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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
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149 lines
3.0 KiB
149 lines
3.0 KiB
import { TempNode } from '../core/TempNode.js'; |
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import { FunctionNode } from '../core/FunctionNode.js'; |
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import { FunctionCallNode } from '../core/FunctionCallNode.js'; |
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import { FloatNode } from '../inputs/FloatNode.js'; |
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import { UVNode } from '../accessors/UVNode.js'; |
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const NOISE_COMMON_SRC = ` |
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vec3 mod289( vec3 x ) { |
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return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; |
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} |
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vec4 mod289( vec4 x ) { |
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return x - floor( x * ( 1.0 / 289.0 ) ) * 289.0; |
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} |
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vec4 permute( vec4 x ) { |
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return mod289( ( ( x * 34.0 ) + 1.0 ) * x ); |
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} |
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vec4 taylorInvSqrt( vec4 r ) { |
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return 1.79284291400159 - 0.85373472095314 * r; |
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} |
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vec2 fade( vec2 t ) { |
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return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 ); |
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} |
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vec3 fade( vec3 t ) { |
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return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 ); |
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} |
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`.trim(); |
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const NOISE2D_SRC = ` |
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float noise2d( vec2 P, float amplitude, float pivot ) { |
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vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); |
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vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); |
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Pi = mod289(Pi); // To avoid truncation effects in permutation |
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vec4 ix = Pi.xzxz; |
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vec4 iy = Pi.yyww; |
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vec4 fx = Pf.xzxz; |
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vec4 fy = Pf.yyww; |
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vec4 i = permute(permute(ix) + iy); |
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vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; |
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vec4 gy = abs(gx) - 0.5 ; |
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vec4 tx = floor(gx + 0.5); |
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gx = gx - tx; |
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vec2 g00 = vec2(gx.x,gy.x); |
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vec2 g10 = vec2(gx.y,gy.y); |
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vec2 g01 = vec2(gx.z,gy.z); |
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vec2 g11 = vec2(gx.w,gy.w); |
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vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); |
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g00 *= norm.x; |
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g01 *= norm.y; |
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g10 *= norm.z; |
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g11 *= norm.w; |
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float n00 = dot(g00, vec2(fx.x, fy.x)); |
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float n10 = dot(g10, vec2(fx.y, fy.y)); |
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float n01 = dot(g01, vec2(fx.z, fy.z)); |
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float n11 = dot(g11, vec2(fx.w, fy.w)); |
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vec2 fade_xy = fade(Pf.xy); |
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vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); |
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float n_xy = mix(n_x.x, n_x.y, fade_xy.y); |
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return 2.3 * n_xy * amplitude + pivot; |
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} |
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`.trim(); |
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class Noise2DNode extends TempNode { |
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constructor( uv = new UVNode(), amplitude = new FloatNode( 1.0 ), pivot = new FloatNode( 0.0 ) ) { |
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super( 'f' ); |
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this.uv = uv; |
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this.amplitude = amplitude; |
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this.pivot = pivot; |
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} |
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generate( builder, output ) { |
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const noise2d = new FunctionCallNode( Noise2DNode.Nodes.noise2d, [ this.uv, this.amplitude, this.pivot ] ); |
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return builder.format( noise2d.generate( builder, output ), this.getType( builder ), output ); |
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} |
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copy( source ) { |
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super.copy( source ); |
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this.uv = source.uv; |
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this.amplitude = source.amplitude; |
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this.pivot = source.pivot; |
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} |
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toJSON( meta ) { |
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let data = this.getJSONNode( meta ); |
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if ( ! data ) { |
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data = this.createJSONNode( meta ); |
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data.uv = this.uv.toJSON( meta ).uuid; |
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data.amplitude = this.amplitude.toJSON( meta ).uuid; |
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data.pivot = this.pivot.toJSON( meta ).uuid; |
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} |
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return data; |
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} |
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} |
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Noise2DNode.prototype.nodeType = 'Noise2D'; |
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Noise2DNode.Nodes = ( function () { |
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const noiseCommon = new FunctionNode( NOISE_COMMON_SRC ); |
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const noise2d = new FunctionNode( NOISE2D_SRC ); |
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noise2d.includes = [ noiseCommon ]; |
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return { noiseCommon, noise2d }; |
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} )(); |
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export { Noise2DNode };
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