diff --git a/README.md b/README.md index 2d26873..1c5334c 100644 --- a/README.md +++ b/README.md @@ -1,362 +1,42 @@ ------------------------------------------------------------------------------- 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. - -------------------------------------------------------------------------------- -PART 1 REQUIREMENTS: -------------------------------------------------------------------------------- - -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: - -* A sin-wave based vertex shader: - -![Example sin wave grid](resources/sinWaveGrid.png) - -* One interesting vertex shader of your choice - -------------------------------------------------------------------------------- -PART 1 WALKTHROUGH: -------------------------------------------------------------------------------- -**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** - -* 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. - -------------------------------------------------------------------------------- -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: - -* Bump mapped terrain -* Rim lighting to simulate atmosphere -* Night-time lights on the dark side of the globe -* 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. +![Globe](https://raw.githubusercontent.com/RTCassidy1/Project5-WebGL/master/Renders/globeWithBumpAndWater.bmp) ------------------------------------------------------------------------------- -PART 2 WALKTHROUGH: +Wave ------------------------------------------------------------------------------- - -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: - -```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: - -`git checkout gh-pages` - -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 - -`.github.io/` - -to see your beautiful globe from anywhere. - +* For the Wave I tried out several different vertex shaders, but the one that looked the coolest to me was just changing the + to a * in the sin and cosine function. This basically made the frequency of the wave oscilate in both directions which made some really neat looking visuals +![Wave](https://raw.githubusercontent.com/RTCassidy1/Project5-WebGL/master/Renders/Wave.bmp) ------------------------------------------------------------------------------- -README +Globe ------------------------------------------------------------------------------- -All students must replace or augment the contents of this Readme.md in a clear -manner with the following: - -* 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). +* For the globe I did several things. For night I diffuse shaded the texture as if the light was opposite the sun which made the transition from day to night look a lot nicer in my opinion. +* I set the gamma to 1.0, but I multiplied the nighttime diffuse component by 3 to get a nice look. +* I implemented the bump mapping for the land. +* I also implemented procedural bump mapping for the water. I did this using a perlin noise generator I got from https://github.com/ashima/webgl-noise I then sampled the noise in center, top and right pixels as if it were a height map and used this to transform the normals. I also added some coefficients to adjust the size of the texture and the depth of the height map. +* I added a time component and used it to shift the cloud position as well as to animate my perlin noise so the water shimmered. ------------------------------------------------------------------------------- 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. +I'm running on a 2.7ghz i7 macbookPro with a NVIDIA GeForce GT 650M 1024 MB video card. All my tests were done in firefox. -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. +There are several components I added to the shader that should have slowed it down a bit, however it still runs fine in real time so nothing was TOO intense. +* I have an if statement to decide whether I'm shading day or night. I could probably go back and find a way to do that without an if statement that would speed things up a little. +* adding the bump mapping, and the cloud texture map added additional memory lookups. It only required one extra lookup per pixel for the clouds, but 3 for the bump since I have to look at 3 different positions. +* looking up the specular map for the water is also an additional lookup, but I get to use this same value to tell me if i'm in water or not for the water bump map. +* I also have an if statement to decide if I'm in the water or not. and whether to texterue. This too could probably be avoided. +* If I keep the if statement, I could move the perlin noise generation inside it for some speed increases. Currently I do the noise lookup on every fragment, regardless of whether or not it is actually water. +* The Procedural perlin noise generation adds a lot of computation as I have to compute the noise 3 times for each fragment. It would be interesting to see if it is faster to generate it procedurally each time, or to generate it once, save it to memory, and do memory lookups every time. -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. - +* To create the perlin texture I used code from https://github.com/ashima/webgl-noise ------------------------------------------------------------------------------- -SELF-GRADING +Video Links ------------------------------------------------------------------------------- -* 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 - -* 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. +http://youtu.be/pANBT5FVIA4 +http://youtu.be/Eq3gdeBmovE diff --git a/Renders/Wave.bmp b/Renders/Wave.bmp new file mode 100644 index 0000000..fe209d0 Binary files /dev/null and b/Renders/Wave.bmp differ diff --git a/Renders/globeWithBumpAndWater.bmp b/Renders/globeWithBumpAndWater.bmp new file mode 100644 index 0000000..58d8f5c Binary files /dev/null and b/Renders/globeWithBumpAndWater.bmp differ diff --git a/frag_globe.html b/frag_globe.html index e074492..95f7b4e 100644 --- a/frag_globe.html +++ b/frag_globe.html @@ -10,6 +10,8 @@
+ + + diff --git a/js/frag_globe.js b/js/frag_globe.js index f37830d..dd84b9b 100644 --- a/js/frag_globe.js +++ b/js/frag_globe.js @@ -56,6 +56,7 @@ var u_BumpLocation; var u_timeLocation; + (function initializeShader() { var vs = getShaderSource(document.getElementById("vs")); var fs = getShaderSource(document.getElementById("fs")); @@ -77,6 +78,8 @@ u_timeLocation = gl.getUniformLocation(program,"u_time"); u_CameraSpaceDirLightLocation = gl.getUniformLocation(program,"u_CameraSpaceDirLight"); + + gl.useProgram(program); })(); @@ -87,6 +90,7 @@ var lightTex = gl.createTexture(); var specTex = gl.createTexture(); + function initLoadedTexture(texture){ gl.bindTexture(gl.TEXTURE_2D, texture); gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, true); @@ -129,6 +133,8 @@ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW); } + + var WIDTH_DIVISIONS = NUM_WIDTH_PTS - 1; var HEIGHT_DIVISIONS = NUM_HEIGHT_PTS - 1; @@ -234,10 +240,15 @@ document.onmousemove = handleMouseMove; + function animate() { + + + /////////////////////////////////////////////////////////////////////////// // Update - + + var model = mat4.create(); mat4.identity(model); mat4.rotate(model, 23.4/180*Math.PI, [0.0, 0.0, 1.0]); @@ -265,6 +276,8 @@ gl.uniformMatrix4fv(u_ViewLocation, false, view); gl.uniformMatrix4fv(u_PerspLocation, false, persp); gl.uniformMatrix4fv(u_InvTransLocation, false, invTrans); + + gl.uniform1f(u_timeLocation, time); gl.uniform3fv(u_CameraSpaceDirLightLocation, lightdir); @@ -290,6 +303,7 @@ time += 0.001; window.requestAnimFrame(animate); + } var textureCount = 0; @@ -299,6 +313,7 @@ texture.image.onload = function() { initLoadedTexture(texture); + // Animate once textures load. if (++textureCount === 6) { animate(); @@ -313,4 +328,5 @@ initializeTexture(transTex, "assets/earthtrans1024.png"); initializeTexture(lightTex, "assets/earthlight1024.png"); initializeTexture(specTex, "assets/earthspec1024.png"); + }()); diff --git a/vert_wave.html b/vert_wave.html index 5c7495b..34bcbbb 100644 --- a/vert_wave.html +++ b/vert_wave.html @@ -17,14 +17,24 @@ attribute vec2 position; uniform mat4 u_modelViewPerspective; + uniform float u_time; + varying vec4 fColor; + + //colors + uniform vec3 u_maxCol; + uniform vec3 u_minCol; void main(void) { // NOTE : according to the WebGL standard, 0.0f is not accepted - float height = 0.0; + 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); + height = s_contrib*t_contrib; + fColor = vec4(mix(u_maxCol, u_minCol, (height + 1.0)*0.5), 1.0); // 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); } @@ -33,10 +43,12 @@ uniform vec4 u_color; + varying vec4 fColor; + void main(void) { // NOTE : gl_FragColor is always a vec4 - gl_FragColor = u_color; + gl_FragColor = fColor; } @@ -47,6 +59,7 @@ var u_modelViewPerspectiveLocation; var u_color; + var heights; var numberOfIndices; @@ -64,11 +77,37 @@ var persp = mat4.create(); var view = mat4.create(); + + var updateTime = 0.0; + var ColorObject = function() + { + this.minColor = [255, 255, 0, 1]; + this.maxColor = [0, 255, 255, 1]; + } + + var minCol = [1.0, 1.0, 0.0]; + var maxCol = [0.0, 1.0, 1.0]; - // Function called when the window is loaded + //Function called when the window is loaded window.onload = function() { // Add GUI component var gui = new dat.GUI(); + Colors = new ColorObject(); + + gui.addColor(Colors, 'minColor').onChange( function() + { + for(var i = 0; i < 3; i ++) { + minCol[i] = Colors.minColor[i] / 255.0; + } + }); + + gui.addColor(Colors, 'maxColor').onChange( function() + { + for(var i = 0; i < 3; i ++) { + maxCol[i] = Colors.maxColor[i] / 255.0; + } + }); + init(); @@ -107,10 +146,17 @@ mat4.multiply(view, model, mv); var mvp = mat4.create(); mat4.multiply(persp, mv, mvp); + var delta = 0.005; + updateTime = updateTime + delta; // Render context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); + context.uniform1f(u_timeLocation, updateTime); + + context.uniform3fv(u_maxColLocation, maxCol); + context.uniform3fv(u_minColLocation, minCol); + context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0); @@ -122,11 +168,13 @@ var vs = getShaderSource(document.getElementById("vs")); var fs = getShaderSource(document.getElementById("fs")); - var program = createProgram(context, vs, fs, message); - context.bindAttribLocation(program, positionLocation, "position"); - u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); - u_colorLocation = context.getUniformLocation(program, "u_color"); - + var program = createProgram(context, vs, fs, message); + context.bindAttribLocation(program, positionLocation, "position"); + u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); + u_timeLocation = context.getUniformLocation(program,"u_time"); + u_colorLocation = context.getUniformLocation(program, "u_color"); + u_maxColLocation = context.getUniformLocation(program, "u_maxCol"); + u_minColLocation = context.getUniformLocation(program, "u_minCol"); context.useProgram(program); } diff --git a/vert_wave_Custom.html b/vert_wave_Custom.html new file mode 100644 index 0000000..266d4a6 --- /dev/null +++ b/vert_wave_Custom.html @@ -0,0 +1,261 @@ + + + +Vertex Wave + + + + + +
+ + + + + + + + + + + + + +