diff --git a/README.md b/README.md index 2d26873..206c915 100644 --- a/README.md +++ b/README.md @@ -3,131 +3,28 @@ CIS565: Project 5: WebGL ------------------------------------------------------------------------------- Fall 2014 ------------------------------------------------------------------------------- -Due Monday 11/03/2014 -------------------------------------------------------------------------------- - -------------------------------------------------------------------------------- -NOTE: -------------------------------------------------------------------------------- -This project requires any graphics card with support for a modern OpenGL -pipeline. Any AMD, NVIDIA, or Intel card from the past few years should work -fine, and every machine in the SIG Lab and Moore 100 is capable of running -this project. - -This project also requires a WebGL capable browser. The project is known to -have issues with Chrome on windows, but Firefox seems to run it fine. -------------------------------------------------------------------------------- -INTRODUCTION: -------------------------------------------------------------------------------- -In this project, you will get introduced to the world of GLSL in two parts: -vertex shading and fragment shading. The first part of this project is the -Image Processor, and the second part of this project is a Wave Vertex Shader. - -In the first part of this project, you will implement a GLSL vertex shader as -part of a WebGL demo. You will create a dynamic wave animation using code that -runs entirely on the GPU. - -In the second part of this project, you will implement a GLSL fragment shader -to render an interactive globe in WebGL. This will include texture blending, -bump mapping, specular masking, and adding a cloud layer to give your globe a -uniquie feel. - -------------------------------------------------------------------------------- -CONTENTS: -------------------------------------------------------------------------------- -The Project5 root directory contains the following subdirectories: - -* js/ contains the javascript files, including external libraries, necessary. -* assets/ contains the textures that will be used in the second half of the - assignment. -* resources/ contains the screenshots found in this readme file. +This Proj includes two parts. First part is a sin wave grid. Second is a 3d earth with different types of textures. All done with WebGL and can be displayed in Web Browser. The recommended Browser is FireFox. ------------------------------------------------------------------------------- -PART 1 REQUIREMENTS: +PART 1 ------------------------------------------------------------------------------- -In Part 1, you are given code for: - -* Drawing a VBO through WebGL -* Javascript code for interfacing with WebGL -* Functions for generating simplex noise - -You are required to implement the following: +![](https://github.com/DiracSea3921/Project5-WebGL/blob/master/vert.png) -* A sin-wave based vertex shader: -![Example sin wave grid](resources/sinWaveGrid.png) - -* One interesting vertex shader of your choice +![](https://github.com/DiracSea3921/Project5-WebGL/blob/master/sin.png) +Sin Wave start from center of the plane ------------------------------------------------------------------------------- -PART 1 WALKTHROUGH: +PART 2 ------------------------------------------------------------------------------- -**Sin Wave** - -* For this assignment, you will need the latest version of Firefox. -* Begin by opening index.html. You should see a flat grid of black and white - lines on the xy plane: - -![Example boring grid](resources/emptyGrid.png) - -* In this assignment, you will animate the grid in a wave-like pattern using a - vertex shader, and determine each vertex’s color based on its height, as seen - in the example in the requirements. -* The vertex and fragment shader are located in script tags in `index.html`. -* The JavaScript code that needs to be modified is located in `index.js`. -* Required shader code modifications: - * Add a float uniform named u_time. - * Modify the vertex’s height using the following code: - - ```glsl - float s_contrib = sin(position.x*2.0*3.14159 + u_time); - float t_contrib = cos(position.y*2.0*3.14159 + u_time); - float height = s_contrib*t_contrib; - ``` - - * Use the GLSL mix function to blend together two colors of your choice based - on the vertex’s height. The lowest possible height should be assigned one - color (for example, `vec3(1.0, 0.2, 0.0)`) and the maximum height should be - another (`vec3(0.0, 0.8, 1.0)`). Use a varying variable to pass the color to - the fragment shader, where you will assign it `gl_FragColor`. - - * Using dat.gui, you will add color pickers to modify the max and min colors - via GUI. You will do this by adding the proper uniforms to the fragment - shader, and using the addColor function from dat.GUI. - -* Required JavaScript code modifications: - * A floating-point time value should be increased every animation step. - Hint: the delta should be less than one. - * To pass the time to the vertex shader as a uniform, first query the location - of `u_time` using `context.getUniformLocation` in `initializeShader()`. - Then, the uniform’s value can be set by calling `context.uniform1f` in - `animate()`. -**Wave Of Your Choice** +[Run The Demo](http://diracsea3921.github.io/Project5-WebGL/) -* Create another copy of `index.html`. Call it `index_custom.html`, or - something similar. -* Implement your own interesting vertex shader! In your README.md with your - submission, describe your custom vertex shader, what it does, and how it - works. +[Video](https://www.youtube.com/watch?v=0NempLNsCtA&list=UUNSZyX4lRYdFDlX9ns1ua8A) -------------------------------------------------------------------------------- -PART 2 REQUIREMENTS: -------------------------------------------------------------------------------- -In Part 2, you are given code for: - -* Reading and loading textures -* Rendering a sphere with textures mapped on -* Basic passthrough fragment and vertex shaders -* A basic globe with Earth terrain color mapping -* Gamma correcting textures -* javascript to interact with the mouse - * left-click and drag moves the camera around - * right-click and drag moves the camera in and out - -You are required to implement: +Implemented: * Bump mapped terrain * Rim lighting to simulate atmosphere @@ -135,228 +32,24 @@ You are required to implement: * Specular mapping * Moving clouds -You are also required to pick one open-ended effect to implement: - -* Procedural water rendering and animation using noise -* Shade based on altitude using the height map -* Cloud shadows via ray-tracing through the cloud map in the fragment shader -* Orbiting Moon with texture mapping and shadow casting onto Earth -* Draw a skybox around the entire scene for the stars. -* Your choice! Email Liam and Patrick to get approval first - -Finally in addition to your readme, you must also set up a gh-pages branch -(explained below) to expose your beautiful WebGL globe to the world. - -Some examples of what your completed globe renderer will look like: - -![Completed globe, day side](resources/globe_day.png) - -Figure 0. Completed globe renderer, daylight side. - -![Completed globe, twilight](resources/globe_twilight.png) - -Figure 1. Completed globe renderer, twilight border. - -![Completed globe, night side](resources/globe_night.png) - -Figure 2. Completed globe renderer, night side. - -------------------------------------------------------------------------------- -PART 2 WALKTHROUGH: -------------------------------------------------------------------------------- - -Open part2/frag_globe.html in Firefox to run it. You’ll see a globe -with Phong lighting like the one in Figure 3. All changes you need to make -will be in the fragment shader portion of this file. - -![Initial globe](resources/globe_initial.png) - -Figure 3. Initial globe with diffuse and specular lighting. - -**Night Lights** - -The backside of the globe not facing the sun is completely black in the -initial globe. Use the `diffuse` lighting component to detect if a fragment -is on this side of the globe, and, if so, shade it with the color from the -night light texture, `u_Night`. Do not abruptly switch from day to night; -instead use the `GLSL mix` function to smoothly transition from day to night -over a reasonable period. The resulting globe will look like Figure 4. -Consider brightening the night lights by multiplying the value by two. -The base code shows an example of how to gamma correct the nighttime texture: +Extra: -```glsl -float gammaCorrect = 1/1.2; -vec4 nightColor = pow(texture2D(u_Night, v_Texcoord), vec4(gammaCorrect)); -``` - -Feel free to play with gamma correcting the night and day textures if you -wish. Find values that you think look nice! - -![Day/Night without specular mapping](resources/globe_nospecmap.png) - -Figure 4. Globe with night lights and day/night blending at dusk/dawn. - -**Specular Map** - -Our day/night color still shows specular highlights on landmasses, which -should only be diffuse lit. Only the ocean should receive specular highlights. -Use `u_EarthSpec` to determine if a fragment is on ocean or land, and only -include the specular component if it is in ocean. - -![Day/Night with specular mapping](resources/globe_specmap.png) - -Figure 5. Globe with specular map. Compare to Figure 4. Here, the specular -component is not used when shading the land. - -**Clouds** - -In day time, clouds should be diffuse lit. Use `u_Cloud` to determine the -cloud color, and `u_CloudTrans` and `mix` to determine how much a daytime -fragment is affected by the day diffuse map or cloud color. See Figure 6. - -In night time, clouds should obscure city lights. Use `u_CloudTrans` and `mix` -to blend between the city lights and solid black. See Figure 7. - -Animate the clouds by offseting the `s` component of `v_Texcoord` by `u_time` -when reading `u_Cloud` and `u_CloudTrans`. - -![Day with clouds](resources/globe_daycloud.png) - -Figure 6. Clouds with day time shading. - -![Night with clouds](resources/globe_nightcloud.png) - -Figure 7. Clouds observing city nights on the dark side of the globe. - -**Bump Mapping** - -Add the appearance of mountains by perturbing the normal used for diffuse -lighting the ground (not the clouds) by using the bump map texture, `u_Bump`. -This texture is 1024x512, and is zero when the fragment is at sea-level, and -one when the fragment is on the highest mountain. Read three texels from this -texture: once using `v_Texcoord`; once one texel to the right; and once one -texel above. Create a perturbed normal in tangent space: - -`normalize(vec3(center - right, center - top, 0.2))` - -Use `eastNorthUpToEyeCoordinates` to transform this normal to eye coordinates, -normalize it, then use it for diffuse lighting the ground instead of the -original normal. - -![Globe with bump mapping](resources/globe_bumpmap.png) - -Figure 8. Bump mapping brings attention to mountains. - -**Rim Lighting** - -Rim lighting is a simple post-processed lighting effect we can apply to make -the globe look as if it has an atmospheric layer catching light from the sun. -Implementing rim lighting is simple; we being by finding the dot product of -`v_Normal` and `v_Position`, and add 1 to the dot product. We call this value -our rim factor. If the rim factor is greater than 0, then we add a blue color -based on the rim factor to the current fragment color. You might use a color -something like `vec4(rim/4, rim/2, rim/2, 1)`. If our rim factor is not greater -than 0, then we leave the fragment color as is. Figures 0,1 and 2 show our -finished globe with rim lighting. - -For more information on rim lighting, -read http://www.fundza.com/rman_shaders/surface/rim_effects/index.html. - -------------------------------------------------------------------------------- -GH-PAGES -------------------------------------------------------------------------------- -Since this assignment is in WebGL you will make your project easily viewable by -taking advantage of GitHub's project pages feature. - -Once you are done you will need to create a new branch named gh-pages: - -`git branch gh-pages` - -Switch to your new branch: +* Cloud shadows via ray-tracing through the cloud map in the fragment shader -`git checkout gh-pages` +Add a uniform light dir vector in world space to help calculate the correct offset. Multiply with the normal space matrix to transform it. Use x and y for the final offset. -Create an index.html file that is either your renamed frag_globe.html or -contains a link to it, commit, and then push as usual. Now you can go to +![](https://github.com/DiracSea3921/Project5-WebGL/blob/master/earth.png) -`.github.io/` +![](https://github.com/DiracSea3921/Project5-WebGL/blob/master/earth2.png) -to see your beautiful globe from anywhere. +![](https://github.com/DiracSea3921/Project5-WebGL/blob/master/earth3.png) -------------------------------------------------------------------------------- -README -------------------------------------------------------------------------------- -All students must replace or augment the contents of this Readme.md in a clear -manner with the following: +![](https://github.com/DiracSea3921/Project5-WebGL/blob/master/earth4.png) -* A brief description of the project and the specific features you implemented. -* At least one screenshot of your project running. -* A 30 second or longer video of your project running. To create the video you - can use http://www.microsoft.com/expression/products/Encoder4_Overview.aspx -* A performance evaluation (described in detail below). ------------------------------------------------------------------------------- PERFORMANCE EVALUATION ------------------------------------------------------------------------------- -The performance evaluation is where you will investigate how to make your -program more efficient using the skills you've learned in class. You must have -performed at least one experiment on your code to investigate the positive or -negative effects on performance. - -We encourage you to get creative with your tweaks. Consider places in your code -that could be considered bottlenecks and try to improve them. - -Each student should provide no more than a one page summary of their -optimizations along with tables and or graphs to visually explain any -performance differences. - -In this homework, we do not expect crazy performance evaluation in terms of -optimizations. However, it would be good to take performance benchmarks at -every step in this assignment to see how complicated fragment shaders affect the -overall speed. You can do this by using stats.js. - -------------------------------------------------------------------------------- -THIRD PARTY CODE POLICY -------------------------------------------------------------------------------- -* Use of any third-party code must be approved by asking on the Google groups. - If it is approved, all students are welcome to use it. Generally, we approve - use of third-party code that is not a core part of the project. For example, - for the ray tracer, we would approve using a third-party library for loading - models, but would not approve copying and pasting a CUDA function for doing - refraction. -* Third-party code must be credited in README.md. -* Using third-party code without its approval, including using another - student's code, is an academic integrity violation, and will result in you - receiving an F for the semester. - -------------------------------------------------------------------------------- -SELF-GRADING -------------------------------------------------------------------------------- -* On the submission date, email your grade, on a scale of 0 to 100, to Harmony, - harmoli+cis565@seas.upenn.com, with a one paragraph explanation. Be concise and - realistic. Recall that we reserve 30 points as a sanity check to adjust your - grade. Your actual grade will be (0.7 * your grade) + (0.3 * our grade). We - hope to only use this in extreme cases when your grade does not realistically - reflect your work - it is either too high or too low. In most cases, we plan - to give you the exact grade you suggest. -* Projects are not weighted evenly, e.g., Project 0 doesn't count as much as - the path tracer. We will determine the weighting at the end of the semester - based on the size of each project. - ---- -SUBMISSION ---- -As with the previous project, you should fork this project and work inside of -your fork. Upon completion, commit your finished project back to your fork, and -make a pull request to the master repository. You should include a README.md -file in the root directory detailing the following +All new effects added will still keep fps 60. I think it is not necessary to evaluate the performance now. -* A brief description of the project and specific features you implemented -* At least one screenshot of your project running. -* A link to a video of your project running. -* Instructions for building and running your project if they differ from the - base code. -* A performance writeup as detailed above. -* A list of all third-party code used. -* This Readme file edited as described above in the README section. diff --git a/earth.png b/earth.png new file mode 100644 index 0000000..25c16b9 Binary files /dev/null and b/earth.png differ diff --git a/earth2.png b/earth2.png new file mode 100644 index 0000000..ef2f0a6 Binary files /dev/null and b/earth2.png differ diff --git a/earth3.png b/earth3.png new file mode 100644 index 0000000..95470c0 Binary files /dev/null and b/earth3.png differ diff --git a/earth4.png b/earth4.png new file mode 100644 index 0000000..af61b9e Binary files /dev/null and b/earth4.png differ diff --git a/frag_globe.html b/frag_globe.html index e074492..e59f5ad 100644 --- a/frag_globe.html +++ b/frag_globe.html @@ -45,7 +45,8 @@ //View-Space directional light //A unit vector uniform vec3 u_CameraSpaceDirLight; - + uniform vec3 u_DirLight; + //Diffuse texture map for the day uniform sampler2D u_DayDiffuse; //Ambient texture map for the night side @@ -74,11 +75,22 @@ void main(void) { // surface normal - normalized after rasterization - vec3 normal = normalize(v_Normal); + float center = texture2D(u_Bump, v_Texcoord).r; + float right = texture2D(u_Bump, v_Texcoord+ vec2(1.0/1024.0, 0.0)).r; + float top = texture2D(u_Bump, v_Texcoord+ vec2(0.0, 1.0/512.0)).r; + vec3 bump = normalize(vec3(center - right, center - top, 0.2)); + mat3 transformMatrix = eastNorthUpToEyeCoordinates(v_positionMC, normalize(v_Normal)); + vec3 bumpNormal = transformMatrix * bump; + vec3 normal = normalize(v_Normal); // normalized eye-to-position vector in camera coordinates vec3 eyeToPosition = normalize(v_Position); - - float diffuse = clamp(dot(u_CameraSpaceDirLight, normal), 0.0, 1.0); + vec2 v_Texcoord2 = v_Texcoord + vec2(u_time * 0.5, 0.0); + + float earthSpec = texture2D(u_EarthSpec, v_Texcoord).r; + vec3 cloud = texture2D(u_Cloud, v_Texcoord2).rgb; + float cloudTrans = texture2D(u_CloudTrans, v_Texcoord2).r; + + float diffuse = clamp(dot(u_CameraSpaceDirLight, bumpNormal), 0.0, 1.0); vec3 toReflectedLight = reflect(-u_CameraSpaceDirLight, normal); float specular = max(dot(toReflectedLight, -eyeToPosition), 0.0); @@ -90,8 +102,34 @@ vec3 nightColor = texture2D(u_Night, v_Texcoord).rgb; //apply gamma correction to nighttime texture nightColor = pow(nightColor,vec3(gammaCorrect)); - - vec3 color = ((0.6 * diffuse) + (0.4 * specular)) * dayColor; + nightColor = mix(vec3(0,0,0), nightColor, cloudTrans); + + //cloud shadow + vec3 cloudShadowOffset = transformMatrix * u_DirLight; + vec2 cloudShadowOffset2 = v_Texcoord2 + vec2(-cloudShadowOffset.x * 0.01,-cloudShadowOffset.y * 0.01); + float cloudTransShadow = texture2D(u_CloudTrans, cloudShadowOffset2).r; + + vec3 color; + dayColor = mix(((0.6 * diffuse) + (0.4 * specular * earthSpec)) * dayColor ,vec3(0,0,0), 1.0-cloudTransShadow); + + dayColor = mix(cloud, dayColor, cloudTrans); + + + + //rim + float rimFactor = dot(v_Normal, v_Position) + 1.0; + vec3 rimColor = clamp(vec3(rimFactor / 4.0, rimFactor / 2.0, rimFactor / 2.0),vec3(0,0,0),vec3(1,1,1)); + dayColor = dayColor + rimColor; + nightColor = nightColor + rimColor; + + float diffuse2 = clamp(dot(u_CameraSpaceDirLight, normal), 0.0, 1.0); + if(diffuse2 > 0.1) + color = dayColor; + else if(diffuse2 <= 0.0) + color = nightColor; + else + color = mix(nightColor,dayColor, diffuse2 / 0.1 ) ; + gl_FragColor = vec4(color, 1.0); } diff --git a/js/frag_globe.js b/js/frag_globe.js index f37830d..525811a 100644 --- a/js/frag_globe.js +++ b/js/frag_globe.js @@ -48,6 +48,7 @@ var u_ViewLocation; var u_PerspLocation; var u_CameraSpaceDirLightLocation; + var u_DirLightLocation; var u_DayDiffuseLocation; var u_NightLocation; var u_CloudLocation; @@ -76,6 +77,7 @@ u_BumpLocation = gl.getUniformLocation(program,"u_Bump"); u_timeLocation = gl.getUniformLocation(program,"u_time"); u_CameraSpaceDirLightLocation = gl.getUniformLocation(program,"u_CameraSpaceDirLight"); + u_DirLightLocation = gl.getUniformLocation(program,"u_DirLight"); gl.useProgram(program); })(); @@ -267,6 +269,7 @@ gl.uniformMatrix4fv(u_InvTransLocation, false, invTrans); gl.uniform3fv(u_CameraSpaceDirLightLocation, lightdir); + gl.uniform3fv(u_DirLightLocation, vec3.create([1.0, 0.0, 1.0])); gl.activeTexture(gl.TEXTURE0); gl.bindTexture(gl.TEXTURE_2D, dayTex); @@ -289,6 +292,7 @@ gl.drawElements(gl.TRIANGLES, numberOfIndices, gl.UNSIGNED_SHORT,0); time += 0.001; + gl.uniform1f(u_timeLocation, time); window.requestAnimFrame(animate); } diff --git a/sin.png b/sin.png new file mode 100644 index 0000000..613abee Binary files /dev/null and b/sin.png differ diff --git a/sin_wave.html b/sin_wave.html new file mode 100644 index 0000000..253edd2 --- /dev/null +++ b/sin_wave.html @@ -0,0 +1,241 @@ + + + +Vertex Wave + + + + + +
+ + + + + + + + + + + + + + diff --git a/vert.png b/vert.png new file mode 100644 index 0000000..1dc7d94 Binary files /dev/null and b/vert.png differ diff --git a/vert_wave.html b/vert_wave.html index 5c7495b..3ed4f75 100644 --- a/vert_wave.html +++ b/vert_wave.html @@ -17,26 +17,34 @@ attribute vec2 position; uniform mat4 u_modelViewPerspective; - + uniform float u_time; + varying float ps_height; + uniform float u_Height; void main(void) { - // NOTE : according to the WebGL standard, 0.0f is not accepted - float height = 0.0; + float s_contrib = sin(position.x*2.0*3.14159 + u_time); + float t_contrib = cos(position.y*2.0*3.14159 + u_time); + float height = s_contrib*t_contrib* u_Height; // NOTE : gl_Position is always a vec4 - gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0); + gl_Position = u_modelViewPerspective * vec4(vec3(position, height) , 1.0); + ps_height = height; } @@ -64,17 +72,28 @@ var persp = mat4.create(); var view = mat4.create(); + var time = 0; // Function called when the window is loaded window.onload = function() { // Add GUI component var gui = new dat.GUI(); - + gui.addColor(ColorObject, 'Max_Color'); + gui.addColor(ColorObject, 'Min_Color'); + gui.add(ColorObject, 'Frequency', 0.001, 0.05); + gui.add(ColorObject, 'Height', 0.01, 2); init(); animate(); }; - + + var ColorObject = new function(){ + this.Max_Color = [ 0, 128, 255, 1.0 ]; + this.Min_Color = [ 255, 51, 0, 1.0 ]; + this.Frequency = 0.03; + this.Height = 1.0; + } + function init() { message = document.getElementById("message"); canvas = document.getElementById("canvas"); @@ -107,13 +126,19 @@ mat4.multiply(view, model, mv); var mvp = mat4.create(); mat4.multiply(persp, mv, mvp); - + time += ColorObject.Frequency; // Render context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); + context.uniform1f(u_timeLocation, time); + context.uniform1f(u_HeightLocation, ColorObject.Height); + context.uniform4f(u_MaxColorLocation, ColorObject.Max_Color[0]/255.0, ColorObject.Max_Color[1]/255.0, ColorObject.Max_Color[2]/255.0 , 1.0); + context.uniform4f(u_MinColorLocation, ColorObject.Min_Color[0]/255.0, ColorObject.Min_Color[1]/255.0, ColorObject.Min_Color[2]/255.0 , 1.0); + context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0); + window.requestAnimFrame(animate); } @@ -126,6 +151,11 @@ context.bindAttribLocation(program, positionLocation, "position"); u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); u_colorLocation = context.getUniformLocation(program, "u_color"); + + u_timeLocation = context.getUniformLocation(program, "u_time"); + u_HeightLocation = context.getUniformLocation(program, "u_Height"); + u_MaxColorLocation = context.getUniformLocation(program, "u_max_color"); + u_MinColorLocation = context.getUniformLocation(program, "u_min_color"); context.useProgram(program); }