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@tolokoban/tgd

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ToloGameDev library for WebGL2

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import { isNumber } from "./../types/guards.js"; import { tgdCodeFunction_mod289, tgdCodeFunction_permute, tgdCodeFunction_quintic, tgdCodeFunction_taylorInvSqrt, } from "./math.js"; /** * Fractional Brownian Motion. * * @param options * - `octaves`: Number of octaves (default to 8). * - `noise`: Name of the noise function to use. It must use the same `type` (default to "perlinNoise"). * - `G`: You can define a value here and the function won't have it as argument. The one often used is 0.5. * * @see https://iquilezles.org/articles/fbm/ */ export function tgdCodeFunction_fbm(options = {}) { const { name = "fbm", octaves = 8, noise = "perlinNoise", G } = options; const hasG = isNumber(G); const functions = { ...tgdCodeFunction_perlinNoise(), ...tgdCodeFunction_permute(), ...tgdCodeFunction_quintic(), }; for (const type of ["vec2", "vec3", "vec4"]) { functions[`${name}:${type}`] = `float ${name}( in ${type} x${hasG ? "" : ", in float G"} ) { ${hasG ? `\nfloat G = ${G.toFixed(9)};` : ""} float f = 1.0; float a = 1.0; float t = 0.0; for( int i = 0; i < ${octaves}; i++ ) { t += a * ${noise}(f * x); f *= 2.0; a *= G; } return t; } `; } return functions; } /** * ```ts * float perlinNoise( in vec2 p ); * float perlinNoise( in vec3 p ); * float perlinNoise( in vec4 p ); * ``` */ export function tgdCodeFunction_perlinNoise(options = {}) { const { name = "perlinNoise" } = options; return { ...tgdCodeFunction_mod289(), ...tgdCodeFunction_permute(), ...tgdCodeFunction_quintic(), ...tgdCodeFunction_taylorInvSqrt(), [`${name}:vec2`]: `float ${name}( in vec2 P ) { vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod289(Pi); // To avoid truncation effects in permutation vec4 ix = Pi.xzxz; vec4 iy = Pi.yyww; vec4 fx = Pf.xzxz; vec4 fy = Pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; vec4 gy = abs(gx) - 0.5 ; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x,gy.x); vec2 g10 = vec2(gx.y,gy.y); vec2 g01 = vec2(gx.z,gy.z); vec2 g11 = vec2(gx.w,gy.w); vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, vec2(fx.x, fy.x)); float n10 = dot(g10, vec2(fx.y, fy.y)); float n01 = dot(g01, vec2(fx.z, fy.z)); float n11 = dot(g11, vec2(fx.w, fy.w)); vec2 fade_xy = quintic(Pf.xy); vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); float n_xy = mix(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy; } `, [`${name}:vec3`]: `float ${name}( in vec3 P) { vec3 Pi0 = floor(P); // Integer part, modulo period vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1, mod period Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); 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 * (1.0 / 7.0); vec4 gy0 = fract(floor(gx0) * (1.0 / 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 * (1.0 / 7.0); vec4 gy1 = fract(floor(gx1) * (1.0 / 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 = quintic(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; } `, [`${name}:vec4`]: `float ${name}( in vec4 P ) { vec4 Pi0 = floor(P); // Integer part modulo rep vec4 Pi1 = Pi0 + 1.0; // Integer part + 1 mod rep Pi0 = mod289(Pi0); Pi1 = mod289(Pi1); vec4 Pf0 = fract(P); // Fractional part for interpolation vec4 Pf1 = Pf0 - 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 = vec4(Pi0.zzzz); vec4 iz1 = vec4(Pi1.zzzz); vec4 iw0 = vec4(Pi0.wwww); vec4 iw1 = vec4(Pi1.wwww); vec4 ixy = permute(permute(ix) + iy); vec4 ixy0 = permute(ixy + iz0); vec4 ixy1 = permute(ixy + iz1); vec4 ixy00 = permute(ixy0 + iw0); vec4 ixy01 = permute(ixy0 + iw1); vec4 ixy10 = permute(ixy1 + iw0); vec4 ixy11 = permute(ixy1 + iw1); vec4 gx00 = ixy00 * (1.0 / 7.0); vec4 gy00 = floor(gx00) * (1.0 / 7.0); vec4 gz00 = floor(gy00) * (1.0 / 6.0); gx00 = fract(gx00) - 0.5; gy00 = fract(gy00) - 0.5; gz00 = fract(gz00) - 0.5; vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); vec4 sw00 = step(gw00, vec4(0.0)); gx00 -= sw00 * (step(0.0, gx00) - 0.5); gy00 -= sw00 * (step(0.0, gy00) - 0.5); vec4 gx01 = ixy01 * (1.0 / 7.0); vec4 gy01 = floor(gx01) * (1.0 / 7.0); vec4 gz01 = floor(gy01) * (1.0 / 6.0); gx01 = fract(gx01) - 0.5; gy01 = fract(gy01) - 0.5; gz01 = fract(gz01) - 0.5; vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); vec4 sw01 = step(gw01, vec4(0.0)); gx01 -= sw01 * (step(0.0, gx01) - 0.5); gy01 -= sw01 * (step(0.0, gy01) - 0.5); vec4 gx10 = ixy10 * (1.0 / 7.0); vec4 gy10 = floor(gx10) * (1.0 / 7.0); vec4 gz10 = floor(gy10) * (1.0 / 6.0); gx10 = fract(gx10) - 0.5; gy10 = fract(gy10) - 0.5; gz10 = fract(gz10) - 0.5; vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); vec4 sw10 = step(gw10, vec4(0.0)); gx10 -= sw10 * (step(0.0, gx10) - 0.5); gy10 -= sw10 * (step(0.0, gy10) - 0.5); vec4 gx11 = ixy11 * (1.0 / 7.0); vec4 gy11 = floor(gx11) * (1.0 / 7.0); vec4 gz11 = floor(gy11) * (1.0 / 6.0); gx11 = fract(gx11) - 0.5; gy11 = fract(gy11) - 0.5; gz11 = fract(gz11) - 0.5; vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); vec4 sw11 = step(gw11, vec4(0.0)); gx11 -= sw11 * (step(0.0, gx11) - 0.5); gy11 -= sw11 * (step(0.0, gy11) - 0.5); vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); g0000 *= norm00.x; g0100 *= norm00.y; g1000 *= norm00.z; g1100 *= norm00.w; vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); g0001 *= norm01.x; g0101 *= norm01.y; g1001 *= norm01.z; g1101 *= norm01.w; vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); g0010 *= norm10.x; g0110 *= norm10.y; g1010 *= norm10.z; g1110 *= norm10.w; vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); g0011 *= norm11.x; g0111 *= norm11.y; g1011 *= norm11.z; g1111 *= norm11.w; float n0000 = dot(g0000, Pf0); float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); float n1111 = dot(g1111, Pf1); vec4 fade_xyzw = quintic(Pf0); vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); return 2.2 * n_xyzw; } `, }; } //# sourceMappingURL=data:application/json;base64,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