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mirror of https://github.com/troisjs/trois.git synced 2024-11-24 04:12:02 +08:00

add noisy components

This commit is contained in:
Kevin Levron 2020-09-30 17:53:36 +02:00
parent b4cdb68340
commit 503fdbfd78
8 changed files with 462 additions and 77 deletions

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@ -1,4 +1,6 @@
export { default as NoisyText } from './NoisyText.js';
export { default as NoisyImage } from './noisy/NoisyImage.js';
export { default as NoisyPlane } from './noisy/NoisyPlane.js';
export { default as NoisyText } from './noisy/NoisyText.js';
export { default as Slider1 } from './sliders/Slider1.vue';

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@ -0,0 +1,85 @@
import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry } from 'three';
import { watch } from 'vue';
import Image from '../../meshes/Image.js';
import snoise2 from '../../glsl/snoise2.glsl.js';
export default {
extends: Image,
props: {
widthSegments: { type: Number, default: 20 },
heightSegments: { type: Number, default: 20 },
timeCoef: { type: Number, default: 0.001 },
noiseCoef: { type: Number, default: 1 },
zCoef: { type: Number, default: 5 },
dispCoef: { type: Number, default: 0.05 },
},
setup(props) {
// uniforms
const uTime = { value: 0 };
const uNoiseCoef = { value: props.noiseCoef };
watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });
const uZCoef = { value: props.zCoef };
watch(() => props.zCoef, (value) => { uZCoef.value = value; });
const uDispCoef = { value: props.dispCoef };
watch(() => props.dispCoef, (value) => { uDispCoef.value = value; });
return {
uTime, uNoiseCoef, uZCoef, uDispCoef,
};
},
created() {
const startTime = Date.now();
this.three.onBeforeRender(() => {
this.uTime.value = (Date.now() - startTime) * this.timeCoef;
});
},
methods: {
createGeometry() {
this.geometry = new PlaneBufferGeometry(1, 1, this.widthSegments, this.heightSegments);
},
createMaterial() {
this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });
this.material.onBeforeCompile = (shader) => {
shader.uniforms.uTime = this.uTime;
shader.uniforms.uNoiseCoef = this.uNoiseCoef;
shader.uniforms.uZCoef = this.uZCoef;
shader.uniforms.uDispCoef = this.uDispCoef;
shader.vertexShader = `
uniform float uTime;
uniform float uNoiseCoef;
uniform float uZCoef;
varying float vNoise;
${snoise2}
` + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
vec3 p = vec3(position * uNoiseCoef);
p.x += uTime;
vNoise = snoise(p.xy);
vec3 transformed = vec3(position);
transformed.z += vNoise * uZCoef;
`
);
shader.fragmentShader = `
uniform float uDispCoef;
varying float vNoise;
` + shader.fragmentShader;
shader.fragmentShader = shader.fragmentShader.replace(
'#include <map_fragment>',
`
vec4 texelColor = texture2D(map, vUv);
vec4 dispTexel = texture2D(map, vUv + vec2(vNoise * uDispCoef, 0));
texelColor.r = dispTexel.r;
diffuseColor = texelColor;
`
);
this.materialShader = shader;
};
},
},
__hmrId: 'NoisyImage',
};

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@ -0,0 +1,62 @@
import { MeshLambertMaterial } from 'three';
import { watch } from 'vue';
import Plane from '../../meshes/Plane.js';
import snoise3 from '../../glsl/snoise3.glsl.js';
export default {
extends: Plane,
props: {
timeCoef: { type: Number, default: 0.001 },
noiseCoef: { type: Number, default: 1 },
zCoef: { type: Number, default: 5 },
},
setup(props) {
// uniforms
const uTime = { value: 0 };
const uNoiseCoef = { value: props.noiseCoef };
watch(() => props.noiseCoef, (value) => { uNoiseCoef.value = value; });
const uZCoef = { value: props.zCoef };
watch(() => props.zCoef, (value) => { uZCoef.value = value; });
return {
uTime, uNoiseCoef, uZCoef,
};
},
created() {
this.createMaterial();
const startTime = Date.now();
this.three.onBeforeRender(() => {
this.uTime.value = (Date.now() - startTime) * this.timeCoef;
});
},
methods: {
createMaterial() {
this.material = new MeshLambertMaterial({});
this.material.onBeforeCompile = (shader) => {
shader.uniforms.uTime = this.uTime;
shader.uniforms.uNoiseCoef = this.uNoiseCoef;
shader.uniforms.uZCoef = this.uZCoef;
shader.vertexShader = `
uniform float uTime;
uniform float uNoiseCoef;
uniform float uZCoef;
varying float vNoise;
${snoise3}
` + shader.vertexShader;
shader.vertexShader = shader.vertexShader.replace(
'#include <begin_vertex>',
`
vec3 p = vec3(position * uNoiseCoef);
vNoise = snoise(vec3(p.x, p.y, uTime));
vec3 transformed = vec3(position);
transformed.z += vNoise * uZCoef;
`
);
this.materialShader = shader;
};
},
},
__hmrId: 'NoisyPlane',
};

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@ -1,8 +1,8 @@
import { FontLoader, MeshStandardMaterial, TextBufferGeometry } from 'three';
import { FontLoader, MeshPhongMaterial, MeshStandardMaterial, TextBufferGeometry } from 'three';
import { watch } from 'vue';
import Mesh from '../meshes/Mesh.js';
import TextProps from '../meshes/TextProps.js';
import snoise2 from '../glsl/snoise2.glsl.js';
import Mesh from '../../meshes/Mesh.js';
import TextProps from '../../meshes/TextProps.js';
import snoise2 from '../../glsl/snoise2.glsl.js';
export default {
extends: Mesh,
@ -28,12 +28,10 @@ export default {
// uniforms
this.uTime = { value: 0 };
this.uNoiseCoef = { value: this.noiseCoef };
watch(() => this.noiseCoef, () => { this.uNoiseCoef.value = this.noiseCoef; });
watch(() => this.noiseCoef, (value) => { this.uNoiseCoef.value = value; });
this.uZCoef = { value: this.zCoef };
watch(() => this.zCoef, () => { this.uZCoef.value = this.zCoef; });
watch(() => this.zCoef, (value) => { this.uZCoef.value = value; });
const loader = new FontLoader();
loader.load(this.fontSrc, (font) => {
@ -50,7 +48,7 @@ export default {
},
methods: {
createMaterial() {
this.material = new MeshStandardMaterial({ color: this.color, metalness: 0.8, roughness: 0.5 });
this.material = new MeshPhongMaterial({ color: this.color });
this.material.onBeforeCompile = (shader) => {
shader.uniforms.uTime = this.uTime;
shader.uniforms.uNoiseCoef = this.uNoiseCoef;
@ -94,4 +92,5 @@ export default {
}
},
},
__hmrId: 'NoisyText',
};

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@ -1,28 +1,28 @@
export default `
//
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
//
// Description : Array and textureless GLSL 2D simplex noise function.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec3 mod289(vec3 x) {
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
}
vec2 mod289(vec2 x) {
vec2 mod289(vec2 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
}
vec3 permute(vec3 x) {
vec3 permute(vec3 x) {
return mod289(((x*34.0)+1.0)*x);
}
}
float snoise(vec2 v)
{
float snoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, // (3.0-sqrt(3.0))/6.0
0.366025403784439, // 0.5*(sqrt(3.0)-1.0)
-0.577350269189626, // -1.0 + 2.0 * C.x
@ -63,5 +63,5 @@ export default `
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}
}
`;

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src/glsl/snoise3.glsl.js Normal file
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export default `
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
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; }
float snoise(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 );
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 = 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(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);
m = m * m;
return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1),
dot(p2,x2), dot(p3,x3) ) );
}
`;

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src/glsl/snoise4.glsl.js Normal file
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export default `
//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : ijm
// Lastmod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
//
vec4 mod289(vec4 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
float mod289(float x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
vec4 permute(vec4 x) { return mod289(((x*34.0)+1.0)*x); }
float permute(float x) { return mod289(((x*34.0)+1.0)*x); }
vec4 taylorInvSqrt(vec4 r) { return 1.79284291400159 - 0.85373472095314 * r; }
float taylorInvSqrt(float r) { return 1.79284291400159 - 0.85373472095314 * r; }
vec4 grad4(float j, vec4 ip)
{
const vec4 ones = vec4(1.0, 1.0, 1.0, -1.0);
vec4 p,s;
p.xyz = floor( fract (vec3(j) * ip.xyz) * 7.0) * ip.z - 1.0;
p.w = 1.5 - dot(abs(p.xyz), ones.xyz);
s = vec4(lessThan(p, vec4(0.0)));
p.xyz = p.xyz + (s.xyz*2.0 - 1.0) * s.www;
return p;
}
// (sqrt(5) - 1)/4 = F4, used once below
#define F4 0.309016994374947451
float snoise(vec4 v)
{
const vec4 C = vec4( 0.138196601125011, // (5 - sqrt(5))/20 G4
0.276393202250021, // 2 * G4
0.414589803375032, // 3 * G4
-0.447213595499958); // -1 + 4 * G4
// First corner
vec4 i = floor(v + dot(v, vec4(F4)) );
vec4 x0 = v - i + dot(i, C.xxxx);
// Other corners
// Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
vec4 i0;
vec3 isX = step( x0.yzw, x0.xxx );
vec3 isYZ = step( x0.zww, x0.yyz );
// i0.x = dot( isX, vec3( 1.0 ) );
i0.x = isX.x + isX.y + isX.z;
i0.yzw = 1.0 - isX;
// i0.y += dot( isYZ.xy, vec2( 1.0 ) );
i0.y += isYZ.x + isYZ.y;
i0.zw += 1.0 - isYZ.xy;
i0.z += isYZ.z;
i0.w += 1.0 - isYZ.z;
// i0 now contains the unique values 0,1,2,3 in each channel
vec4 i3 = clamp( i0, 0.0, 1.0 );
vec4 i2 = clamp( i0-1.0, 0.0, 1.0 );
vec4 i1 = clamp( i0-2.0, 0.0, 1.0 );
vec4 x1 = x0 - i1 + C.xxxx;
vec4 x2 = x0 - i2 + C.yyyy;
vec4 x3 = x0 - i3 + C.zzzz;
vec4 x4 = x0 + C.wwww;
// Permutations
i = mod289(i);
float j0 = permute( permute( permute( permute(i.w) + i.z) + i.y) + i.x);
vec4 j1 = permute( permute( permute( permute (
i.w + vec4(i1.w, i2.w, i3.w, 1.0 ))
+ i.z + vec4(i1.z, i2.z, i3.z, 1.0 ))
+ i.y + vec4(i1.y, i2.y, i3.y, 1.0 ))
+ i.x + vec4(i1.x, i2.x, i3.x, 1.0 ));
// Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
// 7*7*6 = 294, which is close to the ring size 17*17 = 289.
vec4 ip = vec4(1.0/294.0, 1.0/49.0, 1.0/7.0, 0.0) ;
vec4 p0 = grad4(j0, ip);
vec4 p1 = grad4(j1.x, ip);
vec4 p2 = grad4(j1.y, ip);
vec4 p3 = grad4(j1.z, ip);
vec4 p4 = grad4(j1.w, ip);
// 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;
p4 *= taylorInvSqrt(dot(p4,p4));
// Mix contributions from the five corners
vec3 m0 = max(0.6 - vec3(dot(x0,x0), dot(x1,x1), dot(x2,x2)), 0.0);
vec2 m1 = max(0.6 - vec2(dot(x3,x3), dot(x4,x4) ), 0.0);
m0 = m0 * m0;
m1 = m1 * m1;
return 49.0 * ( dot(m0*m0, vec3( dot( p0, x0 ), dot( p1, x1 ), dot( p2, x2 )))
+ dot(m1*m1, vec2( dot( p3, x3 ), dot( p4, x4 ) ) ) ) ;
}
`;

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@ -1,26 +1,69 @@
import { DoubleSide, MeshBasicMaterial, PlaneBufferGeometry, TextureLoader } from 'three';
import { watch } from 'vue';
import Mesh from './Mesh.js';
export default {
emits: ['loaded'],
extends: Mesh,
props: {
src: String,
width: {
type: Number,
default: 1,
},
height: {
type: Number,
default: 1,
},
width: Number,
height: Number,
keepSize: Boolean,
},
created() {
this.geometry = new PlaneBufferGeometry(this.width, this.height, 1, 1);
this.material = new MeshBasicMaterial({ map: new TextureLoader().load(this.src), side: DoubleSide });
this.createGeometry();
this.createMaterial();
this.initMesh();
watch(() => this.src, this.refreshTexture);
['width', 'height'].forEach(p => {
watch(() => this[p], this.resize);
});
if (this.keepSize) this.three.onAfterResize(this.resize);
},
methods: {
createGeometry() {
this.geometry = new PlaneBufferGeometry(1, 1, 1, 1);
},
createMaterial() {
this.material = new MeshBasicMaterial({ side: DoubleSide, map: this.loadTexture() });
},
loadTexture() {
return new TextureLoader().load(this.src, this.onLoaded);
},
refreshTexture() {
if (this.texture) this.texture.dispose();
this.material.map = this.loadTexture();
this.material.needsUpdate = true;
},
onLoaded(texture) {
this.texture = texture;
this.resize();
this.$emit('loaded');
},
resize() {
if (!this.texture) return;
const screen = this.three.size;
const iW = this.texture.image.width;
const iH = this.texture.image.height;
const iRatio = iW / iH;
let w, h;
if (this.width && this.height) {
w = this.width * screen.wWidth / screen.width;
h = this.height * screen.wHeight / screen.height;
} else if (this.width) {
w = this.width * screen.wWidth / screen.width;
h = w / iRatio;
} else if (this.height) {
h = this.height * screen.wHeight / screen.height;
w = h * iRatio;
}
this.mesh.scale.x = w;
this.mesh.scale.y = h;
},
unmounted() {
// this material is not mounted, it won't be auto dispose
this.material.dispose();
},
__hmrId: 'Image',
};