// // This unit is part of the GLScene Engine, http://glscene.org // (* VertexDisplacement shader : Basic Vertex Displacement with Perlin Noise You can Improved it : The vertex displacement can be done by reading a 2D or 3D texture. It can be done along the normal or the tangent. It can be scaled, twisted, modulated, inverted... Converted from : https://www.clicktorelease.com/blog/vertex-displacement-noise-3d-webgl-glsl-three-js At this time only one light source is supported *) unit GLSL.ShaderVertexDisplacement; interface {$I GLScene.inc} uses Winapi.OpenGLext, System.Classes, OpenGLTokens, GLScene, GLBaseClasses, GLState, GLContext, GLRenderContextInfo, GLVectorGeometry, GLCoordinates, GLTextureFormat, GLColor, GLTexture, GLMaterial, GLSL.Shader, GLS.ShaderCustom; type (* Custom class for GLSLVertexDisplacementShader. VertexDisplacement Shader : Spherical Environment Mapping *) TGLCustomGLSLVertexDisplacementShader = class(TGLCustomGLSLShader) private FAmbientColor: TGLColor; // FDiffuseColor: TGLColor; FSpecularColor: TGLColor; FAmbientFactor : Single; FDiffuseFactor : Single; FSpecularFactor : Single; FMaterialLibrary: TGLAbstractMaterialLibrary; FMainTexture: TGLTexture; FMainTexName : TGLLibMaterialName; FElapsedTime : Single; FNoise : Single; FDisplacementScale : Single; FNoiseScale : Single; FTurbulenceFactor : Single; FNoisePeriod : Single; FTimeFactor : Single; function GetMaterialLibrary: TGLAbstractMaterialLibrary; procedure SetMainTexTexture(const Value: TGLTexture); function GetMainTexName: TGLLibMaterialName; procedure SetMainTexName(const Value: TGLLibMaterialName); //procedure SetDiffuseColor(AValue: TGLColor); procedure SetAmbientColor(AValue: TGLColor); procedure SetSpecularColor(AValue: TGLColor); protected procedure DoApply(var rci : TGLRenderContextInfo; Sender : TObject); override; function DoUnApply(var rci: TGLRenderContextInfo): Boolean; override; procedure SetMaterialLibrary(const Value: TGLAbstractMaterialLibrary); virtual; procedure Notification(AComponent: TComponent; Operation: TOperation); override; public constructor Create(AOwner : TComponent); override; destructor Destroy; override; // property DiffuseColor : TGLColor read FDiffuseColor Write setDiffuseColor; property SpecularColor : TGLColor Read FSpecularColor Write setSpecularColor; property AmbientColor : TGLColor Read FAmbientColor Write setAmbientColor; property AmbientFactor : Single Read FAmbientFactor Write FAmbientFactor; property DiffuseFactor : Single Read FDiffuseFactor Write FDiffuseFactor; property SpecularFactor : Single Read FSpecularFactor Write FSpecularFactor; property MaterialLibrary: TGLAbstractMaterialLibrary read getMaterialLibrary write SetMaterialLibrary; property MainTexture: TGLTexture read FMainTexture write SetMainTexTexture; property MainTextureName: TGLLibMaterialName read GetMainTexName write SetMainTexName; property ElapsedTime: Single read FElapsedTime write FElapsedTime; property NoiseFactor : Single read FNoise write FNoise; property NoiseScale : Single read FNoiseScale write FNoiseScale; property TurbulenceFactor : Single read FTurbulenceFactor write FTurbulenceFactor; property NoisePeriod : Single read FNoisePeriod write FNoisePeriod; property DisplacementScale : Single read FDisplacementScale write FDisplacementScale; property TimeFactor : Single read FTimeFactor write FTimeFactor; end; TGLSLVertexDisplacementShader = class(TGLCustomGLSLVertexDisplacementShader) published property AmbientColor; // property DiffuseColor; property SpecularColor; property AmbientFactor; property DiffuseFactor; property SpecularFactor; property MaterialLibrary; property MainTexture; property MainTextureName; property ElapsedTime; property NoiseFactor; property NoiseScale; property TurbulenceFactor; property NoisePeriod; property DisplacementScale; property TimeFactor; end; //========================================================= implementation //========================================================= constructor TGLCustomGLSLVertexDisplacementShader.Create(AOwner: TComponent); begin inherited; with VertexProgram.Code do begin clear; Add('uniform float time; '); Add('uniform float NoiseFactor; '); Add('uniform float TurbulenceFactor; '); Add('uniform float NoiseScale; '); Add('uniform float NoisePeriod; '); Add('uniform float DisplacementScale; '); Add('uniform float TimeFactor; '); Add('varying vec3 viewVec; '); Add('varying vec3 normal; '); Add('varying vec3 lightVec; '); Add('varying vec2 vTexCoord; '); Add('varying float noise; '); // // GLSL textureless classic 3D noise "cnoise", // with an RSL-style periodic variant "pnoise". // Author: Stefan Gustavson (stefan.gustavson@liu.se) // 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 // Add('vec3 mod289(vec3 x) '); Add('{ '); Add(' return x - floor(x * (1.0 / 289.0)) * 289.0; '); Add('} '); Add('vec4 mod289(vec4 x) '); Add('{ '); Add(' return x - floor(x * (1.0 / 289.0)) * 289.0; '); Add('} '); Add('vec4 permute(vec4 x) '); Add('{ '); Add(' return mod289(((x*34.0)+1.0)*x); '); Add('} '); Add('vec4 taylorInvSqrt(vec4 r) '); Add('{ '); Add(' return 1.79284291400159 - 0.85373472095314 * r; '); Add('} '); Add('vec3 fade(vec3 t) { '); Add(' return t*t*t*(t*(t*6.0-15.0)+10.0); '); Add('} '); // Classic Perlin noise, periodic variant Add('float pnoise(vec3 P, vec3 rep) '); Add('{ '); Add(' vec3 Pi0 = mod(floor(P), rep); // Integer part, modulo period '); Add(' vec3 Pi1 = mod(Pi0 + vec3(1.0), rep); // Integer part + 1, mod period '); Add(' Pi0 = mod289(Pi0); '); Add(' Pi1 = mod289(Pi1); '); Add(' vec3 Pf0 = fract(P); // Fractional part for interpolation '); Add(' vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 '); Add(' vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); '); Add(' vec4 iy = vec4(Pi0.yy, Pi1.yy); '); Add(' vec4 iz0 = Pi0.zzzz; '); Add(' vec4 iz1 = Pi1.zzzz; '); Add(' vec4 ixy = permute(permute(ix) + iy); '); Add(' vec4 ixy0 = permute(ixy + iz0); '); Add(' vec4 ixy1 = permute(ixy + iz1); '); Add(' vec4 gx0 = ixy0 * (1.0 / 7.0); '); Add(' vec4 gy0 = fract(floor(gx0) * (1.0 / 7.0)) - 0.5; '); Add(' gx0 = fract(gx0); '); Add(' vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); '); Add(' vec4 sz0 = step(gz0, vec4(0.0)); '); Add(' gx0 -= sz0 * (step(0.0, gx0) - 0.5); '); Add(' gy0 -= sz0 * (step(0.0, gy0) - 0.5); '); Add(' vec4 gx1 = ixy1 * (1.0 / 7.0); '); Add(' vec4 gy1 = fract(floor(gx1) * (1.0 / 7.0)) - 0.5; '); Add(' gx1 = fract(gx1); '); Add(' vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); '); Add(' vec4 sz1 = step(gz1, vec4(0.0)); '); Add(' gx1 -= sz1 * (step(0.0, gx1) - 0.5); '); Add(' gy1 -= sz1 * (step(0.0, gy1) - 0.5); '); Add(' vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); '); Add(' vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); '); Add(' vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); '); Add(' vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); '); Add(' vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); '); Add(' vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); '); Add(' vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); '); Add(' vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); '); Add(' vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); '); Add(' g000 *= norm0.x; '); Add(' g010 *= norm0.y; '); Add(' g100 *= norm0.z; '); Add(' g110 *= norm0.w; '); Add(' vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); '); Add(' g001 *= norm1.x; '); Add(' g011 *= norm1.y; '); Add(' g101 *= norm1.z; '); Add(' g111 *= norm1.w; '); Add(' float n000 = dot(g000, Pf0); '); Add(' float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); '); Add(' float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); '); Add(' float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); '); Add(' float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); '); Add(' float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); '); Add(' float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); '); Add(' float n111 = dot(g111, Pf1); '); Add(' vec3 fade_xyz = fade(Pf0); '); Add(' vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); '); Add(' vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); '); Add(' float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); '); Add(' return 2.2 * n_xyz; '); Add('} '); Add('float turbulence( vec3 p ) { '); Add(' float w = 100.0; '); Add(' float t = -.5; '); Add(' for (float f = 1.0 ; f <= 10.0 ; f++ ){ '); Add(' float power = pow( 2.0, f ); '); Add(' t += abs( pnoise( vec3( power * p ), vec3( 10.0, 10.0, 10.0 ) ) / power ); '); Add(' } '); Add(' return t; '); Add('} '); Add('void main() { '); //96 Add(' mat4 mWorld = gl_ModelViewMatrix; '); Add(' vec3 Normal = gl_NormalMatrix * gl_Normal; //gl_Normal; '); Add(' vec4 Position = gl_Vertex; '); Add(' vec4 vert = gl_ModelViewMatrix * gl_Vertex; '); Add(' vec4 lightPos = gl_LightSource[0].position;'); Add(' vTexCoord = gl_MultiTexCoord0; '); Add(' vec3 vNormal = normalize( Normal * mat3(mWorld )); '); Add(' time = TimeFactor*time; '); // add time to the noise parameters so it's animated Add(' noise = NoiseFactor* -0.10* turbulence( TurbulenceFactor * vNormal+time ); '); // get a 3d noise using the position, low frequency Add(' float b = (NoisePeriod*time)*pnoise( vec3((NoiseScale *time)* (Position.xyz + vec3(time ))), vec3(100) ); '); // compose both noises Add(' float displacement =( noise + b); '); Add(' vec4 newPosition =vec4((Position.xyz + DisplacementScale*(vec3(vNormal * displacement))),1.0); '); Add(' normal = vNormal; '); Add(' lightVec = vec3(lightPos - vert); '); Add(' viewVec = -vec3(vert); '); Add(' gl_Position = gl_ModelViewProjectionMatrix * newPosition; '); Add('} '); end; with FragmentProgram.Code do begin clear; Add('uniform vec4 AmbientColor; '); Add('uniform vec4 SpecularColor; '); Add('uniform float DiffuseIntensity; '); Add('uniform float AmbientIntensity; '); Add('uniform float SpecularIntensity; '); Add('uniform sampler2D MainTexture; '); Add('varying vec3 viewVec; '); Add('varying vec3 normal; '); Add('varying vec3 lightVec; '); Add('varying float noise; '); Add('float random( vec3 scale, float seed ){ '); Add(' return fract( sin( dot( gl_FragCoord.xyz + seed, scale ) ) * 43758.5453 + seed ) ; '); Add('} '); Add('void main() { '); // get a random offset Add(' float r = 0.01 * random( vec3( 12.9898, 78.233, 151.7182 ), 0.0 ); '); // lookup vertically in the texture, using noise and offset // to get the right RGB colour Add(' vec2 tPos = vec2( 0, 1.0 - 1.3 * noise + r ); '); Add(' vec4 DiffuseColor; '); Add(' DiffuseColor = texture2D( MainTexture, tPos ); '); // Simple Lighting Add(' vec3 L = normalize(lightVec); '); Add(' vec3 V = normalize(viewVec); '); Add(' vec3 halfAngle = normalize(L + V); '); Add(' float NdotL = dot(L, normal); '); Add(' float NdotH = clamp(dot(halfAngle, normal), 0.0, 1.0); '); Add(' // "Half-Lambert" technique for more pleasing diffuse term '); Add(' float diffuse = DiffuseColor*(0.5 * NdotL + 0.5); '); Add(' float specular = pow(NdotH, 64.0); '); Add(' vec4 FinalColour = AmbientColor*AmbientIntensity + '); Add(' DiffuseColor*diffuse*DiffuseIntensity + '); Add(' SpecularColor*specular*SpecularIntensity; '); Add(' gl_FragColor = FinalColour; ; '); // Add(' gl_FragColor = vec4(DiffuseColor,1.0); '); Add('} '); end; FAmbientColor := TGLColor.Create(Self); //FDiffuseColor := TGLColor.Create(Self); FSpecularColor := TGLColor.Create(Self); //setup initial parameters FAmbientColor.SetColor(0.15, 0.15, 0.15, 1.0); //FDiffuseColor.SetColor(1, 1, 1, 1); FSpecularColor.SetColor(1.0, 1.0, 1.0, 1.0); FAmbientFactor := 0.8; FDiffuseFactor :=0.9; FSpecularFactor :=0.8; FElapsedTime := 1.0; FNoise := 10.0; FDisplacementScale:=1.0; FNoiseScale:=0.05; FTurbulenceFactor:=0.5; FNoisePeriod := 5.0; FTimeFactor := 0.05; end; destructor TGLCustomGLSLVertexDisplacementShader.Destroy; begin FAmbientColor.Destroy; // FDiffuseColor.Destroy; FSpecularColor.Destroy; inherited; end; procedure TGLCustomGLSLVertexDisplacementShader.DoApply(var rci: TGLRenderContextInfo; Sender: TObject); begin GetGLSLProg.UseProgramObject; // Param['DiffuseColor'].AsVector4f := FDiffuseColor.Color; param['AmbientColor'].AsVector4f := FAmbientColor.Color; param['SpecularColor'].AsVector4f := FSpecularColor.Color; param['AmbientIntensity'].AsVector1f := FAmbientFactor; param['DiffuseIntensity'].AsVector1f := FDiffuseFactor; param['SpecularIntensity'].AsVector1f := FSpecularFactor; Param['time'].AsVector1f := FElapsedTime; Param['NoiseFactor'].AsVector1f := FNoise; Param['NoiseScale'].AsVector1f := FNoiseScale; Param['TurbulenceFactor'].AsVector1f := FTurbulenceFactor; Param['NoisePeriod'].AsVector1f := FNoisePeriod; Param['DisplacementScale'].AsVector1f := FDisplacementScale; Param['TimeFactor'].AsVector1f := FTimeFactor; Param['MainTexture'].AsTexture2D[0] := FMainTexture; end; function TGLCustomGLSLVertexDisplacementShader.DoUnApply(var rci: TGLRenderContextInfo): Boolean; begin gl.ActiveTexture(GL_TEXTURE0_ARB); GetGLSLProg.EndUseProgramObject; Result := False; end; function TGLCustomGLSLVertexDisplacementShader.GetMaterialLibrary: TGLAbstractMaterialLibrary; begin Result := FMaterialLibrary; end; procedure TGLCustomGLSLVertexDisplacementShader.SetMaterialLibrary(const Value: TGLAbstractMaterialLibrary); begin if FMaterialLibrary <> nil then FMaterialLibrary.RemoveFreeNotification(Self); FMaterialLibrary := Value; if (FMaterialLibrary <> nil) and (FMaterialLibrary is TGLAbstractMaterialLibrary) then FMaterialLibrary.FreeNotification(Self); end; procedure TGLCustomGLSLVertexDisplacementShader.SetMainTexTexture(const Value: TGLTexture); begin if FMainTexture = Value then Exit; FMainTexture := Value; NotifyChange(Self) end; function TGLCustomGLSLVertexDisplacementShader.GetMainTexName: TGLLibMaterialName; begin Result := TGLMaterialLibrary(FMaterialLibrary).GetNameOfTexture(FMainTexture); if Result = '' then Result := FMainTexName; end; procedure TGLCustomGLSLVertexDisplacementShader.SetMainTexName(const Value: TGLLibMaterialName); begin // Assert(not(assigned(FMaterialLibrary)),'You must set Material Library Before'); if FMainTexName = Value then Exit; FMainTexName := Value; FMainTexture := TGLMaterialLibrary(FMaterialLibrary).TextureByName(FMainTexName); NotifyChange(Self); end; //procedure TGLCustomGLSLVertexDisplacementShader.SetDiffuseColor(AValue: TGLColor); //begin // FDiffuseColor.DirectColor := AValue.Color; //end; procedure TGLCustomGLSLVertexDisplacementShader.SetAmbientColor(AValue: TGLColor); begin FAmbientColor.DirectColor := AValue.Color; end; procedure TGLCustomGLSLVertexDisplacementShader.SetSpecularColor(AValue: TGLColor); begin FSpecularColor.DirectColor := AValue.Color; end; procedure TGLCustomGLSLVertexDisplacementShader.Notification(AComponent: TComponent; Operation: TOperation); var Index: Integer; begin inherited; if Operation = opRemove then if AComponent = FMaterialLibrary then if FMaterialLibrary <> nil then begin if FMainTexture <> nil then begin Index := TGLMaterialLibrary(FMaterialLibrary).Materials.GetTextureIndex(FMainTexture); if Index <> -1 then SetMainTexTexture(nil); end; FMaterialLibrary := nil; end; end; end.