diff --git a/src/strands/strands_api.js b/src/strands/strands_api.js index 0bb0ce9866..8c85488eea 100644 --- a/src/strands/strands_api.js +++ b/src/strands/strands_api.js @@ -15,7 +15,7 @@ import { StrandsConditional } from './strands_conditionals' import * as CFG from './ir_cfg' import * as FES from './strands_FES' import { getNodeDataFromID } from './ir_dag' -import noiseGLSL from '../webgl/shaders/functions/noiseGLSL.glsl'; +import noiseGLSL from '../webgl/shaders/functions/noise3DGLSL.glsl'; ////////////////////////////////////////////// // User nodes @@ -125,15 +125,17 @@ export function initGlobalStrandsAPI(p5, fn, strandsContext) { strandsContext.fragmentDeclarations.add(noiseGLSL); // Handle noise(x, y) as noise(vec2) let nodeArgs; - if (args.length === 2) { - nodeArgs = [fn.vec2(args[0], args[1])]; + if (args.length === 3) { + nodeArgs = [fn.vec3(args[0], args[1], args[2])]; + } else if (args.length === 2) { + nodeArgs = [fn.vec3(args[0], args[1], 0)]; } else { nodeArgs = args; } const { id, dimension } = build.functionCallNode(strandsContext, 'noise', nodeArgs, { overloads: [{ - params: [DataType.float2], + params: [DataType.float3], returnType: DataType.float1, }] }); diff --git a/src/webgl/shaders/functions/noise3DGLSL.glsl b/src/webgl/shaders/functions/noise3DGLSL.glsl new file mode 100644 index 0000000000..58dea1129f --- /dev/null +++ b/src/webgl/shaders/functions/noise3DGLSL.glsl @@ -0,0 +1,108 @@ +// Based on https://github.com/stegu/webgl-noise/blob/22434e04d7753f7e949e8d724ab3da2864c17a0f/src/noise3D.glsl +// MIT licensed, adapted for p5.strands + +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; +} + +float baseNoise(vec3 v) +{ + 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); + m = m * m; + return 105.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); +} + +float noise(vec3 st) { + float result = 0.0; + float amplitude = 1.0; + float frequency = 1.0; + + for (int i = 0; i < 4; i++) { + result += amplitude * baseNoise(st * frequency); + frequency *= 2.0; + amplitude *= 0.5; + } + + return result; +} diff --git a/src/webgl/shaders/functions/noiseGLSL.glsl b/src/webgl/shaders/functions/noiseGLSL.glsl deleted file mode 100644 index df5d8272a7..0000000000 --- a/src/webgl/shaders/functions/noiseGLSL.glsl +++ /dev/null @@ -1,40 +0,0 @@ -// Based on https://github.com/patriciogonzalezvivo/lygia/blob/main/generative/noise.glsl (MIT) -// Adapted for use in p5.strands - -vec2 random2(vec2 st) { - st = vec2(dot(st, vec2(127.1, 311.7)), - dot(st, vec2(269.5, 183.3))); - return -1.0 + 2.0 * fract(sin(st) * 43758.5453123); -} - -float baseNoise(vec2 st) { - vec2 i = floor(st); - vec2 f = fract(st); - - vec2 a = random2(i); - vec2 b = random2(i + vec2(1.0, 0.0)); - vec2 c = random2(i + vec2(0.0, 1.0)); - vec2 d = random2(i + vec2(1.0, 1.0)); - - vec2 u = f * f * (3.0 - 2.0 * f); - - return mix(mix(dot(a, f - vec2(0.0, 0.0)), - dot(b, f - vec2(1.0, 0.0)), u.x), - mix(dot(c, f - vec2(0.0, 1.0)), - dot(d, f - vec2(1.0, 1.0)), u.x), u.y); -} - -// Fractal noise using 4 octaves -float noise(vec2 st) { - float result = 0.0; - float amplitude = 1.0; - float frequency = 1.0; - - for (int i = 0; i < 4; i++) { - result += amplitude * baseNoise(st * frequency); - frequency *= 2.0; - amplitude *= 0.5; - } - - return result; -}