Created
April 12, 2012 11:53
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Noise Works Codea Project
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--# CircleMask | |
CircleMask = class() | |
function CircleMask:init(rad, sides) | |
-- you can accept and set parameters here | |
self.mesh = mesh() | |
local verts = {} | |
local tex = {} | |
for i=1,sides do | |
local r1 = (i-1)/sides * math.pi * 2 | |
local r2 = i/sides * math.pi * 2 | |
local p1 = vec2( math.cos(r1), math.sin(r1) ) | |
local p2 = vec2( math.cos(r2), math.sin(r2) ) | |
-- Verts | |
table.insert(verts, p1 * rad) | |
table.insert(verts, p2 * rad) | |
table.insert(verts, vec2(0,0)) -- center | |
-- Tex Coords | |
table.insert(tex, (p1 + vec2(1,1)) * 0.5) | |
table.insert(tex, (p2 + vec2(1,1)) * 0.5) | |
table.insert(tex, vec2(0.5,0.5)) | |
end | |
self.mesh.vertices = verts | |
self.mesh.texCoords = tex | |
self.mesh:setColors( 255,255,255 ) | |
end | |
function CircleMask:setDrawFunction(func, w, h) | |
self.mesh.texture = image(w,h) | |
self.drawFunction = func | |
end | |
function CircleMask:setTexture(tex) | |
self.mesh.texture = tex | |
self.drawFunction = nil | |
end | |
function CircleMask:draw() | |
if self.drawFunction ~= nil then | |
setContext( self.mesh.texture ) | |
pushMatrix() | |
resetMatrix() | |
self.drawFunction() | |
popMatrix() | |
setContext() | |
end | |
self.mesh:draw() | |
end | |
--# Main | |
supportedOrientations(LANDSCAPE_ANY) | |
-- Use this function to perform your initial setup | |
function setup() | |
iparameter("numTiles", 2, 64, 12) | |
parameter("noiseScale", 1/30, 1, 1/5) | |
parameter("noiseSpeedX", 0, 20, 0) | |
parameter("noiseSpeedZ", 0, 20, 0) | |
parameter("rnd", 0, 20) | |
parameter("minShade", 0, 255, 100) | |
parameter("maxShade", 0, 255, 200) | |
iparameter("circularFrame", 0, 1, 0) | |
iparameter("frameSides", 4, 64, 64) | |
iparameter("mesh_or_image", 0, 1, 1) | |
parameter("size", 0, 1, 1) | |
frameDim = vec2(WIDTH, HEIGHT) | |
bgMesh = mesh() | |
bgMesh:addRect(0,0,frameDim.x,frameDim.y) | |
colA = color(0, 0, 0, 255) | |
colB = color(123, 141, 172, 255) | |
bgMesh:color(1, colB) | |
bgMesh:color(2, colA) | |
bgMesh:color(3, colA) | |
bgMesh:color(4, colB) | |
bgMesh:color(5, colA) | |
bgMesh:color(6, colB) | |
reinit() | |
end | |
function reinit() | |
local nSpeed = vec3(noiseSpeedX, 0, noiseSpeedZ) | |
local loc = vec2(0, 0) | |
local minShadeC = color(minShade,minShade,minShade,255) | |
local maxShadeC = color(maxShade,maxShade,maxShade,255) | |
doTranslate = circularFrame == 0 | |
if mesh_or_image == 0 then | |
if circularFrame == 0 then | |
noiseView = MeshNoiseView(frameDim, loc, numTiles, noiseScale, nSpeed, | |
rnd, minShadeC, maxShadeC) | |
else | |
noiseView = PlanetViewFactory.meshNoise(loc, frameDim.x, frameSides, | |
minShadeC, maxShadeC, noiseScale, numTiles, nSpeed, rnd) | |
end | |
else | |
if circularFrame == 0 then | |
noiseView = ImgNoiseView(frameDim, loc, numTiles, noiseScale, nSpeed, | |
rnd, minShadeC, maxShadeC) | |
else | |
noiseView = PlanetViewFactory.imgNoise(loc, frameDim.x, frameSides, | |
minShadeC, maxShadeC, noiseScale, numTiles, nSpeed, rnd) | |
end | |
end | |
end | |
-- This function gets called once every frame | |
function draw() | |
pushMatrix() | |
translate(frameDim.x/2, frameDim.y/2) | |
bgMesh:draw() | |
scale(size) | |
if doTranslate then | |
translate(0-frameDim.x/2, 0-frameDim.y/2) | |
end | |
noiseView:draw() | |
popMatrix() | |
fill(255, 0, 0, 255) | |
text(1/DeltaTime, WIDTH*0.2, HEIGHT*0.2) | |
text("TAP TO RESET", WIDTH*0.8, HEIGHT*0.2) | |
end | |
function touched(touch) | |
if touch.state == ENDED then | |
reinit() | |
end | |
end | |
--# NoiseView | |
NoiseView = class() | |
function NoiseView:init(frameDim, loc, numTiles, nScale, nSpeed, | |
nRnd, nMinShade, nMaxShade) | |
self.frameDim = frameDim | |
self.loc = loc | |
self.numTiles = numTiles | |
self.nScale = nScale | |
self.nSpeed = nSpeed | |
self.nRnd = nRnd | |
self.nMinShade = nMinShade | |
self.nMaxShade = nMaxShade | |
self:initView() | |
end | |
function NoiseView:initView() | |
self.tileSize = self.frameDim.x/self.numTiles | |
-- +1 to fill remaining space lost by int devision and mult | |
self.numXs = (self.frameDim.x/self.tileSize)+1 | |
self.numYs = (self.frameDim.y/self.tileSize)+1 | |
self.tiles = {} | |
self.noisePos = vec3(1,1,1) | |
for x = 1, self.numXs+1 do | |
self.tiles[x] = {} | |
self:initViewForX(x) | |
for y = 1, self.numYs+1 do | |
local lum = self:calcNoise(x, y, 1) | |
self.tiles[x][y] = lum | |
if x <= self.numXs and y <= self.numYs then | |
self:initViewForXY(x, y) | |
end | |
end | |
end | |
end | |
function NoiseView:moveNoise() | |
self.noisePos = self.noisePos + self.nSpeed * DeltaTime | |
for x = 1, self.numXs+1 do | |
for y = 1, self.numYs+1 do | |
if x <= self.numXs and y <= self.numYs then | |
self:updateViewForXY(x, y) | |
end | |
self.tiles[x][y] = self:calcNoise(x, y, 1) | |
end | |
end | |
end | |
function NoiseView:draw() | |
self:moveNoise() | |
self:drawView() | |
end | |
function NoiseView:calcNoise(x, y, z) | |
local lum = 0 | |
if self.nRnd > 0 then | |
lum = noise((x+math.random()*(self.nRnd*self.nScale)) * self.nScale + self.noisePos.x, | |
(y+math.random()*(self.nRnd*self.nScale)) * self.nScale + self.noisePos.y, | |
(z+math.random()*(self.nRnd*self.nScale)) * self.nScale + self.noisePos.z) | |
else | |
lum = noise(x * self.nScale + self.noisePos.x, | |
y * self.nScale + self.noisePos.y, | |
z * self.nScale + self.noisePos.z) | |
end | |
lum = (lum + 1)/2 | |
return self:blend(self.nMinShade, self.nMaxShade, lum) | |
end | |
function NoiseView:blend(c1, c2, a) | |
return color(c1.r * a + c2.r * (1-a), | |
c1.g * a + c2.g * (1-a), | |
c1.b * a + c2.b * (1-a), | |
c1.a) | |
end | |
MeshNoiseView = class(NoiseView) | |
function MeshNoiseView:init(frameDim, loc, numTiles, nScale, nSpeed, | |
nRnd, nMinShade, nMaxShade) | |
self.meshIndexes = {} | |
self.noiseMesh = mesh() | |
self.meshIndex = 1 | |
NoiseView.init(self, frameDim, loc, numTiles, nScale, nSpeed, | |
nRnd, nMinShade, nMaxShade) | |
end | |
function MeshNoiseView:initViewForX(x) | |
self.meshIndexes[x] = {} | |
end | |
function MeshNoiseView:initViewForXY(x, y) | |
self.noiseMesh:addRect((x-1)*self.tileSize, (y-1)*self.tileSize, | |
self.tileSize, self.tileSize) | |
self.noiseMesh:setRectColor(self.meshIndex, self.tiles[x][y]) | |
self.meshIndexes[x][y] = self.meshIndex | |
self.meshIndex = self.meshIndex + 1 | |
end | |
function MeshNoiseView:updateViewForXY(x, y) | |
local sqrOffset = 1 | |
local firstInd =(((x-1)*self.numXs + y)*6)-5 | |
local lum = self.tiles[x][y+sqrOffset] | |
self.noiseMesh:color(firstInd, lum) | |
lum = self.tiles[x][y] | |
self.noiseMesh:color(firstInd+1, lum) | |
lum = self.tiles[x+sqrOffset][y] | |
self.noiseMesh:color(firstInd+2, lum) | |
lum = self.tiles[x][y+sqrOffset] | |
self.noiseMesh:color(firstInd+3, lum) | |
lum = self.tiles[x+sqrOffset][y] | |
self.noiseMesh:color(firstInd+4, lum) | |
lum = self.tiles[x+sqrOffset][y+sqrOffset] | |
self.noiseMesh:color(firstInd+5, lum) | |
end | |
function MeshNoiseView:drawView() | |
pushMatrix() | |
self.noiseMesh:draw() | |
popMatrix() | |
end | |
ImgNoiseView = class(NoiseView) | |
function ImgNoiseView:init(frameDim, loc, numTiles, nScale, nSpeed, | |
nRnd, nMinShade, nMaxShade) | |
self.noiseImg = image(numTiles+1, numTiles+1) | |
NoiseView.init(self, frameDim, loc, numTiles, nScale, nSpeed, | |
nRnd, nMinShade, nMaxShade) | |
end | |
function ImgNoiseView:initViewForX(x) | |
end | |
function ImgNoiseView:initViewForXY(x, y) | |
self.noiseImg:set(x, y, self.tiles[x][y]) | |
end | |
function ImgNoiseView:updateViewForXY(x, y) | |
self.noiseImg:set(x, y, self.tiles[x][y]) | |
end | |
function ImgNoiseView:drawView() | |
pushMatrix() | |
translate(self.frameDim.x/2, self.frameDim.y/2) | |
local sc = self.frameDim.x / self.numTiles | |
scale(sc) | |
sprite(self.noiseImg) | |
popMatrix() | |
end | |
--# PlanetView | |
PlanetView = class() | |
function PlanetView:init(loc, diameter, sides, innerView, animated) | |
self.loc = loc | |
self.diameter = diameter | |
self.radius = self.diameter/2 | |
self.sides = sides | |
self.innerView = innerView | |
self.animated = animated | |
self.viewMask = CircleMask(self.radius, sides) | |
if self.animated then | |
self.viewMask:setDrawFunction(function() | |
self.innerView:draw() | |
end, self.diameter, self.diameter) | |
else | |
self:createStillImage(self.diameter, self.diameter) | |
end | |
end | |
function PlanetView:createStillImage( w, h ) | |
if self.stillImg ~= nil then | |
return | |
end | |
pushMatrix() | |
resetMatrix() | |
local i = image(w, h) | |
setContext(i) | |
self.innerView:draw() | |
pushStyle() | |
ellipseMode(CENTER) | |
fill(5, 5, 5, 1) | |
ellipse(w*0.5, h*0.8, w*1.5, h) | |
popStyle() | |
popMatrix() | |
setContext() | |
self.viewMask:setTexture(i) | |
local j = image(w, h) | |
setContext(j) | |
local planetRatio = 0.8 | |
self:drawShade(w, planetRatio*w) | |
pushMatrix() | |
translate(w/2, h/2) | |
scale(planetRatio) | |
self.viewMask:draw() | |
popMatrix() | |
setContext() | |
self.stillImg = j | |
end | |
function PlanetView:drawShade(imgW, innerW) | |
pushStyle() | |
local shadeDiam = imgW | |
local shadeW = shadeDiam - innerW | |
local numShades = shadeW/16 | |
for i=1, numShades do | |
local ratio = i/numShades | |
local w = innerW + ratio * shadeW | |
fill(0,5) | |
ellipseMode(CENTER) | |
ellipse(imgW*0.5, imgW*0.4, w, w*0.8) | |
end | |
popStyle() | |
end | |
function PlanetView:draw() | |
if self.animated then | |
self.viewMask:draw() | |
else | |
sprite(self.stillImg) | |
end | |
end | |
----------------------------------------- | |
PlanetViewFactory = class() | |
function PlanetViewFactory.meshNoise(loc, diameter, sides, baseColor, mainColor, | |
nScale, resolution, nSpeed, nRnd) | |
local innerView = MeshNoiseView(vec2(diameter, diameter), loc, resolution, nScale, nSpeed, | |
nRnd, baseColor, mainColor) | |
local animated = nSpeed ~= vec3(0,0,0) | |
local planetView = PlanetView(loc, diameter, sides, innerView, animated) | |
return planetView | |
end | |
function PlanetViewFactory.imgNoise(loc, diameter, sides, baseColor, mainColor, | |
nScale, resolution, nSpeed, nRnd) | |
local innerView = ImgNoiseView(vec2(diameter, diameter), loc, resolution, nScale, nSpeed, | |
nRnd, baseColor, mainColor) | |
local animated = nSpeed ~= vec3(0,0,0) | |
local planetView = PlanetView(loc, diameter, sides, innerView, animated) | |
return planetView | |
end | |
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