y2, y3, t);
dst[z * size + base_y + x] = result;
}
}
}
}
}
}
float MilkdropNoise::fCubicInterpolate(float y0, float y1, float y2, float y3, float t)
{
auto t2 = t * t;
auto a0 = y3 - y2 - y0 + y1;
auto a1 = y0 - y1 - a0;
auto a2 = y2 - y0;
auto a3 = y1;
return (a0 * t * t2 + a1 * t2 + a2 * t + a3);
}
uint32_t MilkdropNoise::dwCubicInterpolate(uint32_t y0, uint32_t y1, uint32_t y2, uint32_t y3, float t)
{
uint32_t ret = 0;
uint32_t shift = 0;
for (auto i = 0; i < 4; i++)
{
auto f = fCubicInterpolate(
static_cast<float>((y0 >> shift) & 0xFF) / 255.0f,
static_cast<float>((y1 >> shift) & 0xFF) / 255.0f,
static_cast<float>((y2 >> shift) & 0xFF) / 255.0f,
static_cast<float>((y3 >> shift) & 0xFF) / 255.0f,
t
);
if (f < 0)
{
f = 0;
}
if (f > 1)
{
f = 1;
}
ret |= ((uint32_t) (f * 255)) << shift;
shift += 8;
}
return ret;
}

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@ -0,0 +1,71 @@
#pragma once
#include <cstdint>
#include <vector>
/**
* @brief Implementation of Milkdrop's noise texture generator.
*
* <p>Uses the original Milkdrop noise code, generating a 8-bit RGBA 2D or 3D texture in different
* resolutions.</p>
*
* <p>The preset authoring guide notes different resolutions (e.g. 32x32 for noise_hq) for the textures. These
* resolutions actually state the number of random data points inside the texture, which are interpolated, and not
* the actual texture size, which is always the size stated in the authoring guide time the zoom level used during
* generation.</p>.
*
* <p>projectM versions up to 3.x used Perlin noise, which looks quite similar, but the same noise value was used
* on all color channels. In addition to that, only the GLES version generated RGBA color channels, while the desktop
* version only used RGB channels and left alpha empty.</p>
*/
class MilkdropNoise
{
public:
/**
* Constructor. Generates all noise textures.
*/
MilkdropNoise();
/**
* Destructor. Deletes the allocated noise textures.
*/
~MilkdropNoise();
uint32_t* noise_lq{ nullptr }; //!< Low-quality (high frequency) 2D noise texture, 256x256 with zoom level 1
uint32_t* noise_lq_lite{ nullptr }; //!< Low-quality (high frequency) 2D noise texture, 32x32 with zoom level 1
uint32_t* noise_mq{ nullptr }; //!< Medium-quality (medium frequency) 2D noise texture, 256x256 with zoom level 4
uint32_t* noise_hq{ nullptr }; //!< High-quality (low frequency) 2D noise texture, 256x256 with zoom level 8
uint32_t* noise_lq_vol{ nullptr }; //!< Low-quality (high frequency) 3D noise texture, 32x32 with zoom level 1
uint32_t* noise_hq_vol{ nullptr }; //!< High-quality (low frequency) 3D noise texture, 32x32 with zoom level 4
protected:
/**
* @brief Milkdrop 2D noise algorithm
*
* Creates a different, smoothed noise texture in each of the four color channels.
*
* @param size Texture size in pixels.
* @param zoomFactor Zoom factor. Higher values give a more smoothed/interpolated look.
* @param textureData A pointer to the data structure that will receive the texture data. Must have size² elements.
*/
static void generate2D(int size, int zoomFactor, uint32_t** textureData);
/**
* @brief Milkdrop §D noise algorithm
*
* Creates a different, smoothed noise texture in each of the four color channels.
*
* @param size Texture size in pixels.
* @param zoomFactor Zoom factor. Higher values give a more smoothed/interpolated look.
* @param textureData A pointer to the data structure that will receive the texture data. Must have size³ elements.
*/
static void generate3D(int size, int zoomFactor, uint32_t** textureData);
static float fCubicInterpolate(float y0, float y1, float y2, float y3, float t);
static uint32_t dwCubicInterpolate(uint32_t y0, uint32_t y1, uint32_t y2, uint32_t y3, float t);
};

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@ -1,70 +0,0 @@
/*
* PerlinNoise.cpp
*
* Created on: Jul 11, 2008
* Author: pete
*/
#include "PerlinNoise.hpp"
#include <iostream>
#include <stdlib.h>
PerlinNoise::PerlinNoise()
{
for (int x = 0; x < 256;x++) {
for (int y = 0; y < 256;y++) {
noise_lq[x][y][0] = noise(x , y);
noise_lq[x][y][1] = noise_lq[x][y][0];
noise_lq[x][y][2] = noise_lq[x][y][0];
}
}
for (int x = 0; x < 32;x++) {
for (int y = 0; y < 32;y++) {
noise_lq_lite[x][y][0] = noise(4*x,16*y);
noise_lq_lite[x][y][1] = noise_lq_lite[x][y][0];
noise_lq_lite[x][y][2] = noise_lq_lite[x][y][0];
}
}
for (int x = 0; x < 256;x++) {
for (int y = 0; y < 256;y++) {
noise_mq[x][y][0] = InterpolatedNoise((float)x/(float)2.0,(float)y/(float)2.0);
noise_mq[x][y][1] = noise_mq[x][y][0];
noise_mq[x][y][2] = noise_mq[x][y][0];
}
}
for (int x = 0; x < 256;x++) {
for (int y = 0; y < 256;y++) {
noise_hq[x][y][0] = InterpolatedNoise((float)x/(float)3.0,(float)y/(float)3.0);
noise_hq[x][y][1] = noise_hq[x][y][0];
noise_hq[x][y][2] = noise_hq[x][y][0];
}
}
for (int x = 0; x < 32;x++) {
for (int y = 0; y < 32;y++) {
for (int z = 0; z < 32;z++) {
noise_lq_vol[x][y][z][0] = noise(x,y,z);
noise_lq_vol[x][y][z][1] = noise_lq_vol[x][y][z][0];
noise_lq_vol[x][y][z][2] = noise_lq_vol[x][y][z][0];
}
}
}
for (int x = 0; x < 32;x++) {
for (int y = 0; y < 32;y++) {
for (int z = 0; z < 32;z++) {
noise_hq_vol[x][y][z][0] = noise(x,y,z);
noise_hq_vol[x][y][z][1] = noise_hq_vol[x][y][z][0];
noise_hq_vol[x][y][z][2] = noise_hq_vol[x][y][z][0];
}
}
}
}
PerlinNoise::~PerlinNoise()
{
// TODO Auto-generated destructor stub
}

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@ -1,170 +0,0 @@
/*
* PerlinNoise.hpp
*
* Created on: Jul 11, 2008
* Author: pete
*/
#ifndef PERLINNOISE_HPP_
#define PERLINNOISE_HPP_
#include <math.h>
class PerlinNoise
{
public:
float noise_lq[256][256][3];
float noise_lq_lite[32][32][3];
float noise_mq[256][256][3];
float noise_hq[256][256][3];
float noise_lq_vol[32][32][32][3];
float noise_hq_vol[32][32][32][3];
PerlinNoise();
virtual ~PerlinNoise();
private:
static inline float noise( int x)
{
x = (x<<13)^x;
return (((x * (x * x * 15731 + 789221) + 1376312589) & 0x7fffffff) / 2147483648.0);
}
static inline float noise(int x, int y)
{
int n = x + y * 57;
return noise(n);
}
static inline float noise(int x, int y, int z)
{
int n = x + y * 57 + z * 141;
return noise(n);
}
static inline float cubic_interp(float v0, float v1, float v2, float v3, float x)
{
float P = (v3 - v2) - (v0 - v1);
float Q = (v0 - v1) - P;
float R = v2 - v0;
return P*pow(x,3) + Q * pow(x,2) + R*x + v1;
}
static inline float InterpolatedNoise(float x, float y)
{
int integer_X = int(x);
float fractional_X = x - integer_X;
int integer_Y = int(y);
float fractional_Y = y - integer_Y;
float a0 = noise(integer_X - 1, integer_Y - 1);
float a1 = noise(integer_X, integer_Y - 1);
float a2 = noise(integer_X + 1, integer_Y - 1);
float a3 = noise(integer_X + 2, integer_Y - 1);
float x0 = noise(integer_X - 1, integer_Y);
float x1 = noise(integer_X, integer_Y);
float x2 = noise(integer_X + 1, integer_Y);
float x3 = noise(integer_X + 2, integer_Y);
float y0 = noise(integer_X + 0, integer_Y + 1);
float y1 = noise(integer_X, integer_Y + 1);
float y2 = noise(integer_X + 1, integer_Y + 1);
float y3 = noise(integer_X + 2, integer_Y + 1);
float b0 = noise(integer_X - 1, integer_Y + 2);
float b1 = noise(integer_X, integer_Y + 2);
float b2 = noise(integer_X + 1, integer_Y + 2);
float b3 = noise(integer_X + 2, integer_Y + 2);
float i0 = cubic_interp(a0 , a1, a2, a3, fractional_X);
float i1 = cubic_interp(x0 , x1, x2, x3, fractional_X);
float i2 = cubic_interp(y0 , y1, y2, y3, fractional_X);
float i3 = cubic_interp(b0 , b1, b2, b3, fractional_X);
return cubic_interp(i0, i1 , i2 , i3, fractional_Y);
}
static inline float perlin_octave_3d(float x,float y, float z,int width, int seed, float period)
{
float freq=1/(float)(period);
int num=(int)(width*freq);
int step_x=(int)(x*freq);
int step_y=(int)(y*freq);
int step_z=(int)(z*freq);
float zone_x=x*freq-step_x;
float zone_y=y*freq-step_y;
float zone_z=z*freq-step_z;
int boxB=step_x+step_y+step_z*num;
int boxC=step_x+step_y+step_z*(num+1);
int boxD=step_x+step_y+step_z*(num+2);
int boxA=step_x+step_y+step_z*(num-1);
float u,a,b,v,noisedata,box;
box = boxA;
noisedata=(box+seed);
u=cubic_interp(noise(noisedata-num-1),noise(noisedata-num),noise(noisedata-num+1),noise(noisedata-num+2),zone_x);
a=cubic_interp(noise(noisedata-1),noise(noisedata),noise(noisedata+1),noise(noisedata+2),zone_x);
b=cubic_interp(noise(noisedata+num -1),noise(noisedata+num),noise(noisedata+1+num),noise(noisedata+2+num),zone_x);
v=cubic_interp(noise(noisedata+2*num -1),noise(noisedata+2*num),noise(noisedata+1+2*num),noise(noisedata+2+2*num),zone_x);
float A=cubic_interp(u,a,b,v,zone_y);
box = boxB;
noisedata=(box+seed);
u=cubic_interp(noise(noisedata-num-1),noise(noisedata-num),noise(noisedata-num+1),noise(noisedata-num+2),zone_x);
a=cubic_interp(noise(noisedata-1),noise(noisedata),noise(noisedata+1),noise(noisedata+2),zone_x);
b=cubic_interp(noise(noisedata+num -1),noise(noisedata+num),noise(noisedata+1+num),noise(noisedata+2+num),zone_x);
v=cubic_interp(noise(noisedata+2*num -1),noise(noisedata+2*num),noise(noisedata+1+2*num),noise(noisedata+2+2*num),zone_x);
float B=cubic_interp(u,a,b,v,zone_y);
box = boxC;
noisedata=(box+seed);
u=cubic_interp(noise(noisedata-num-1),noise(noisedata-num),noise(noisedata-num+1),noise(noisedata-num+2),zone_x);
a=cubic_interp(noise(noisedata-1),noise(noisedata),noise(noisedata+1),noise(noisedata+2),zone_x);
b=cubic_interp(noise(noisedata+num -1),noise(noisedata+num),noise(noisedata+1+num),noise(noisedata+2+num),zone_x);
v=cubic_interp(noise(noisedata+2*num -1),noise(noisedata+2*num),noise(noisedata+1+2*num),noise(noisedata+2+2*num),zone_x);
float C=cubic_interp(u,a,b,v,zone_y);
box = boxD;
noisedata=(box+seed);
u=cubic_interp(noise(noisedata-num-1),noise(noisedata-num),noise(noisedata-num+1),noise(noisedata-num+2),zone_x);
a=cubic_interp(noise(noisedata-1),noise(noisedata),noise(noisedata+1),noise(noisedata+2),zone_x);
b=cubic_interp(noise(noisedata+num -1),noise(noisedata+num),noise(noisedata+1+num),noise(noisedata+2+num),zone_x);
v=cubic_interp(noise(noisedata+2*num -1),noise(noisedata+2*num),noise(noisedata+1+2*num),noise(noisedata+2+2*num),zone_x);
float D=cubic_interp(u,a,b,v,zone_y);
float value =cubic_interp(A,B,C,D,zone_z);
return value;
}
static inline float perlin_noise_3d(int x, int y, int z, int width, int octaves, int seed, float persistance, float basePeriod)
{
float p = persistance;
float val = 0.0;
for (int i = 0; i<octaves;i++)
{
val += perlin_octave_3d(x,y,z,width,seed,basePeriod) * p;
basePeriod *= 0.5;
p *= persistance;
}
return val;
}
};
#endif /* PERLINNOISE_HPP_ */

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/*
* PerlinNoiseWithAlpha.cpp
*
* Created and based on PerlinNoise.hpp
* Created on: Sep 14, 2019
* Author: hibengler
*/
#include "PerlinNoiseWithAlpha.hpp"
#ifndef WIN32
#include <stdio.h>
#include <iostream>
#include <stdlib.h>
#endif
/* The reason for this cousin class is that in Open GLES 2.0 environments,
the glTexImage2d cannot convert from GL_RGB into GL_RGBA
so the TextureManager has to use something that is pre-RGBA
*/
PerlinNoiseWithAlpha::PerlinNoiseWithAlpha()
{
for (int x = 0; x < 256;x++) {
for (int y = 0; y < 256;y++) {
noise_lq[x][y][0] = noise(x , y);
noise_lq[x][y][1] = noise_lq[x][y][0];
noise_lq[x][y][2] = noise_lq[x][y][0];
noise_lq[x][y][3] = 1.f;
}
}
for (int x = 0; x < 32;x++) {
for (int y = 0; y < 32;y++) {
noise_lq_lite[x][y][0] = noise(4*x,16*y);
noise_lq_lite[x][y][1] = noise_lq_lite[x][y][0];
noise_lq_lite[x][y][2] = noise_lq_lite[x][y][0];
noise_lq_lite[x][y][3] = 1.f;
}
}
for (int x = 0; x < 256;x++) {
for (int y = 0; y < 256;y++) {
noise_mq[x][y][0] = InterpolatedNoise((float)x/(float)2.0,(float)y/(float)2.0);
noise_mq[x][y][1] = noise_mq[x][y][0];
noise_mq[x][y][2] = noise_mq[x][y][0];
noise_mq[x][y][3] = 1.f;
}
}
for (int x = 0; x < 256;x++) {
for (int y = 0; y < 256;y++) {
noise_hq[x][y][0] = InterpolatedNoise((float)x/(float)3.0,(float)y/(float)3.0);
noise_hq[x][y][1] = noise_hq[x][y][0];
noise_hq[x][y][2] = noise_hq[x][y][0];
noise_hq[x][y][3] = 1.f;
}
}
for (int x = 0; x < 32;x++) {
for (int y = 0; y < 32;y++) {
for (int z = 0; z < 32;z++) {
noise_lq_vol[x][y][z][0] = noise(x,y,z);
noise_lq_vol[x][y][z][1] = noise_lq_vol[x][y][z][0];
noise_lq_vol[x][y][z][2] = noise_lq_vol[x][y][z][0];
noise_lq_vol[x][y][z][3] = 1.f;
}
}
}
for (int x = 0; x < 32;x++) {
for (int y = 0; y < 32;y++) {
for (int z = 0; z < 32;z++) {
noise_hq_vol[x][y][z][0] = noise(x,y,z);
noise_hq_vol[x][y][z][1] = noise_hq_vol[x][y][z][0];
noise_hq_vol[x][y][z][2] = noise_hq_vol[x][y][z][0];
noise_hq_vol[x][y][z][3] = 1.f;
}
}
}
}
PerlinNoiseWithAlpha::~PerlinNoiseWithAlpha()
{
// TODO Auto-generated destructor stub
}

View File

@ -1,176 +0,0 @@
/*
* PerlinNoise.hpp
*
* Created and based on PerlinNoise.hpp
* Created on: Sep 14, 2019
* Author: hibengler
*/
/* The reason for this cousin class is that in Open GLES 2.0 environments,
the glTexImage2d cannot convert from GL_RGB into GL_RGBA
so the TextureManager has to use something that is pre-RGBA
*/
#ifndef PERLINNOISEWITHALPHA_HPP_
#define PERLINNOISEWITHALPHA_HPP_
#include <math.h>
class PerlinNoiseWithAlpha
{
public:
float noise_lq[256][256][4];
float noise_lq_lite[32][32][4];
float noise_mq[256][256][4];
float noise_hq[256][256][4];
float noise_lq_vol[32][32][32][4];
float noise_hq_vol[32][32][32][4];
PerlinNoiseWithAlpha();
virtual ~PerlinNoiseWithAlpha();
private:
static inline float noise( int x)
{
x = (x<<13)^x;
return (((x * (x * x * 15731 + 789221) + 1376312589) & 0x7fffffff) / 2147483648.0);
}
static inline float noise(int x, int y)
{
int n = x + y * 57;
return noise(n);
}
static inline float noise(int x, int y, int z)
{
int n = x + y * 57 + z * 141;
return noise(n);
}
static inline float cubic_interp(float v0, float v1, float v2, float v3, float x)
{
float P = (v3 - v2) - (v0 - v1);
float Q = (v0 - v1) - P;
float R = v2 - v0;
return P*pow(x,3) + Q * pow(x,2) + R*x + v1;
}
static inline float InterpolatedNoise(float x, float y)
{
int integer_X = int(x);
float fractional_X = x - integer_X;
int integer_Y = int(y);
float fractional_Y = y - integer_Y;
float a0 = noise(integer_X - 1, integer_Y - 1);
float a1 = noise(integer_X, integer_Y - 1);
float a2 = noise(integer_X + 1, integer_Y - 1);
float a3 = noise(integer_X + 2, integer_Y - 1);
float x0 = noise(integer_X - 1, integer_Y);
float x1 = noise(integer_X, integer_Y);
float x2 = noise(integer_X + 1, integer_Y);
float x3 = noise(integer_X + 2, integer_Y);
float y0 = noise(integer_X + 0, integer_Y + 1);
float y1 = noise(integer_X, integer_Y + 1);
float y2 = noise(integer_X + 1, integer_Y + 1);
float y3 = noise(integer_X + 2, integer_Y + 1);
float b0 = noise(integer_X - 1, integer_Y + 2);
float b1 = noise(integer_X, integer_Y + 2);
float b2 = noise(integer_X + 1, integer_Y + 2);
float b3 = noise(integer_X + 2, integer_Y + 2);
float i0 = cubic_interp(a0 , a1, a2, a3, fractional_X);
float i1 = cubic_interp(x0 , x1, x2, x3, fractional_X);
float i2 = cubic_interp(y0 , y1, y2, y3, fractional_X);
float i3 = cubic_interp(b0 , b1, b2, b3, fractional_X);
return cubic_interp(i0, i1 , i2 , i3, fractional_Y);
}
static inline float perlin_octave_3d(float x,float y, float z,int width, int seed, float period)
{
float freq=1/(float)(period);
int num=(int)(width*freq);
int step_x=(int)(x*freq);
int step_y=(int)(y*freq);
int step_z=(int)(z*freq);
float zone_x=x*freq-step_x;
float zone_y=y*freq-step_y;
float zone_z=z*freq-step_z;
int boxB=step_x+step_y+step_z*num;
int boxC=step_x+step_y+step_z*(num+1);
int boxD=step_x+step_y+step_z*(num+2);
int boxA=step_x+step_y+step_z*(num-1);
float u,a,b,v,noisedata,box;
box = boxA;
noisedata=(box+seed);
u=cubic_interp(noise(noisedata-num-1),noise(noisedata-num),noise(noisedata-num+1),noise(noisedata-num+2),zone_x);
a=cubic_interp(noise(noisedata-1),noise(noisedata),noise(noisedata+1),noise(noisedata+2),zone_x);
b=cubic_interp(noise(noisedata+num -1),noise(noisedata+num),noise(noisedata+1+num),noise(noisedata+2+num),zone_x);
v=cubic_interp(noise(noisedata+2*num -1),noise(noisedata+2*num),noise(noisedata+1+2*num),noise(noisedata+2+2*num),zone_x);
float A=cubic_interp(u,a,b,v,zone_y);
box = boxB;
noisedata=(box+seed);
u=cubic_interp(noise(noisedata-num-1),noise(noisedata-num),noise(noisedata-num+1),noise(noisedata-num+2),zone_x);
a=cubic_interp(noise(noisedata-1),noise(noisedata),noise(noisedata+1),noise(noisedata+2),zone_x);
b=cubic_interp(noise(noisedata+num -1),noise(noisedata+num),noise(noisedata+1+num),noise(noisedata+2+num),zone_x);
v=cubic_interp(noise(noisedata+2*num -1),noise(noisedata+2*num),noise(noisedata+1+2*num),noise(noisedata+2+2*num),zone_x);
float B=cubic_interp(u,a,b,v,zone_y);
box = boxC;
noisedata=(box+seed);
u=cubic_interp(noise(noisedata-num-1),noise(noisedata-num),noise(noisedata-num+1),noise(noisedata-num+2),zone_x);
a=cubic_interp(noise(noisedata-1),noise(noisedata),noise(noisedata+1),noise(noisedata+2),zone_x);
b=cubic_interp(noise(noisedata+num -1),noise(noisedata+num),noise(noisedata+1+num),noise(noisedata+2+num),zone_x);
v=cubic_interp(noise(noisedata+2*num -1),noise(noisedata+2*num),noise(noisedata+1+2*num),noise(noisedata+2+2*num),zone_x);
float C=cubic_interp(u,a,b,v,zone_y);
box = boxD;
noisedata=(box+seed);
u=cubic_interp(noise(noisedata-num-1),noise(noisedata-num),noise(noisedata-num+1),noise(noisedata-num+2),zone_x);
a=cubic_interp(noise(noisedata-1),noise(noisedata),noise(noisedata+1),noise(noisedata+2),zone_x);
b=cubic_interp(noise(noisedata+num -1),noise(noisedata+num),noise(noisedata+1+num),noise(noisedata+2+num),zone_x);
v=cubic_interp(noise(noisedata+2*num -1),noise(noisedata+2*num),noise(noisedata+1+2*num),noise(noisedata+2+2*num),zone_x);
float D=cubic_interp(u,a,b,v,zone_y);
float value =cubic_interp(A,B,C,D,zone_z);
return value;
}
static inline float perlin_noise_3d(int x, int y, int z, int width, int octaves, int seed, float persistance, float basePeriod)
{
float p = persistance;
float val = 0.0;
for (int i = 0; i<octaves;i++)
{
val += perlin_octave_3d(x,y,z,width,seed,basePeriod) * p;
basePeriod *= 0.5;
p *= persistance;
}
return val;
}
};
#endif /* PERLINNOISEWITHALPHA_HPP_ */

View File

@ -8,22 +8,9 @@
#include "IdleTextures.hpp"
#include "Texture.hpp"
/* OpenGL ES 2.0 cant handle converting textures fro GL_RGB to GL_RGBA via glTexImage2D
http://docs.gl/es2/glTexImage2D
This causes a GLError INVALID_OPERATION(0x502) whenever making a new Renderer or resizing it.
So because of this, we switch to a PerlinNoiseWithAlpha class to generate the noise textures.
*/
#ifdef GL_ES_VERSION_2_0
#include "PerlinNoiseWithAlpha.hpp"
#include "MilkdropNoise.hpp"
#define NOISE_INTERNAL_DATA_FORMAT GL_RGBA
#else
#include "PerlinNoise.hpp"
#define NOISE_INTERNAL_DATA_FORMAT GL_RGB
#endif
#define NUM_BLUR_TEX 6
@ -94,16 +81,12 @@ TextureManager::TextureManager(const std::string _presetsURL, const int texsizeX
blurTextures.push_back(textureBlur);
}
#ifdef GL_ES_VERSION_2_0
std::unique_ptr<PerlinNoiseWithAlpha> noise(new PerlinNoiseWithAlpha());
#else
std::unique_ptr<PerlinNoise> noise(new PerlinNoise());
#endif
auto noise = std::make_unique<MilkdropNoise>();
GLuint noise_texture_lq_lite;
glGenTextures(1, &noise_texture_lq_lite);
glBindTexture(GL_TEXTURE_2D, noise_texture_lq_lite);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, NOISE_INTERNAL_DATA_FORMAT, GL_FLOAT, noise->noise_lq_lite);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 32, 32, 0, NOISE_INTERNAL_DATA_FORMAT, GL_UNSIGNED_INT_8_8_8_8, noise->noise_lq_lite);
Texture * textureNoise_lq_lite = new Texture("noise_lq_lite", noise_texture_lq_lite, GL_TEXTURE_2D, 32, 32, false);
textureNoise_lq_lite->getSampler(GL_REPEAT, GL_LINEAR);
textures["noise_lq_lite"] = textureNoise_lq_lite;
@ -111,7 +94,7 @@ TextureManager::TextureManager(const std::string _presetsURL, const int texsizeX
GLuint noise_texture_lq;
glGenTextures(1, &noise_texture_lq);
glBindTexture(GL_TEXTURE_2D, noise_texture_lq);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, NOISE_INTERNAL_DATA_FORMAT, GL_FLOAT, noise->noise_lq);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, NOISE_INTERNAL_DATA_FORMAT, GL_UNSIGNED_INT_8_8_8_8, noise->noise_lq);
Texture * textureNoise_lq = new Texture("noise_lq", noise_texture_lq, GL_TEXTURE_2D, 256, 256, false);
textureNoise_lq->getSampler(GL_REPEAT, GL_LINEAR);
textures["noise_lq"] = textureNoise_lq;
@ -119,7 +102,7 @@ TextureManager::TextureManager(const std::string _presetsURL, const int texsizeX
GLuint noise_texture_mq;
glGenTextures(1, &noise_texture_mq);
glBindTexture(GL_TEXTURE_2D, noise_texture_mq);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, NOISE_INTERNAL_DATA_FORMAT, GL_FLOAT, noise->noise_mq);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, NOISE_INTERNAL_DATA_FORMAT, GL_UNSIGNED_INT_8_8_8_8, noise->noise_mq);
Texture * textureNoise_mq = new Texture("noise_mq", noise_texture_mq, GL_TEXTURE_2D, 256, 256, false);
textureNoise_mq->getSampler(GL_REPEAT, GL_LINEAR);
textures["noise_mq"] = textureNoise_mq;
@ -127,7 +110,7 @@ TextureManager::TextureManager(const std::string _presetsURL, const int texsizeX
GLuint noise_texture_hq;
glGenTextures(1, &noise_texture_hq);
glBindTexture(GL_TEXTURE_2D, noise_texture_hq);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, NOISE_INTERNAL_DATA_FORMAT, GL_FLOAT, noise->noise_hq);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 256, 256, 0, NOISE_INTERNAL_DATA_FORMAT, GL_UNSIGNED_INT_8_8_8_8, noise->noise_hq);
Texture * textureNoise_hq = new Texture("noise_hq", noise_texture_hq, GL_TEXTURE_2D, 256, 256, false);
textureNoise_hq->getSampler(GL_REPEAT, GL_LINEAR);
textures["noise_hq"] = textureNoise_hq;
@ -135,7 +118,7 @@ TextureManager::TextureManager(const std::string _presetsURL, const int texsizeX
GLuint noise_texture_lq_vol;
glGenTextures( 1, &noise_texture_lq_vol );
glBindTexture( GL_TEXTURE_3D, noise_texture_lq_vol );
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 32 ,32 ,32 ,0 ,NOISE_INTERNAL_DATA_FORMAT, GL_FLOAT ,noise->noise_lq_vol);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 32 ,32 ,32 ,0 ,NOISE_INTERNAL_DATA_FORMAT, GL_UNSIGNED_INT_8_8_8_8 ,noise->noise_lq_vol);
Texture * textureNoise_lq_vol = new Texture("noisevol_lq", noise_texture_lq_vol, GL_TEXTURE_3D, 32, 32, false);
textureNoise_lq_vol->getSampler(GL_REPEAT, GL_LINEAR);
textures["noisevol_lq"] = textureNoise_lq_vol;
@ -143,7 +126,7 @@ TextureManager::TextureManager(const std::string _presetsURL, const int texsizeX
GLuint noise_texture_hq_vol;
glGenTextures( 1, &noise_texture_hq_vol );
glBindTexture( GL_TEXTURE_3D, noise_texture_hq_vol );
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 32, 32, 32, 0, NOISE_INTERNAL_DATA_FORMAT, GL_FLOAT, noise->noise_hq_vol);
glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 32, 32, 32, 0, NOISE_INTERNAL_DATA_FORMAT, GL_UNSIGNED_INT_8_8_8_8, noise->noise_hq_vol);
Texture * textureNoise_hq_vol = new Texture("noisevol_hq", noise_texture_hq_vol, GL_TEXTURE_3D, 32, 32, false);
textureNoise_hq_vol->getSampler(GL_REPEAT, GL_LINEAR);