-
1 Attachment(s)
Noise Finished
I finished the noise function. Files are here on GitHub
I finally settled on making the noise function based on the information located here at Paul Bourke's website:
http://paulbourke.net/texture_colour/perlin/
Noise.tbasici is the include file needed to use the dll and functions.
NoiseDemoCanvasUsingFillNoiseArray.tbasic demo code using the FillNoiseArray function. This is probably what you will want to use most often. Very fast.
NoiseDemoCanvasManualNoise.tbasic demo where you manually fill the necessary arrays with noise. More control, but slower.
Attachment 9712
-
Hi kryton9
using a C dll makes the calculations speedier
but there is a slow rendering with:
Code:
For y = 1 To height
For x = 1 To width
glColor4d 255, 255, 255, noise ( x, y ) * alphaScale
TBGL_Vertex x, y
Next
Next
the fps for me is 5
i have tried the Gbuffer using a template from some examples ,the graphics will be speedy , it is for me about 60. but i have a problem, there is something not correct
i replace your
Code:
For y = 1 To height
For x = 1 To width
glColor4d 255, 255, 255, noise ( x, y ) * alphaScale
TBGL_Vertex x, y
Next
Next
with positional array vertex(x,y) which are filled from 1-500, 1-500
the color and alpha for every vertex in another array : noise(x,y)
Code:
noiseNum = PerlinNoise xOff, yOff, 0
noise(x,y).r = 255
noise(x,y).g = 255
noise(x,y).b = 255
noise(x,y).A = noiseNum * alphaScale
but i don't see the alpha working here
Code:
Uses "TBGL"
#INCLUDE "%APP_INCLUDEPATH%thinbasic_gl.inc" ' to use glColor4d function
#INCLUDE "PerlinNoise.tbasici"
Double yOff = 0.0
Double xOff = 0.0
Long interval = 0
Long width = 500 'larger the longer it takes to calculate
Long height = 500 'larger the longer it takes to calculate
Long x = 0
Long y = 0
Function TBMain()
Local hWnd As DWord
Local FrameRate As Double
Long numPoints = width * height
String winTitle = "Calculating " + numPoints + " Noise Values, This can take Some time."
' -- Create and show window
hWnd = TBGL_CreateWindowEx ( "PerlinNoise 2D GL Demo", width, height, 32, %TBGL_WS_WINDOWED )
TBGL_ShowWindow
TBGL_SetWindowTitle ( hWnd, winTitle)
TBGL_ShowWindow
Dim gbPoints As DWord = TBGL_GBufferCreate(%TBGL_POINTS, %TBGL_2D)
' -- Define data for it
Global vertex(width,height) As TBGL_TVECTOR2F
Global noise(width,height) As TBGL_TRGBA 'TBGL_TRGB
Dim x,y As Integer
Double noiseStep = 0.001 'good ranges : 0.1 to 0.00000000000000001
Double alphaScale = 5 ' ranges: 1 to 1000000000000
Double noiseNum
For y=1 To width
yOff += noiseStep
For x=1 To height
xOff += noiseStep
vertex(x,y).x = x
vertex(x,y).y = y
noiseNum = PerlinNoise xOff, yOff, 0
noise(x,y).r = 255
noise(x,y).g = 255
noise(x,y).b = 255
noise(x,y).A = noiseNum * alphaScale
Next
Next
Dim NumOfarrayElements As Long = CountOf(vertex(1))* CountOf(vertex(2))
' -- Create buffer dynamically linked to the arrays above
TBGL_GBufferDefineFromArray(gbPoints, %TBGL_STATIC, NumOfarrayElements, vertex(1,1), noise(1,1))
' -- Resets status of all keys
TBGL_ResetKeyState()
TBGL_BlendFunc %GL_SRC_ALPHA , %GL_ONE
TBGL_UseBlend %TRUE
TBGL_RenderMatrix2D ( 1, height, width, 1 )
' -- Main loop
While TBGL_IsWindow(hWnd)
FrameRate = TBGL_GetFrameRate
Incr interval
If interval > 5 Then
TBGL_SetWindowTitle ( hWnd, "PerlinNoise 2D GL Demo FPS: " + Str$ ( FrameRate, 4 ) )
interval = 0
EndIf
TBGL_ClearFrame
' -- Render it
TBGL_RenderMatrix2D ( 1, height, width, 1 )
TBGL_GBufferRender(gbPoints)
TBGL_DrawFrame
' -- ESCAPE key to exit application
If TBGL_GetWindowKeyState(hWnd, %VK_ESCAPE) Then Exit While
Wend
' -- Destroying the buffer is not necessary,
' -- the garbage collector will take care of it
' -- Destroy window
TBGL_DestroyWindow
End Function
-
Thanks for testing it Primo and for the suggestions. In my demo, I just wanted to show the speed increase from using the dll version. Actually if I were using this in a real program, I would just do a single render to a texture and then just show that in the main loop. Drawing every frame pixel by pixel is not efficient.
Your program though opens up animating in real time, so I will study your code. I am not an opengl guru like Petr. But I will happily look at it now and see if I can figure it out. Hopefully in the meantime, Petr sees your post and probably knows the answer right away, and will reply quicker.
-
Primo, TBGL_tRGBA uses byte and not double
' -- This type is used by TBGL_GBufferCreate, TBGL_GBufferDefineFromArray
TYPE TBGL_tRGBA
R AS BYTE
G AS BYTE
B AS BYTE
A AS BYTE
END TYPE
Also TBGL_tVector3F uses singles (floats in C) and not doubles
' -- This type is used by TBGL_GBufferCreate, TBGL_GBufferDefineFromArray
TYPE TBGL_tVector3F
x AS SINGLE
y AS SINGLE
z AS SINGLE
END TYPE
I will need to talk about these with Petr to make sure everything is uniform and compatible.
Thanks again for testing and bringing out these inconsistencies.
-
thanks kryton9 for testing the code and ideas.
if the gbuffer code logic in general is right then it should produce the same output as your first code. yes the reason may be the byte choice for alpha channel. tomorrow i will put your perlNoise formula in one of the general opengl codes to see if it will produce the same shape as your first code. but opengl is too complex and i even don't remember my opengl codes, while Gbuffer is easy to use and it is speedy
-
Primo, don't waste your time at this stage. I am working on major changes and I will post it when finished for testing.
I hope to iron out differences with tbgl to make it as compatible as possible.
-
1 Attachment(s)
kryton9, like Petr said the double in color and alpha have no meaning with real screens.
but to continue the testing your dll with alpha as single here is the opengl code adapted from old post http://www.thinbasic.com/community/s...uffers-example
as you can see it provide the same shape (circle of light) as in your first example
look the :
Code:
Type Point3D
x As Single
y As Single
z As Single
red As Single
green As Single
blue As Single
alpha As Single 'Double
End Type
using Double make the shape a complete random
you may use this demo as a template for other testing
(not optimised so there is too much flicker)
note: there must me a special care to gluPerspective and the gluLookAt, also the glTranslatef better to be before glDrawArrays which draw the graphics.
EDIT: note the glColorPointer(4 , the 4 refer to the presence of alpha. if 3 there is no alpha in Type end type
EDIT2: the TBGL_RenderMatrix2D is great, it replaces many functions. i have added TBGL_RenderMatrix2D( 1, 500, 500, 1 ) before glDrawArrays(%GL_POINTS, 1, 500*500 ) removing the z , and it fixes the flicker, and the shape is 2D . attached the new version, save it to the kryton9 DLL in the first post.
Code:
Uses "tbgl", "MATH"
#INCLUDE "%app_includepath%\thinbasic_gl.inc"
#INCLUDE "%app_includepath%\thinbasic_glu.inc"
#INCLUDE "PerlinNoise.tbasici"
Type Point3D
x As Single
y As Single
z As Single
red As Single
green As Single
blue As Single
alpha As Single 'Double
End Type
Dim hwnd As DWord
Global Nb As DWord = 500*500
Global Vertex(Nb) As Point3D
Double yOff = 0.0
Double xOff = 0.0
'msgbox 0, SizeOf(Point3D))
hwnd = TBGL_CreateWindowEx("glDrawArrays example - esc to exit", 500, 500, 32, 0)
TBGL_ShowWindow
TBGL_ResetKeyState()
'TBGL_SetDrawDistance 550
'TBGL_BackColor 0,0,0
'glPointSize( 2.0 ) ' just to show the curve in bold
FillArray ' fill Vertex(...) with position data and color data
While TBGL_IsWindow(hwnd)
TBGL_ClearFrame
display
TBGL_DrawFrame
If TBGL_GetWindowKeyState( hwnd, %VK_ESCAPE) Then Exit While
Wend
TBGL_DestroyWindow
'=================================================================================
'--------------------------------------------------------
'--------------------------------------------------------
Sub display()
TBGL_BlendFunc %GL_SRC_ALPHA , %GL_ONE
TBGL_UseBlend %TRUE
glMatrixMode(%GL_PROJECTION)
glLoadIdentity()
gluPerspective(120.0, 500/500, 1.0, 500.0)
glMatrixMode(%GL_MODELVIEW)
glShadeModel(%GL_SMOOTH)
glEnable(%GL_DEPTH_TEST)
gluLookAt( 0, 0, 100,
0, 1, 0,
0, 1, 0 )
glclear(%gl_color_buffer_bit)
TBGL_Rotate GetTickCount/30,0,0,1
glClear(%GL_COLOR_BUFFER_BIT Or %GL_DEPTH_BUFFER_BIT)
'glClearColor(1, 1, 1, 1)
glEnableClientState(%GL_VERTEX_ARRAY )
glEnableClientState(%GL_COLOR_ARRAY)
glVertexPointer(3, %GL_FLOAT,SizeOf(Point3D),VarPtr(Vertex(1).x))
glColorPointer(4, %GL_FLOAT, SizeOf(Point3D), VarPtr(Vertex(1).red))
glTranslatef(-240, -250, -60)
glDrawArrays(%GL_POINTS, 1, 500*500 )
glDisableClientState(%GL_COLOR_ARRAY)
glDisableClientState(%GL_VERTEX_ARRAY)
'**************************************************
End Sub
Sub FillArray()
DWord indx = 0
Dim x, y, z As Long
Double noiseStep = 0.001 'good ranges : 0.1 to 0.00000000000000001
Double alphaScale = 5 ' ranges: 1 to 1000000000000
Double noiseNum
For y=1 To 500
yOff += noiseStep
For x=1 To 500
xOff += noiseStep
indx+1
Vertex(indx).x = x
Vertex(indx).y = y
Vertex(indx).z = 0
Vertex(indx).red = 1.0 :Vertex(indx).green = 1.0 :Vertex(indx).blue = 1
noiseNum = PerlinNoise xOff, yOff, 0
Vertex(indx).alpha = noiseNum * alphaScale
Next x
Next y
End Sub
-
Thanks a lot for your help Primo. This will be very helpful to test the new library when finished. Once I get the code to a testable stage I will put it on GitHub, so we can all work on polishing it up together then. That was interesting to see the difference from using single and double in Point3D.alpha
-
finished
I finished the noise code. It is linked to in the first post here:
http://www.thinbasic.com/community/s...ll=1#post93572
-
Thanks Kryton9, it is speedy and looks good, and can be used to provide images to build a terrain for the 3d grpahics. i like your idea SeedNoise(2017).
while searching i find http://www.bugman123.com/Fractals/index.html the site have all colors on the world and he refers also to perl noise and to the paul bourke site