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Added Planets example
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261
java/libraries/opengl/examples/Advanced/Planets/Perlin.pde
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261
java/libraries/opengl/examples/Advanced/Planets/Perlin.pde
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// Implementation of 1D, 2D, and 3D Perlin noise. Based on the
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// C code by Paul Bourke:
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// http://local.wasp.uwa.edu.au/~pbourke/texture_colour/perlin/
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class Perlin {
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int B = 0x100;
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int BM = 0xff;
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int N = 0x1000;
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int NP = 12;
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int NM = 0xfff;
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int p[];
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float g3[][];
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float g2[][];
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float g1[];
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void normalize2(float v[]) {
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float s = sqrt(v[0] * v[0] + v[1] * v[1]);
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v[0] = v[0] / s;
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v[1] = v[1] / s;
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}
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void normalize3(float v[]) {
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float s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
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v[0] = v[0] / s;
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v[1] = v[1] / s;
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v[2] = v[2] / s;
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}
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float sCurve(float t) {
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return t * t * (3.0 - 2.0 * t);
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}
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float at2(float q[], float rx, float ry) {
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return rx * q[0] + ry * q[1];
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}
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float at3(float q[], float rx, float ry, float rz) {
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return rx * q[0] + ry * q[1] + rz * q[2];
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}
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Perlin() {
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p = new int[B + B + 2];
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g3 = new float[B + B + 2][3];
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g2 = new float[B + B + 2][2];
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g1 = new float[B + B + 2];
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init();
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}
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void init() {
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int i, j, k;
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for (i = 0 ; i < B ; i++) {
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p[i] = i;
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g1[i] = (random(B + B) - B) / B;
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for (j = 0 ; j < 2 ; j++)
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g2[i][j] = (random(B + B) - B) / B;
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normalize2(g2[i]);
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for (j = 0 ; j < 3 ; j++)
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g3[i][j] = (random(B + B) - B) / B;
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normalize3(g3[i]);
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}
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while (0 < --i) {
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k = p[i];
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p[i] = p[j = int(random(B))];
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p[j] = k;
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}
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for (i = 0 ; i < B + 2 ; i++) {
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p[B + i] = p[i];
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g1[B + i] = g1[i];
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for (j = 0 ; j < 2 ; j++)
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g2[B + i][j] = g2[i][j];
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for (j = 0 ; j < 3 ; j++)
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g3[B + i][j] = g3[i][j];
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}
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}
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float noise1(float[] vec) {
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int bx0, bx1;
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float rx0, rx1, sx, t, u, v;
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t = vec[0] + N;
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bx0 = int(t) & BM;
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bx1 = (bx0 + 1) & BM;
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rx0 = t - int(t);
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rx1 = rx0 - 1.0;
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sx = sCurve(rx0);
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u = rx0 * g1[p[bx0]];
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v = rx1 * g1[p[bx1]];
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return lerp(u, v, sx);
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}
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float noise2(float[] vec) {
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int bx0, bx1, by0, by1, b00, b10, b01, b11;
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float rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v;
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float[] q;
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int i, j;
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t = vec[0] + N;
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bx0 = int(t) & BM;
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bx1 = (bx0 + 1) & BM;
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rx0 = t - int(t);
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rx1 = rx0 - 1.0;
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t = vec[1] + N;
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by0 = int(t) & BM;
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by1 = (by0 + 1) & BM;
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ry0 = t - int(t);
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ry1 = ry0 - 1.0;
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i = p[bx0];
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j = p[bx1];
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b00 = p[i + by0];
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b10 = p[j + by0];
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b01 = p[i + by1];
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b11 = p[j + by1];
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sx = sCurve(rx0);
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sy = sCurve(ry0);
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q = g2[b00];
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u = at2(q, rx0, ry0);
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q = g2[b10];
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v = at2(q, rx1, ry0);
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a = lerp(u, v, sx);
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q = g2[b01] ;
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u = at2(q, rx0, ry1);
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q = g2[b11] ;
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v = at2(q, rx1, ry1);
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b = lerp(u, v, sx);
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return lerp(a, b, sy);
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}
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float noise3(float[] vec) {
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int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
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float rx0, rx1, ry0, ry1, rz0, rz1, sy, sz, a, b, c, d, t, u, v;
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float[] q;
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int i, j;
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t = vec[0] + N;
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bx0 = int(t) & BM;
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bx1 = (bx0 + 1) & BM;
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rx0 = t - int(t);
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rx1 = rx0 - 1.0;
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t = vec[1] + N;
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by0 = int(t) & BM;
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by1 = (by0 + 1) & BM;
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ry0 = t - int(t);
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ry1 = ry0 - 1.0;
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t = vec[2] + N;
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bz0 = int(t) & BM;
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bz1 = (bz0 + 1) & BM;
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rz0 = t - int(t);
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rz1 = rz0 - 1.0;
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i = p[bx0];
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j = p[bx1];
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b00 = p[i + by0];
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b10 = p[j + by0];
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b01 = p[i + by1];
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b11 = p[j + by1];
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t = sCurve(rx0);
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sy = sCurve(ry0);
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sz = sCurve(rz0);
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q = g3[b00 + bz0];
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u = at3(q, rx0, ry0, rz0);
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q = g3[b10 + bz0];
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v = at3(q, rx1, ry0, rz0);
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a = lerp(u, v, t);
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q = g3[b01 + bz0];
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u = at3(q, rx0, ry1, rz0);
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q = g3[b11 + bz0];
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v = at3(q, rx1, ry1, rz0);
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b = lerp(u, v, t);
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c = lerp(a, b, sy);
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q = g3[b00 + bz1];
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u = at3(q, rx0, ry0, rz1);
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q = g3[b10 + bz1];
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v = at3(q, rx1, ry0, rz1);
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a = lerp(u, v, t);
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q = g3[b01 + bz1];
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u = at3(q, rx0, ry1, rz1);
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q = g3[b11 + bz1];
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v = at3(q, rx1, ry1, rz1);
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b = lerp(u, v, t);
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d = lerp(a, b, sy);
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return lerp(c, d, sz);
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}
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// In what follows "nalpha" is the weight when the sum is formed.
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// Typically it is 2, as this approaches 1 the function is noisier.
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// "nbeta" is the harmonic scaling/spacing, typically 2. n is the
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// number of harmonics added up in the final result. Higher number
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// results in more detailed noise.
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float noise1D(float x, float nalpha, float nbeta, int n) {
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float val, sum = 0;
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float v[] = {x};
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float nscale = 1;
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for (int i = 0; i < n; i++) {
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val = noise1(v);
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sum += val / nscale;
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nscale *= nalpha;
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v[0] *= nbeta;
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}
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return sum;
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}
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float noise2D(float x, float y, float nalpha, float nbeta, int n) {
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float val,sum = 0;
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float v[] = {x, y};
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float nscale = 1;
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for (int i = 0; i < n; i++) {
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val = noise2(v);
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sum += val / nscale;
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nscale *= nalpha;
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v[0] *= nbeta;
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v[1] *= nbeta;
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}
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return sum;
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}
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float noise3D(float x, float y, float z, float nalpha, float nbeta, int n) {
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float val, sum = 0;
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float v[] = {x, y, z};
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float nscale = 1;
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for (int i = 0 ; i < n; i++) {
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val = noise3(v);
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sum += val / nscale;
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nscale *= nalpha;
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v[0] *= nbeta;
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v[1] *= nbeta;
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v[2] *= nbeta;
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}
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return sum;
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}
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}
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122
java/libraries/opengl/examples/Advanced/Planets/Planets.pde
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122
java/libraries/opengl/examples/Advanced/Planets/Planets.pde
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// Planets, by Andres Colubri
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//
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// Sun and mercury textures from http://planetpixelemporium.com
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// Star field picture from http://www.galacticimages.com/
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PImage starfield;
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PShape sun;
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PImage suntex;
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PShape planet1;
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PImage surftex1;
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PImage cloudtex;
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PShape planet2;
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PImage surftex2;
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void setup() {
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size(800, 480, P3D);
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starfield = loadImage("starfield.jpg");
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suntex = loadImage("sun.jpg");
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surftex1 = loadImage("planet.jpg");
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// We need trilinear sampling for this texture so it looks good
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// even when rendered very small.
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//PTexture.Parameters params1 = PTexture.newParameters(ARGB, TRILINEAR);
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surftex2 = loadImage("mercury.jpg");
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/*
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// The clouds texture will "move" having the values of its u
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// texture coordinates displaced by adding a constant increment
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// in each frame. This requires REPEAT wrapping mode so texture
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// coordinates can be larger than 1.
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//PTexture.Parameters params2 = PTexture.newParameters();
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//params2.wrapU = REPEAT;
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cloudtex = createImage(512, 256);
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// Using 3D Perlin noise to generate a clouds texture that is seamless on
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// its edges so it can be applied on a sphere.
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cloudtex.loadPixels();
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Perlin perlin = new Perlin();
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for (int j = 0; j < cloudtex.height; j++) {
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for (int i = 0; i < cloudtex.width; i++) {
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// The angle values corresponding to each u,v pair:
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float u = float(i) / cloudtex.width;
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float v = float(j) / cloudtex.height;
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float phi = map(u, 0, 1, TWO_PI, 0);
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float theta = map(v, 0, 1, -HALF_PI, HALF_PI);
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// The x, y, z point corresponding to these angles:
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float x = cos(phi) * cos(theta);
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float y = sin(theta);
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float z = sin(phi) * cos(theta);
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float n = perlin.noise3D(x, y, z, 1.2, 2, 8);
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cloudtex.pixels[j * cloudtex.width + i] = color(255, 255, 255, 255 * n * n);
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}
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}
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cloudtex.updatePixels();
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*/
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noStroke();
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fill(255);
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sphereDetail(40);
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sun = createShape(SPHERE, 150);
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sun.texture(suntex);
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planet1 = createShape(SPHERE, 150);
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planet1.texture(surftex1);
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planet2 = createShape(SPHERE, 50);
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planet2.texture(surftex2);
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}
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void draw() {
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// Even we draw a full screen image after this, it is recommended to use
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// background to clear the screen anyways, otherwise A3D will think
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// you want to keep each drawn frame in the framebuffer, which results in
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// slower rendering.
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background(0);
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// Disabling writing to the depth mask so the
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// background image doesn't occludes any 3D object.
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hint(DISABLE_DEPTH_MASK);
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image(starfield, 0, 0, width, height);
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hint(ENABLE_DEPTH_MASK);
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/*
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// Displacing the u texture coordinate of layer 1 in planet
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// so it creates the effect of moving clouds.
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PShape3D p = (PShape3D)planet1;
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p.loadTexcoords(1);
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for (int i = 0; i < p.getVertexCount(); i++) {
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float u = p.texcoords[2 * i + 0];
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u += 0.002;
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p.texcoords[2 * i + 0] = u;
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}
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p.updateTexcoords();
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*/
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pushMatrix();
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translate(width/2, height/2, -300);
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pushMatrix();
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rotateY(PI * frameCount / 500);
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shape(sun);
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popMatrix();
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pointLight(255, 255, 255, 0, 0, 0);
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rotateY(PI * frameCount / 300);
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translate(0, 0, 300);
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shape(planet2);
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popMatrix();
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noLights();
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pointLight(255, 255, 255, 0, 0, -150);
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translate(0.75 * width, 0.6 * height, 50);
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shape(planet1);
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}
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