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Touch Explosion 2d
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--# Main | |
-- Explosion | |
-- Use this function to perform your initial setup | |
function setup() | |
--first generate a spherical mesh radius 1 around the origin | |
--this uses an isosphere primitive code I made some time ago, but any sphere will do with sufficient vertices | |
--the parameter to Sphere is how much to subdivide the faces (more vertices, slower performance) | |
sphere = Primitive:Sphere(3) | |
--attach the explosion shader to the mesh | |
sphere.shader = shader(ExplosionShader.vertexShader,ExplosionShader.fragmentShader) | |
--the texture gives the color gradient for the fire | |
--get from http://www.clicktorelease.com/blog/vertex-displacement-webgl-glsl-perlin-noise-three-js/explosion.png | |
sphere.shader.texture = readImage("Dropbox:explosion") | |
size = 0.0 | |
--since this is being run as "2d" the standard projection matrix clips it. This tweaked matrix makes it show | |
--but I don't understand the maths, I just tweaked it till it worked. | |
tweakOrthoProjMatrix = projectionMatrix() | |
tweakOrthoProjMatrix[11] = -.001 | |
--an array to hold the currently active explosions | |
bang = {} | |
end | |
function touched(touch) | |
if touch.state == BEGAN then | |
--add an explosion when it's touched | |
table.insert(bang, {x = touch.x, y = touch.y, extraOffset = math.random(5000), startTime = ElapsedTime}) | |
end | |
end | |
-- This function gets called once every frame | |
function draw() | |
output.clear() | |
--print(1/DeltaTime) | |
--print(size) | |
-- This sets a dark background color | |
background(0, 0, 0) | |
-- Do your drawing here | |
--set the custom projection matrix | |
projectionMatrix(tweakOrthoProjMatrix) | |
for k,v in pairs(bang) do | |
--get an arbitrary time to drive the animation | |
time = ElapsedTime - v.startTime | |
--move to touch location and scale to have a growing explosion | |
translate(v.x, v.y) | |
scale(30*time) | |
--pass time information to the shader for animation | |
sphere.shader.push = time / 5 | |
sphere.shader.offset = .4 * ElapsedTime + v.extraOffset | |
sphere:draw() | |
resetMatrix() | |
if time > 4 then | |
--remove expired explosions to avoid degrading performance | |
bang[k] = nil | |
end | |
end | |
end | |
--shader is based on http://www.clicktorelease.com/blog/vertex-displacement-noise-3d-webgl-glsl-three-js | |
ExplosionShader = { | |
vertexShader = [[ | |
// | |
// A basic vertex shader | |
// | |
//This is the current model * view * projection matrix | |
// Codea sets it automatically | |
uniform mat4 modelViewProjection; | |
//This is the current mesh vertex position, color and tex coord | |
// Set automatically | |
attribute vec4 position; | |
uniform float offset; | |
// | |
// GLSL textureless classic 3D noise "cnoise", | |
// with an RSL-style periodic variant "pnoise". | |
// Author: Stefan Gustavson ([email protected]) | |
// Version: 2011-10-11 | |
// | |
// Many thanks to Ian McEwan of Ashima Arts for the | |
// ideas for permutation and gradient selection. | |
// | |
// Copyright (c) 2011 Stefan Gustavson. 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; | |
} | |
vec3 fade(vec3 t) { | |
return t*t*t*(t*(t*6.0-15.0)+10.0); | |
} | |
// Classic Perlin noise | |
float cnoise(vec3 P) | |
{ | |
vec3 Pi0 = floor(P); // Integer part for indexing | |
vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 | |
Pi0 = mod289(Pi0); | |
Pi1 = mod289(Pi1); | |
vec3 Pf0 = fract(P); // Fractional part for interpolation | |
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 | |
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
vec4 iz0 = Pi0.zzzz; | |
vec4 iz1 = Pi1.zzzz; | |
vec4 ixy = permute(permute(ix) + iy); | |
vec4 ixy0 = permute(ixy + iz0); | |
vec4 ixy1 = permute(ixy + iz1); | |
vec4 gx0 = ixy0 * (1.0 / 7.0); | |
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; | |
gx0 = fract(gx0); | |
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); | |
vec4 sz0 = step(gz0, vec4(0.0)); | |
gx0 -= sz0 * (step(0.0, gx0) - 0.5); | |
gy0 -= sz0 * (step(0.0, gy0) - 0.5); | |
vec4 gx1 = ixy1 * (1.0 / 7.0); | |
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; | |
gx1 = fract(gx1); | |
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); | |
vec4 sz1 = step(gz1, vec4(0.0)); | |
gx1 -= sz1 * (step(0.0, gx1) - 0.5); | |
gy1 -= sz1 * (step(0.0, gy1) - 0.5); | |
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); | |
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); | |
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); | |
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); | |
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); | |
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); | |
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); | |
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); | |
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); | |
g000 *= norm0.x; | |
g010 *= norm0.y; | |
g100 *= norm0.z; | |
g110 *= norm0.w; | |
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); | |
g001 *= norm1.x; | |
g011 *= norm1.y; | |
g101 *= norm1.z; | |
g111 *= norm1.w; | |
float n000 = dot(g000, Pf0); | |
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); | |
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); | |
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); | |
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); | |
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); | |
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); | |
float n111 = dot(g111, Pf1); | |
vec3 fade_xyz = fade(Pf0); | |
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); | |
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); | |
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); | |
return 2.2 * n_xyz; | |
} | |
// Classic Perlin noise, periodic variant | |
float pnoise(vec3 P, vec3 rep) | |
{ | |
vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period | |
vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period | |
Pi0 = mod289(Pi0); | |
Pi1 = mod289(Pi1); | |
vec3 Pf0 = fract(P); // Fractional part for interpolation | |
vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 | |
vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); | |
vec4 iy = vec4(Pi0.yy, Pi1.yy); | |
vec4 iz0 = Pi0.zzzz; | |
vec4 iz1 = Pi1.zzzz; | |
vec4 ixy = permute(permute(ix) + iy); | |
vec4 ixy0 = permute(ixy + iz0); | |
vec4 ixy1 = permute(ixy + iz1); | |
vec4 gx0 = ixy0 * (1.0 / 7.0); | |
vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; | |
gx0 = fract(gx0); | |
vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); | |
vec4 sz0 = step(gz0, vec4(0.0)); | |
gx0 -= sz0 * (step(0.0, gx0) - 0.5); | |
gy0 -= sz0 * (step(0.0, gy0) - 0.5); | |
vec4 gx1 = ixy1 * (1.0 / 7.0); | |
vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; | |
gx1 = fract(gx1); | |
vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); | |
vec4 sz1 = step(gz1, vec4(0.0)); | |
gx1 -= sz1 * (step(0.0, gx1) - 0.5); | |
gy1 -= sz1 * (step(0.0, gy1) - 0.5); | |
vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); | |
vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); | |
vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); | |
vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); | |
vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); | |
vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); | |
vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); | |
vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); | |
vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); | |
g000 *= norm0.x; | |
g010 *= norm0.y; | |
g100 *= norm0.z; | |
g110 *= norm0.w; | |
vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); | |
g001 *= norm1.x; | |
g011 *= norm1.y; | |
g101 *= norm1.z; | |
g111 *= norm1.w; | |
float n000 = dot(g000, Pf0); | |
float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); | |
float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); | |
float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); | |
float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); | |
float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); | |
float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); | |
float n111 = dot(g111, Pf1); | |
vec3 fade_xyz = fade(Pf0); | |
vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); | |
vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); | |
float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); | |
return 2.2 * n_xyz; | |
} | |
varying float noise; | |
float turbulence( vec3 p ) { | |
float w = 100.0; | |
float t = -.5; | |
for (float f = 1.0 ; f <= 10.0 ; f++ ){ | |
float power = pow( 2.0, f ); | |
t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power ); | |
} | |
return t; | |
} | |
void main() { | |
// get a turbulent 3d noise using the normal, normal to high freq | |
noise = -1.0 * turbulence( 0.5 * position.xyz + offset ); | |
// get a 3d noise using the position, low frequency | |
float b = 5.0 * pnoise( 1.3 * (position.xyz) + vec3( 2.0 * offset ), vec3( 100.0 ) ); | |
// compose both noises | |
float displacement = -10. * noise + b; | |
vec3 newPosition = position.xyz + ((position.xyz * displacement) / 20.0); | |
gl_Position = modelViewProjection * vec4( newPosition, 1.0 ); | |
} | |
]], | |
fragmentShader = [[ | |
// | |
// A basic fragment shader | |
// | |
//Default precision qualifier | |
precision highp float; | |
//This represents the current texture on the mesh | |
uniform lowp sampler2D texture; | |
uniform float push; | |
varying float noise; | |
void main() { | |
// lookup vertically in the texture, using noise | |
// to get the right RGB colour | |
vec2 tPos = vec2( 0, 0.5 + 1.0 * noise - push); | |
vec4 color = texture2D( texture, tPos ); | |
gl_FragColor = vec4( color.rgb, 1.0 ); | |
} | |
]] } | |
--# Primitive | |
Primitive = class() | |
--primitves gives basic mesh building for cubes and isospheres | |
--triangles are wound consistently to avoid gl_facing issues | |
function Primitive:Cube() | |
m = mesh() | |
local vertices = { | |
vec3(-0.5, -0.5, 0.5), -- Left bottom front | |
vec3( 0.5, -0.5, 0.5), -- Right bottom front | |
vec3( 0.5, 0.5, 0.5), -- Right top front | |
vec3(-0.5, 0.5, 0.5), -- Left top front | |
vec3(-0.5, -0.5, -0.5), -- Left bottom back | |
vec3( 0.5, -0.5, -0.5), -- Right bottom back | |
vec3( 0.5, 0.5, -0.5), -- Right top back | |
vec3(-0.5, 0.5, -0.5), -- Left top back | |
} | |
-- now construct a cube out of the vertices above | |
m.vertices = { | |
-- Front | |
vertices[1], vertices[2], vertices[3], | |
vertices[1], vertices[3], vertices[4], | |
-- Right | |
vertices[2], vertices[6], vertices[7], | |
vertices[2], vertices[7], vertices[3], | |
-- Back | |
vertices[6], vertices[5], vertices[8], | |
vertices[6], vertices[8], vertices[7], | |
-- Left | |
vertices[5], vertices[1], vertices[4], | |
vertices[5], vertices[4], vertices[8], | |
-- Top | |
vertices[4], vertices[3], vertices[7], | |
vertices[4], vertices[7], vertices[8], | |
-- Bottom | |
vertices[5], vertices[6], vertices[2], | |
vertices[5], vertices[2], vertices[1], | |
} | |
return m | |
end | |
function Primitive:Sphere(depth) | |
m = mesh() | |
local t = (1 + math.sqrt(5)) / 2 | |
--all the vertices of an icosohedron | |
local vertices = { | |
vec3(-1 , t, 0):normalize(), | |
vec3(1 , t, 0):normalize(), | |
vec3(-1 , -t, 0):normalize(), | |
vec3(1 , -t, 0):normalize(), | |
vec3(0 , -1, t):normalize(), | |
vec3(0 , 1, t):normalize(), | |
vec3(0 , -1, -t):normalize(), | |
vec3(0 , 1, -t):normalize(), | |
vec3(t , 0, -1):normalize(), | |
vec3(t , 0, 1):normalize(), | |
vec3(-t , 0, -1):normalize(), | |
vec3(-t , 0, 1):normalize() | |
} | |
--20 faces | |
icovertices = { | |
-- 5 faces around point 0 | |
vertices[1], vertices[12], vertices[6], | |
vertices[1], vertices[6], vertices[2], | |
vertices[1], vertices[2], vertices[8], | |
vertices[1], vertices[8], vertices[11], | |
vertices[1], vertices[11], vertices[12], | |
-- 5 adjacent faces | |
vertices[2], vertices[6], vertices[10], | |
vertices[6], vertices[12], vertices[5], | |
vertices[12], vertices[11], vertices[3], | |
vertices[11], vertices[8], vertices[7], | |
vertices[8], vertices[2], vertices[9], | |
-- 5 faces around point 3 | |
vertices[4], vertices[10], vertices[5], | |
vertices[4], vertices[5], vertices[3], | |
vertices[4], vertices[3], vertices[7], | |
vertices[4], vertices[7], vertices[9], | |
vertices[4], vertices[9], vertices[10], | |
--5 adjacent faces | |
vertices[5], vertices[10], vertices[6], | |
vertices[3], vertices[5], vertices[12], | |
vertices[7], vertices[3], vertices[11], | |
vertices[9], vertices[7], vertices[8], | |
vertices[10], vertices[9], vertices[2] | |
} | |
local finalVertices = {} | |
--divide each triangle into 4 sub triangles to make an isosphere | |
--this can be repeated (based on depth) for higher res spheres | |
for j=1,depth do | |
for i=1,#icovertices/3 do | |
midpoint1 = ((icovertices[i*3-2] + icovertices[i*3-1])/2):normalize() | |
midpoint2 = ((icovertices[i*3-1] + icovertices[i*3])/2):normalize() | |
midpoint3 = ((icovertices[i*3] + icovertices[i*3-2])/2):normalize() | |
--triangle 1 | |
table.insert(finalVertices,icovertices[i*3-2]) | |
table.insert(finalVertices,midpoint1) | |
table.insert(finalVertices,midpoint3) | |
--triangle 2 | |
table.insert(finalVertices,midpoint1) | |
table.insert(finalVertices,icovertices[i*3-1]) | |
table.insert(finalVertices,midpoint2) | |
--triangle 3 | |
table.insert(finalVertices,midpoint2) | |
table.insert(finalVertices,icovertices[i*3]) | |
table.insert(finalVertices,midpoint3) | |
--triangle 4 | |
table.insert(finalVertices,midpoint1) | |
table.insert(finalVertices,midpoint2) | |
table.insert(finalVertices,midpoint3) | |
end | |
icovertices = finalVertices | |
finalVertices = {} | |
end | |
m.vertices = icovertices | |
return m | |
end |
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