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Procedurally generated asteroids using perlin noise shader, implemented in elation engine using three.js
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elation.component.add('engine.things.asteroid', function() { | |
this.postinit = function(){ | |
this.defineProperties({ | |
'seed': { type: 'float', default: Math.random() * 10 }, | |
'factor1': { type: 'float', default: 1.2 }, // num ridges? | |
'factor2': { type: 'float', default: 1 }, // amount of deformation/ height of ridges? | |
'factor3': { type: 'float', default: 3 }, // elongation? | |
'factor4': { type: 'float', default: 1.3 }, // i really have no idea what any of these do | |
}); | |
} | |
this.createObject3D = function() { | |
var shaderUniforms = { | |
'seed': this.properties.seed, | |
'factor1': this.properties.factor1, | |
'factor2': this.properties.factor2, | |
'factor3': this.properties.factor3, | |
'factor4': this.properties.factor4, | |
}; | |
var mat = elation.engine.materials.getShaderMaterial('perlinShader', shaderUniforms); | |
var geo = new THREE.IcosahedronGeometry(20, 4); | |
this.refresh(); | |
return new THREE.Mesh(geo, mat); | |
} | |
}, elation.engine.things.generic); | |
elation.engine.materials.addChunk('ashimaPerlin', { | |
uniforms: { | |
seed: { | |
'type': "f", | |
'value': Math.random(), | |
}, | |
factor4: { | |
'type': "f", | |
'value': Math.random() | |
}, | |
factor1: { | |
'type': 'f', | |
'value': 5.0 | |
}, | |
factor2: { | |
'type': 'f', | |
'value': 10.0 | |
}, | |
factor3: { | |
'type': 'f', | |
'value': 5.0 | |
}, | |
}, | |
vertex_pars: [ | |
// | |
// GLSL textureless classic 3D noise "cnoise", | |
// with an RSL-style periodic variant "pnoise". | |
// Author: Stefan Gustavson ([email protected]) | |
// Version: 2011-10-11 | |
// | |
// Many thanks to Ian McEwan of Ashima Arts for the | |
// ideas for permutation and gradient selection. | |
// | |
// Copyright (c) 2011 Stefan Gustavson. All rights reserved. | |
// Distributed under the MIT license. See LICENSE file. | |
// https://github.com/ashima/webgl-noise | |
// | |
'varying vec2 vUv;', | |
'varying float noise;', | |
'uniform float seed;', | |
'uniform float factor4;', | |
'uniform float factor1;', | |
'uniform float factor2;', | |
'uniform float factor3;', | |
'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)+1.0)*x);', | |
'}', | |
'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);', | |
'}', | |
'// Classic Perlin noise', | |
'float cnoise(vec3 P)', | |
'{', | |
'vec3 Pi0 = floor(P); // Integer part for indexing', | |
'vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1', | |
'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 = 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;', | |
'}', | |
'// Classic Perlin noise, periodic variant', | |
'float pnoise(vec3 P, vec3 rep)', | |
'{', | |
'vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period', | |
'vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // 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 = 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;', | |
'}', | |
'', | |
'float turbulence( vec3 p ) {', | |
' float w = 100.0;', | |
' float t = -.5;', | |
' for (float f = 1.0 ; f <= 10.0 ; f++ ){', | |
' float power = pow( 2.0, f );', | |
' t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power );', | |
' }', | |
' return t;', | |
'}', | |
].join('\n'), | |
vertex: [ | |
' vUv = uv;', | |
// get a turbulent 3d noise using the normal, normal to high freq | |
' noise = factor4 * 10.0 * -.10 * turbulence( factor1 * .5 * normal + seed );', | |
// get a 3d noise using the position, low frequency | |
' float b = factor3 * 5.0 * pnoise( factor2 * .03 * position + vec3(2.0 * seed), vec3( 100.0 ) );', | |
// compose both noises' | |
' float displacement = - 10. * noise + b;', | |
// move the position along the normal and transform it' | |
' vec3 newPosition = position + normal * displacement;', | |
' gl_Position = projectionMatrix * modelViewMatrix * vec4( newPosition, 1.0 );', | |
].join('\n'), | |
fragment_pars: [ | |
'varying vec2 vUv;', | |
'varying float noise;', | |
].join('\n'), | |
fragment: [ | |
'vec3 color = vec3( vUv * ( 1. - 2. * noise ), 0.0 );', | |
'gl_FragColor = vec4( color.rgb, 1.0 );', | |
].join('\n') | |
}); | |
elation.engine.materials.addChunk('asteroidFragment', { | |
uniforms: { | |
'tAsteroid': { type: 't', value: elation.engine.materials.getTexture('media/procworld/textures/asteroid.png') } | |
}, | |
fragment_pars: [ | |
'varying vec2 vUv;', | |
'varying float noise;', | |
'uniform sampler2D tAsteroid;', | |
].join('\n'), | |
fragment: [ | |
// get a random offset | |
// lookup vertically in the texture, using noise and offset | |
// to get the right RGB colour | |
'vec2 tPos = vec2( 0, 1.0 - 1.3 * noise );', | |
'vec4 color = texture2D( tAsteroid, tPos );', | |
'gl_FragColor = vec4( color.rgb, 1.0 );', | |
].join('\n'), | |
}); | |
elation.engine.materials.buildShader("perlinShader", { | |
uniforms: ['ashimaPerlin', 'asteroidFragment'], | |
chunks_vertex: ['ashimaPerlin'], | |
chunks_fragment: ['asteroidFragment'], | |
}); |
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elation.require([ | |
'engine.things.asteroid', | |
], function() { | |
elation.component.add('engine.things.asteroidfield', function() { | |
this.postinit = function() { | |
elation.events.add(this, 'thing_create', elation.bind(this, this.createChildren)); | |
}; | |
this.randomRange = function(min, max) { | |
var randNum = Math.random() * (min - max) + max; | |
return randNum; | |
}; | |
this.calcPosition = function(i, factor) { | |
//return i * factor * Math.random(); | |
return i * 40; | |
}; | |
this.createObject3D = function() { | |
return new THREE.Object3D(); | |
}; | |
this.createChildren = function() { | |
this.asteroids = []; | |
for (i = 0; i < 10; i++) { | |
this.asteroids[i] = this.spawn('asteroid', 'asteroid' + i, { | |
'position': [this.calcPosition(i, 50), this.calcPosition(i, 50), this.calcPosition(i, -50)], | |
'seed': this.randomRange(1, 100), | |
'factor1': 1.2, //this.randomRange(.9, 1.2), | |
'factor2': 1, //this.randomRange(1, 1.2), | |
'factor3': 3, //this.randomRange(2.8, 3.2), | |
'factor4': 1.3, //this.randomRange(1.2, 1.5), | |
}) | |
} | |
for (var i in this.asteroids) { | |
elation.events.add(this.asteroids[i], 'mousemove', elation.bind(this, this.handlemouse)); | |
} | |
}; | |
this.handlemouse = function() { | |
for (var i in this.asteroids) { | |
var u = this.asteroids[i].objects['3d'].material.uniforms; | |
for (var k in u) { | |
u[k].value.needsUpdate = true; | |
} | |
} | |
}; | |
}, elation.engine.things.sector); | |
}); |
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