Dies ist das Repository meines kleinen Portfolios.
Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
Die zu sehenden Texturen stammen von:
https://www.solarsystemscope.com/textures/
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
141 lines
3.8 KiB
141 lines
3.8 KiB
import { TempNode } from '../core/TempNode.js'; |
|
import { FunctionNode } from '../core/FunctionNode.js'; |
|
import { FunctionCallNode } from '../core/FunctionCallNode.js'; |
|
import { FloatNode } from '../inputs/FloatNode.js'; |
|
import { PositionNode } from '../accessors/PositionNode.js'; |
|
import { Noise2DNode } from './Noise2DNode.js'; |
|
|
|
const NOISE3D_SRC = ` |
|
float noise3d( vec3 P, float amplitude, float pivot ) { |
|
|
|
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 * amplitude + pivot; |
|
|
|
} |
|
`.trim(); |
|
|
|
class Noise3DNode extends TempNode { |
|
|
|
constructor( position = new PositionNode(), amplitude = new FloatNode( 1.0 ), pivot = new FloatNode( 0.0 ) ) { |
|
|
|
super( 'f' ); |
|
|
|
this.position = position; |
|
this.amplitude = amplitude; |
|
this.pivot = pivot; |
|
|
|
} |
|
|
|
generate( builder, output ) { |
|
|
|
const noise3d = new FunctionCallNode( Noise3DNode.Nodes.noise3d, [ this.position, this.amplitude, this.pivot ] ); |
|
return builder.format( noise3d.generate( builder, output ), this.getType( builder ), output ); |
|
|
|
} |
|
|
|
copy( source ) { |
|
|
|
super.copy( source ); |
|
|
|
this.position = source.position; |
|
this.amplitude = source.amplitude; |
|
this.pivot = source.pivot; |
|
|
|
} |
|
|
|
toJSON( meta ) { |
|
|
|
let data = this.getJSONNode( meta ); |
|
|
|
if ( ! data ) { |
|
|
|
data = this.createJSONNode( meta ); |
|
|
|
data.position = this.position.toJSON( meta ).uuid; |
|
data.amplitude = this.amplitude.toJSON( meta ).uuid; |
|
data.pivot = this.pivot.toJSON( meta ).uuid; |
|
|
|
} |
|
|
|
return data; |
|
|
|
} |
|
|
|
} |
|
|
|
Noise3DNode.prototype.nodeType = 'Noise3D'; |
|
|
|
Noise3DNode.Nodes = ( function () { |
|
|
|
const noise3d = new FunctionNode( NOISE3D_SRC ); |
|
|
|
noise3d.includes = [ Noise2DNode.Nodes.noiseCommon ]; |
|
|
|
return { noise3d }; |
|
|
|
} )(); |
|
|
|
export { Noise3DNode };
|
|
|