planettech
Version:
Toolkit for creating real 3D planets that can be transtioned from ground to sky.
316 lines (251 loc) • 9.76 kB
JavaScript
import * as THREE from 'three'
//https://github.com/ashima/webgl-noise/blob/master/src/noise3Dgrad.glsl
export const snoise3D =
`
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 mod289(vec4 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
vec4 permute(vec4 x) {
return mod289(((x*34.0)+10.0)*x);
}
vec4 taylorInvSqrt(vec4 r)
{
return 1.79284291400159 - 0.85373472095314 * r;
}
vec4 snoise(vec3 v, vec3 gradient)
{
const vec2 C = vec2(1.0/6.0, 1.0/3.0) ;
const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);
// First corner
vec3 i = floor(v + dot(v, C.yyy) );
vec3 x0 = v - i + dot(i, C.xxx) ;
// Other corners
vec3 g = step(x0.yzx, x0.xyz);
vec3 l = 1.0 - g;
vec3 i1 = min( g.xyz, l.zxy );
vec3 i2 = max( g.xyz, l.zxy );
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
vec3 x1 = x0 - i1 + C.xxx;
vec3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
vec3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
vec4 p = permute( permute( permute(
i.z + vec4(0.0, i1.z, i2.z, 1.0 ))
+ i.y + vec4(0.0, i1.y, i2.y, 1.0 ))
+ i.x + vec4(0.0, i1.x, i2.x, 1.0 ));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857; // 1.0/7.0
vec3 ns = n_ * D.wyz - D.xzx;
vec4 j = p - 49.0 * floor(p * ns.z * ns.z); // mod(p,7*7)
vec4 x_ = floor(j * ns.z);
vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N)
vec4 x = x_ *ns.x + ns.yyyy;
vec4 y = y_ *ns.x + ns.yyyy;
vec4 h = 1.0 - abs(x) - abs(y);
vec4 b0 = vec4( x.xy, y.xy );
vec4 b1 = vec4( x.zw, y.zw );
//vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
//vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
vec4 s0 = floor(b0)*2.0 + 1.0;
vec4 s1 = floor(b1)*2.0 + 1.0;
vec4 sh = -step(h, vec4(0.0));
vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ;
vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ;
vec3 p0 = vec3(a0.xy,h.x);
vec3 p1 = vec3(a0.zw,h.y);
vec3 p2 = vec3(a1.xy,h.z);
vec3 p3 = vec3(a1.zw,h.w);
//Normalise gradients
vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
vec4 m = max(0.5 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
vec4 m2 = m * m;
vec4 m4 = m2 * m2;
vec4 pdotx = vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3));
// Determine noise gradient
vec4 temp = m2 * m * pdotx;
gradient = -8.0 * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3);
gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3;
gradient *= 105.0;
float n = 105.0 * dot(m4, pdotx);
return vec4(n,gradient);
}
`
// Gradient noise courtesy of Inigo Quilez
// https://iquilezles.org/articles/gradientnoise/
export const valueNoise = `
vec3 hash( vec3 p ) // this hash is not production ready, please
{ // replace this by something better
p = vec3( dot(p,vec3(127.1,311.7, 74.7)),
dot(p,vec3(269.5,183.3,246.1)),
dot(p,vec3(113.5,271.9,124.6)));
return -1.0 + 2.0*fract(sin(p)*43758.5453123);
}
// returns 3D value noise (in .x) and its derivatives (in .yzw)
vec4 noised( in vec3 x )
{
// grid
vec3 i = floor(x);
vec3 f = fract(x);
// quintic interpolant
vec3 u = f*f*f*(f*(f*6.0-15.0)+10.0);
vec3 du = 30.0*f*f*(f*(f-2.0)+1.0);
// gradients
vec3 ga = hash( i+vec3(0.0,0.0,0.0) );
vec3 gb = hash( i+vec3(1.0,0.0,0.0) );
vec3 gc = hash( i+vec3(0.0,1.0,0.0) );
vec3 gd = hash( i+vec3(1.0,1.0,0.0) );
vec3 ge = hash( i+vec3(0.0,0.0,1.0) );
vec3 gf = hash( i+vec3(1.0,0.0,1.0) );
vec3 gg = hash( i+vec3(0.0,1.0,1.0) );
vec3 gh = hash( i+vec3(1.0,1.0,1.0) );
// projections
float va = dot( ga, f-vec3(0.0,0.0,0.0) );
float vb = dot( gb, f-vec3(1.0,0.0,0.0) );
float vc = dot( gc, f-vec3(0.0,1.0,0.0) );
float vd = dot( gd, f-vec3(1.0,1.0,0.0) );
float ve = dot( ge, f-vec3(0.0,0.0,1.0) );
float vf = dot( gf, f-vec3(1.0,0.0,1.0) );
float vg = dot( gg, f-vec3(0.0,1.0,1.0) );
float vh = dot( gh, f-vec3(1.0,1.0,1.0) );
// interpolations
return vec4( va + u.x*(vb-va) + u.y*(vc-va) + u.z*(ve-va) + u.x*u.y*(va-vb-vc+vd) + u.y*u.z*(va-vc-ve+vg) + u.z*u.x*(va-vb-ve+vf) + (-va+vb+vc-vd+ve-vf-vg+vh)*u.x*u.y*u.z, // value
ga + u.x*(gb-ga) + u.y*(gc-ga) + u.z*(ge-ga) + u.x*u.y*(ga-gb-gc+gd) + u.y*u.z*(ga-gc-ge+gg) + u.z*u.x*(ga-gb-ge+gf) + (-ga+gb+gc-gd+ge-gf-gg+gh)*u.x*u.y*u.z + // derivatives
du * (vec3(vb,vc,ve) - va + u.yzx*vec3(va-vb-vc+vd,va-vc-ve+vg,va-vb-ve+vf) + u.zxy*vec3(va-vb-ve+vf,va-vb-vc+vd,va-vc-ve+vg) + u.yzx*u.zxy*(-va+vb+vc-vd+ve-vf-vg+vh) ));
}
`;
// Gradient noise courtesy of Inigo Quilez
// https://iquilezles.org/articles/gradientnoise/
export const valueNoisefbm = `
vec4 valueNoisefbm(vec3 samplePos, float persistence, float lacunarity,int noiseOctaves) {
vec4 accumulator = vec4(0, 0, 0, 0);
float amplitude = 1.0;
float frequency = 1.0;
for (int i = 0; i < noiseOctaves; i++) {
vec4 noise = amplitude * noised(samplePos * frequency);
noise.yzw *= frequency;
accumulator += noise;
amplitude *= persistence;
frequency *= lacunarity;
}
return accumulator;
}
`
export const cellularNoisefbm = `
vec4 cellularNoisefbm(vec3 samplePos, float persistence, float lacunarity,int noiseOctaves) {
vec4 accumulator = vec4(0, 0, 0, 0);
float amplitude = 1.0;
float frequency = 1.0;
for (int i = 0; i < noiseOctaves; i++) {
vec4 noise = amplitude * Cellular3D_Deriv(samplePos * frequency);
noise.yzw *= frequency;
accumulator += noise;
amplitude *= persistence;
frequency *= lacunarity;
}
return accumulator;
}
`
export const Hermite3D_Derivfbm = `
vec4 Hermite3D_Derivfbm(vec3 samplePos, float persistence, float lacunarity,int noiseOctaves) {
vec4 accumulator = vec4(0, 0, 0, 0);
float amplitude = 1.0;
float frequency = 1.0;
for (int i = 0; i < noiseOctaves; i++) {
vec4 noise = amplitude * Hermite3D_Deriv(samplePos * frequency);
noise.yzw *= frequency;
accumulator += noise;
amplitude *= persistence;
frequency *= lacunarity;
}
return accumulator;
}
`
export const simplexNoisefbm = `
vec4 simplexNoisefbm(vec3 samplePos, float persistence, float lacunarity,int noiseOctaves) {
vec4 accumulator = vec4(0, 0, 0, 0);
float amplitude = 1.0;
float frequency = 1.0;
for (int i = 0; i < noiseOctaves; i++) {
vec4 noise = amplitude * snoise(samplePos * frequency,vec3(0.));
noise.yzw *= frequency;
accumulator += noise;
amplitude *= persistence;
frequency *= lacunarity;
}
return accumulator;
}
`
export const basisFunctions = `
void sphereBasis(in vec3 cubePosition, inout vec3 tangent, out vec3 normal) {
float scale = dot(cubePosition, cubePosition);
normal = cubePosition/sqrt(scale);
tangent = normalize(tangent * scale - cubePosition * dot(tangent, cubePosition));
}`;
export const terrainFunctions = `
// Returns tangent space terrain normal in xyz and height in w.
vec4 genTerrain(vec3 cubePosition, bool worldSpace) {
float heightScale = 0.1;
vec3 tangent = modelMatrix[0].xyz;
vec3 sphereNormal;
sphereBasis(cubePosition, tangent, sphereNormal);
samplePos = sphereNormal;
vec4 noise;
noise = combinedNoise();
float height = noise.x ;
vec3 gradient = noise.yzw;
vec3 onSphere = gradient - dot(sphereNormal, gradient) * sphereNormal;
vec3 terrainNormal = normalize(sphereNormal - onSphere * heightScale);
if (worldSpace) {
return vec4(terrainNormal, height);
} else {
vec3 bitangent = cross(sphereNormal, tangent);
mat3 tbn = mat3(tangent, bitangent, sphereNormal);
vec3 tspaceNormal = transpose(tbn) * terrainNormal;
return vec4(tspaceNormal, height);
}
}`
export const simplexPerlinNoiseFBm = `
float simplexPerlinNoiseFBm(vec3 v_, float seed_, float scale_,float persistance_,float lacunarity_,float redistribution_,int octaves_, int iteration_,bool terbulance_, bool ridge_ ) {
vec3 v = v_;
v += (seed_ * 100.0);
float persistance = persistance_;
float lacunarity = lacunarity_;
float redistribution = redistribution_;
int octaves = octaves_;
bool terbulance = terbulance_;
bool ridge = terbulance_ && ridge_;
float result = 0.0;
float amplitude = 1.0;
float frequency = 1.0;
float maximum = amplitude;
for (int i = 0; i < iteration_; i++) {
if (i >= octaves)
break;
vec3 p = v * frequency * scale_;
float noiseVal = SimplexPerlin3D(p);
if (terbulance)
noiseVal = abs(noiseVal);
if (ridge)
noiseVal = -1.0 * noiseVal;
result += noiseVal * amplitude;
frequency *= lacunarity;
amplitude *= persistance;
maximum += amplitude;
}
float redistributed = pow(result, redistribution);
return redistributed / maximum;
}
`