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src/volumetric_clouds/main.clj

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:clay {:title "Volumetric Clouds with Clojure and LWJGL"
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:external-requirements ["Xorg"]
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:quarto {:author [:janwedekind]
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:draft true
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:draft false
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:description "Procedural generation of volumetric clouds using different types of noise"
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:image "clouds.jpg"
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:type :post
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(:require [clojure.math :refer (PI sqrt cos sin tan to-radians pow floor)]
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[midje.sweet :refer (fact facts tabular => roughly)]
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[fastmath.vector :refer (vec2 vec3 add mult sub div mag dot normalize)]
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[fastmath.matrix :refer (mat->float-array mulm mulv inverse
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[fastmath.matrix :refer (mat->float-array mulm
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rotation-matrix-3d-x rotation-matrix-3d-y)]
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[tech.v3.datatype :as dtype]
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[tech.v3.tensor :as tensor]
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;; For a introductory video see [Sebastian Lague's video "Coding Adventure: Clouds](https://www.youtube.com/watch?v=4QOcCGI6xOU).
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;; This article gets you started with computing and rendering volumetric clouds.
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;;
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;; ## Dependencies
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;;
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;; To download the required libraries, we use a `deps.edn` file with the following content:
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;;
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;; ```Clojure
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;; {:deps
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;; {
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;; org.clojure/clojure {:mvn/version "1.12.3"}
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;; org.scicloj/noj {:mvn/version "2-beta18"}
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;; midje/midje {:mvn/version "1.10.10"}
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;; generateme/fastmath {:mvn/version "3.0.0-alpha4"}
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;; comb/comb {:mvn/version "1.0.0"}
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;; }
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;; ```
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;;
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;; We are going to import the following methods and namespaces:
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;; ```Clojure
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;; (require '[clojure.math :refer (PI sqrt cos sin tan to-radians pow floor)]
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;; '[midje.sweet :refer (fact facts tabular => roughly)]
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;; '[fastmath.vector :refer (vec2 vec3 add mult sub div mag dot normalize)]
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;; '[fastmath.matrix :refer (mat->float-array mulm
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;; rotation-matrix-3d-x rotation-matrix-3d-y)]
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;; '[tech.v3.datatype :as dtype]
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;; '[tech.v3.tensor :as tensor]
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;; '[tech.v3.datatype.functional :as dfn]
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;; '[tablecloth.api :as tc]
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;; '[scicloj.tableplot.v1.plotly :as plotly]
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;; '[tech.v3.libs.buffered-image :as bufimg]
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;; '[comb.template :as template])
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;; (import '[org.lwjgl.opengl GL11]
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;; '[org.lwjgl BufferUtils]
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;; '[org.lwjgl.glfw GLFW]
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;; '[org.lwjgl.opengl GL GL11 GL12 GL13 GL15 GL20 GL30 GL32 GL42])
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;; ```
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;;
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;; ## Worley noise
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;;
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;; [Worley noise](https://en.wikipedia.org/wiki/Worley_noise) is a type of structured noise which is defined for each pixel using the distance to the nearest seed point.

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