mirror of
https://github.com/Astatin3/luavid.git
synced 2026-06-08 16:18:01 -06:00
Initial commit
This commit is contained in:
@@ -0,0 +1,103 @@
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local screen_size = {1920, 1080};
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local scale = 300;
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local length_seconds = 10;
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local updates = 100;
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local spf = length_seconds / updates;
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config:set_size(screen_size[1], screen_size[2])
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config:set_background_color(Color(20, 20, 30))
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config:set_fps(60)
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config:set_num_layers(1)
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local cubeCorners = {
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{ -1.0, -1.0, -1.0 }, -- Point 0
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{ 1.0, -1.0, -1.0 }, -- Point 1
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{ -1.0, -1.0, 1.0 }, -- Point 2
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{ 1.0, -1.0, 1.0 }, -- Point 3
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{ -1.0, 1.0, -1.0 }, -- Point 4
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{ 1.0, 1.0, -1.0 }, -- Point 5
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{ -1.0, 1.0, 1.0 }, -- Point 6
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{ 1.0, 1.0, 1.0 } -- Point 7
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};
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local cubeLines = {
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{ 0, 1 },
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{ 0, 2 },
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{ 1, 3 },
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{ 2, 3 },
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{ 0, 4 },
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{ 1, 5 },
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{ 2, 6 },
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{ 3, 7 },
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{ 4, 5 },
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{ 4, 6 },
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{ 5, 7 },
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{ 6, 7 },
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};
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function rotatePoint(arr, rot)
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local x = arr[1];
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local y = arr[2];
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local z = arr[3];
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-- Rotate around x axis:
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local y1 = (y * math.cos(rot[1])) - (z * math.sin(rot[1]));
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local z1 = (z * math.cos(rot[1])) + (y * math.sin(rot[1]));
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-- Rotate around y axis:
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local x2 = (z1 * math.sin(rot[2])) + (x * math.cos(rot[2]));
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local z2 = (z1 * math.cos(rot[2])) - (x * math.sin(rot[2]));
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-- Rotate around z axis:
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local x3 = (x2 * math.cos(rot[3])) - (y1 * math.sin(rot[3]));
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local y3 = (x2 * math.sin(rot[3])) + (y1 * math.cos(rot[3]));
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return { x3, y3, z2 };
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end
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function renderLine(pos, line)
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local p1 = cubeCorners[line[1] + 1];
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local p2 = cubeCorners[line[2] + 1];
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local p1r = rotatePoint(p1, { pos[1], pos[2], pos[3] });
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local p2r = rotatePoint(p2, { pos[1], pos[2], pos[3] });
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local p1s = Point((scale * p1r[1]) + (screen_size[1] / 2), (scale * p1r[2]) + (screen_size[2]/ 2))
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local p2s = Point((scale * p2r[1]) + (screen_size[1] / 2), (scale * p2r[2]) + (screen_size[2] / 2))
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return Line(p1s, p2s, Color(255, 255, 255), 2.0)
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end
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layer(0)
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local speeds = { 0.2, 0.4, 0.6 }
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local pos = { math.pi / 2, math.pi / 3, math.pi / 4 }
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for i = 0, updates, 1 do
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local nextpos = { pos[1] + speeds[1], pos[2] + speeds[2], pos[3] + speeds[3] };
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for j, line in ipairs(cubeLines) do
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animate(Animation(
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renderLine(pos, line),
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renderLine(nextpos, line),
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spf, EaseInOut()
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))
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end
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pos = nextpos;
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print(pos[1])
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render(spf)
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end
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-- function Block(x, y, i)
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-- animate(Animation(
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-- Rect(pos, size, Color(clr_start, clr_start, clr_start)),
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-- Rect(pos, size, Color(clr_end, clr_end, clr_end)),
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-- 1.0,
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-- Linear()
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-- ))
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-- end
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@@ -0,0 +1,281 @@
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--[[
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https://gist.github.com/kymckay/25758d37f8e3872e1636d90ad41fe2ed
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Implemented as described here:
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http://flafla2.github.io/2014/08/09/perlinnoise.html
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]] --
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bit32 = {};
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local N = 32;
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local P = 2 ^ N;
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bit32.bnot = function(x)
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x = x % P;
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return (P - 1) - x;
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end;
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bit32.band = function(x, y)
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if (y == 255) then return x % 256; end
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if (y == 65535) then return x % 65536; end
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if (y == 4294967295) then return x % 4294967296; end
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x, y = x % P, y % P;
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local r = 0;
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local p = 1;
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for i = 1, N do
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local a, b = x % 2, y % 2;
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x, y = math.floor(x / 2), math.floor(y / 2);
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if ((a + b) == 2) then r = r + p; end
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p = 2 * p;
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end
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return r;
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end;
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bit32.bor = function(x, y)
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if (y == 255) then return (x - (x % 256)) + 255; end
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if (y == 65535) then return (x - (x % 65536)) + 65535; end
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if (y == 4294967295) then return 4294967295; end
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x, y = x % P, y % P;
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local r = 0;
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local p = 1;
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for i = 1, N do
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local a, b = x % 2, y % 2;
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x, y = math.floor(x / 2), math.floor(y / 2);
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if ((a + b) >= 1) then r = r + p; end
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p = 2 * p;
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end
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return r;
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end;
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bit32.bxor = function(x, y)
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x, y = x % P, y % P;
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local r = 0;
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local p = 1;
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for i = 1, N do
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local a, b = x % 2, y % 2;
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x, y = math.floor(x / 2), math.floor(y / 2);
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if ((a + b) == 1) then r = r + p; end
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p = 2 * p;
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end
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return r;
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end;
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bit32.lshift = function(x, s_amount)
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if (math.abs(s_amount) >= N) then return 0; end
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x = x % P;
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if (s_amount < 0) then
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return math.floor(x * (2 ^ s_amount));
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else
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return (x * (2 ^ s_amount)) % P;
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end
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end;
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bit32.rshift = function(x, s_amount)
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if (math.abs(s_amount) >= N) then return 0; end
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x = x % P;
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if (s_amount > 0) then
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return math.floor(x * (2 ^ -s_amount));
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else
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return (x * (2 ^ -s_amount)) % P;
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end
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end;
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bit32.arshift = function(x, s_amount)
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if (math.abs(s_amount) >= N) then return 0; end
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x = x % P;
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if (s_amount > 0) then
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local add = 0;
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if (x >= (P / 2)) then
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add = P - (2 ^ (N - s_amount));
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end
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return math.floor(x * (2 ^ -s_amount)) + add;
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else
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return (x * (2 ^ -s_amount)) % P;
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end
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end;
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bit32.extract = function(n, field, width)
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width = width or 1;
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return (n >> field) & ((1 << width) - 1);
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end;
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bit32.replace = function(n, v, field, width)
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width = width or 1;
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local mask = ((1 << width) - 1) << field;
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return (n & ~mask) | ((v << field) & mask);
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end;
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bit32.btest = function(...)
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return bit32.band(...) ~= 0;
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end;
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--[[
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Implemented as described here:
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http://flafla2.github.io/2014/08/09/perlinnoise.html
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]] --
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perlin = {}
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perlin.p = {}
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-- Hash lookup table as defined by Ken Perlin
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-- This is a randomly arranged array of all numbers from 0-255 inclusive
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local permutation = { 151, 160, 137, 91, 90, 15,
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131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23,
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190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33,
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88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
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77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244,
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102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196,
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135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123,
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5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42,
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223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,
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129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228,
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251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
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49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254,
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138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180
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}
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-- p is used to hash unit cube coordinates to [0, 255]
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for i = 0, 255 do
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-- Convert to 0 based index table
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perlin.p[i] = permutation[i + 1]
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-- Repeat the array to avoid buffer overflow in hash function
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perlin.p[i + 256] = permutation[i + 1]
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end
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-- Return range: [-1, 1]
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function perlin:noise(x, y, z)
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y = y or 0
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z = z or 0
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-- Calculate the "unit cube" that the point asked will be located in
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local xi = bit32.band(math.floor(x), 255)
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local yi = bit32.band(math.floor(y), 255)
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local zi = bit32.band(math.floor(z), 255)
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-- Next we calculate the location (from 0 to 1) in that cube
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x = x - math.floor(x)
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y = y - math.floor(y)
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z = z - math.floor(z)
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-- We also fade the location to smooth the result
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local u = self.fade(x)
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local v = self.fade(y)
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local w = self.fade(z)
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-- Hash all 8 unit cube coordinates surrounding input coordinate
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local p = self.p
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local A, AA, AB, AAA, ABA, AAB, ABB, B, BA, BB, BAA, BBA, BAB, BBB
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A = p[xi] + yi
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AA = p[A] + zi
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AB = p[A + 1] + zi
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AAA = p[AA]
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ABA = p[AB]
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AAB = p[AA + 1]
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ABB = p[AB + 1]
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B = p[xi + 1] + yi
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BA = p[B] + zi
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BB = p[B + 1] + zi
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BAA = p[BA]
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BBA = p[BB]
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BAB = p[BA + 1]
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BBB = p[BB + 1]
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-- Take the weighted average between all 8 unit cube coordinates
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return self.lerp(w,
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self.lerp(v,
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self.lerp(u,
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self:grad(AAA, x, y, z),
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self:grad(BAA, x - 1, y, z)
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),
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self.lerp(u,
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self:grad(ABA, x, y - 1, z),
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self:grad(BBA, x - 1, y - 1, z)
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)
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),
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self.lerp(v,
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self.lerp(u,
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self:grad(AAB, x, y, z - 1), self:grad(BAB, x - 1, y, z - 1)
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),
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self.lerp(u,
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self:grad(ABB, x, y - 1, z - 1), self:grad(BBB, x - 1, y - 1, z - 1)
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)
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)
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)
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end
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-- Gradient function finds dot product between pseudorandom gradient vector
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-- and the vector from input coordinate to a unit cube vertex
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perlin.dot_product = {
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[0x0] = function(x, y, z) return x + y end,
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[0x1] = function(x, y, z) return -x + y end,
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[0x2] = function(x, y, z) return x - y end,
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[0x3] = function(x, y, z) return -x - y end,
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[0x4] = function(x, y, z) return x + z end,
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[0x5] = function(x, y, z) return -x + z end,
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[0x6] = function(x, y, z) return x - z end,
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[0x7] = function(x, y, z) return -x - z end,
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[0x8] = function(x, y, z) return y + z end,
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[0x9] = function(x, y, z) return -y + z end,
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[0xA] = function(x, y, z) return y - z end,
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[0xB] = function(x, y, z) return -y - z end,
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[0xC] = function(x, y, z) return y + x end,
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[0xD] = function(x, y, z) return -y + z end,
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[0xE] = function(x, y, z) return y - x end,
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[0xF] = function(x, y, z) return -y - z end
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}
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function perlin:grad(hash, x, y, z)
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return self.dot_product[bit32.band(hash, 0xF)](x, y, z)
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end
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-- Fade function is used to smooth final output
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function perlin.fade(t)
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return t * t * t * (t * (t * 6 - 15) + 10)
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end
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function perlin.lerp(t, a, b)
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return a + t * (b - a)
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end
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local iterations = 10;
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local length = 10;
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local screen_size = 800;
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local block_count = 10;
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local block_size = screen_size / block_count;
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config:set_size(screen_size, screen_size)
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config:set_background_color(Color(20, 20, 30))
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config:set_fps(60)
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config:set_num_layers(1)
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layer(0)
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function Block(x, y, i)
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local pos = Point(x * block_size, y * block_size);
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local size = Size(block_size, block_size);
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local xi = 2 * (x / block_count) - 1;
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local yi = 2 * (y / block_count) - 1;
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local clr_start = perlin:noise(xi, yi, (i) / iterations);
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local clr_end = perlin:noise(xi, yi, (i + 1) / iterations);
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-- local clr_end = clr_start;
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animate(Animation(
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Rect(pos, size, Color(clr_start, clr_start, clr_start)),
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Rect(pos, size, Color(clr_end, clr_end, clr_end)),
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1.0,
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Linear()
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))
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end
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for i = 0, iterations do
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for x = 0, block_count - 1 do
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for y = 0, block_count - 1 do
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Block(x, y, i)
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end
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end
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render(1)
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end
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@@ -0,0 +1,43 @@
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config:set_size(1920, 1080)
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config:set_background_color(Color(20, 20, 30))
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config:set_fps(60)
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config:set_num_layers(5)
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layer(0)
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draw(Rect(Point(100, 100), Size(200, 150), Color(255, 100, 100, 255)))
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layer(1)
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draw(Circle(Point(400, 300), 50, Color(100, 255, 100, 255)))
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draw(Line(Point(50, 50), Point(750, 550), Color(255, 255, 100, 255), 5.0))
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render(5)
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layer(0)
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animate(Animation(
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Rect(Point(100, 100), Size(200, 150), Color(255, 100, 100, 255), true, 0.0),
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Rect(Point(500, 350), Size(100, 100), Color(100, 100, 255, 255), true, 0.0),
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3.0,
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EaseInOut()
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))
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layer(2)
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animate(Animation(
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CircleOutline(
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Point(400.0, 300.0),
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50.0,
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Color(100, 255, 100, 255),
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10.0
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),
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CircleOutline(
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Point(200.0, 150.0),
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100.0,
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Color(255, 150, 50, 255),
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10.
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),
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3.0,
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Bounce()
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))
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render(3.0)
|
||||
Reference in New Issue
Block a user