diff --git a/.github/workflows/build-and-deploy.yml b/.github/workflows/build-and-deploy.yml
new file mode 100644
index 00000000..d35abd7b
--- /dev/null
+++ b/.github/workflows/build-and-deploy.yml
@@ -0,0 +1,39 @@
+
+
+name: Build and Deploy
+on:
+ push:
+ branches:
+ - master
+jobs:
+ build-and-deploy:
+ runs-on: ubuntu-latest
+ steps:
+ - name: Checkout 🛎️
+ uses: actions/checkout@v2.3.1
+ with:
+ persist-credentials: false
+
+ - uses: actions/setup-node@v2-beta
+ with:
+ node-version: "15.x"
+
+ - uses: actions/cache@v2
+ with:
+ # npm cache files are stored in `~/.npm` on Linux/macOS
+ path: ~/.npm
+ key: ${{ runner.os }}-build-${{ hashFiles('**/package-lock.json') }}
+
+ - name: Install and Build 🔧
+ run: |
+ npm ci
+ export NODE_ENV=production
+ npm run-script build
+ touch dist/.nojekyll
+ - name: Deploy 🚀
+ uses: JamesIves/github-pages-deploy-action@3.6.2
+ with:
+ GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
+ BRANCH: gh-pages
+ FOLDER: dist
+ CLEAN: true
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 00000000..30fd2a83
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,64 @@
+# Logs
+logs
+*.log
+npm-debug.log*
+yarn-debug.log*
+yarn-error.log*
+
+# Runtime data
+pids
+*.pid
+*.seed
+*.pid.lock
+
+# Directory for instrumented libs generated by jscoverage/JSCover
+lib-cov
+
+# Coverage directory used by tools like istanbul
+coverage
+
+# nyc test coverage
+.nyc_output
+
+# Grunt intermediate storage (http://gruntjs.com/creating-plugins#storing-task-files)
+.grunt
+
+# Bower dependency directory (https://bower.io/)
+bower_components
+
+# node-waf configuration
+.lock-wscript
+
+# Compiled binary addons (https://nodejs.org/api/addons.html)
+build/Release
+
+# Dependency directories
+node_modules/
+jspm_packages/
+
+# Typescript v1 declaration files
+typings/
+
+# Optional npm cache directory
+.npm
+
+# Optional eslint cache
+.eslintcache
+
+# Optional REPL history
+.node_repl_history
+
+# Output of 'npm pack'
+*.tgz
+
+# Yarn Integrity file
+.yarn-integrity
+
+# dotenv environment variables file
+.env
+
+# next.js build output
+.next
+
+dist/bundle.js
+dist/bundle.js.map
\ No newline at end of file
diff --git a/.vs/ProjectSettings.json b/.vs/ProjectSettings.json
new file mode 100644
index 00000000..f8b48885
--- /dev/null
+++ b/.vs/ProjectSettings.json
@@ -0,0 +1,3 @@
+{
+ "CurrentProjectSetting": null
+}
\ No newline at end of file
diff --git a/.vs/VSWorkspaceState.json b/.vs/VSWorkspaceState.json
new file mode 100644
index 00000000..a32fb914
--- /dev/null
+++ b/.vs/VSWorkspaceState.json
@@ -0,0 +1,11 @@
+{
+ "ExpandedNodes": [
+ "",
+ "\\src",
+ "\\src\\rendering",
+ "\\src\\rendering\\gl",
+ "\\src\\shaders"
+ ],
+ "SelectedNode": "\\src\\rendering\\gl\\OpenGLRenderer.ts",
+ "PreviewInSolutionExplorer": false
+}
\ No newline at end of file
diff --git a/.vs/hw01-noisy-planet/v16/.suo b/.vs/hw01-noisy-planet/v16/.suo
new file mode 100644
index 00000000..8406595c
Binary files /dev/null and b/.vs/hw01-noisy-planet/v16/.suo differ
diff --git a/.vs/slnx.sqlite b/.vs/slnx.sqlite
new file mode 100644
index 00000000..4538f1aa
Binary files /dev/null and b/.vs/slnx.sqlite differ
diff --git a/MyPlanet1.png b/MyPlanet1.png
new file mode 100644
index 00000000..354b259a
Binary files /dev/null and b/MyPlanet1.png differ
diff --git a/MyPlanetDesat1.png b/MyPlanetDesat1.png
new file mode 100644
index 00000000..d5f059f4
Binary files /dev/null and b/MyPlanetDesat1.png differ
diff --git a/MyPlanetLambert.png b/MyPlanetLambert.png
new file mode 100644
index 00000000..e00d59a3
Binary files /dev/null and b/MyPlanetLambert.png differ
diff --git a/README.md b/README.md
index c89dda1c..df8006b3 100644
--- a/README.md
+++ b/README.md
@@ -1,5 +1,34 @@
# CIS 566 Project 1: Noisy Planets
+Name: Haowei Li
+PennKey: lihaowei
+
+A fractal-brownian-motion function https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
+Live Demo Link: https://hli605.github.io/hw01-noisy-planet/
+
+Planet with Blinn-Phong reflection model:
+![](./MyPlanet1.png)
+
+Planet with Blinn-Phong and desaturation to a cyan color:
+![](./MyPlanetDesat1.png)
+
+Planet with Lambert reflection model:
+![](./MyPlanetLambert.png)
+
+Technical Details:
+1. I used a simple 3D perlin noise function and incorporate that function inside the fractal-brownian-motion noise function. Then, I used the fbm noise function to generate the surface height of the planet. Next, according to different heights at different location, I created 5 biomes: Ocean, Beach, Grassland, Stone Mountains, Snow Mountains.
+
+2. I used "sin" and "bias" toolbox function to simulate the High tide/low tide effects of the ocean. I used "gain" toolbox function to enable the players to desaturate the color of the planet. I used "smoothstep" toolbox function to make the smooth transition between different biomes.
+
+3. I implemented "Lambert" and "Blinn-Phong" reflection model. Also, I assigned different specular value for different biomes.
+
+4. The user can choose whether to use Blinn-Phong reflection or Lambert reflection. The user can modify the desaturation color, the desaturation percentage, the landscape height, the time scale, and the distribution of biomes.
+
+
+
+
+
+
## Objective
- Continue practicing WebGL and Typescript
- Experiment with noise functions to procedurally generate the surface of a planet
diff --git a/dist/index.html b/dist/index.html
new file mode 100644
index 00000000..062fed2f
--- /dev/null
+++ b/dist/index.html
@@ -0,0 +1,20 @@
+
+
+
+ Project 0: Getting Started | CIS 566
+
+
+
+
+
+
+
diff --git a/package-lock.json b/package-lock.json
new file mode 100644
index 00000000..e1a47a34
--- /dev/null
+++ b/package-lock.json
@@ -0,0 +1,3120 @@
+{
+ "requires": true,
+ "lockfileVersion": 1,
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+ "requires": {
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+ "dev": true
+ },
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+ "resolved": "https://registry.npmjs.org/yocto-queue/-/yocto-queue-0.1.0.tgz",
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+ "dev": true
+ }
+ }
+}
diff --git a/package.json b/package.json
new file mode 100644
index 00000000..16277910
--- /dev/null
+++ b/package.json
@@ -0,0 +1,22 @@
+{
+ "scripts": {
+ "start": "webpack-dev-server --no-hot --live-reload",
+ "build": "webpack"
+ },
+ "devDependencies": {
+ "@types/dat.gui": "^0.7.7",
+ "@types/webgl2": "0.0.6",
+ "ts-loader": "^9.2.5",
+ "typescript": "^4.4.2",
+ "webpack": "^5.52.0",
+ "webpack-cli": "^4.8.0",
+ "webpack-dev-server": "^4.1.1",
+ "webpack-glsl-loader": "^1.0.1"
+ },
+ "dependencies": {
+ "3d-view-controls": "^2.2.2",
+ "dat.gui": "^0.7.7",
+ "gl-matrix": "^3.3.0",
+ "stats-js": "^1.0.1"
+ }
+}
diff --git a/src/Camera.ts b/src/Camera.ts
new file mode 100644
index 00000000..77a76105
--- /dev/null
+++ b/src/Camera.ts
@@ -0,0 +1,41 @@
+var CameraControls = require('3d-view-controls');
+import {vec3, mat4} from 'gl-matrix';
+
+class Camera {
+ controls: any;
+ projectionMatrix: mat4 = mat4.create();
+ viewMatrix: mat4 = mat4.create();
+ fovy: number = 45;
+ aspectRatio: number = 1;
+ near: number = 0.1;
+ far: number = 1000;
+ position: vec3 = vec3.create();
+ direction: vec3 = vec3.create();
+ target: vec3 = vec3.create();
+ up: vec3 = vec3.create();
+
+ constructor(position: vec3, target: vec3) {
+ this.controls = CameraControls(document.getElementById('canvas'), {
+ eye: position,
+ center: target,
+ });
+ vec3.add(this.target, this.position, this.direction);
+ mat4.lookAt(this.viewMatrix, this.controls.eye, this.controls.center, this.controls.up);
+ }
+
+ setAspectRatio(aspectRatio: number) {
+ this.aspectRatio = aspectRatio;
+ }
+
+ updateProjectionMatrix() {
+ mat4.perspective(this.projectionMatrix, this.fovy, this.aspectRatio, this.near, this.far);
+ }
+
+ update() {
+ this.controls.tick();
+ vec3.add(this.target, this.position, this.direction);
+ mat4.lookAt(this.viewMatrix, this.controls.eye, this.controls.center, this.controls.up);
+ }
+};
+
+export default Camera;
diff --git a/src/geometry/Cube.ts b/src/geometry/Cube.ts
new file mode 100644
index 00000000..24bf111a
--- /dev/null
+++ b/src/geometry/Cube.ts
@@ -0,0 +1,134 @@
+import { vec3, vec4 } from 'gl-matrix';
+import Drawable from '../rendering/gl/Drawable';
+import { gl } from '../globals';
+
+class Cube extends Drawable {
+ indices: Uint32Array;
+ positions: Float32Array;
+ normals: Float32Array;
+ center: vec4;
+
+ constructor(center: vec3) {
+ super();
+ this.center = vec4.fromValues(center[0], center[1], center[2], 1);
+ }
+
+ create() {
+ // array of vertex indices
+ this.indices = new Uint32Array([
+ 0, 1, 2,
+ 0, 2, 3,
+
+ 4, 5, 6,
+ 4, 6, 7,
+
+ 8, 9, 10,
+ 8, 10, 11,
+
+ 12, 13, 14,
+ 12, 14, 15,
+
+ 16, 17, 18,
+ 16, 18, 19,
+
+ 20, 21, 22,
+ 20, 22, 23
+ ]);
+
+ // array of vertex normals
+ this.normals = new Float32Array([
+ 0, 0, 1, 0,
+ 0, 0, 1, 0,
+ 0, 0, 1, 0,
+ 0, 0, 1, 0,
+
+ 0, 0, -1, 0,
+ 0, 0, -1, 0,
+ 0, 0, -1, 0,
+ 0, 0, -1, 0,
+
+ 1, 0, 0, 0,
+ 1, 0, 0, 0,
+ 1, 0, 0, 0,
+ 1, 0, 0, 0,
+
+ -1, 0, 0, 0,
+ -1, 0, 0, 0,
+ -1, 0, 0, 0,
+ -1, 0, 0, 0,
+
+ 0, 1, 0, 0,
+ 0, 1, 0, 0,
+ 0, 1, 0, 0,
+ 0, 1, 0, 0,
+
+ 0, -1, 0, 0,
+ 0, -1, 0, 0,
+ 0, -1, 0, 0,
+ 0, -1, 0, 0
+ ]);
+
+ // array of vertex positions
+ this.positions = new Float32Array([
+ 0.5, 0.5, 0.5, 1.0,
+ 0.5, -0.5, 0.5, 1.0,
+ -0.5, -0.5, 0.5, 1.0,
+ -0.5, 0.5, 0.5, 1.0,
+
+ -0.5, 0.5, -0.5, 1.0,
+ -0.5, -0.5, -0.5, 1.0,
+ 0.5, -0.5, -0.5, 1.0,
+ 0.5, 0.5, -0.5, 1.0,
+
+ 0.5, 0.5, -0.5, 1.0,
+ 0.5, -0.5, -0.5, 1.0,
+ 0.5, -0.5, 0.5, 1.0,
+ 0.5, 0.5, 0.5, 1.0,
+
+ -0.5, 0.5, 0.5, 1.0,
+ -0.5, -0.5, 0.5, 1.0,
+ -0.5, -0.5, -0.5, 1.0,
+ -0.5, 0.5, -0.5, 1.0,
+
+ 0.5, 0.5, -0.5, 1.0,
+ 0.5, 0.5, 0.5, 1.0,
+ -0.5, 0.5, 0.5, 1.0,
+ -0.5, 0.5, -0.5, 1.0,
+
+ 0.5, -0.5, 0.5, 1.0,
+ 0.5, -0.5, -0.5, 1.0,
+ -0.5, -0.5, -0.5, 1.0,
+ -0.5, -0.5, 0.5, 1.0
+ ]);
+
+ for (let i = 0; i < this.positions.length; i++) {
+ if (i % 4 == 0) {
+ this.positions[i] += this.center[0];
+ }
+ else if (i % 4 == 1) {
+ this.positions[i] += this.center[1];
+ }
+ else if (i % 4 == 2) {
+ this.positions[i] += this.center[2];
+ }
+ }
+
+ this.generateIdx();
+ this.generatePos();
+ this.generateNor();
+
+ this.count = this.indices.length;
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNor);
+ gl.bufferData(gl.ARRAY_BUFFER, this.normals, gl.STATIC_DRAW);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos);
+ gl.bufferData(gl.ARRAY_BUFFER, this.positions, gl.STATIC_DRAW);
+
+ console.log(`Created cube`);
+ }
+};
+
+export default Cube;
\ No newline at end of file
diff --git a/src/geometry/Icosphere.ts b/src/geometry/Icosphere.ts
new file mode 100644
index 00000000..412995ba
--- /dev/null
+++ b/src/geometry/Icosphere.ts
@@ -0,0 +1,179 @@
+import {vec3, vec4} from 'gl-matrix';
+import Drawable from '../rendering/gl/Drawable';
+import {gl} from '../globals';
+
+class Icosphere extends Drawable {
+ buffer: ArrayBuffer;
+ indices: Uint32Array;
+ positions: Float32Array;
+ normals: Float32Array;
+ center: vec4;
+
+ constructor(center: vec3, public radius: number, public subdivisions: number) {
+ super(); // Call the constructor of the super class. This is required.
+ this.center = vec4.fromValues(center[0], center[1], center[2], 1);
+ }
+
+ create() {
+ const X = 0.525731112119133606;
+ const Z = 0.850650808352039932;
+ const N = 0;
+
+ let maxIndexCount = 20 * Math.pow(4, this.subdivisions);
+ let maxVertexCount = 10 * Math.pow(4, this.subdivisions) + 2;
+
+ // Create buffers to back geometry data
+ // Index data will ping pong back and forth between buffer0 and buffer1 during creation
+ // All data will be in buffer0 at the end
+ const buffer0 = new ArrayBuffer(
+ maxIndexCount * 3 * Uint32Array.BYTES_PER_ELEMENT +
+ maxVertexCount * 4 * Float32Array.BYTES_PER_ELEMENT +
+ maxVertexCount * 4 * Float32Array.BYTES_PER_ELEMENT
+ );
+ const buffer1 = new ArrayBuffer(
+ maxIndexCount * 3 * Uint32Array.BYTES_PER_ELEMENT
+ );
+ const buffers = [buffer0, buffer1];
+ let b = 0;
+
+ const indexByteOffset = 0;
+ const vertexByteOffset = maxIndexCount * 3 * Uint32Array.BYTES_PER_ELEMENT;
+ const normalByteOffset = vertexByteOffset;
+ const positionByteOffset = vertexByteOffset + maxVertexCount * 4 * Float32Array.BYTES_PER_ELEMENT;
+
+ // Create 3-uint buffer views into the backing buffer to represent triangles
+ // The C++ analogy to this would be something like:
+ // triangles[i] = reinterpret_cast*>(&buffer[offset]);
+ let triangles: Array = new Array(20);
+ let nextTriangles: Array = new Array();
+ for (let i = 0; i < 20; ++i) {
+ triangles[i] = new Uint32Array(buffers[b], indexByteOffset + i * 3 * Uint32Array.BYTES_PER_ELEMENT, 3);
+ }
+
+ // Create 3-float buffer views into the backing buffer to represent positions
+ let vertices: Array = new Array(12);
+ for (let i = 0; i < 12; ++i) {
+ vertices[i] =new Float32Array(buffer0, vertexByteOffset + i * 4 * Float32Array.BYTES_PER_ELEMENT, 4);
+ }
+
+ // Initialize normals for a 20-sided icosahedron
+ vertices[0].set([ -X,N,Z,0 ]);
+ vertices[1].set([ X,N,Z,0 ]);
+ vertices[2].set([ -X,N,-Z,0 ]);
+ vertices[3].set([ X,N,-Z,0 ]);
+ vertices[4].set([ N,Z,X,0 ]);
+ vertices[5].set([ N,Z,-X,0 ]);
+ vertices[6].set([ N,-Z,X,0 ]);
+ vertices[7].set([ N,-Z,-X,0 ]);
+ vertices[8].set([ Z,X,N,0 ]);
+ vertices[9].set([ -Z,X, N,0 ]);
+ vertices[10].set([ Z,-X,N,0 ]);
+ vertices[11].set([ -Z,-X,N,0 ]);
+
+ // Initialize indices for a 20-sided icosahedron
+ triangles[0].set([ 0,4,1 ]);
+ triangles[1].set([ 0,9,4 ]);
+ triangles[2].set([ 9,5,4 ]);
+ triangles[3].set([ 4,5,8 ]);
+ triangles[4].set([ 4,8,1 ]);
+ triangles[5].set([ 8,10,1 ]);
+ triangles[6].set([ 8,3,10 ]);
+ triangles[7].set([ 5,3,8 ]);
+ triangles[8].set([ 5,2,3 ]);
+ triangles[9].set([ 2,7,3 ]);
+ triangles[10].set([ 7,10,3 ]);
+ triangles[11].set([ 7,6,10 ]);
+ triangles[12].set([ 7,11,6 ]);
+ triangles[13].set([ 11,0,6 ]);
+ triangles[14].set([ 0,1,6 ],);
+ triangles[15].set([ 6,1,10 ]);
+ triangles[16].set([ 9,0,11 ]);
+ triangles[17].set([ 9,11,2 ]);
+ triangles[18].set([ 9,2,5 ]);
+ triangles[19].set([ 7,2,11 ]);
+
+ // This loop subdivides the icosahedron
+ for (let s = 0; s < this.subdivisions; ++s) {
+ b = 1 - b;
+ nextTriangles.length = triangles.length * 4;
+ let triangleIdx = 0;
+
+ // edgeMap maps a pair of vertex indices to a vertex index at their midpoint
+ // The function `mid` will get that midpoint vertex if it has already been created
+ // or it will create the vertex and add it to the map
+ let edgeMap: Map = new Map();
+ function mid(v0: number, v1: number): number {
+ let key = [v0, v1].sort().join('_');
+ if (!edgeMap.has(key)) {
+ let midpoint = new Float32Array(buffer0, vertexByteOffset + vertices.length * 4 * Float32Array.BYTES_PER_ELEMENT, 4);
+ vec4.add(midpoint, vertices[v0], vertices[v1]);
+ vec4.normalize(midpoint, midpoint);
+ edgeMap.set(key, vertices.length);
+ vertices.push(midpoint);
+ }
+ return edgeMap.get(key);
+ }
+
+ for (let t = 0; t < triangles.length; ++t) {
+ let v0 = triangles[t][0];
+ let v1 = triangles[t][1];
+ let v2 = triangles[t][2];
+ let v3 = mid(v0, v1); // Get or create a vertex between these two vertices
+ let v4 = mid(v1, v2);
+ let v5 = mid(v2, v0);
+
+ let t0 = nextTriangles[triangleIdx] = new Uint32Array(buffers[b], indexByteOffset + (triangleIdx++) * 3 * Uint32Array.BYTES_PER_ELEMENT, 3);
+ let t1 = nextTriangles[triangleIdx] = new Uint32Array(buffers[b], indexByteOffset + (triangleIdx++) * 3 * Uint32Array.BYTES_PER_ELEMENT, 3);
+ let t2 = nextTriangles[triangleIdx] = new Uint32Array(buffers[b], indexByteOffset + (triangleIdx++) * 3 * Uint32Array.BYTES_PER_ELEMENT, 3);
+ let t3 = nextTriangles[triangleIdx] = new Uint32Array(buffers[b], indexByteOffset + (triangleIdx++) * 3 * Uint32Array.BYTES_PER_ELEMENT, 3);
+
+ let triangleOffset = nextTriangles.length;
+ t0.set([v0, v3, v5]);
+ t1.set([v3, v4, v5]);
+ t2.set([v3, v1, v4]);
+ t3.set([v5, v4, v2]);
+ }
+
+ // swap buffers
+ let temp = triangles;
+ triangles = nextTriangles;
+ nextTriangles = temp;
+ }
+
+ if (b === 1) {
+ // if indices did not end up in buffer0, copy them there now
+ let temp0 = new Uint32Array(buffer0, 0, 3 * triangles.length);
+ let temp1 = new Uint32Array(buffer1, 0, 3 * triangles.length);
+ temp0.set(temp1);
+ }
+
+ // Populate one position for each normal
+ for (let i = 0; i < vertices.length; ++i) {
+ let pos = new Float32Array(buffer0, positionByteOffset + i * 4 * Float32Array.BYTES_PER_ELEMENT, 4);
+ vec4.scaleAndAdd(pos, this.center, vertices[i], this.radius);
+ }
+
+ this.buffer = buffer0;
+ this.indices = new Uint32Array(this.buffer, indexByteOffset, triangles.length * 3);
+ this.normals = new Float32Array(this.buffer, normalByteOffset, vertices.length * 4);
+ this.positions = new Float32Array(this.buffer, positionByteOffset, vertices.length * 4);
+
+ this.generateIdx();
+ this.generatePos();
+ this.generateNor();
+
+ this.count = this.indices.length;
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNor);
+ gl.bufferData(gl.ARRAY_BUFFER, this.normals, gl.STATIC_DRAW);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos);
+ gl.bufferData(gl.ARRAY_BUFFER, this.positions, gl.STATIC_DRAW);
+
+ console.log(`Created icosphere with ${vertices.length} vertices`);
+ }
+};
+
+export default Icosphere;
diff --git a/src/geometry/Square.ts b/src/geometry/Square.ts
new file mode 100644
index 00000000..1a21a10d
--- /dev/null
+++ b/src/geometry/Square.ts
@@ -0,0 +1,47 @@
+import {vec3, vec4} from 'gl-matrix';
+import Drawable from '../rendering/gl/Drawable';
+import {gl} from '../globals';
+
+class Square extends Drawable {
+ indices: Uint32Array;
+ positions: Float32Array;
+ normals: Float32Array;
+ center: vec4;
+
+ constructor(center: vec3) {
+ super(); // Call the constructor of the super class. This is required.
+ this.center = vec4.fromValues(center[0], center[1], center[2], 1);
+ }
+
+ create() {
+
+ this.indices = new Uint32Array([0, 1, 2,
+ 0, 2, 3]);
+ this.normals = new Float32Array([0, 0, 1, 0,
+ 0, 0, 1, 0,
+ 0, 0, 1, 0,
+ 0, 0, 1, 0]);
+ this.positions = new Float32Array([-1, -1, 0, 1,
+ 1, -1, 0, 1,
+ 1, 1, 0, 1,
+ -1, 1, 0, 1]);
+
+ this.generateIdx();
+ this.generatePos();
+ this.generateNor();
+
+ this.count = this.indices.length;
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx);
+ gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNor);
+ gl.bufferData(gl.ARRAY_BUFFER, this.normals, gl.STATIC_DRAW);
+
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos);
+ gl.bufferData(gl.ARRAY_BUFFER, this.positions, gl.STATIC_DRAW);
+
+ console.log(`Created square`);
+ }
+};
+
+export default Square;
diff --git a/src/globals.ts b/src/globals.ts
new file mode 100644
index 00000000..cac5bf28
--- /dev/null
+++ b/src/globals.ts
@@ -0,0 +1,5 @@
+
+export var gl: WebGL2RenderingContext;
+export function setGL(_gl: WebGL2RenderingContext) {
+ gl = _gl;
+}
diff --git a/src/main.ts b/src/main.ts
new file mode 100644
index 00000000..d42dc9c4
--- /dev/null
+++ b/src/main.ts
@@ -0,0 +1,183 @@
+import { vec3, vec4 } from 'gl-matrix';
+const Stats = require('stats-js');
+import * as DAT from 'dat.gui';
+import Icosphere from './geometry/Icosphere';
+import Square from './geometry/Square';
+import Cube from './geometry/Cube';
+import OpenGLRenderer from './rendering/gl/OpenGLRenderer';
+import Camera from './Camera';
+import { setGL } from './globals';
+import ShaderProgram, { Shader } from './rendering/gl/ShaderProgram';
+
+// Define an object with application parameters and button callbacks
+// This will be referred to by dat.GUI's functions that add GUI elements.
+const controls = {
+ tesselations: 8,
+ 'Load Scene': loadScene, // A function pointer, essentially
+ DesaturateColor: [255, 255, 255],
+ DesaturatePercent: 0.0,
+ LandscapeHeight: 1.5,
+ TimeScale: 1.0,
+ SandHeight: 0.2,
+ GrassHeight: 0.4,
+ StoneHeight: 0.75,
+ Blinn_phong: true,
+};
+
+let icosphere: Icosphere;
+let square: Square;
+let cube: Cube;
+let prevTesselations: number = 8;
+
+function loadScene() {
+ icosphere = new Icosphere(vec3.fromValues(0, 0, 0), 1, controls.tesselations);
+ icosphere.create();
+ square = new Square(vec3.fromValues(0, 0, 0));
+ square.create();
+ cube = new Cube(vec3.fromValues(3, 0, 0));
+ cube.create();
+}
+
+function main() {
+ // Initial display for framerate
+ const stats = Stats();
+ stats.setMode(0);
+ stats.domElement.style.position = 'absolute';
+ stats.domElement.style.left = '0px';
+ stats.domElement.style.top = '0px';
+ document.body.appendChild(stats.domElement);
+
+ // Add controls to the gui
+ const gui = new DAT.GUI();
+ gui.add(controls, 'tesselations', 0, 9).step(1);
+ gui.add(controls, 'Load Scene');
+ gui.add(controls, 'Blinn_phong').onChange(setBlinnReflection);
+ gui.addColor(controls, 'DesaturateColor').onChange(setAllGeometryColor);
+ gui.add(controls, "DesaturatePercent", 0.0, 1.0).step(0.01).onChange(setDesatPercent);
+ gui.add(controls, "LandscapeHeight", 0.0, 5.0).step(0.1).onChange(setLandscapeHeight);
+ gui.add(controls, "TimeScale", 0.0, 5.0).step(0.1).onChange(setTimeScale);
+ gui.add(controls, "SandHeight", 0.1, 0.3).step(0.01).onChange(setSandHeight);
+ gui.add(controls, "GrassHeight", 0.3, 0.6).step(0.01).onChange(setGrassHeight);
+ gui.add(controls, "StoneHeight", 0.6, 0.9).step(0.01).onChange(setStoneHeight);
+
+ // get canvas and webgl context
+ const canvas = document.getElementById('canvas');
+ const gl = canvas.getContext('webgl2');
+ if (!gl) {
+ alert('WebGL 2 not supported!');
+ }
+ // `setGL` is a function imported above which sets the value of `gl` in the `globals.ts` module.
+ // Later, we can import `gl` from `globals.ts` to access it
+ setGL(gl);
+
+ // Initial call to load scene
+ loadScene();
+
+ const camera = new Camera(vec3.fromValues(0, 0, 5), vec3.fromValues(0, 0, 0));
+
+ const renderer = new OpenGLRenderer(canvas);
+ renderer.setClearColor(0.2, 0.2, 0.2, 1);
+ gl.enable(gl.DEPTH_TEST);
+
+ const lambert = new ShaderProgram([
+ new Shader(gl.VERTEX_SHADER, require('./shaders/lambert-vert.glsl')),
+ new Shader(gl.FRAGMENT_SHADER, require('./shaders/lambert-frag.glsl')),
+ ]);
+ lambert.setGeometryColor(vec4.fromValues(0, 1, 0, 1));
+
+ const custom = new ShaderProgram([
+ new Shader(gl.VERTEX_SHADER, require('./shaders/custom-vert.glsl')),
+ new Shader(gl.FRAGMENT_SHADER, require('./shaders/custom-frag.glsl')),
+ ]);
+ custom.setGeometryColor(vec4.fromValues(1, 1, 1, 1));
+ custom.setHeightScale(1.5);
+ custom.setTimeScale(1.0);
+ custom.setSandHeight(0.2);
+ custom.setGrassHeight(0.4);
+ custom.setStoneHeight(0.75);
+ custom.setShader(0);
+
+ // This function will be called every frame
+ function tick() {
+ camera.update();
+ stats.begin();
+ gl.viewport(0, 0, window.innerWidth, window.innerHeight);
+ renderer.clear();
+ if (controls.tesselations != prevTesselations) {
+ prevTesselations = controls.tesselations;
+ icosphere = new Icosphere(vec3.fromValues(0, 0, 0), 1, prevTesselations);
+ icosphere.create();
+ }
+
+ // Render with custom shader
+ renderer.render(camera, custom, [
+ icosphere,
+ ]);
+
+ // Render with Lambert shader
+ //renderer.render(camera, lambert, [
+ // icosphere,
+ // square,
+ // cube,
+ //]);
+
+ stats.end();
+
+ // Tell the browser to call `tick` again whenever it renders a new frame
+ requestAnimationFrame(tick);
+ }
+
+ window.addEventListener('resize', function () {
+ renderer.setSize(window.innerWidth, window.innerHeight);
+ camera.setAspectRatio(window.innerWidth / window.innerHeight);
+ camera.updateProjectionMatrix();
+ }, false);
+
+ renderer.setSize(window.innerWidth, window.innerHeight);
+ camera.setAspectRatio(window.innerWidth / window.innerHeight);
+ camera.updateProjectionMatrix();
+
+ // Start the render loop
+ tick();
+
+ // Help function
+ function setAllGeometryColor() {
+ // lambert.setGeometryColor(vec4.fromValues(controls.DesaturateColor[0] / 255.0, controls.DesaturateColor[1] / 255.0, controls.DesaturateColor[2] / 255.0, 1));
+ custom.setGeometryColor(vec4.fromValues(controls.DesaturateColor[0] / 255.0, controls.DesaturateColor[1] / 255.0, controls.DesaturateColor[2] / 255.0, 1));
+ }
+
+ function setDesatPercent() {
+ custom.setDesatPercent(controls.DesaturatePercent);
+ }
+
+ function setLandscapeHeight() {
+ custom.setHeightScale(controls.LandscapeHeight);
+ }
+
+ function setTimeScale() {
+ custom.setTimeScale(controls.TimeScale);
+ }
+
+ function setSandHeight() {
+ custom.setSandHeight(controls.SandHeight);
+ }
+
+ function setGrassHeight() {
+ custom.setGrassHeight(controls.GrassHeight);
+ }
+
+ function setStoneHeight() {
+ custom.setStoneHeight(controls.StoneHeight);
+ }
+
+ function setBlinnReflection() {
+ if (controls.Blinn_phong) {
+ custom.setShader(0);
+ }
+ else {
+ custom.setShader(1);
+ }
+ }
+}
+
+main();
diff --git a/src/rendering/gl/Drawable.ts b/src/rendering/gl/Drawable.ts
new file mode 100644
index 00000000..3006b5cd
--- /dev/null
+++ b/src/rendering/gl/Drawable.ts
@@ -0,0 +1,67 @@
+import {gl} from '../../globals';
+
+abstract class Drawable {
+ count: number = 0;
+
+ bufIdx: WebGLBuffer;
+ bufPos: WebGLBuffer;
+ bufNor: WebGLBuffer;
+
+ idxBound: boolean = false;
+ posBound: boolean = false;
+ norBound: boolean = false;
+
+ abstract create() : void;
+
+ destory() {
+ gl.deleteBuffer(this.bufIdx);
+ gl.deleteBuffer(this.bufPos);
+ gl.deleteBuffer(this.bufNor);
+ }
+
+ generateIdx() {
+ this.idxBound = true;
+ this.bufIdx = gl.createBuffer();
+ }
+
+ generatePos() {
+ this.posBound = true;
+ this.bufPos = gl.createBuffer();
+ }
+
+ generateNor() {
+ this.norBound = true;
+ this.bufNor = gl.createBuffer();
+ }
+
+ bindIdx(): boolean {
+ if (this.idxBound) {
+ gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx);
+ }
+ return this.idxBound;
+ }
+
+ bindPos(): boolean {
+ if (this.posBound) {
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos);
+ }
+ return this.posBound;
+ }
+
+ bindNor(): boolean {
+ if (this.norBound) {
+ gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNor);
+ }
+ return this.norBound;
+ }
+
+ elemCount(): number {
+ return this.count;
+ }
+
+ drawMode(): GLenum {
+ return gl.TRIANGLES;
+ }
+};
+
+export default Drawable;
diff --git a/src/rendering/gl/OpenGLRenderer.ts b/src/rendering/gl/OpenGLRenderer.ts
new file mode 100644
index 00000000..60a9f528
--- /dev/null
+++ b/src/rendering/gl/OpenGLRenderer.ts
@@ -0,0 +1,47 @@
+import { mat4, vec4 } from 'gl-matrix';
+import Drawable from './Drawable';
+import Camera from '../../Camera';
+import { gl } from '../../globals';
+import ShaderProgram from './ShaderProgram';
+
+// In this file, `gl` is accessible because it is imported above
+class OpenGLRenderer {
+ time: number;
+
+ constructor(public canvas: HTMLCanvasElement) {
+ this.time = 0.0;
+ }
+
+ setClearColor(r: number, g: number, b: number, a: number) {
+ gl.clearColor(r, g, b, a);
+ }
+
+ setSize(width: number, height: number) {
+ this.canvas.width = width;
+ this.canvas.height = height;
+ }
+
+ clear() {
+ gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+ }
+
+ render(camera: Camera, prog: ShaderProgram, drawables: Array) {
+ let model = mat4.create();
+ let viewProj = mat4.create();
+
+ mat4.identity(model);
+ mat4.multiply(viewProj, camera.projectionMatrix, camera.viewMatrix);
+ prog.setModelMatrix(model);
+ prog.setViewProjMatrix(viewProj);
+ prog.setTime(this.time);
+ this.time += 0.01;
+
+ prog.setCameraPos(camera.position);
+
+ for (let drawable of drawables) {
+ prog.draw(drawable);
+ }
+ }
+};
+
+export default OpenGLRenderer;
diff --git a/src/rendering/gl/ShaderProgram.ts b/src/rendering/gl/ShaderProgram.ts
new file mode 100644
index 00000000..3d57e53b
--- /dev/null
+++ b/src/rendering/gl/ShaderProgram.ts
@@ -0,0 +1,190 @@
+import { vec4, mat4, vec3 } from 'gl-matrix';
+import Drawable from './Drawable';
+import { gl } from '../../globals';
+
+var activeProgram: WebGLProgram = null;
+
+export class Shader {
+ shader: WebGLShader;
+
+ constructor(type: number, source: string) {
+ this.shader = gl.createShader(type);
+ gl.shaderSource(this.shader, source);
+ gl.compileShader(this.shader);
+
+ if (!gl.getShaderParameter(this.shader, gl.COMPILE_STATUS)) {
+ throw gl.getShaderInfoLog(this.shader);
+ }
+ }
+};
+
+class ShaderProgram {
+ prog: WebGLProgram;
+
+ attrPos: number;
+ attrNor: number;
+ attrCol: number;
+
+ unifModel: WebGLUniformLocation;
+ unifModelInvTr: WebGLUniformLocation;
+ unifViewProj: WebGLUniformLocation;
+ unifColor: WebGLUniformLocation;
+ unifTime: WebGLUniformLocation;
+ unifColorDesatPercent: WebGLUniformLocation;
+ unifHeightScale: WebGLUniformLocation;
+ unifTimeScale: WebGLUniformLocation;
+ unifSandHeight: WebGLUniformLocation;
+ unifGrassHeight: WebGLUniformLocation;
+ unifStoneHeight: WebGLUniformLocation;
+ unifShader: WebGLUniformLocation;
+ unifCameraPos: WebGLUniformLocation;
+
+ constructor(shaders: Array) {
+ this.prog = gl.createProgram();
+
+ for (let shader of shaders) {
+ gl.attachShader(this.prog, shader.shader);
+ }
+ gl.linkProgram(this.prog);
+ if (!gl.getProgramParameter(this.prog, gl.LINK_STATUS)) {
+ throw gl.getProgramInfoLog(this.prog);
+ }
+
+ this.attrPos = gl.getAttribLocation(this.prog, "vs_Pos");
+ this.attrNor = gl.getAttribLocation(this.prog, "vs_Nor");
+ this.attrCol = gl.getAttribLocation(this.prog, "vs_Col");
+ this.unifModel = gl.getUniformLocation(this.prog, "u_Model");
+ this.unifModelInvTr = gl.getUniformLocation(this.prog, "u_ModelInvTr");
+ this.unifViewProj = gl.getUniformLocation(this.prog, "u_ViewProj");
+ this.unifColor = gl.getUniformLocation(this.prog, "u_Color");
+ this.unifTime = gl.getUniformLocation(this.prog, "u_Time");
+ this.unifColorDesatPercent = gl.getUniformLocation(this.prog, "u_DesatPercent");
+ this.unifHeightScale = gl.getUniformLocation(this.prog, "u_heightScale");
+ this.unifTimeScale = gl.getUniformLocation(this.prog, "u_timeScale");
+ this.unifSandHeight = gl.getUniformLocation(this.prog, "u_sandHeight");
+ this.unifGrassHeight = gl.getUniformLocation(this.prog, "u_grassHeight");
+ this.unifStoneHeight = gl.getUniformLocation(this.prog, "u_stoneHeight");
+ this.unifShader = gl.getUniformLocation(this.prog, "u_Shader");
+ this.unifCameraPos = gl.getUniformLocation(this.prog, "u_CameraPos");
+ }
+
+ use() {
+ if (activeProgram !== this.prog) {
+ gl.useProgram(this.prog);
+ activeProgram = this.prog;
+ }
+ }
+
+ setModelMatrix(model: mat4) {
+ this.use();
+ if (this.unifModel !== -1) {
+ gl.uniformMatrix4fv(this.unifModel, false, model);
+ }
+
+ if (this.unifModelInvTr !== -1) {
+ let modelinvtr: mat4 = mat4.create();
+ mat4.transpose(modelinvtr, model);
+ mat4.invert(modelinvtr, modelinvtr);
+ gl.uniformMatrix4fv(this.unifModelInvTr, false, modelinvtr);
+ }
+ }
+
+ setViewProjMatrix(vp: mat4) {
+ this.use();
+ if (this.unifViewProj !== -1) {
+ gl.uniformMatrix4fv(this.unifViewProj, false, vp);
+ }
+ }
+
+ setGeometryColor(color: vec4) {
+ this.use();
+ if (this.unifColor !== -1) {
+ gl.uniform4fv(this.unifColor, color);
+ }
+ }
+
+ setTime(time: number) {
+ this.use();
+ if (this.unifTime !== -1) {
+ gl.uniform1f(this.unifTime, time);
+ }
+ }
+
+ setDesatPercent(desatPercent: number) {
+ this.use();
+ if (this.unifColorDesatPercent !== -1) {
+ gl.uniform1f(this.unifColorDesatPercent, desatPercent);
+ }
+ }
+
+ setHeightScale(heightScale: number) {
+ this.use();
+ if (this.unifHeightScale !== -1) {
+ gl.uniform1f(this.unifHeightScale, heightScale);
+ }
+ }
+
+ setTimeScale(timeScale: number) {
+ this.use();
+ if (this.unifTimeScale !== -1) {
+ gl.uniform1f(this.unifTimeScale, timeScale);
+ }
+ }
+
+ setSandHeight(sandHeight: number) {
+ this.use();
+ if (this.unifSandHeight !== -1) {
+ gl.uniform1f(this.unifSandHeight, sandHeight);
+ }
+ }
+
+ setGrassHeight(grassHeight: number) {
+ this.use();
+ if (this.unifGrassHeight !== -1) {
+ gl.uniform1f(this.unifGrassHeight, grassHeight);
+ }
+ }
+
+ setStoneHeight(stoneHeight: number) {
+ this.use();
+ if (this.unifStoneHeight !== -1) {
+ gl.uniform1f(this.unifStoneHeight, stoneHeight);
+ }
+ }
+
+ setShader(Shader: number) {
+ this.use();
+ if (this.unifShader !== -1) {
+ gl.uniform1i(this.unifShader, Shader);
+ }
+ }
+
+ setCameraPos(cameraPos: vec3) {
+ this.use();
+ if (this.unifCameraPos !== -1) {
+ gl.uniform3fv(this.unifCameraPos, cameraPos);
+ }
+ }
+
+ draw(d: Drawable) {
+ this.use();
+
+ if (this.attrPos != -1 && d.bindPos()) {
+ gl.enableVertexAttribArray(this.attrPos);
+ gl.vertexAttribPointer(this.attrPos, 4, gl.FLOAT, false, 0, 0);
+ }
+
+ if (this.attrNor != -1 && d.bindNor()) {
+ gl.enableVertexAttribArray(this.attrNor);
+ gl.vertexAttribPointer(this.attrNor, 4, gl.FLOAT, false, 0, 0);
+ }
+
+ d.bindIdx();
+ gl.drawElements(d.drawMode(), d.elemCount(), gl.UNSIGNED_INT, 0);
+
+ if (this.attrPos != -1) gl.disableVertexAttribArray(this.attrPos);
+ if (this.attrNor != -1) gl.disableVertexAttribArray(this.attrNor);
+ }
+};
+
+export default ShaderProgram;
diff --git a/src/shaders/custom-frag.glsl b/src/shaders/custom-frag.glsl
new file mode 100644
index 00000000..99f59c3e
--- /dev/null
+++ b/src/shaders/custom-frag.glsl
@@ -0,0 +1,86 @@
+#version 300 es
+
+// This is a fragment shader. If you've opened this file first, please
+// open and read lambert.vert.glsl before reading on.
+// Unlike the vertex shader, the fragment shader actually does compute
+// the shading of geometry. For every pixel in your program's output
+// screen, the fragment shader is run for every bit of geometry that
+// particular pixel overlaps. By implicitly interpolating the position
+// data passed into the fragment shader by the vertex shader, the fragment shader
+// can compute what color to apply to its pixel based on things like vertex
+// position, light position, and vertex color.
+precision highp float;
+
+uniform vec4 u_Color; // The color with which to render this instance of geometry.
+uniform float u_DesatPercent;
+uniform int u_Shader;
+
+// These are the interpolated values out of the rasterizer, so you can't know
+// their specific values without knowing the vertices that contributed to them
+in vec4 fs_Nor;
+in vec4 fs_ViewVec;
+in vec4 fs_LightVec;
+in vec4 fs_Col;
+in vec4 fs_Pos;
+in float fs_Biome;
+
+out vec4 out_Col; // This is the final output color that you will see on your
+ // screen for the pixel that is currently being processed.
+
+float bias(float b, float t) {
+ return (t/((((1.0/b)-2.0)*(1.0-t))+1.0));
+}
+
+float gain(float g, float t){
+ if (t < 0.5){
+ return bias(1.0-g, 2.0*t)/2.0;
+ }
+ else{
+ return 1.0 - bias(1.0-g, 2.0-2.0*t)/2.0;
+ }
+}
+
+void main()
+{
+ vec3 temp_Normal = normalize(cross(dFdx(fs_Pos.xyz), dFdy(fs_Pos.xyz)));
+
+ float ocean_spec = 0.8;
+ float sand_spec = 0.05;
+ float grass_spec = 0.1;
+ float stone_spec = 0.2;
+ float snow_spec = 1.0;
+
+ float Spec_Coeff;
+ if (fs_Biome == 1.0){
+ Spec_Coeff = ocean_spec;
+ }
+ else if (fs_Biome == 2.0){
+ Spec_Coeff = sand_spec;
+ }
+ else if (fs_Biome == 3.0){
+ Spec_Coeff = grass_spec;
+ }
+ else if (fs_Biome == 4.0){
+ Spec_Coeff = stone_spec;
+ }
+ else if (fs_Biome == 5.0){
+ Spec_Coeff = snow_spec;
+ }
+ vec4 m_color = fs_Col;
+ m_color = mix(m_color, u_Color, gain(0.1, u_DesatPercent));
+
+ float lightIntensity;
+ float diffuseTerm = dot(normalize(temp_Normal), normalize(fs_LightVec.xyz));
+ diffuseTerm = clamp(diffuseTerm, 0.0, 1.0);
+ float ambientTerm = 0.2;
+ lightIntensity = diffuseTerm + ambientTerm;
+
+ if (u_Shader == 1){
+ out_Col = vec4(m_color.rgb * lightIntensity, m_color.a);
+ }
+ else {
+ vec3 HalfVec = normalize(fs_ViewVec.xyz + fs_LightVec.xyz);
+ vec3 specularTerm = Spec_Coeff * vec3(pow(clamp(dot(temp_Normal, HalfVec), 0.0, 1.0), 32.0)) * vec3(1.0);
+ out_Col = vec4((m_color.rgb + specularTerm) * lightIntensity, 1.0);
+ }
+}
diff --git a/src/shaders/custom-vert.glsl b/src/shaders/custom-vert.glsl
new file mode 100644
index 00000000..b93adae2
--- /dev/null
+++ b/src/shaders/custom-vert.glsl
@@ -0,0 +1,154 @@
+#version 300 es
+
+//This is a vertex shader. While it is called a "shader" due to outdated conventions, this file
+//is used to apply matrix transformations to the arrays of vertex data passed to it.
+//Since this code is run on your GPU, each vertex is transformed simultaneously.
+//If it were run on your CPU, each vertex would have to be processed in a FOR loop, one at a time.
+//This simultaneous transformation allows your program to run much faster, especially when rendering
+//geometry with millions of vertices.
+
+uniform mat4 u_Model; // The matrix that defines the transformation of the
+ // object we're rendering. In this assignment,
+ // this will be the result of traversing your scene graph.
+
+uniform mat4 u_ModelInvTr; // The inverse transpose of the model matrix.
+ // This allows us to transform the object's normals properly
+ // if the object has been non-uniformly scaled.
+
+uniform mat4 u_ViewProj; // The matrix that defines the camera's transformation.
+ // We've written a static matrix for you to use for HW2,
+ // but in HW3 you'll have to generate one yourself
+
+uniform vec3 u_CameraPos;
+uniform float u_Time;
+uniform float u_heightScale;
+uniform float u_timeScale;
+uniform float u_sandHeight;
+uniform float u_grassHeight;
+uniform float u_stoneHeight;
+
+in vec4 vs_Pos; // The array of vertex positions passed to the shader
+
+in vec4 vs_Nor; // The array of vertex normals passed to the shader
+
+in vec4 vs_Col; // The array of vertex colors passed to the shader.
+
+out vec4 fs_Nor; // The array of normals that has been transformed by u_ModelInvTr. This is implicitly passed to the fragment shader.
+out vec4 fs_LightVec; // The direction in which our virtual light lies, relative to each vertex. This is implicitly passed to the fragment shader.
+out vec4 fs_Col; // The color of each vertex. This is implicitly passed to the fragment shader.
+out vec4 fs_Pos;
+out vec4 fs_ViewVec;
+out float fs_Biome;
+
+const vec4 lightPos = vec4(5, 5, 3, 1); //The position of our virtual light, which is used to compute the shading of
+ //the geometry in the fragment shader.
+
+vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;}
+vec4 random(vec4 x){return mod289(((x * 34.0) + 1.0) * x);}
+
+// Refer to a simple noise function online
+float noise(vec3 pos){
+ vec3 i = floor(pos);
+ vec3 f = fract(pos);
+ f = f * f * (3.0 - 2.0 * f);
+
+ vec4 a = i.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
+ vec4 k1 = random(a.xyxy);
+ vec4 k2 = random(k1.xyxy + a.zzww);
+ vec4 b = k2 + i.zzzz;
+ vec4 k3 = random(b);
+ vec4 k4 = random(b + 1.0);
+
+ vec4 o1 = fract(k3 * (1.0 / 41.0));
+ vec4 o2 = fract(k4 * (1.0 / 41.0));
+ vec4 o3 = o2 * f.z + o1 * (1.0 - f.z);
+ vec2 o4 = o3.yw * f.x + o3.xz * (1.0 - f.x);
+
+ return o4.y * f.y + o4.x * (1.0 - f.y);
+}
+
+float fbm(vec3 pos) {
+ float noiseOutput = 0.0;
+ float amplitude = 0.5;
+ for (int i = 0; i < 6; i++) {
+ noiseOutput += amplitude * noise(pos);
+ pos = 2.0 * pos + vec3(100);
+ amplitude *= 0.5;
+ }
+ return noiseOutput;
+}
+
+float bias(float b, float t) {
+ return (t/((((1.0/b)-2.0)*(1.0-t))+1.0));
+}
+
+float gain(float g, float t){
+ if (t < 0.5){
+ return bias(1.0-g, 2.0*t)/2.0;
+ }
+ else{
+ return 1.0 - bias(1.0-g, 2.0-2.0*t)/2.0;
+ }
+}
+
+void main()
+{
+ fs_Col = vs_Col; // Pass the vertex colors to the fragment shader for interpolation
+ vec4 temp_vPos = vs_Pos;
+ float temp_time = u_timeScale * u_Time;
+
+ float noiseOutput = clamp((2.0 * fbm(temp_vPos.xyz) - 1.0), 0.0, 1.0) * u_heightScale;
+ temp_vPos.xyz += vs_Nor.xyz * noiseOutput;
+
+ // biomes height assign
+ float oceanHeight_low = 0.1;
+ float oceanHeight_high = 0.15;
+ float oceanHeight = mix(oceanHeight_low, oceanHeight_high, sin(temp_time));
+
+ vec4 oceanColor = vec4(0.0, 0.41, 0.58, clamp(bias(0.4, ((sin(temp_time)+1.0)/4.0)+0.5), 0.8, 1.0));
+ vec4 sandColor = vec4(1.0, 0.93, 0.678, 1.0);
+ vec4 grassColor = vec4(0.494, 0.784, 0.314, 1.0);
+ vec4 stoneColor = vec4(0.533, 0.549, 0.553, 1.0);
+ vec4 snowColor = vec4(1.0, 0.98, 0.98, 1.0);
+
+ if (noiseOutput <= oceanHeight){
+ float oceanToSand = smoothstep(0.0, oceanHeight, noiseOutput);
+ fs_Col = mix(oceanColor, sandColor, oceanToSand);
+ fs_Biome = 1.0;
+ }
+ else if (noiseOutput <= u_sandHeight){
+ float sandToGrass = smoothstep(oceanHeight, u_sandHeight, noiseOutput);
+ fs_Col = mix(sandColor, grassColor, sandToGrass);
+ fs_Biome = 2.0;
+ }
+ else if (noiseOutput <= u_grassHeight){
+ float grassToStone = smoothstep(u_sandHeight, u_grassHeight, noiseOutput);
+ fs_Col = mix(grassColor, stoneColor, grassToStone);
+ fs_Biome = 3.0;
+ }
+ else if (noiseOutput <= u_stoneHeight){
+ float stoneToSnow = smoothstep(u_grassHeight, u_stoneHeight, noiseOutput);
+ fs_Col = mix(stoneColor, snowColor, stoneToSnow);
+ fs_Biome = 4.0;
+ }
+ else {
+ fs_Biome = 5.0;
+ fs_Col = snowColor;
+ }
+
+ mat3 invTranspose = mat3(u_ModelInvTr);
+ fs_Nor = vec4(invTranspose * vec3(vs_Nor), 0); // Pass the vertex normals to the fragment shader for interpolation.
+ // Transform the geometry's normals by the inverse transpose of the
+ // model matrix. This is necessary to ensure the normals remain
+ // perpendicular to the surface after the surface is transformed by
+ // the model matrix.
+ vec4 modelposition = u_Model * temp_vPos;
+ fs_Pos = modelposition;
+
+ fs_LightVec = lightPos - modelposition; // Compute the direction in which the light source lies
+
+ fs_ViewVec = vec4(mat3(inverse(u_Model)) * normalize(u_CameraPos - modelposition.xyz), length(u_CameraPos.xyz));
+
+ gl_Position = u_ViewProj * modelposition;// gl_Position is a built-in variable of OpenGL which is
+ // used to render the final positions of the geometry's vertices
+}
diff --git a/src/shaders/lambert-frag.glsl b/src/shaders/lambert-frag.glsl
new file mode 100644
index 00000000..2b8e11b4
--- /dev/null
+++ b/src/shaders/lambert-frag.glsl
@@ -0,0 +1,43 @@
+#version 300 es
+
+// This is a fragment shader. If you've opened this file first, please
+// open and read lambert.vert.glsl before reading on.
+// Unlike the vertex shader, the fragment shader actually does compute
+// the shading of geometry. For every pixel in your program's output
+// screen, the fragment shader is run for every bit of geometry that
+// particular pixel overlaps. By implicitly interpolating the position
+// data passed into the fragment shader by the vertex shader, the fragment shader
+// can compute what color to apply to its pixel based on things like vertex
+// position, light position, and vertex color.
+precision highp float;
+
+uniform vec4 u_Color; // The color with which to render this instance of geometry.
+
+// These are the interpolated values out of the rasterizer, so you can't know
+// their specific values without knowing the vertices that contributed to them
+in vec4 fs_Nor;
+in vec4 fs_LightVec;
+in vec4 fs_Col;
+
+out vec4 out_Col; // This is the final output color that you will see on your
+ // screen for the pixel that is currently being processed.
+
+void main()
+{
+ // Material base color (before shading)
+ vec4 diffuseColor = u_Color;
+
+ // Calculate the diffuse term for Lambert shading
+ float diffuseTerm = dot(normalize(fs_Nor), normalize(fs_LightVec));
+ // Avoid negative lighting values
+ // diffuseTerm = clamp(diffuseTerm, 0, 1);
+
+ float ambientTerm = 0.2;
+
+ float lightIntensity = diffuseTerm + ambientTerm; //Add a small float value to the color multiplier
+ //to simulate ambient lighting. This ensures that faces that are not
+ //lit by our point light are not completely black.
+
+ // Compute final shaded color
+ out_Col = vec4(diffuseColor.rgb * lightIntensity, diffuseColor.a);
+}
diff --git a/src/shaders/lambert-vert.glsl b/src/shaders/lambert-vert.glsl
new file mode 100644
index 00000000..7f95a374
--- /dev/null
+++ b/src/shaders/lambert-vert.glsl
@@ -0,0 +1,53 @@
+#version 300 es
+
+//This is a vertex shader. While it is called a "shader" due to outdated conventions, this file
+//is used to apply matrix transformations to the arrays of vertex data passed to it.
+//Since this code is run on your GPU, each vertex is transformed simultaneously.
+//If it were run on your CPU, each vertex would have to be processed in a FOR loop, one at a time.
+//This simultaneous transformation allows your program to run much faster, especially when rendering
+//geometry with millions of vertices.
+
+uniform mat4 u_Model; // The matrix that defines the transformation of the
+ // object we're rendering. In this assignment,
+ // this will be the result of traversing your scene graph.
+
+uniform mat4 u_ModelInvTr; // The inverse transpose of the model matrix.
+ // This allows us to transform the object's normals properly
+ // if the object has been non-uniformly scaled.
+
+uniform mat4 u_ViewProj; // The matrix that defines the camera's transformation.
+ // We've written a static matrix for you to use for HW2,
+ // but in HW3 you'll have to generate one yourself
+
+in vec4 vs_Pos; // The array of vertex positions passed to the shader
+
+in vec4 vs_Nor; // The array of vertex normals passed to the shader
+
+in vec4 vs_Col; // The array of vertex colors passed to the shader.
+
+out vec4 fs_Nor; // The array of normals that has been transformed by u_ModelInvTr. This is implicitly passed to the fragment shader.
+out vec4 fs_LightVec; // The direction in which our virtual light lies, relative to each vertex. This is implicitly passed to the fragment shader.
+out vec4 fs_Col; // The color of each vertex. This is implicitly passed to the fragment shader.
+
+const vec4 lightPos = vec4(5, 5, 3, 1); //The position of our virtual light, which is used to compute the shading of
+ //the geometry in the fragment shader.
+
+void main()
+{
+ fs_Col = vs_Col; // Pass the vertex colors to the fragment shader for interpolation
+
+ mat3 invTranspose = mat3(u_ModelInvTr);
+ fs_Nor = vec4(invTranspose * vec3(vs_Nor), 0); // Pass the vertex normals to the fragment shader for interpolation.
+ // Transform the geometry's normals by the inverse transpose of the
+ // model matrix. This is necessary to ensure the normals remain
+ // perpendicular to the surface after the surface is transformed by
+ // the model matrix.
+
+
+ vec4 modelposition = u_Model * vs_Pos; // Temporarily store the transformed vertex positions for use below
+
+ fs_LightVec = lightPos - modelposition; // Compute the direction in which the light source lies
+
+ gl_Position = u_ViewProj * modelposition;// gl_Position is a built-in variable of OpenGL which is
+ // used to render the final positions of the geometry's vertices
+}
diff --git a/tsconfig.json b/tsconfig.json
new file mode 100644
index 00000000..79efea76
--- /dev/null
+++ b/tsconfig.json
@@ -0,0 +1,11 @@
+{
+ "compilerOptions": {
+ "outDir": "./dist",
+ "sourceMap": true,
+ "noImplicitAny": true,
+ "module": "es6",
+ "target": "es6",
+ "allowJs": true,
+ "moduleResolution": "node"
+ }
+}
diff --git a/webpack.config.js b/webpack.config.js
new file mode 100644
index 00000000..2cce33bb
--- /dev/null
+++ b/webpack.config.js
@@ -0,0 +1,37 @@
+const path = require('path');
+
+module.exports = {
+ mode: process.env.NODE_ENV === 'production' ? 'production' : 'development',
+ entry: path.resolve(__dirname, "src/main"),
+ output: {
+ path: path.resolve(__dirname, "dist"),
+ filename: "bundle.js",
+ publicPath: '/',
+ },
+ module: {
+ rules: [
+ {
+ test: /\.ts$/,
+ use: 'ts-loader',
+ exclude: /node_modules/
+ },
+ {
+ test: /\.glsl$/,
+ loader: 'webpack-glsl-loader'
+ },
+ ]
+ },
+ resolve: {
+ extensions: ['.ts', '.js' ],
+ },
+ devtool: 'source-map',
+ devServer: {
+ port: 5660,
+ static: {
+ directory: path.join(__dirname, 'dist'),
+ },
+ client: {
+ overlay: true,
+ }
+ },
+};