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Planet HLSL "Perlin Style" Noise

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Thanks for all your help, I thought I'd post some code back for others in the future. Here's the Shader file
//-----------------------------------------------------------------------------
// File: Planet.vsh
// 
//-----------------------------------------------------------------------------


//-----------------------------------------------------------------------------
// Global variables
//-----------------------------------------------------------------------------
float4x4 mWorldViewProj;  // World * View * Projection transformation

//-----------------------------------------------------------------------------
// Vertex shader output structure
//-----------------------------------------------------------------------------

struct VSPlanet_INPUT
{
    float4 Position   : POSITION;   // vertex position 
    float3 Normal     : NORMAL;     // Normal
    float2 Tex        : TEXCOORD0;  // Texture
};

struct VSPlanet_OUTPUT
{
    float4 Position   : POSITION;   // vertex position 
    float4 Original   : TEXCOORD0;  // original position of vertex
    float2 Tex        : TEXCOORD1;  // texture coords
};

VSPlanet_OUTPUT VSPlanet( in VSPlanet_INPUT VSIn ){
VSPlanet_OUTPUT Output;
    Output.Position = mul( VSIn.Position, mWorldViewProj );
    Output.Original = VSIn.Position;
    Output.Tex = VSIn.Tex;

    return Output;
}

texture g_tex;
sampler3D sampPlanet= sampler_state
{
texture = <g_tex>;
AddressU = wrap;
AddressV = wrap;
AddressW = wrap;
MIPFILTER = BILINEAR;
MINFILTER = BILINEAR;
MAGFILTER = BILINEAR;
};

float4 PSPlanet(VSPlanet_OUTPUT PSIn): COLOR{


float4 PlanetColor;
float4 SampleColor;
	PlanetColor.rgba = 0.0f;
	SampleColor = tex3D(sampPlanet, PSIn.Original);
	PlanetColor.r = SampleColor.a;

	SampleColor = tex3D(sampPlanet, PSIn.Original*2.0f);
	PlanetColor.r += (SampleColor.a / 2.0f);

	SampleColor = tex3D(sampPlanet, PSIn.Original*4.0f);
	PlanetColor.r += (SampleColor.a / 4.0f);

	SampleColor = tex3D(sampPlanet, PSIn.Original*8.0f);
	PlanetColor.r += (SampleColor.a / 8.0f);

	PlanetColor.rgb = pow(cos((PlanetColor.r/1.875f) * 5.0f), 15.0f);
	return PlanetColor;
}
Here's the code to create a 3D Noise texture
#define PERLINSIZE 32
LPDIRECT3DVOLUMETEXTURE9	pNoiseTexture = NULL;
	V_RETURN(D3DXCreateVolumeTexture(pd3dDevice, PERLINSIZE, PERLINSIZE, PERLINSIZE, 1, 0, D3DFMT_A8, D3DPOOL_SYSTEMMEM, &pNoiseTexture ));
D3DLOCKED_BOX d3dBOX;
	V_RETURN(pNoiseTexture->LockBox(0, &d3dBOX, NULL, 0));
int i;
unsigned char* pixel;
	pixel = (unsigned char*)d3dBOX.pBits;
	i = 0;
	while(i<PERLINSIZE*PERLINSIZE*PERLINSIZE){
		*pixel = (char)(rand()/(RAND_MAX/256));
		pixel++;
		i++;
	}
	V_RETURN(pNoiseTexture->UnlockBox(0));
	V_RETURN(D3DXCreateVolumeTexture(pd3dDevice, PERLINSIZE, PERLINSIZE, PERLINSIZE, 1, 0, D3DFMT_A8, D3DPOOL_DEFAULT, &g_pNoiseTexture ));
	V_RETURN(pd3dDevice->UpdateTexture(pNoiseTexture, g_pNoiseTexture));
	//V_RETURN(D3DXSaveTextureToFile(L"noise.png", D3DXIFF_PNG, pNoiseTexture, NULL));
	SAFE_RELEASE(pNoiseTexture);
Here's what you have to do to use it.
		pd3dDevice->SetTexture(0, g_pNoiseTexture );
		pd3dDevice->SetSamplerState(0, D3DSAMP_MAGFILTER, D3DTEXF_LINEAR);
		pd3dDevice->SetSamplerState(0, D3DSAMP_MINFILTER, D3DTEXF_LINEAR);
		pd3dDevice->SetSamplerState(0, D3DSAMP_MIPFILTER, D3DTEXF_LINEAR);
Hope you have some fun with it. I also have a shader for doing really nice Saturn style Rings. EDIT: Please remember to use 'source' tags in future. [Edited by - jollyjeffers on September 19, 2007 3:13:47 PM]

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That code has an error in it.

You use the size of the texture when writing the bits to the volume texture, instead of using the SlicePitch and RowPitch members. This code will likely break on any texture that isn't a multiple of 4 (or 8) and might also randomly break with some driver/hardware setups.

Hope this helps.

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I assumed that since I'm creating the Texture using D3DPOOL_SYSTEMMEM it would be continuous and that the DirectX/driver would sort out the format when it went called UpdateTexture.

Perhaps that's wrong...

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