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 { UVNode } from '../accessors/UVNode.js'; const NOISE_COMMON_SRC = ` 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; } vec2 fade( vec2 t ) { return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 ); } vec3 fade( vec3 t ) { return t * t * t * ( t * ( t * 6.0 - 15.0 ) + 10.0 ); } `.trim(); const NOISE2D_SRC = ` float noise2d( vec2 P, float amplitude, float pivot ) { vec4 Pi = floor(P.xyxy) + vec4(0.0, 0.0, 1.0, 1.0); vec4 Pf = fract(P.xyxy) - vec4(0.0, 0.0, 1.0, 1.0); Pi = mod289(Pi); // To avoid truncation effects in permutation vec4 ix = Pi.xzxz; vec4 iy = Pi.yyww; vec4 fx = Pf.xzxz; vec4 fy = Pf.yyww; vec4 i = permute(permute(ix) + iy); vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ; vec4 gy = abs(gx) - 0.5 ; vec4 tx = floor(gx + 0.5); gx = gx - tx; vec2 g00 = vec2(gx.x,gy.x); vec2 g10 = vec2(gx.y,gy.y); vec2 g01 = vec2(gx.z,gy.z); vec2 g11 = vec2(gx.w,gy.w); vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); g00 *= norm.x; g01 *= norm.y; g10 *= norm.z; g11 *= norm.w; float n00 = dot(g00, vec2(fx.x, fy.x)); float n10 = dot(g10, vec2(fx.y, fy.y)); float n01 = dot(g01, vec2(fx.z, fy.z)); float n11 = dot(g11, vec2(fx.w, fy.w)); vec2 fade_xy = fade(Pf.xy); vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x); float n_xy = mix(n_x.x, n_x.y, fade_xy.y); return 2.3 * n_xy * amplitude + pivot; } `.trim(); class Noise2DNode extends TempNode { constructor( uv = new UVNode(), amplitude = new FloatNode( 1.0 ), pivot = new FloatNode( 0.0 ) ) { super( 'f' ); this.uv = uv; this.amplitude = amplitude; this.pivot = pivot; } generate( builder, output ) { const noise2d = new FunctionCallNode( Noise2DNode.Nodes.noise2d, [ this.uv, this.amplitude, this.pivot ] ); return builder.format( noise2d.generate( builder, output ), this.getType( builder ), output ); } copy( source ) { super.copy( source ); this.uv = source.uv; this.amplitude = source.amplitude; this.pivot = source.pivot; } toJSON( meta ) { let data = this.getJSONNode( meta ); if ( ! data ) { data = this.createJSONNode( meta ); data.uv = this.uv.toJSON( meta ).uuid; data.amplitude = this.amplitude.toJSON( meta ).uuid; data.pivot = this.pivot.toJSON( meta ).uuid; } return data; } } Noise2DNode.prototype.nodeType = 'Noise2D'; Noise2DNode.Nodes = ( function () { const noiseCommon = new FunctionNode( NOISE_COMMON_SRC ); const noise2d = new FunctionNode( NOISE2D_SRC ); noise2d.includes = [ noiseCommon ]; return { noiseCommon, noise2d }; } )(); export { Noise2DNode };