Proof-of-concept OIT
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cmake_minimum_required(VERSION 3.21)
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cmake_minimum_required(VERSION 3.21)
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function(add_example name)
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function(add_example name)
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add_executable("example-${name}" ${name}.cpp)
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add_executable("example-${name}" ${name}.cpp simplexnoise1234.cpp)
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target_include_directories("example-${name}" PUBLIC .)
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target_link_libraries("example-${name}" PUBLIC sprstk)
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target_link_libraries("example-${name}" PUBLIC sprstk)
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endfunction()
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endfunction()
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@ -1,39 +1,114 @@
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#include <sprstk/sprstk.h>
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#include <sprstk/sprstk.h>
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#include <cstdlib>
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#include <simplexnoise1234.h>
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#include <cmath>
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namespace
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namespace
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{
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{
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constexpr int SIZE = 256;
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double octaves(SimplexNoise1234& simplex, double x, double y, int layers, double persistence, double frequency)
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{
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double ampl = 1;
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double maxval = 0;
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double val = 0;
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for (int i = 0; i < layers; i++)
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{
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val += simplex.noise(x * frequency, y * frequency) * ampl;
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maxval += ampl;
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ampl *= persistence;
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frequency *= 2;
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}
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return val / maxval;
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}
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uint8_t data[SIZE * SIZE];
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double ease(double n)
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{
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return pow(n, 1.5);
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}
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uint32_t color(uint8_t r, uint8_t g, uint8_t b, uint8_t a)
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{
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return (r << 24) | (g << 16) | (b << 8) | a;
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}
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int pick_pal(uint8_t height)
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{
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if (height > 20) { return 0; }
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if (height > 8) { return 1; }
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return 2;
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}
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void init(sprstk* instance, void* userdata)
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void init(sprstk* instance, void* userdata)
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{
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{
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sprstk_palette pal = {};
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sprstk_palette pal = {};
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for (int i = 0; i < 28; i++)
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for (int i = 0; i < 24; i++)
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{
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{
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pal.colors[i] = 0x7F3F0040;
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uint8_t val = 0x33 / (12 - i / 2.0f) + 0x33;
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pal.colors[i] = color(val, val, val, 0x7F);
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}
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}
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for (int i = 28; i < 32; i++)
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for (int i = 24; i < 32; i++)
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{
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{
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pal.colors[i] = 0x00FF0040;
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uint8_t val = 0x55 / (16 - i / 2.0f) + 0xAA;
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pal.colors[i] = color(val, val, val, 0x7F);
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}
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}
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sprstk_set_palette(instance, 0, &pal);
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sprstk_set_palette(instance, 0, &pal);
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for (int i = 0; i < 16; i++)
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{
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pal.colors[i] = color(0x70 / (5.0f - i / 4.0f), 0x35 / (5.0f - i / 4.0f), 0, 0x7F);
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}
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for (int i = 16; i < 32; i++)
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{
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pal.colors[i] = color(0x05 / (8.5f - i / 2.5f) + 0x15, 0x40 / (8.5f - i / 2.5f) + 0x0, 0, 0x7F);
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}
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sprstk_set_palette(instance, 1, &pal);
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for (int i = 0; i < 8; i++)
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{
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pal.colors[i] = color(0x20 / (8 - i) + 0x20, 0x40 / (8 - i) + 0x40, 0x90 / (8 - i) + 0x40, 0x7F);
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}
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sprstk_set_palette(instance, 2, &pal);
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sprstk_set_scale(instance, 0.4f);
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SimplexNoise1234 simplex;
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for (int i = 0; i < SIZE; i++)
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{
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for (int j = 0; j < SIZE; j++)
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{
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double value = octaves(simplex, i, j, 6, 0.4, 1.0 / 128.0);
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data[i + j * SIZE] = 28 * ease((value + 1) / 2) + 3;
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}
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}
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for (int i = 0; i < SIZE; i++)
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{
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for (int j = 0; j < SIZE; j++)
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{
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sprstk_put(instance, i - SIZE / 2, j - SIZE / 2, data[i + SIZE * j], pick_pal(data[i + SIZE * j]));
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}
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}
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}
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}
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void update(sprstk* instance, float dt, float* userdata)
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void update(sprstk* instance, float dt, float* userdata)
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{
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{
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*userdata += dt / 2;
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*userdata += dt / 2;
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sprstk_set_angle(instance, *userdata);
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sprstk_set_angle(instance, *userdata);
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for (int i = -512; i < 512; i++)
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{
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for (int j = -512; j < 512; j++)
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{
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sprstk_put(instance, i, j, 31, 0);
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}
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}
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}
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}
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}
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}
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470
examples/simplexnoise1234.cpp
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470
examples/simplexnoise1234.cpp
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// SimplexNoise1234
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// Copyright © 2003-2011, Stefan Gustavson
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//
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// Contact: stegu@itn.liu.se
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//
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// This library is public domain software, released by the author
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// into the public domain in February 2011. You may do anything
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// you like with it. You may even remove all attributions,
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// but of course I'd appreciate it if you kept my name somewhere.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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// Modified by the LOVE Development Team to use double precision.
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/** \file
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\brief Implements the SimplexNoise1234 class for producing Perlin simplex noise.
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\author Stefan Gustavson (stegu@itn.liu.se)
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*/
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/*
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* This implementation is "Simplex Noise" as presented by
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* Ken Perlin at a relatively obscure and not often cited course
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* session "Real-Time Shading" at Siggraph 2001 (before real
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* time shading actually took on), under the title "hardware noise".
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* The 3D function is numerically equivalent to his Java reference
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* code available in the PDF course notes, although I re-implemented
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* it from scratch to get more readable code. The 1D, 2D and 4D cases
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* were implemented from scratch by me from Ken Perlin's text.
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*
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* This is a highly reusable class. It has no dependencies
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* on any other file, apart from its own header file.
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*/
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#include "simplexnoise1234.h"
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#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) )
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//---------------------------------------------------------------------
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// Static data
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/*
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* Permutation table. This is just a random jumble of all numbers 0-255,
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* repeated twice to avoid wrapping the index at 255 for each lookup.
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* This needs to be exactly the same for all instances on all platforms,
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* so it's easiest to just keep it as static explicit data.
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* This also removes the need for any initialisation of this class.
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*
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* Note that making this an int[] instead of a char[] might make the
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* code run faster on platforms with a high penalty for unaligned single
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* byte addressing. Intel x86 is generally single-byte-friendly, but
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* some other CPUs are faster with 4-aligned reads.
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* However, a char[] is smaller, which avoids cache trashing, and that
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* is probably the most important aspect on most architectures.
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* This array is accessed a *lot* by the noise functions.
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* A vector-valued noise over 3D accesses it 96 times, and a
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* float-valued 4D noise 64 times. We want this to fit in the cache!
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*/
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unsigned char SimplexNoise1234::perm[512] = {151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
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151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
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};
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//---------------------------------------------------------------------
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/*
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* Helper functions to compute gradients-dot-residualvectors (1D to 4D)
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* Note that these generate gradients of more than unit length. To make
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* a close match with the value range of classic Perlin noise, the final
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* noise values need to be rescaled to fit nicely within [-1,1].
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* (The simplex noise functions as such also have different scaling.)
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* Note also that these noise functions are the most practical and useful
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* signed version of Perlin noise. To return values according to the
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* RenderMan specification from the SL noise() and pnoise() functions,
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* the noise values need to be scaled and offset to [0,1], like this:
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* float SLnoise = (SimplexNoise1234::noise(x,y,z) + 1.0) * 0.5;
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*/
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double SimplexNoise1234::grad( int hash, double x ) {
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int h = hash & 15;
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double grad = 1.0 + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
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if (h&8) grad = -grad; // Set a random sign for the gradient
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return ( grad * x ); // Multiply the gradient with the distance
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}
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double SimplexNoise1234::grad( int hash, double x, double y ) {
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int h = hash & 7; // Convert low 3 bits of hash code
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double u = h<4 ? x : y; // into 8 simple gradient directions,
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double v = h<4 ? y : x; // and compute the dot product with (x,y).
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return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
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}
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double SimplexNoise1234::grad( int hash, double x, double y , double z ) {
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int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
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double u = h<8 ? x : y; // gradient directions, and compute dot product.
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double v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15
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return ((h&1)? -u : u) + ((h&2)? -v : v);
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}
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double SimplexNoise1234::grad( int hash, double x, double y, double z, double t ) {
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int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
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double u = h<24 ? x : y; // gradient directions, and compute dot product.
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double v = h<16 ? y : z;
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double w = h<8 ? z : t;
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return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
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}
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// A lookup table to traverse the simplex around a given point in 4D.
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// Details can be found where this table is used, in the 4D noise method.
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/* TODO: This should not be required, backport it from Bill's GLSL code! */
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static unsigned char simplex[64][4] = {
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{0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
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{0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
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{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
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{1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
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{1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
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{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
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{2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
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{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};
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// 1D simplex noise
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double SimplexNoise1234::noise(double x) {
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int i0 = FASTFLOOR(x);
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int i1 = i0 + 1;
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double x0 = x - i0;
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double x1 = x0 - 1.0;
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double n0, n1;
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double t0 = 1.0 - x0*x0;
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t0 *= t0;
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n0 = t0 * t0 * grad(perm[i0 & 0xff], x0);
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double t1 = 1.0 - x1*x1;
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t1 *= t1;
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n1 = t1 * t1 * grad(perm[i1 & 0xff], x1);
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// The maximum value of this noise is 8*(3/4)^4 = 2.53125
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// A factor of 0.395 will scale to fit exactly within [-1,1]
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return 0.395 * (n0 + n1);
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||||||
|
}
|
||||||
|
|
||||||
|
// 2D simplex noise
|
||||||
|
double SimplexNoise1234::noise(double x, double y) {
|
||||||
|
|
||||||
|
#define F2 0.366025403 // F2 = 0.5*(sqrt(3.0)-1.0)
|
||||||
|
#define G2 0.211324865 // G2 = (3.0-Math.sqrt(3.0))/6.0
|
||||||
|
|
||||||
|
double n0, n1, n2; // Noise contributions from the three corners
|
||||||
|
|
||||||
|
// Skew the input space to determine which simplex cell we're in
|
||||||
|
double s = (x+y)*F2; // Hairy factor for 2D
|
||||||
|
double xs = x + s;
|
||||||
|
double ys = y + s;
|
||||||
|
int i = FASTFLOOR(xs);
|
||||||
|
int j = FASTFLOOR(ys);
|
||||||
|
|
||||||
|
double t = (i+j)*G2;
|
||||||
|
double X0 = i-t; // Unskew the cell origin back to (x,y) space
|
||||||
|
double Y0 = j-t;
|
||||||
|
double x0 = x-X0; // The x,y distances from the cell origin
|
||||||
|
double y0 = y-Y0;
|
||||||
|
|
||||||
|
// For the 2D case, the simplex shape is an equilateral triangle.
|
||||||
|
// Determine which simplex we are in.
|
||||||
|
int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords
|
||||||
|
if(x0>y0) {i1=1; j1=0;} // lower triangle, XY order: (0,0)->(1,0)->(1,1)
|
||||||
|
else {i1=0; j1=1;} // upper triangle, YX order: (0,0)->(0,1)->(1,1)
|
||||||
|
|
||||||
|
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and
|
||||||
|
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
|
||||||
|
// c = (3-sqrt(3))/6
|
||||||
|
|
||||||
|
double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
|
||||||
|
double y1 = y0 - j1 + G2;
|
||||||
|
double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
|
||||||
|
double y2 = y0 - 1.0 + 2.0 * G2;
|
||||||
|
|
||||||
|
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
|
||||||
|
int ii = i & 0xff;
|
||||||
|
int jj = j & 0xff;
|
||||||
|
|
||||||
|
// Calculate the contribution from the three corners
|
||||||
|
double t0 = 0.5 - x0*x0-y0*y0;
|
||||||
|
if(t0 < 0.0) n0 = 0.0;
|
||||||
|
else {
|
||||||
|
t0 *= t0;
|
||||||
|
n0 = t0 * t0 * grad(perm[ii+perm[jj]], x0, y0);
|
||||||
|
}
|
||||||
|
|
||||||
|
double t1 = 0.5 - x1*x1-y1*y1;
|
||||||
|
if(t1 < 0.0) n1 = 0.0;
|
||||||
|
else {
|
||||||
|
t1 *= t1;
|
||||||
|
n1 = t1 * t1 * grad(perm[ii+i1+perm[jj+j1]], x1, y1);
|
||||||
|
}
|
||||||
|
|
||||||
|
double t2 = 0.5 - x2*x2-y2*y2;
|
||||||
|
if(t2 < 0.0) n2 = 0.0;
|
||||||
|
else {
|
||||||
|
t2 *= t2;
|
||||||
|
n2 = t2 * t2 * grad(perm[ii+1+perm[jj+1]], x2, y2);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add contributions from each corner to get the final noise value.
|
||||||
|
// The result is scaled to return values in the interval [-1,1].
|
||||||
|
return 45.23 * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
|
||||||
|
}
|
||||||
|
|
||||||
|
// 3D simplex noise
|
||||||
|
double SimplexNoise1234::noise(double x, double y, double z) {
|
||||||
|
|
||||||
|
// Simple skewing factors for the 3D case
|
||||||
|
#define F3 0.333333333
|
||||||
|
#define G3 0.166666667
|
||||||
|
|
||||||
|
double n0, n1, n2, n3; // Noise contributions from the four corners
|
||||||
|
|
||||||
|
// Skew the input space to determine which simplex cell we're in
|
||||||
|
double s = (x+y+z)*F3; // Very nice and simple skew factor for 3D
|
||||||
|
double xs = x+s;
|
||||||
|
double ys = y+s;
|
||||||
|
double zs = z+s;
|
||||||
|
int i = FASTFLOOR(xs);
|
||||||
|
int j = FASTFLOOR(ys);
|
||||||
|
int k = FASTFLOOR(zs);
|
||||||
|
|
||||||
|
double t = (float)(i+j+k)*G3;
|
||||||
|
double X0 = i-t; // Unskew the cell origin back to (x,y,z) space
|
||||||
|
double Y0 = j-t;
|
||||||
|
double Z0 = k-t;
|
||||||
|
double x0 = x-X0; // The x,y,z distances from the cell origin
|
||||||
|
double y0 = y-Y0;
|
||||||
|
double z0 = z-Z0;
|
||||||
|
|
||||||
|
// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
|
||||||
|
// Determine which simplex we are in.
|
||||||
|
int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
|
||||||
|
int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
|
||||||
|
|
||||||
|
/* This code would benefit from a backport from the GLSL version! */
|
||||||
|
if(x0>=y0) {
|
||||||
|
if(y0>=z0)
|
||||||
|
{ i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order
|
||||||
|
else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order
|
||||||
|
else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order
|
||||||
|
}
|
||||||
|
else { // x0<y0
|
||||||
|
if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order
|
||||||
|
else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order
|
||||||
|
else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order
|
||||||
|
}
|
||||||
|
|
||||||
|
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
|
||||||
|
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
|
||||||
|
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
|
||||||
|
// c = 1/6.
|
||||||
|
|
||||||
|
double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
|
||||||
|
double y1 = y0 - j1 + G3;
|
||||||
|
double z1 = z0 - k1 + G3;
|
||||||
|
double x2 = x0 - i2 + 2.0f*G3; // Offsets for third corner in (x,y,z) coords
|
||||||
|
double y2 = y0 - j2 + 2.0f*G3;
|
||||||
|
double z2 = z0 - k2 + 2.0f*G3;
|
||||||
|
double x3 = x0 - 1.0f + 3.0f*G3; // Offsets for last corner in (x,y,z) coords
|
||||||
|
double y3 = y0 - 1.0f + 3.0f*G3;
|
||||||
|
double z3 = z0 - 1.0f + 3.0f*G3;
|
||||||
|
|
||||||
|
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
|
||||||
|
int ii = i & 0xff;
|
||||||
|
int jj = j & 0xff;
|
||||||
|
int kk = k & 0xff;
|
||||||
|
|
||||||
|
// Calculate the contribution from the four corners
|
||||||
|
double t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
|
||||||
|
if(t0 < 0.0f) n0 = 0.0f;
|
||||||
|
else {
|
||||||
|
t0 *= t0;
|
||||||
|
n0 = t0 * t0 * grad(perm[ii+perm[jj+perm[kk]]], x0, y0, z0);
|
||||||
|
}
|
||||||
|
|
||||||
|
double t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
|
||||||
|
if(t1 < 0.0f) n1 = 0.0f;
|
||||||
|
else {
|
||||||
|
t1 *= t1;
|
||||||
|
n1 = t1 * t1 * grad(perm[ii+i1+perm[jj+j1+perm[kk+k1]]], x1, y1, z1);
|
||||||
|
}
|
||||||
|
|
||||||
|
double t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
|
||||||
|
if(t2 < 0.0f) n2 = 0.0f;
|
||||||
|
else {
|
||||||
|
t2 *= t2;
|
||||||
|
n2 = t2 * t2 * grad(perm[ii+i2+perm[jj+j2+perm[kk+k2]]], x2, y2, z2);
|
||||||
|
}
|
||||||
|
|
||||||
|
double t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
|
||||||
|
if(t3<0.0f) n3 = 0.0f;
|
||||||
|
else {
|
||||||
|
t3 *= t3;
|
||||||
|
n3 = t3 * t3 * grad(perm[ii+1+perm[jj+1+perm[kk+1]]], x3, y3, z3);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Add contributions from each corner to get the final noise value.
|
||||||
|
// The result is scaled to stay just inside [-1,1]
|
||||||
|
return 32.74 * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary!
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 4D simplex noise
|
||||||
|
double SimplexNoise1234::noise(double x, double y, double z, double w) {
|
||||||
|
|
||||||
|
// The skewing and unskewing factors are hairy again for the 4D case
|
||||||
|
#define F4 0.309016994 // F4 = (Math.sqrt(5.0)-1.0)/4.0
|
||||||
|
#define G4 0.138196601 // G4 = (5.0-Math.sqrt(5.0))/20.0
|
||||||
|
|
||||||
|
double n0, n1, n2, n3, n4; // Noise contributions from the five corners
|
||||||
|
|
||||||
|
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
|
||||||
|
double s = (x + y + z + w) * F4; // Factor for 4D skewing
|
||||||
|
double xs = x + s;
|
||||||
|
double ys = y + s;
|
||||||
|
double zs = z + s;
|
||||||
|
double ws = w + s;
|
||||||
|
int i = FASTFLOOR(xs);
|
||||||
|
int j = FASTFLOOR(ys);
|
||||||
|
int k = FASTFLOOR(zs);
|
||||||
|
int l = FASTFLOOR(ws);
|
||||||
|
|
||||||
|
double t = (i + j + k + l) * G4; // Factor for 4D unskewing
|
||||||
|
double X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
|
||||||
|
double Y0 = j - t;
|
||||||
|
double Z0 = k - t;
|
||||||
|
double W0 = l - t;
|
||||||
|
|
||||||
|
double x0 = x - X0; // The x,y,z,w distances from the cell origin
|
||||||
|
double y0 = y - Y0;
|
||||||
|
double z0 = z - Z0;
|
||||||
|
double w0 = w - W0;
|
||||||
|
|
||||||
|
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
|
||||||
|
// To find out which of the 24 possible simplices we're in, we need to
|
||||||
|
// determine the magnitude ordering of x0, y0, z0 and w0.
|
||||||
|
// The method below is a good way of finding the ordering of x,y,z,w and
|
||||||
|
// then find the correct traversal order for the simplex were in.
|
||||||
|
// First, six pair-wise comparisons are performed between each possible pair
|
||||||
|
// of the four coordinates, and the results are used to add up binary bits
|
||||||
|
// for an integer index.
|
||||||
|
int c1 = (x0 > y0) ? 32 : 0;
|
||||||
|
int c2 = (x0 > z0) ? 16 : 0;
|
||||||
|
int c3 = (y0 > z0) ? 8 : 0;
|
||||||
|
int c4 = (x0 > w0) ? 4 : 0;
|
||||||
|
int c5 = (y0 > w0) ? 2 : 0;
|
||||||
|
int c6 = (z0 > w0) ? 1 : 0;
|
||||||
|
int c = c1 + c2 + c3 + c4 + c5 + c6;
|
||||||
|
|
||||||
|
int i1, j1, k1, l1; // The integer offsets for the second simplex corner
|
||||||
|
int i2, j2, k2, l2; // The integer offsets for the third simplex corner
|
||||||
|
int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
|
||||||
|
|
||||||
|
// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
|
||||||
|
// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
|
||||||
|
// impossible. Only the 24 indices which have non-zero entries make any sense.
|
||||||
|
// We use a thresholding to set the coordinates in turn from the largest magnitude.
|
||||||
|
// The number 3 in the "simplex" array is at the position of the largest coordinate.
|
||||||
|
i1 = simplex[c][0]>=3 ? 1 : 0;
|
||||||
|
j1 = simplex[c][1]>=3 ? 1 : 0;
|
||||||
|
k1 = simplex[c][2]>=3 ? 1 : 0;
|
||||||
|
l1 = simplex[c][3]>=3 ? 1 : 0;
|
||||||
|
// The number 2 in the "simplex" array is at the second largest coordinate.
|
||||||
|
i2 = simplex[c][0]>=2 ? 1 : 0;
|
||||||
|
j2 = simplex[c][1]>=2 ? 1 : 0;
|
||||||
|
k2 = simplex[c][2]>=2 ? 1 : 0;
|
||||||
|
l2 = simplex[c][3]>=2 ? 1 : 0;
|
||||||
|
// The number 1 in the "simplex" array is at the second smallest coordinate.
|
||||||
|
i3 = simplex[c][0]>=1 ? 1 : 0;
|
||||||
|
j3 = simplex[c][1]>=1 ? 1 : 0;
|
||||||
|
k3 = simplex[c][2]>=1 ? 1 : 0;
|
||||||
|
l3 = simplex[c][3]>=1 ? 1 : 0;
|
||||||
|
// The fifth corner has all coordinate offsets = 1, so no need to look that up.
|
||||||
|
|
||||||
|
double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
|
||||||
|
double y1 = y0 - j1 + G4;
|
||||||
|
double z1 = z0 - k1 + G4;
|
||||||
|
double w1 = w0 - l1 + G4;
|
||||||
|
double x2 = x0 - i2 + 2.0f*G4; // Offsets for third corner in (x,y,z,w) coords
|
||||||
|
double y2 = y0 - j2 + 2.0f*G4;
|
||||||
|
double z2 = z0 - k2 + 2.0f*G4;
|
||||||
|
double w2 = w0 - l2 + 2.0f*G4;
|
||||||
|
double x3 = x0 - i3 + 3.0f*G4; // Offsets for fourth corner in (x,y,z,w) coords
|
||||||
|
double y3 = y0 - j3 + 3.0f*G4;
|
||||||
|
double z3 = z0 - k3 + 3.0f*G4;
|
||||||
|
double w3 = w0 - l3 + 3.0f*G4;
|
||||||
|
double x4 = x0 - 1.0f + 4.0f*G4; // Offsets for last corner in (x,y,z,w) coords
|
||||||
|
double y4 = y0 - 1.0f + 4.0f*G4;
|
||||||
|
double z4 = z0 - 1.0f + 4.0f*G4;
|
||||||
|
double w4 = w0 - 1.0f + 4.0f*G4;
|
||||||
|
|
||||||
|
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
|
||||||
|
int ii = i & 0xff;
|
||||||
|
int jj = j & 0xff;
|
||||||
|
int kk = k & 0xff;
|
||||||
|
int ll = l & 0xff;
|
||||||
|
|
||||||
|
// Calculate the contribution from the five corners
|
||||||
|
double t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0;
|
||||||
|
if(t0 < 0.0f) n0 = 0.0f;
|
||||||
|
else {
|
||||||
|
t0 *= t0;
|
||||||
|
n0 = t0 * t0 * grad(perm[ii+perm[jj+perm[kk+perm[ll]]]], x0, y0, z0, w0);
|
||||||
|
}
|
||||||
|
|
||||||
|
double t1 = 0.6f - x1*x1 - y1*y1 - z1*z1 - w1*w1;
|
||||||
|
if(t1 < 0.0f) n1 = 0.0f;
|
||||||
|
else {
|
||||||
|
t1 *= t1;
|
||||||
|
n1 = t1 * t1 * grad(perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]], x1, y1, z1, w1);
|
||||||
|
}
|
||||||
|
|
||||||
|
double t2 = 0.6f - x2*x2 - y2*y2 - z2*z2 - w2*w2;
|
||||||
|
if(t2 < 0.0f) n2 = 0.0f;
|
||||||
|
else {
|
||||||
|
t2 *= t2;
|
||||||
|
n2 = t2 * t2 * grad(perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]], x2, y2, z2, w2);
|
||||||
|
}
|
||||||
|
|
||||||
|
double t3 = 0.6f - x3*x3 - y3*y3 - z3*z3 - w3*w3;
|
||||||
|
if(t3 < 0.0f) n3 = 0.0f;
|
||||||
|
else {
|
||||||
|
t3 *= t3;
|
||||||
|
n3 = t3 * t3 * grad(perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]], x3, y3, z3, w3);
|
||||||
|
}
|
||||||
|
|
||||||
|
double t4 = 0.6f - x4*x4 - y4*y4 - z4*z4 - w4*w4;
|
||||||
|
if(t4 < 0.0f) n4 = 0.0f;
|
||||||
|
else {
|
||||||
|
t4 *= t4;
|
||||||
|
n4 = t4 * t4 * grad(perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]], x4, y4, z4, w4);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Sum up and scale the result to cover the range [-1,1]
|
||||||
|
return 27.3 * (n0 + n1 + n2 + n3 + n4); // TODO: The scale factor is preliminary!
|
||||||
|
}
|
||||||
|
//---------------------------------------------------------------------
|
48
examples/simplexnoise1234.h
Normal file
48
examples/simplexnoise1234.h
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
// SimplexNoise1234
|
||||||
|
// Copyright © 2003-2011, Stefan Gustavson
|
||||||
|
//
|
||||||
|
// Contact: stegu@itn.liu.se
|
||||||
|
//
|
||||||
|
// This library is public domain software, released by the author
|
||||||
|
// into the public domain in February 2011. You may do anything
|
||||||
|
// you like with it. You may even remove all attributions,
|
||||||
|
// but of course I'd appreciate it if you kept my name somewhere.
|
||||||
|
//
|
||||||
|
// This library is distributed in the hope that it will be useful,
|
||||||
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||||
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
||||||
|
// General Public License for more details.
|
||||||
|
|
||||||
|
// Modified by the LOVE Development Team to use double precision.
|
||||||
|
|
||||||
|
/** \file
|
||||||
|
\brief Declares the SimplexNoise1234 class for producing Perlin simplex noise.
|
||||||
|
\author Stefan Gustavson (stegu@itn.liu.se)
|
||||||
|
*/
|
||||||
|
|
||||||
|
/*
|
||||||
|
* This is a clean, fast, modern and free Perlin Simplex noise class in C++.
|
||||||
|
* Being a stand-alone class with no external dependencies, it is
|
||||||
|
* highly reusable without source code modifications.
|
||||||
|
*/
|
||||||
|
|
||||||
|
class SimplexNoise1234 {
|
||||||
|
|
||||||
|
public:
|
||||||
|
SimplexNoise1234() {}
|
||||||
|
~SimplexNoise1234() {}
|
||||||
|
|
||||||
|
/** 1D and 2D float Perlin noise
|
||||||
|
*/
|
||||||
|
static double noise( double x );
|
||||||
|
static double noise( double x, double y );
|
||||||
|
static double noise( double x, double y, double z );
|
||||||
|
static double noise( double x, double y, double z, double w);
|
||||||
|
|
||||||
|
private:
|
||||||
|
static unsigned char perm[];
|
||||||
|
static double grad( int hash, double x );
|
||||||
|
static double grad( int hash, double x, double y );
|
||||||
|
static double grad( int hash, double x, double y, double z );
|
||||||
|
static double grad( int hash, double x, double y, double z, double t );
|
||||||
|
};
|
@ -30,11 +30,14 @@ void sprstk_del(sprstk* instance);
|
|||||||
void sprstk_run(sprstk* instance);
|
void sprstk_run(sprstk* instance);
|
||||||
void sprstk_stop(sprstk* instance);
|
void sprstk_stop(sprstk* instance);
|
||||||
|
|
||||||
|
void sprstk_clear(sprstk* instance);
|
||||||
|
|
||||||
void sprstk_put(sprstk* instance, int x, int y, unsigned int layers, unsigned int palette_lookup);
|
void sprstk_put(sprstk* instance, int x, int y, unsigned int layers, unsigned int palette_lookup);
|
||||||
void sprstk_putz(sprstk* instance, int x, int y, unsigned int layers, unsigned int palette_lookup, unsigned int z_offset);
|
void sprstk_putz(sprstk* instance, int x, int y, unsigned int layers, unsigned int palette_lookup, unsigned int z_offset);
|
||||||
|
|
||||||
void sprstk_set_palette(sprstk* instance, unsigned int index, const sprstk_palette* palette);
|
void sprstk_set_palette(sprstk* instance, unsigned int index, const sprstk_palette* palette);
|
||||||
|
|
||||||
|
void sprstk_set_scale(sprstk* instance, float scale);
|
||||||
void sprstk_set_angle(sprstk* instance, float angle);
|
void sprstk_set_angle(sprstk* instance, float angle);
|
||||||
|
|
||||||
#ifdef __cplusplus
|
#ifdef __cplusplus
|
||||||
|
191
src/sprstk.cpp
191
src/sprstk.cpp
@ -7,6 +7,10 @@
|
|||||||
|
|
||||||
#include <cmath>
|
#include <cmath>
|
||||||
|
|
||||||
|
#define OIT_LAYERS 1
|
||||||
|
#define _STRINGIFY(x) #x
|
||||||
|
#define STRINGIFY(x) _STRINGIFY(x)
|
||||||
|
|
||||||
const char* MESH_SHADER_CODE = R"(
|
const char* MESH_SHADER_CODE = R"(
|
||||||
#version 460
|
#version 460
|
||||||
|
|
||||||
@ -17,11 +21,13 @@ layout (triangles, max_vertices = 128, max_primitives = 64) out;
|
|||||||
|
|
||||||
layout (location = 0) out PerVertexData
|
layout (location = 0) out PerVertexData
|
||||||
{
|
{
|
||||||
|
flat uint layer;
|
||||||
vec4 color;
|
vec4 color;
|
||||||
} v_out[];
|
} v_out[];
|
||||||
|
|
||||||
layout (location = 1) uniform vec3 screen_size_and_pixel_scale;
|
layout (location = 1) uniform vec3 screen_size_and_pixel_scale;
|
||||||
layout (location = 2) uniform mat2 rotation_matrix;
|
layout (location = 2) uniform float scale;
|
||||||
|
layout (location = 3) uniform mat2 rotation_matrix;
|
||||||
|
|
||||||
struct TileInfo
|
struct TileInfo
|
||||||
{
|
{
|
||||||
@ -54,31 +60,37 @@ void main()
|
|||||||
|
|
||||||
uint layer_count = bitfieldExtract(t_info.position, 20, 5);
|
uint layer_count = bitfieldExtract(t_info.position, 20, 5);
|
||||||
|
|
||||||
vec2 positions[4] = { vec2(0, 0), vec2(1, 0), vec2(0, 1), vec2(1, 1) };
|
float minsize = min(screen_size_and_pixel_scale.x, screen_size_and_pixel_scale.y);
|
||||||
|
|
||||||
|
vec2 positions[4] = { vec2(-0.5, -0.5), vec2(0.5, -0.5), vec2(-0.5, 0.5), vec2(0.5, 0.5) };
|
||||||
for (uint i = 0; i < 4; i++)
|
for (uint i = 0; i < 4; i++)
|
||||||
{
|
{
|
||||||
positions[i] += stack_position;
|
positions[i] += stack_position;
|
||||||
positions[i] *= screen_size_and_pixel_scale.zz;
|
positions[i] *= screen_size_and_pixel_scale.zz;
|
||||||
positions[i] /= vec2(min(screen_size_and_pixel_scale.x, screen_size_and_pixel_scale.y));
|
|
||||||
}
|
}
|
||||||
|
|
||||||
uint z_offset = bitfieldExtract(t_info.position, 25, 2);
|
uint z_offset = bitfieldExtract(t_info.position, 25, 2);
|
||||||
|
|
||||||
uint palette_lookup = bitfieldExtract(t_info.position, 27, 5);
|
uint palette_lookup = bitfieldExtract(t_info.position, 27, 5);
|
||||||
ColorInfo c_info = color_infos[palette_lookup];
|
ColorInfo c_info = color_infos[palette_lookup];
|
||||||
float a = bitfieldExtract(c_info.color[gl_LocalInvocationID.x], 0, 8);
|
uint c = c_info.color[gl_LocalInvocationID.x];
|
||||||
float b = bitfieldExtract(c_info.color[gl_LocalInvocationID.x], 8, 8);
|
float a = bitfieldExtract(c, 0, 8);
|
||||||
float g = bitfieldExtract(c_info.color[gl_LocalInvocationID.x], 16, 8);
|
float b = bitfieldExtract(c, 8, 8);
|
||||||
float r = bitfieldExtract(c_info.color[gl_LocalInvocationID.x], 24, 8);
|
float g = bitfieldExtract(c, 16, 8);
|
||||||
|
float r = bitfieldExtract(c, 24, 8);
|
||||||
|
vec4 color = vec4(r, g, b, a) / vec4(256);
|
||||||
|
|
||||||
for (uint i = 4 * gl_LocalInvocationID.x; i < 4 * gl_LocalInvocationID.x + 4; i++)
|
for (uint i = 4 * gl_LocalInvocationID.x; i < 4 * gl_LocalInvocationID.x + 4; i++)
|
||||||
{
|
{
|
||||||
vec4 position = vec4(rotation_matrix * positions[i % 4], float(4 * gl_LocalInvocationID.x + z_offset) / 128, 1);
|
vec4 position = vec4(rotation_matrix * positions[i % 4], float(4 * gl_LocalInvocationID.x + z_offset) / 128, 1);
|
||||||
position.y += 24 * position.z / screen_size_and_pixel_scale.z;
|
position.xy /= screen_size_and_pixel_scale.xy;
|
||||||
position.xy *= vec2(0.05);
|
position.xy *= scale;
|
||||||
|
position.y += 16 * gl_LocalInvocationID.x * scale / screen_size_and_pixel_scale.y;
|
||||||
gl_MeshVerticesNV[i].gl_Position = position;
|
gl_MeshVerticesNV[i].gl_Position = position;
|
||||||
|
|
||||||
v_out[i].color = vec4(r, g, b, a) / vec4(256, 256, 256, 256);
|
v_out[i].layer = 4 * gl_LocalInvocationID.x + z_offset;
|
||||||
|
|
||||||
|
v_out[i].color = color;
|
||||||
}
|
}
|
||||||
|
|
||||||
for (uint i = 6 * gl_LocalInvocationID.x; i < 6 * gl_LocalInvocationID.x + 6; i++)
|
for (uint i = 6 * gl_LocalInvocationID.x; i < 6 * gl_LocalInvocationID.x + 6; i++)
|
||||||
@ -93,16 +105,75 @@ void main()
|
|||||||
const char* FRAGMENT_SHADER_CODE = R"(
|
const char* FRAGMENT_SHADER_CODE = R"(
|
||||||
#version 460
|
#version 460
|
||||||
|
|
||||||
|
#extension GL_NV_fragment_shader_interlock : enable
|
||||||
|
#extension GL_ARB_fragment_shader_interlock : enable
|
||||||
|
|
||||||
|
#if GL_NV_fragment_shader_interlock || GL_ARB_fragment_shader_interlock
|
||||||
|
|
||||||
|
layout (pixel_interlock_unordered) in;
|
||||||
|
|
||||||
|
#if GL_NV_fragment_shader_interlock
|
||||||
|
#define beginInvocationInterlock beginInvocationInterlockNV
|
||||||
|
#define endInvocationInterlock endInvocationInterlockNV
|
||||||
|
#else // GL_NV_fragment_shader_interlock
|
||||||
|
#define beginInvocationInterlock beginInvocationInterlockARB
|
||||||
|
#define endInvocationInterlock endInvocationInterlockARB
|
||||||
|
#endif // GL_NV_fragment_shader_interlock
|
||||||
|
|
||||||
|
#else // #if GL_NV_fragment_shader_interlock || GL_ARB_fragment_shader_interlock
|
||||||
|
|
||||||
|
#pragma error "fragment shader interlock is required"
|
||||||
|
|
||||||
|
#endif // #if GL_NV_fragment_shader_interlock || GL_ARB_fragment_shader_interlock
|
||||||
|
|
||||||
layout (location = 0) out vec4 FragColor;
|
layout (location = 0) out vec4 FragColor;
|
||||||
|
|
||||||
|
layout (binding = 0, rgba8) uniform restrict coherent image3D ABuffer;
|
||||||
|
layout (binding = 1, r8ui) uniform restrict coherent uimage3D ZBuffer;
|
||||||
|
|
||||||
in PerVertexData
|
in PerVertexData
|
||||||
{
|
{
|
||||||
|
flat uint layer;
|
||||||
vec4 color;
|
vec4 color;
|
||||||
} fragIn;
|
} fragIn;
|
||||||
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
FragColor = fragIn.color;
|
vec4 color = fragIn.color;
|
||||||
|
uint z_current = fragIn.layer;
|
||||||
|
|
||||||
|
beginInvocationInterlock();
|
||||||
|
for (int i = 0; i < )" STRINGIFY(OIT_LAYERS) R"(; i++)
|
||||||
|
{
|
||||||
|
const ivec3 image_coord = ivec3(gl_FragCoord.xy, i);
|
||||||
|
|
||||||
|
const uint z_from_buffer = imageLoad(ZBuffer, image_coord).x;
|
||||||
|
if (z_current < z_from_buffer)
|
||||||
|
{
|
||||||
|
imageStore(ZBuffer, image_coord, uvec4(z_current, 0, 0, 0));
|
||||||
|
const vec4 temp_color = imageLoad(ABuffer, image_coord);
|
||||||
|
imageStore(ABuffer, image_coord, color);
|
||||||
|
|
||||||
|
z_current = z_from_buffer;
|
||||||
|
color = temp_color;
|
||||||
|
|
||||||
|
if (z_current == 0xFF) { break; }
|
||||||
|
}
|
||||||
|
}
|
||||||
|
endInvocationInterlock();
|
||||||
|
|
||||||
|
memoryBarrierImage();
|
||||||
|
|
||||||
|
color = vec4(0);
|
||||||
|
for (int i = 0; i < )" STRINGIFY(OIT_LAYERS) R"(; i++)
|
||||||
|
{
|
||||||
|
const ivec3 image_coord = ivec3(gl_FragCoord.xy, i);
|
||||||
|
|
||||||
|
const vec4 temp_color = imageLoad(ABuffer, image_coord);
|
||||||
|
color = vec4(temp_color.rgb * temp_color.a + color.rgb * (1 - temp_color.a), temp_color.a);
|
||||||
|
}
|
||||||
|
|
||||||
|
FragColor = color;
|
||||||
}
|
}
|
||||||
)";
|
)";
|
||||||
|
|
||||||
@ -124,7 +195,9 @@ public:
|
|||||||
callbacks(callbacks),
|
callbacks(callbacks),
|
||||||
userdata(userdata),
|
userdata(userdata),
|
||||||
should_stop(false),
|
should_stop(false),
|
||||||
prev_ticks(0)
|
prev_ticks(0),
|
||||||
|
prev_resized_ticks(0),
|
||||||
|
resized(false)
|
||||||
{
|
{
|
||||||
if (!callbacks.update)
|
if (!callbacks.update)
|
||||||
{
|
{
|
||||||
@ -158,10 +231,8 @@ public:
|
|||||||
|
|
||||||
if (e.type == SDL_EVENT_WINDOW_RESIZED)
|
if (e.type == SDL_EVENT_WINDOW_RESIZED)
|
||||||
{
|
{
|
||||||
int width, height;
|
prev_resized_ticks = prev_ticks;
|
||||||
SDL_GetWindowSizeInPixels(sdl.window, &width, &height);
|
resized = true;
|
||||||
glViewport(0, 0, width, height);
|
|
||||||
glProgramUniform3f(gl.program, 1, width, height, 8);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -169,11 +240,30 @@ public:
|
|||||||
float dt = (current_ticks - prev_ticks) / 1000.0f;
|
float dt = (current_ticks - prev_ticks) / 1000.0f;
|
||||||
prev_ticks = current_ticks;
|
prev_ticks = current_ticks;
|
||||||
|
|
||||||
gl.tile_count = 0;
|
if (resized && (current_ticks - prev_resized_ticks) / 1000.0f > 0.5f)
|
||||||
|
{
|
||||||
|
prev_resized_ticks = 0;
|
||||||
|
resized = false;
|
||||||
|
|
||||||
|
int width, height;
|
||||||
|
SDL_GetWindowSizeInPixels(sdl.window, &width, &height);
|
||||||
|
glViewport(0, 0, width, height);
|
||||||
|
glProgramUniform3f(gl.program, 1, width, height, 8);
|
||||||
|
|
||||||
|
create_buffers();
|
||||||
|
}
|
||||||
|
|
||||||
callbacks.update(this, dt, userdata);
|
callbacks.update(this, dt, userdata);
|
||||||
|
|
||||||
glClearColor(0, 0, 0, 1);
|
glClearColor(0, 0, 0, 1);
|
||||||
glClear(GL_COLOR_BUFFER_BIT);
|
glClear(GL_COLOR_BUFFER_BIT);
|
||||||
|
|
||||||
|
constexpr uint32_t color = 0;
|
||||||
|
glClearTexImage(gl.a_buffer, 0, GL_RGBA, GL_UNSIGNED_INT, &color);
|
||||||
|
|
||||||
|
constexpr uint8_t z = 0xFF;
|
||||||
|
glClearTexImage(gl.z_buffer, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, &z);
|
||||||
|
|
||||||
int i;
|
int i;
|
||||||
for (i = 0; i < gl.tile_count; i += 65535)
|
for (i = 0; i < gl.tile_count; i += 65535)
|
||||||
{
|
{
|
||||||
@ -191,6 +281,11 @@ public:
|
|||||||
should_stop = true;
|
should_stop = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void clear()
|
||||||
|
{
|
||||||
|
gl.tile_count = 0;
|
||||||
|
}
|
||||||
|
|
||||||
void put(int x, int y, unsigned int layers, unsigned int palette_lookup, unsigned int z_offset = 0)
|
void put(int x, int y, unsigned int layers, unsigned int palette_lookup, unsigned int z_offset = 0)
|
||||||
{
|
{
|
||||||
x += 512;
|
x += 512;
|
||||||
@ -219,13 +314,18 @@ public:
|
|||||||
gl.color_info_map[index] = *palette;
|
gl.color_info_map[index] = *palette;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void set_scale(float scale)
|
||||||
|
{
|
||||||
|
glProgramUniform1f(gl.program, 2, scale);
|
||||||
|
}
|
||||||
|
|
||||||
void set_angle(float angle)
|
void set_angle(float angle)
|
||||||
{
|
{
|
||||||
const float arr[4] = {
|
const float arr[4] = {
|
||||||
cosf(angle), -sinf(angle),
|
cosf(angle), -sinf(angle),
|
||||||
sinf(angle), cosf(angle)
|
sinf(angle), cosf(angle)
|
||||||
};
|
};
|
||||||
glProgramUniformMatrix2fv(gl.program, 2, 1, false, arr);
|
glProgramUniformMatrix2fv(gl.program, 3, 1, false, arr);
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
@ -234,6 +334,8 @@ private:
|
|||||||
bool should_stop;
|
bool should_stop;
|
||||||
|
|
||||||
uint64_t prev_ticks;
|
uint64_t prev_ticks;
|
||||||
|
uint64_t prev_resized_ticks;
|
||||||
|
bool resized;
|
||||||
|
|
||||||
struct
|
struct
|
||||||
{
|
{
|
||||||
@ -248,6 +350,8 @@ private:
|
|||||||
unsigned int tile_count;
|
unsigned int tile_count;
|
||||||
unsigned int color_buffer;
|
unsigned int color_buffer;
|
||||||
sprstk_palette* color_info_map;
|
sprstk_palette* color_info_map;
|
||||||
|
unsigned int a_buffer;
|
||||||
|
unsigned int z_buffer;
|
||||||
} gl;
|
} gl;
|
||||||
|
|
||||||
void init_sdl()
|
void init_sdl()
|
||||||
@ -262,7 +366,7 @@ private:
|
|||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
|
||||||
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
|
||||||
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
|
||||||
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
|
//SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, SDL_GL_CONTEXT_DEBUG_FLAG);
|
||||||
|
|
||||||
sdl.window = SDL_CreateWindow("sprstk", 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
sdl.window = SDL_CreateWindow("sprstk", 640, 480, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||||
if (!sdl.window)
|
if (!sdl.window)
|
||||||
@ -294,9 +398,6 @@ private:
|
|||||||
throw application_error("Mesh shaders not supported");
|
throw application_error("Mesh shaders not supported");
|
||||||
}
|
}
|
||||||
|
|
||||||
glEnable(GL_BLEND);
|
|
||||||
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
|
|
||||||
|
|
||||||
glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userdata)
|
glDebugMessageCallback([](GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei length, const GLchar* message, const void* userdata)
|
||||||
{
|
{
|
||||||
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "%s", message);
|
SDL_LogWarn(SDL_LOG_CATEGORY_APPLICATION, "%s", message);
|
||||||
@ -365,15 +466,49 @@ private:
|
|||||||
gl.color_info_map = (sprstk_palette*)glMapNamedBufferRange(gl.color_buffer, 0, sizeof(sprstk_palette) * (1 << 5), GL_MAP_WRITE_BIT | GL_MAP_COHERENT_BIT);
|
gl.color_info_map = (sprstk_palette*)glMapNamedBufferRange(gl.color_buffer, 0, sizeof(sprstk_palette) * (1 << 5), GL_MAP_WRITE_BIT | GL_MAP_COHERENT_BIT);
|
||||||
|
|
||||||
const float arr[4] = {1, 0, 0, 1};
|
const float arr[4] = {1, 0, 0, 1};
|
||||||
glProgramUniformMatrix2fv(gl.program, 2, 1, false, arr);
|
glProgramUniformMatrix2fv(gl.program, 3, 1, false, arr);
|
||||||
|
glProgramUniform1f(gl.program, 2, 1);
|
||||||
|
|
||||||
|
create_buffers();
|
||||||
}
|
}
|
||||||
|
|
||||||
void destroy_gl()
|
void destroy_gl()
|
||||||
{
|
{
|
||||||
|
glDeleteTextures(1, &gl.a_buffer);
|
||||||
|
glDeleteTextures(1, &gl.z_buffer);
|
||||||
glDeleteProgram(gl.program);
|
glDeleteProgram(gl.program);
|
||||||
glDeleteBuffers(1, &gl.tile_buffer);
|
glDeleteBuffers(1, &gl.tile_buffer);
|
||||||
SDL_GL_DestroyContext(sdl.context);
|
SDL_GL_DestroyContext(sdl.context);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void create_buffers()
|
||||||
|
{
|
||||||
|
if (gl.a_buffer)
|
||||||
|
{
|
||||||
|
glDeleteTextures(1, &gl.a_buffer);
|
||||||
|
glDeleteTextures(1, &gl.z_buffer);
|
||||||
|
}
|
||||||
|
|
||||||
|
int width, height;
|
||||||
|
SDL_GetWindowSizeInPixels(sdl.window, &width, &height);
|
||||||
|
|
||||||
|
glGenTextures(1, &gl.a_buffer);
|
||||||
|
glBindTexture(GL_TEXTURE_3D, gl.a_buffer);
|
||||||
|
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, width, height, OIT_LAYERS);
|
||||||
|
glGenTextures(1, &gl.z_buffer);
|
||||||
|
glBindTexture(GL_TEXTURE_3D, gl.z_buffer);
|
||||||
|
glTexStorage3D(GL_TEXTURE_3D, 1, GL_R8UI, width, height, OIT_LAYERS);
|
||||||
|
|
||||||
|
constexpr uint32_t color = 0;
|
||||||
|
glClearTexImage(gl.a_buffer, 0, GL_RGBA, GL_UNSIGNED_INT, &color);
|
||||||
|
glBindImageTexture(0, gl.a_buffer, 0, true, 0, GL_READ_WRITE, GL_RGBA8);
|
||||||
|
|
||||||
|
constexpr uint8_t z = 0xFF;
|
||||||
|
glClearTexImage(gl.z_buffer, 0, GL_RED_INTEGER, GL_UNSIGNED_BYTE, &z);
|
||||||
|
glBindImageTexture(1, gl.z_buffer, 0, true, 0, GL_READ_WRITE, GL_R8UI);
|
||||||
|
|
||||||
|
glBindTexture(GL_TEXTURE_3D, gl.a_buffer);
|
||||||
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
extern "C"
|
extern "C"
|
||||||
@ -420,6 +555,11 @@ void sprstk_stop(sprstk* instance)
|
|||||||
instance->stop();
|
instance->stop();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void sprstk_clear(sprstk* instance)
|
||||||
|
{
|
||||||
|
instance->clear();
|
||||||
|
}
|
||||||
|
|
||||||
void sprstk_put(sprstk* instance, int x, int y, unsigned int layers, unsigned int palette_lookup)
|
void sprstk_put(sprstk* instance, int x, int y, unsigned int layers, unsigned int palette_lookup)
|
||||||
{
|
{
|
||||||
instance->put(x, y, layers, palette_lookup);
|
instance->put(x, y, layers, palette_lookup);
|
||||||
@ -435,6 +575,11 @@ void sprstk_set_palette(sprstk* instance, unsigned int index, const sprstk_palet
|
|||||||
instance->set_palette(index, palette);
|
instance->set_palette(index, palette);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void sprstk_set_scale(sprstk* instance, float scale)
|
||||||
|
{
|
||||||
|
instance->set_scale(scale);
|
||||||
|
}
|
||||||
|
|
||||||
void sprstk_set_angle(sprstk* instance, float angle)
|
void sprstk_set_angle(sprstk* instance, float angle)
|
||||||
{
|
{
|
||||||
instance->set_angle(angle);
|
instance->set_angle(angle);
|
||||||
|
Loading…
x
Reference in New Issue
Block a user