From e8f1cc7aaedf466b28f1cb1353813760399400bb Mon Sep 17 00:00:00 2001 From: Felicity Yick Date: Sun, 19 Sep 2021 16:59:08 -0400 Subject: [PATCH 01/11] setting up hw01 --- .github/workflows/build-and-deploy.yml | 39 + .gitignore | 64 + dist/index.html | 20 + package-lock.json | 6875 ++++++++++++++++++++++++ package.json | 22 + src/Camera.ts | 41 + src/geometry/Cube.ts | 103 + src/geometry/Icosphere.ts | 179 + src/geometry/Square.ts | 47 + src/globals.ts | 5 + src/main.ts | 147 + src/rendering/gl/Drawable.ts | 67 + src/rendering/gl/OpenGLRenderer.ts | 42 + src/rendering/gl/ShaderProgram.ts | 118 + src/shaders/customNoise-frag.glsl | 89 + src/shaders/customNoise-vert.glsl | 55 + src/shaders/lambert-frag.glsl | 43 + src/shaders/lambert-vert.glsl | 53 + tsconfig.json | 11 + webpack.config.js | 37 + 20 files changed, 8057 insertions(+) create mode 100644 .github/workflows/build-and-deploy.yml create mode 100644 .gitignore create mode 100644 dist/index.html create mode 100644 package-lock.json create mode 100644 package.json create mode 100644 src/Camera.ts create mode 100644 src/geometry/Cube.ts create mode 100644 src/geometry/Icosphere.ts create mode 100644 src/geometry/Square.ts create mode 100644 src/globals.ts create mode 100644 src/main.ts create mode 100644 src/rendering/gl/Drawable.ts create mode 100644 src/rendering/gl/OpenGLRenderer.ts create mode 100644 src/rendering/gl/ShaderProgram.ts create mode 100644 src/shaders/customNoise-frag.glsl create mode 100644 src/shaders/customNoise-vert.glsl create mode 100644 src/shaders/lambert-frag.glsl create mode 100644 src/shaders/lambert-vert.glsl create mode 100644 tsconfig.json create mode 100644 webpack.config.js 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/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..3d16d07b --- /dev/null +++ b/package-lock.json @@ -0,0 +1,6875 @@ +{ + "name": "hw00-webgl-intro", + "lockfileVersion": 2, + "requires": true, + "packages": { + "": { + "dependencies": { + "3d-view-controls": "^2.2.2", + "dat.gui": "^0.7.7", + "gl-matrix": "^3.3.0", + "stats-js": "^1.0.1" + }, + "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" + } + }, + "node_modules/@discoveryjs/json-ext": { + "version": "0.5.3", + "resolved": "https://registry.npmjs.org/@discoveryjs/json-ext/-/json-ext-0.5.3.tgz", + "integrity": "sha512-Fxt+AfXgjMoin2maPIYzFZnQjAXjAL0PHscM5pRTtatFqB+vZxAM9tLp2Optnuw3QOQC40jTNeGYFOMvyf7v9g==", + "dev": true, + 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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..b3d71ee6 --- /dev/null +++ b/src/geometry/Cube.ts @@ -0,0 +1,103 @@ +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(); // 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, + 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 + ]); + this.normals = new Float32Array([ + 0, 0, 1, 0, // front + 0, 0, 1, 0, + 0, 0, 1, 0, + 0, 0, 1, 0, + 1, 0, 0, 0, // right + 1, 0, 0, 0, + 1, 0, 0, 0, + 1, 0, 0, 0, + 0, 1, 0, 0, // up + 0, 1, 0, 0, + 0, 1, 0, 0, + 0, 1, 0, 0, + -1, 0, 0, 0, // left + -1, 0, 0, 0, + -1, 0, 0, 0, + -1, 0, 0, 0, + 0, 0, -1, 0, // back + 0, 0, -1, 0, + 0, 0, -1, 0, + 0, 0, -1, 0, + 0, -1, 0, 0, // down + 0, -1, 0, 0, + 0, -1, 0, 0, + 0, -1, 0, 0 + ]); + this.positions = new Float32Array([ + -1, -1, 1, 1, // front face + 1, -1, 1, 1, + 1, 1, 1, 1, + -1, 1, 1, 1, + 1, -1, 1, 1, // right face + 1, -1, -1, 1, + 1, 1, -1, 1, + 1, 1, 1, 1, + -1, 1, 1, 1, // up face + 1, 1, 1, 1, + 1, 1, -1, 1, + -1, 1, -1, 1, + -1, -1, -1, 1, // left face + -1, -1, 1, 1, + -1, 1, 1, 1, + -1, 1, -1, 1, + -1, -1, -1, 1, // back face + 1, -1, -1, 1, + 1, 1, -1, 1, + -1, 1, -1, 1, + -1, -1, 1, 1, // down face + 1, -1, 1, 1, + 1, -1, -1, 1, + -1, -1, -1, 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 cube`); + } +}; + +export default Cube; 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..bc5e089f --- /dev/null +++ b/src/main.ts @@ -0,0 +1,147 @@ +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: 5, + 'Load Scene': loadScene, // A function pointer, essentially + palette: [242, 146, 146] +}; + +let icosphere: Icosphere; +let square: Square; +let cube: Cube; +let prevTesselations: number = 5; +let time: number = 0; + +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(0, 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, 8).step(1); + gui.add(controls, 'Load Scene'); + let colourController = gui.addColor(controls, 'palette') + + + // 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(0.6, 0.78, 0.87, 1.0); + 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')), + ]); + + const customNoise = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/customNoise-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/customNoise-frag.glsl')), + ]); + + // initial overlay colour + customNoise.setGeometryColor(vec4.fromValues(0.94, 0.57, 0.57, 1.0)) + + + // 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(); + } + + //lambert render + // colourController.onChange( function( colour ) { + // let col = vec4.fromValues(colour[0] / 255.0, + // colour[1] / 255.0, + // colour[2] / 255.0, 1) + // lambert.setGeometryColor(col) + // }) + // lambert.setTime(time); + // time++; + // renderer.render(camera, lambert, [ + // // icosphere, + // // square, + // cube + // ]); + + //custom noise render + colourController.onChange( function( colour ) { + let col = vec4.fromValues(colour[0] / 255.0, + colour[1] / 255.0, + colour[2] / 255.0, 1) + customNoise.setGeometryColor(col) + }) + customNoise.setTime(time); + time++; + renderer.render(camera, customNoise, [ + // 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(); +} + +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..3ce05b47 --- /dev/null +++ b/src/rendering/gl/OpenGLRenderer.ts @@ -0,0 +1,42 @@ +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 { + constructor(public canvas: HTMLCanvasElement) { + } + + 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(); + // let color = vec4.fromValues(1, 0, 0, 1); + + mat4.identity(model); + mat4.multiply(viewProj, camera.projectionMatrix, camera.viewMatrix); + prog.setModelMatrix(model); + prog.setViewProjMatrix(viewProj); + // prog.setGeometryColor(color); + + 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..64f5a603 --- /dev/null +++ b/src/rendering/gl/ShaderProgram.ts @@ -0,0 +1,118 @@ +import {vec4, mat4} 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; + + 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") + } + + 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.unifColor !== -1) { + gl.uniform1i(this.unifTime, time); + } + } + + 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/customNoise-frag.glsl b/src/shaders/customNoise-frag.glsl new file mode 100644 index 00000000..14221e7a --- /dev/null +++ b/src/shaders/customNoise-frag.glsl @@ -0,0 +1,89 @@ +#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 int u_Time; +// 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; +in vec4 fs_Pos; + +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. + +vec3 random3 ( vec3 p ) { + return fract(sin(vec3(dot(p,vec3(127.1, 311.7, 288.99)), + dot(p,vec3(303.1, 183.3, 800.2)), + dot(p, vec3(420.69, 655.0,109.21)))) + *43758.5453); +} + +float surflet(vec3 p, vec3 gridPoint) { + vec3 t2 = abs(p - gridPoint); + vec3 t; + t.x = 1.f - 6.f * pow(t2.x, 5.f) + 15.f * pow(t2.x, 4.f) - 10.f * pow(t2.x, 3.f); + t.y = 1.f - 6.f * pow(t2.y, 5.f) + 15.f * pow(t2.y, 4.f) - 10.f * pow(t2.y, 3.f); + t.z = 1.f - 6.f * pow(t2.z, 5.f) + 15.f * pow(t2.z, 4.f) - 10.f * pow(t2.z, 3.f); + + vec3 gradient = random3(gridPoint) * 2. - vec3(1.); + + vec3 diff = p - gridPoint; + float height = dot(diff, gradient); + return height * t.x * t.y * t.z; +} + + +float summedPerlin(vec4 p) +{ + float sum = 0.0; + for(int dx = 0; dx <= 1; ++dx) { + for (int dy = 0; dy <= 1; ++dy) { + for (int dz = 0; dz <= 1; ++dz) { + sum += surflet(vec3(p), floor(vec3(p)) + vec3(dx, dy, dz)); + } + } + } + + return sum; +} + +const vec4 a = vec4(255.0, 136.0, 128.0, 255.0) / 255.0; +const vec4 b = vec4(214, 92, 11, 255.0) / 255.0; +const vec4 c = vec4(232, 168, 65, 255.0) / 255.0; +const vec4 d = vec4(84, 186, 173, 255.0) / 255.0; + +vec4 palette(float t) { + return clamp(a + b * cos(2.0 * 3.14159 * (c * t + d)), 0.0, 1.0); +} + +void main() +{ + // Material base color (before shading) + vec4 diffuseColor = u_Color + palette(summedPerlin(fs_Pos * 3.0)); + + // 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 = max(diffuseTerm, 0.0); //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. + lightIntensity += ambientTerm; + // Compute final shaded color + out_Col = vec4(diffuseColor.rgb * lightIntensity, diffuseColor.a); +} diff --git a/src/shaders/customNoise-vert.glsl b/src/shaders/customNoise-vert.glsl new file mode 100644 index 00000000..321883f5 --- /dev/null +++ b/src/shaders/customNoise-vert.glsl @@ -0,0 +1,55 @@ +#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 int u_Time; + +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; + +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. + + vec3 normPos = normalize(vs_Pos.xyz) + sin(0.001 * float(u_Time)) * cos(0.01 * float(u_Time)); + vec4 modelposition = u_Model * vec4(normPos, 1); + vec4 modPos = vs_Pos; + + modPos.y += pow(sin((modelposition.y * 8.f + float(u_Time) * 0.02)), 2.0); + modPos.z += cos((modelposition.y * 10.f + float(u_Time) * 0.02)); + + vec4 modelOriginal = u_Model * modPos; + fs_LightVec = lightPos - modelposition; // Compute the direction in which the light source lies + fs_Pos = mix(modelposition, modelOriginal, sin(float(u_Time) * 0.01)); + gl_Position = u_ViewProj * fs_Pos; +} 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, + } + }, +}; From ddce62c118d1f147f2d9f137bcaf2d3f3c18ad01 Mon Sep 17 00:00:00 2001 From: Felicity Yick Date: Wed, 22 Sep 2021 19:04:38 -0400 Subject: [PATCH 02/11] version1 --- src/main.ts | 38 ++++++-- src/shaders/terrain-frag.glsl | 163 ++++++++++++++++++++++++++++++++++ src/shaders/terrain-vert.glsl | 151 +++++++++++++++++++++++++++++++ 3 files changed, 343 insertions(+), 9 deletions(-) create mode 100644 src/shaders/terrain-frag.glsl create mode 100644 src/shaders/terrain-vert.glsl diff --git a/src/main.ts b/src/main.ts index bc5e089f..12fb9fab 100644 --- a/src/main.ts +++ b/src/main.ts @@ -64,7 +64,7 @@ function main() { const camera = new Camera(vec3.fromValues(0, 0, 5), vec3.fromValues(0, 0, 0)); const renderer = new OpenGLRenderer(canvas); - renderer.setClearColor(0.6, 0.78, 0.87, 1.0); + renderer.setClearColor(16 /255., 18/255., 23/255., 1.); gl.enable(gl.DEPTH_TEST); const lambert = new ShaderProgram([ @@ -77,6 +77,11 @@ function main() { new Shader(gl.FRAGMENT_SHADER, require('./shaders/customNoise-frag.glsl')), ]); + const terrain = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/terrain-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/terrain-frag.glsl')), + ]); + // initial overlay colour customNoise.setGeometryColor(vec4.fromValues(0.94, 0.57, 0.57, 1.0)) @@ -110,18 +115,33 @@ function main() { // ]); //custom noise render - colourController.onChange( function( colour ) { - let col = vec4.fromValues(colour[0] / 255.0, - colour[1] / 255.0, + // colourController.onChange( function( colour ) { + // let col = vec4.fromValues(colour[0] / 255.0, + // colour[1] / 255.0, + // colour[2] / 255.0, 1) + // customNoise.setGeometryColor(col) + // }) + // customNoise.setTime(time); + // time++; + // renderer.render(camera, customNoise, [ + // icosphere, + // // square, + // // cube + // ]); + + //custom noise render + colourController.onChange(function (colour) { + let col = vec4.fromValues(colour[0] / 255.0, + colour[1] / 255.0, colour[2] / 255.0, 1) - customNoise.setGeometryColor(col) + terrain.setGeometryColor(col) }) - customNoise.setTime(time); + terrain.setTime(time); time++; - renderer.render(camera, customNoise, [ - // icosphere, + renderer.render(camera, terrain, [ + icosphere, // square, - cube + // cube ]); stats.end(); diff --git a/src/shaders/terrain-frag.glsl b/src/shaders/terrain-frag.glsl new file mode 100644 index 00000000..7dbc6500 --- /dev/null +++ b/src/shaders/terrain-frag.glsl @@ -0,0 +1,163 @@ +#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 int u_Time; +// 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; +in vec4 fs_Pos; +in vec4 modelposition; +in float fs_Noise; +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. + +vec3 random3 ( vec3 p ) { + return fract(sin(vec3(dot(p,vec3(127.1, 311.7, 288.99)), + dot(p,vec3(303.1, 183.3, 800.2)), + dot(p, vec3(420.69, 655.0,109.21)))) + *43758.5453); +} + +float surflet(vec3 p, vec3 gridPoint) { + vec3 t2 = abs(p - gridPoint); + vec3 t; + t.x = 1.f - 6.f * pow(t2.x, 5.f) + 15.f * pow(t2.x, 4.f) - 10.f * pow(t2.x, 3.f); + t.y = 1.f - 6.f * pow(t2.y, 5.f) + 15.f * pow(t2.y, 4.f) - 10.f * pow(t2.y, 3.f); + t.z = 1.f - 6.f * pow(t2.z, 5.f) + 15.f * pow(t2.z, 4.f) - 10.f * pow(t2.z, 3.f); + + vec3 gradient = random3(gridPoint) * 2. - vec3(1.); + + vec3 diff = p - gridPoint; + float height = dot(diff, gradient); + return height * t.x * t.y * t.z; +} + + +float summedPerlin(vec4 p) +{ + float sum = 0.0; + for(int dx = 0; dx <= 1; ++dx) { + for (int dy = 0; dy <= 1; ++dy) { + for (int dz = 0; dz <= 1; ++dz) { + sum += surflet(vec3(p), floor(vec3(p)) + vec3(dx, dy, dz)); + } + } + } + + return sum; +} + +const vec4 a = vec4(255.0, 136.0, 128.0, 255.0) / 255.0; +const vec4 b = vec4(214, 92, 11, 255.0) / 255.0; +const vec4 c = vec4(232, 168, 65, 255.0) / 255.0; +const vec4 d = vec4(84, 186, 173, 255.0) / 255.0; + +vec4 palette(float t) { + return clamp(a + b * cos(2.0 * 3.14159 * (c * t + d)), 0.0, 1.0); +} + +float GetBias(float time, float bias) +{ + // float time = (sin(float(u_Time) * 0.01) + 1.0) / 2.0; + return (float(time) / ((((1.0/bias) - 2.0)*(1.0 - float(time)))+1.0)); +} + +float ease_in_quadratic(float t){ + return t*t; +} + +float ease_in_out_quadratic(float t) { + if (t<0.5) + return ease_in_quadratic(t*2.0)/2.0; + else + return 1.0 - ease_in_quadratic((1.0-t)*2.0); +} + + +void main() +{ + // Material base color (before shading) + float biomeMap = pow(summedPerlin(modelposition * 1.), 0.5); + float perlin = clamp(pow(summedPerlin(fs_Pos * 4.), 3.0), 0.0, 0.1); + float perlinScaled = perlin * 10.; + vec4 diffuseColor = u_Color; + float dist = sqrt(pow(fs_Pos.x, 2.0) + pow(fs_Pos.y, 2.0) + pow(fs_Pos.z, 2.0)); + float distScaled = 100. * (clamp(dist, 0.9, 1.0) - 0.9); + vec4 landColor1 = vec4(0.44, 0.59, 0.41, 1); + // vec4 landColor2 = vec4(0.85, 0.53, 0.84, 1); + + vec4 landColor2 = vec4(0.53, 0.85, 0.55, 1); + // vec4 waterColor1 = vec4(0.72, 1, 0.07, 1); + vec4 sandColor = vec4(0.74, 0.7, 0.43, 1); + vec4 waterColor1 = vec4(0.58, 0.67, 0.93, 1); + vec4 waterColor2 = mix(diffuseColor, vec4(0.39, 0.52, 0.73, 1),ease_in_out_quadratic(fs_Noise)); + vec4 waterColor3 = mix(diffuseColor, vec4(0.21, 0.38, 0.64, 1),ease_in_out_quadratic(fs_Noise)); + + vec4 mountainColor1 = vec4(0.4, 0.41, 0.47, 1); + vec4 mountainColor2 = vec4(0.27, 0.29, 0.37, 1); + if (dist > 1.4) { + diffuseColor = mountainColor2; + } else if (dist > 1.18) { + diffuseColor = mix(mountainColor1, mountainColor2, (dist - 1.18) / 0.22); // water shade 1; + }else if (dist > 1.12) { // mountain peak 1.3 + diffuseColor = mix(landColor1, mountainColor1, (dist - 1.12) / 0.06); // water shade 1; + }else if (dist > 1.1) { + diffuseColor = mix(landColor2, landColor1, (dist - 1.1) / 0.02); // water shade 1; + }else if (dist > 1.09) { + diffuseColor = mix(sandColor, landColor2, (dist - 1.09) / 0.01); // water shade 1; + } else if ( dist > 1.) { + diffuseColor = waterColor1; // water shade 1 + } else { + diffuseColor = mix(waterColor2, waterColor1, (dist)); // water shade 2 + } + + // if (biomeMap > 0.1 ) { + // if (dist > 0.004) { + // diffuseColor = landColor1; + // }else if (dist > 0.001) { + // diffuseColor = mix(landColor2, landColor1, (perlin - 0.001) / 0.003); // water shade 1; + // } else if ( dist > -0.1) { + // diffuseColor = mix(waterColor2, waterColor1, (perlin + 0.1) / 0.99); // water shade 1 + // } else if (dist > -0.5){ + // diffuseColor = mix(waterColor3, waterColor3, (perlin - 0.01) / 0.1); // water shade 2 + // } + // } else { + // if (perlin > 0.01) { + // diffuseColor = mountainColor1; + // } else if (perlin <= 0.01 && perlin > -0.1) { + // diffuseColor = mix(mountainColor2, mountainColor1, (perlin) / 0.01); // water shade 1; + // } else if ( perlin <= -0.1 && perlin > -0.5) { + // diffuseColor = mix(waterColor2, waterColor1, (perlin + 0.1) / 0.99); // water shade 1 + // } else if (perlin > -0.5){ + // diffuseColor = mix(waterColor3, waterColor3, (perlin - 0.01) / 0.1); // water shade 2 + // } + // } + + + // 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 = max(diffuseTerm, 0.0); //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. + lightIntensity += ambientTerm; + // Compute final shaded color + out_Col = vec4(diffuseColor.rgb * lightIntensity, diffuseColor.a); +} diff --git a/src/shaders/terrain-vert.glsl b/src/shaders/terrain-vert.glsl new file mode 100644 index 00000000..f1e49311 --- /dev/null +++ b/src/shaders/terrain-vert.glsl @@ -0,0 +1,151 @@ +#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 int u_Time; + +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 float fs_Noise; +out vec4 modelposition; + +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. + +vec3 random3 ( vec3 p ) { + return fract(sin(vec3(dot(p,vec3(127.1, 311.7, 288.99)), + dot(p,vec3(303.1, 183.3, 800.2)), + dot(p, vec3(420.69, 655.0,109.21)))) + *43758.5453); +} + +float surflet(vec3 p, vec3 gridPoint) { + vec3 t2 = abs(p - gridPoint); + vec3 t; + t.x = 1.f - 6.f * pow(t2.x, 5.f) + 15.f * pow(t2.x, 4.f) - 10.f * pow(t2.x, 3.f); + t.y = 1.f - 6.f * pow(t2.y, 5.f) + 15.f * pow(t2.y, 4.f) - 10.f * pow(t2.y, 3.f); + t.z = 1.f - 6.f * pow(t2.z, 5.f) + 15.f * pow(t2.z, 4.f) - 10.f * pow(t2.z, 3.f); + + vec3 gradient = random3(gridPoint) * 2. - vec3(1.); + + vec3 diff = p - gridPoint; + float height = dot(diff, gradient); + return height * t.x * t.y * t.z; +} + + +float summedPerlin(vec4 p) +{ + float sum = 0.0; + for(int dx = 0; dx <= 1; ++dx) { + for (int dy = 0; dy <= 1; ++dy) { + for (int dz = 0; dz <= 1; ++dz) { + sum += surflet(vec3(p), floor(vec3(p)) + vec3(dx, dy, dz)); + } + } + } + + return sum; +} + +float noise (vec3 n) +{ + return fract(sin(dot(n, vec3(95.43583, 93.323197, 94.993431))) * 65536.32); +} + +float perlin_a (vec3 n) +{ + vec3 x = floor(n * 64.0) * 0.015625; + vec3 k = vec3(0.015625, 0.0, 0.0); + float a = noise(x); + float b = noise(x + k.xyy); + float c = noise(x + k.yxy); + float d = noise(x + k.xxy); + vec3 p = (n - x) * 64.0; + float u = mix(a, b, p.x); + float v = mix(c, d, p.x); + return mix(u,v,p.y); +} + +float perlin_b (vec3 n) +{ + vec3 base = vec3(n.x, n.y, floor(n.z * 64.0) * 0.015625); + vec3 dd = vec3(0.015625, 0.0, 0.0); + vec3 p = (n - base) * 64.0; + float front = perlin_a(base + dd.yyy); + float back = perlin_a(base + dd.yyx); + return mix(front, back, p.z); +} + +float fbm(vec3 n) +{ + float t = 0.0; + float a = 1.0; + float b = 0.1; + for (int i = 0; i < 5; i++) + { + t += perlin_b(n * a) * b; + a *= 0.5; + b *= 2.0; + } + return t; +} + + +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. + vec3 normPos = normalize(vs_Pos.xyz); + modelposition = u_Model * vec4(normPos, 1); + vec4 modPos = vs_Pos; + + vec4 modelOriginal = u_Model * modPos; + fs_LightVec = lightPos - modelposition; // Compute the direction in which the light source lies + // fs_Pos = mix(modelposition, modelOriginal, sin(float(u_Time) * 0.01)); + + float hawaiianRanges = clamp(pow(summedPerlin(vs_Pos * 4.), 3.0), 0.0, 0.1); + float volcano = clamp(pow(fbm(vs_Pos.xyz * 0.06), 1.0), 0.0, 0.1); + // float m = glm::max(129.f, terrain->mountainY(x, z)); + // float i = glm::max(129.f, terrain->islandY(x, z)); + // float d = glm::max(129.f, terrain->desertY(x, z)); + // float b = bilinearInterp(g, i, m, d, 0.25f, 0.75f, 0.25f, 0.75f, s1, s2); + + float biomeMap = summedPerlin(modelposition); + float interp = hawaiianRanges + (1.0 - (biomeMap * 1.2)) * volcano; + fs_Noise = interp; + fs_Pos = vs_Pos + vs_Nor * interp ; + // if (biomeMap > 0.1) { + // fs_Pos = vs_Pos + hawaiianRanges; + // } else { + // fs_Pos = vs_Pos + volcano; + // } + + gl_Position = u_ViewProj * fs_Pos; +} From 7155ca217930bc1e3548d1eaa9bfc7140192436a Mon Sep 17 00:00:00 2001 From: Felicity Yick Date: Tue, 28 Sep 2021 21:44:50 -0400 Subject: [PATCH 03/11] version 2 improved --- src/main.ts | 10 +- src/rendering/gl/OpenGLRenderer.ts | 9 +- src/rendering/gl/ShaderProgram.ts | 29 +++ src/shaders/terrain-frag.glsl | 385 ++++++++++++++++++++++++----- src/shaders/terrain-vert.glsl | 314 ++++++++++++++++++----- 5 files changed, 608 insertions(+), 139 deletions(-) diff --git a/src/main.ts b/src/main.ts index 12fb9fab..b1810e82 100644 --- a/src/main.ts +++ b/src/main.ts @@ -12,7 +12,7 @@ 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: 5, + tesselations: 8, 'Load Scene': loadScene, // A function pointer, essentially palette: [242, 146, 146] }; @@ -46,8 +46,10 @@ function main() { gui.add(controls, 'tesselations', 0, 8).step(1); gui.add(controls, 'Load Scene'); let colourController = gui.addColor(controls, 'palette') - - + var mountains = {height : 1} + gui.add(mountains, 'height', 0, 5).name('Mountain Height'); + var lightSpeed = {lightSpeed : 5} + gui.add(lightSpeed, 'lightSpeed', 0, 5).name('Light Speed') // get canvas and webgl context const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl2'); @@ -142,7 +144,7 @@ function main() { icosphere, // square, // cube - ]); + ],lightSpeed.lightSpeed, mountains.height); stats.end(); diff --git a/src/rendering/gl/OpenGLRenderer.ts b/src/rendering/gl/OpenGLRenderer.ts index 3ce05b47..9ee86fbe 100644 --- a/src/rendering/gl/OpenGLRenderer.ts +++ b/src/rendering/gl/OpenGLRenderer.ts @@ -22,17 +22,18 @@ class OpenGLRenderer { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } - render(camera: Camera, prog: ShaderProgram, drawables: Array) { + render(camera: Camera, prog: ShaderProgram, drawables: Array, + lightSpeed: number, mountains: number) { let model = mat4.create(); let viewProj = mat4.create(); - // let color = vec4.fromValues(1, 0, 0, 1); mat4.identity(model); mat4.multiply(viewProj, camera.projectionMatrix, camera.viewMatrix); prog.setModelMatrix(model); prog.setViewProjMatrix(viewProj); - // prog.setGeometryColor(color); - + prog.setMountain(mountains); + prog.setLightSpeed(lightSpeed); + prog.setCamPos(vec4.fromValues(camera.position[0], camera.position[1], camera.position[2], 1.)); for (let drawable of drawables) { prog.draw(drawable); } diff --git a/src/rendering/gl/ShaderProgram.ts b/src/rendering/gl/ShaderProgram.ts index 64f5a603..2a695eb3 100644 --- a/src/rendering/gl/ShaderProgram.ts +++ b/src/rendering/gl/ShaderProgram.ts @@ -30,6 +30,9 @@ class ShaderProgram { unifViewProj: WebGLUniformLocation; unifColor: WebGLUniformLocation; unifTime: WebGLUniformLocation; + unifLightSpeed: WebGLUniformLocation; + unifMountainHeight: WebGLUniformLocation; + unifCamPos :WebGLUniformLocation; constructor(shaders: Array) { this.prog = gl.createProgram(); @@ -50,6 +53,10 @@ class ShaderProgram { 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.unifLightSpeed = gl.getUniformLocation(this.prog, "u_LightSpeed"); + this.unifMountainHeight = gl.getUniformLocation(this.prog, "u_MountainHeight"); + this.unifCamPos = gl.getUniformLocation(this.prog, "u_CameraPos"); + } use() { @@ -94,6 +101,28 @@ class ShaderProgram { } } + setLightSpeed(ls: number) { + this.use(); + if(this.unifLightSpeed != -1) { + gl.uniform1f(this.unifLightSpeed, ls) + } + } + + + setMountain(mountain: number) { + this.use(); + if(this.unifMountainHeight != -1) { + gl.uniform1f(this.unifMountainHeight, mountain) + } + } + + setCamPos(pos: vec4) { + this.use(); + if (this.unifCamPos !== -1) { + gl.uniform4fv(this.unifCamPos, pos); + } + } + draw(d: Drawable) { this.use(); diff --git a/src/shaders/terrain-frag.glsl b/src/shaders/terrain-frag.glsl index 7dbc6500..3ae52342 100644 --- a/src/shaders/terrain-frag.glsl +++ b/src/shaders/terrain-frag.glsl @@ -12,7 +12,12 @@ precision highp float; uniform vec4 u_Color; // The color with which to render this instance of geometry. -uniform int u_Time; +uniform highp int u_Time; +uniform highp float u_LightSpeed; + +uniform highp float u_MountainHeight; + +uniform vec4 u_CamPos; // 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; @@ -20,7 +25,7 @@ in vec4 fs_LightVec; in vec4 fs_Col; in vec4 fs_Pos; in vec4 modelposition; -in float fs_Noise; +in float biome_type; 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. @@ -87,77 +92,329 @@ float ease_in_out_quadratic(float t) { } +// Takes in a position vec3, returns a vec3, to be used below as a color +vec3 noise3D( vec3 p ) +{ + float val1 = fract(sin((dot(p, vec3(127.1, 311.7, 191.999)))) * 43758.5453); + + float val2 = fract(sin((dot(p, vec3(191.999, 127.1, 311.7)))) * 3758.5453); + + float val3 = fract(sin((dot(p, vec3(311.7, 191.999, 127.1)))) * 758.5453); + + return vec3(val1, val2, val3); +} + + +// Interpolate in 3 dimensions +vec3 interpNoise3D(float x, float y, float z) +{ + int intX = int(floor(x)); + float fractX = fract(x); + int intY = int(floor(y)); + float fractY = fract(y); + int intZ = int(floor(z)); + float fractZ = fract(z); + + vec3 v1 = noise3D(vec3(intX, intY, intZ)); + vec3 v2 = noise3D(vec3(intX + 1, intY, intZ)); + vec3 v3 = noise3D(vec3(intX, intY + 1, intZ)); + vec3 v4 = noise3D(vec3(intX + 1, intY + 1, intZ)); + + vec3 v5 = noise3D(vec3(intX, intY, intZ + 1)); + vec3 v6 = noise3D(vec3(intX + 1, intY, intZ + 1)); + vec3 v7 = noise3D(vec3(intX, intY + 1, intZ + 1)); + vec3 v8 = noise3D(vec3(intX + 1, intY + 1, intZ + 1)); + + vec3 i1 = mix(v1, v2, fractX); + vec3 i2 = mix(v3, v4, fractX); + + vec3 i3 = mix(i1, i2, fractY); + + vec3 i4 = mix(v5, v6, fractX); + vec3 i5 = mix(v7, v8, fractX); + + vec3 i6 = mix(i4, i5, fractY); + + vec3 i7 = mix(i3, i6, fractZ); + + return i7; +} + + +// 3D Fractal Brownian Motion +vec3 fbm3D(float x, float y, float z) +{ + vec3 total = vec3(0.f, 0.f, 0.f); + + float persistence = 0.5f; + int octaves = 6; + + for(int i = 1; i <= octaves; i++) + { + float freq = pow(2.f, float(i)); + float amp = pow(persistence, float(i)); + + total += interpNoise3D(x * freq, y * freq, z * freq) * amp; + } + + return total; +} + +// FBM returns a flaot +float random1( vec3 p ) { + return fract(sin((dot(p, vec3(127.1, + 311.7, + 191.999)))) * + 18.5453); +} + + +float smootherStep(float a, float b, float t) { + t = t*t*t*(t*(t*6.0 - 15.0) + 10.0); + return mix(a, b, t); +} + +float interpNoise(float x, float y, float z) { + x *= 2.; + y *= 2.; + z *= 2.; + float intX = floor(x); + float fractX = fract(x); + float intY = floor(y); + float fractY = fract(y); + float intZ = floor(z); + float fractZ = fract(z); + float v1 = random1(vec3(intX, intY, intZ)); + float v2 = random1(vec3(intX + 1., intY, intZ)); + float v3 = random1(vec3(intX, intY + 1., intZ)); + float v4 = random1(vec3(intX + 1., intY + 1., intZ)); + + float v5 = random1(vec3(intX, intY, intZ + 1.)); + float v6 = random1(vec3(intX + 1., intY, intZ + 1.)); + float v7 = random1(vec3(intX, intY + 1., intZ + 1.)); + float v8 = random1(vec3(intX + 1., intY + 1., intZ + 1.)); + + float i1 = smootherStep(v1, v2, fractX); + float i2 = smootherStep(v3, v4, fractX); + float result1 = smootherStep(i1, i2, fractY); + float i3 = smootherStep(v5, v6, fractX); + float i4 = smootherStep(v7, v8, fractX); + float result2 = smootherStep(i3, i4, fractY); + return smootherStep(result1, result2, fractZ); +} + +float fbm(float x, float y, float z, float octaves) { + float total = 0.; + float persistence = 0.5f; + for(float i = 1.; i <= octaves; i++) { + float freq = pow(2., i); + float amp = pow(persistence, i); + total += interpNoise(x * freq, y * freq, z * freq) * amp; + } + return total; +} + +float worley(vec3 p) { + vec3 pInt = floor(p); + vec3 pFract = fract(p); + float minDist = 1.0; + for (int x = -1; x <= 1; x++) { + for (int y = -1; y <= 1; y++) { + for (int z = -1; z <= 1; z++) { + vec3 neighbor = vec3(float(x), float(y), float(z)); + vec3 voronoi = random3(pInt + neighbor); + //voronoi = 0.5 + 0.5 * sin(0.1 * float(u_Time) + 13.2831 * voronoi); + vec3 diff = neighbor + voronoi - pFract; + float dist = length(diff); + minDist = min(minDist, dist); + } + } + } + return 1.0 - minDist; +} + + +float GetGain(float time, float gain) +{ + if(time < 0.5) + return GetBias(time * 2.0,gain)/2.0; + else + return GetBias(time * 2.0 - 1.0,1.0 - gain)/2.0 + 0.5; +} + +vec3 rgb(float r, float g, float b) { + return vec3(r / 255.0, g / 255.0, b / 255.0); +} + + +vec3 waterSlime() { + float f = fbm(fs_Pos.x, fs_Pos.y, fs_Pos.z, 6.); + vec4 f2 = fs_Pos + f; + f = fbm(f2.x, f2.y + .008*float(u_Time), f2.z, 6.); + vec3 a = vec3(0.35, 1.84, 0.35); + vec3 b = vec3(0.4 , -0.41, 0.5); + vec3 c = vec3(-0.46 , 0.333, 0.5); + vec3 d = vec3(0. , 0.66, 0.5); + vec3 color = a + b * cos(6.28 * (f * c + d)); + return color; +} + +vec3 grassPurple() { + + float f = fbm(fs_Pos.x*1.5, fs_Pos.y*1.5, fs_Pos.z*1.5, 16.); + vec3 a = vec3(0.6, 0.5, 0.5); + vec3 b = vec3(0.5, 0.66, 0.5); + vec3 c = vec3(0.1, 0.66, 0.5); + vec3 d = vec3(-0.34, 0.06, 0.5); + vec3 color = a + b * cos(6.28 * (f * c + d)); + return color; +} + + +vec3 desertPink() { + + float f = fbm(fs_Pos.x * 2., fs_Pos.y * 2., fs_Pos.z * 2., 16.); + vec3 a = vec3(1.13, 0.4, 0.56); + vec3 b = vec3(0.21, 0.27, 0.19); + vec3 c = vec3(1.0, 0.7, 0.8); + vec3 d = vec3(1.8, 3.3, 4.3); + vec3 color = a + b * cos(6.28 * (f * c + d)); + return color; +} + + +vec3 mountainLilac() { + + float f = fbm(fs_Pos.x * 2., fs_Pos.y * 2., fs_Pos.z * 2., 16.); + vec3 a = vec3(0.68, .66, .6); + vec3 b = vec3(0.250); + vec3 c = vec3(1.000); + vec3 d = vec3(0); + vec3 color = a + b * cos(6.28 * (f * c + d)); + return color; +} + +vec3 iceBlue() { + + float f = fbm(fs_Pos.x * 2., fs_Pos.y * 2., fs_Pos.z * 2., 16.); + vec3 a = vec3(0.11, 1.07, 1.09); + vec3 b = vec3(0.92, 0.13, 0.04); + vec3 c = vec3(0.11, 0.30, 0.24); + vec3 d = vec3(3.0, 5.28, 2.69); + vec3 color = a + b * cos(6.28 * (f * c + d)); + return color; +} + void main() { + // Material base color (before shading) - float biomeMap = pow(summedPerlin(modelposition * 1.), 0.5); - float perlin = clamp(pow(summedPerlin(fs_Pos * 4.), 3.0), 0.0, 0.1); - float perlinScaled = perlin * 10.; vec4 diffuseColor = u_Color; - float dist = sqrt(pow(fs_Pos.x, 2.0) + pow(fs_Pos.y, 2.0) + pow(fs_Pos.z, 2.0)); - float distScaled = 100. * (clamp(dist, 0.9, 1.0) - 0.9); - vec4 landColor1 = vec4(0.44, 0.59, 0.41, 1); - // vec4 landColor2 = vec4(0.85, 0.53, 0.84, 1); - - vec4 landColor2 = vec4(0.53, 0.85, 0.55, 1); - // vec4 waterColor1 = vec4(0.72, 1, 0.07, 1); - vec4 sandColor = vec4(0.74, 0.7, 0.43, 1); - vec4 waterColor1 = vec4(0.58, 0.67, 0.93, 1); - vec4 waterColor2 = mix(diffuseColor, vec4(0.39, 0.52, 0.73, 1),ease_in_out_quadratic(fs_Noise)); - vec4 waterColor3 = mix(diffuseColor, vec4(0.21, 0.38, 0.64, 1),ease_in_out_quadratic(fs_Noise)); - - vec4 mountainColor1 = vec4(0.4, 0.41, 0.47, 1); - vec4 mountainColor2 = vec4(0.27, 0.29, 0.37, 1); - if (dist > 1.4) { - diffuseColor = mountainColor2; - } else if (dist > 1.18) { - diffuseColor = mix(mountainColor1, mountainColor2, (dist - 1.18) / 0.22); // water shade 1; - }else if (dist > 1.12) { // mountain peak 1.3 - diffuseColor = mix(landColor1, mountainColor1, (dist - 1.12) / 0.06); // water shade 1; - }else if (dist > 1.1) { - diffuseColor = mix(landColor2, landColor1, (dist - 1.1) / 0.02); // water shade 1; - }else if (dist > 1.09) { - diffuseColor = mix(sandColor, landColor2, (dist - 1.09) / 0.01); // water shade 1; - } else if ( dist > 1.) { - diffuseColor = waterColor1; // water shade 1 - } else { - diffuseColor = mix(waterColor2, waterColor1, (dist)); // water shade 2 - } - - // if (biomeMap > 0.1 ) { - // if (dist > 0.004) { - // diffuseColor = landColor1; - // }else if (dist > 0.001) { - // diffuseColor = mix(landColor2, landColor1, (perlin - 0.001) / 0.003); // water shade 1; - // } else if ( dist > -0.1) { - // diffuseColor = mix(waterColor2, waterColor1, (perlin + 0.1) / 0.99); // water shade 1 - // } else if (dist > -0.5){ - // diffuseColor = mix(waterColor3, waterColor3, (perlin - 0.01) / 0.1); // water shade 2 - // } - // } else { - // if (perlin > 0.01) { - // diffuseColor = mountainColor1; - // } else if (perlin <= 0.01 && perlin > -0.1) { - // diffuseColor = mix(mountainColor2, mountainColor1, (perlin) / 0.01); // water shade 1; - // } else if ( perlin <= -0.1 && perlin > -0.5) { - // diffuseColor = mix(waterColor2, waterColor1, (perlin + 0.1) / 0.99); // water shade 1 - // } else if (perlin > -0.5){ - // diffuseColor = mix(waterColor3, waterColor3, (perlin - 0.01) / 0.1); // water shade 2 - // } - // } - - + // 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; + diffuseTerm = clamp(diffuseTerm, 0.f, 1.f); + float ambientTerm = 0.3; - float lightIntensity = max(diffuseTerm, 0.0); //Add a small float value to the color multiplier + 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. - lightIntensity += ambientTerm; + // Compute final shaded color - out_Col = vec4(diffuseColor.rgb * lightIntensity, diffuseColor.a); + + // TINKERING + + // palette + vec3 grassPurple = grassPurple(); + vec3 mountainLilac = mountainLilac(); + vec3 iceBlue = iceBlue(); + vec3 desertPink = desertPink(); + vec3 waterSlime = waterSlime(); + + vec3 color; + if (biome_type <= 0.0) { // water + color = waterSlime; + } else if (biome_type <= 1.0) { // grass + color = mix(waterSlime, grassPurple, 0.9); + } else if (biome_type <= 2.0) { // desert + color = mix(grassPurple, desertPink, 0.3); + } else if (biome_type <= 3.0) { // mountain + color = mix(desertPink, mountainLilac, 0.3); + } else if (biome_type <= 4.0){ // ice + color = mix(mountainLilac, iceBlue, 0.99); + } else { + color = mountainLilac; + } + + + vec4 view = normalize(u_CamPos - fs_Pos); + vec4 H = normalize(view + normalize(fs_LightVec)); + vec3 specularIntensity = pow(max(dot(H, normalize(fs_Nor)), 0.), 50.) * rgb(240., 243., 220.); + + out_Col = vec4(color * lightIntensity + specularIntensity, 1.0); } + + +// Notes From Lab +// Start with a fbm noise; threshold between white and black to get islands? +// TRY using gain and bias to soften the edges +/* + + vec3noiseinput = fs_Pos.xyz; + noiseInput *= 1.0f; + noiseINput += u_Time *0.005; + + vec3 noise = fbm(); + vec3 surface colour = noise.rrr; + + vec3 colour1 = rgb(white); + vec3 colour2 = rgb(black); + float t = noise.r; + t = GetGain(t, 0.5f); + surfaceColour = mix(colour1, colour2, t); + out_colour = vec4(surface.xyz, 1.0); + + Put the fbm into the vertex shader; to transform the vertices + Use modelposition in the fbm function. + + in vertex shader: + + vec3 noiseScaled = noise.r; + // clamped to 0.5 + if (noise.r < 0.5) { + noiseScale = 0.5; + } + ve3 offsetAmount = vec3(vs_Nor) * noiseScale; + vec3 noisyPostiion = modelPosition.xyz + offsetAmount; + gl_postiion = u_ViewProj * vec4(noisyModelPosition); + + ^ At this point the black areas are raised much higher + but ocean isn't flat so we clamp it with noiseScaled + + cosine colour plaettes to map dirctly on planet + instead of mix() + + surfaceCOlour = palette(t, a, b, c, d) // a,b,c,d are vec3s + + +normals + +normal(xyz) = (noise(xyz + dx) - noise(xyz - dx), + noise(xyz + dy) - noise(xyz - dy), + noise(xyz + dz) - noise(xyz - dz)); + +correct normal: cartesian -> polar + +normal(phi, theta) = (noise(pt + dp) - noise(pt - dp), + noise(pt + dt) - noise(pt - dt), + z???? ) + +locla surface normal for our point in polar coords : +lets say (for xample) +normal (phi, tehta) = (0,0,1) by default +compute a displaced normal using the difference sampling method + +need to convert this normal from local space to world space + +*/ \ No newline at end of file diff --git a/src/shaders/terrain-vert.glsl b/src/shaders/terrain-vert.glsl index f1e49311..80498a42 100644 --- a/src/shaders/terrain-vert.glsl +++ b/src/shaders/terrain-vert.glsl @@ -18,8 +18,13 @@ uniform mat4 u_ModelInvTr; // The inverse transpose of the model matrix. 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 highp int u_Time; -uniform int u_Time; +uniform highp float u_LightSpeed; + +uniform highp float u_MountainHeight; + +uniform vec4 u_CamPos; in vec4 vs_Pos; // The array of vertex positions passed to the shader @@ -31,17 +36,27 @@ out vec4 fs_Nor; // The array of normals that has been transformed by 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 float fs_Noise; +out float biome_type; out vec4 modelposition; -const vec4 lightPos = vec4(5, 5, 3, 1); //The position of our virtual light, which is used to compute the shading of +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. -vec3 random3 ( vec3 p ) { - return fract(sin(vec3(dot(p,vec3(127.1, 311.7, 288.99)), - dot(p,vec3(303.1, 183.3, 800.2)), - dot(p, vec3(420.69, 655.0,109.21)))) - *43758.5453); + + +float random1( vec3 p ) { + return fract(sin((dot(p, vec3(127.1, + 311.7, + 191.999)))) * + 18.5453); +} + +// Returns random vec3 in range [0, 1] +vec3 random3(vec3 p) { + return fract(sin(vec3(dot(p,vec3(127.1, 311.7, 191.999)), + dot(p,vec3(269.5, 183.3, 765.54)), + dot(p, vec3(420.69, 631.2,109.21)))) + *43758.5453); } float surflet(vec3 p, vec3 gridPoint) { @@ -60,7 +75,8 @@ float surflet(vec3 p, vec3 gridPoint) { float summedPerlin(vec4 p) -{ +{ + p = p * 2.5; float sum = 0.0; for(int dx = 0; dx <= 1; ++dx) { for (int dy = 0; dy <= 1; ++dy) { @@ -70,82 +86,246 @@ float summedPerlin(vec4 p) } } - return sum; + return sum / 6.0; } -float noise (vec3 n) -{ - return fract(sin(dot(n, vec3(95.43583, 93.323197, 94.993431))) * 65536.32); +float worley(vec3 p) { + vec3 pInt = floor(p); + vec3 pFract = fract(p); + float minDist = 1.0; + for (int x = -1; x <= 1; x++) { + for (int y = -1; y <= 1; y++) { + for (int z = -1; z <= 1; z++) { + vec3 neighbor = vec3(float(x), float(y), float(z)); + vec3 voronoi = random3(pInt + neighbor); + //voronoi = 0.5 + 0.5 * sin(0.1 * float(u_Time) + 13.2831 * voronoi); + vec3 diff = neighbor + voronoi - pFract; + float dist = length(diff); + minDist = min(minDist, dist); + } + } + } + return 1.0 - minDist; } -float perlin_a (vec3 n) -{ - vec3 x = floor(n * 64.0) * 0.015625; - vec3 k = vec3(0.015625, 0.0, 0.0); - float a = noise(x); - float b = noise(x + k.xyy); - float c = noise(x + k.yxy); - float d = noise(x + k.xxy); - vec3 p = (n - x) * 64.0; - float u = mix(a, b, p.x); - float v = mix(c, d, p.x); - return mix(u,v,p.y); -} - -float perlin_b (vec3 n) +float smootherStep(float a, float b, float t) { + t = t*t*t*(t*(t*6.0 - 15.0) + 10.0); + return mix(a, b, t); +} + +float interpNoise3D(float x, float y, float z) { + x *= 2.; + y *= 2.; + z *= 2.; + float intX = floor(x); + float fractX = fract(x); + float intY = floor(y); + float fractY = fract(y); + float intZ = floor(z); + float fractZ = fract(z); + float v1 = random1(vec3(intX, intY, intZ)); + float v2 = random1(vec3(intX + 1., intY, intZ)); + float v3 = random1(vec3(intX, intY + 1., intZ)); + float v4 = random1(vec3(intX + 1., intY + 1., intZ)); + + float v5 = random1(vec3(intX, intY, intZ + 1.)); + float v6 = random1(vec3(intX + 1., intY, intZ + 1.)); + float v7 = random1(vec3(intX, intY + 1., intZ + 1.)); + float v8 = random1(vec3(intX + 1., intY + 1., intZ + 1.)); + + float i1 = smootherStep(v1, v2, fractX); + float i2 = smootherStep(v3, v4, fractX); + float result1 = smootherStep(i1, i2, fractY); + float i3 = smootherStep(v5, v6, fractX); + float i4 = smootherStep(v7, v8, fractX); + float result2 = smootherStep(i3, i4, fractY); + return smootherStep(result1, result2, fractZ); +} + +float fbm(float x, float y, float z, float octaves) { + float total = 0.; + float persistence = 0.5f; + for(float i = 1.; i <= octaves; i++) { + float freq = pow(2., i); + float amp = pow(persistence, i); + total += interpNoise3D(x * freq, y * freq, z * freq) * amp; + } + return total; +} + + +// Takes in a position vec3, returns a vec3, to be used below as a color +vec3 noise3D( vec3 p ) { - vec3 base = vec3(n.x, n.y, floor(n.z * 64.0) * 0.015625); - vec3 dd = vec3(0.015625, 0.0, 0.0); - vec3 p = (n - base) * 64.0; - float front = perlin_a(base + dd.yyy); - float back = perlin_a(base + dd.yyx); - return mix(front, back, p.z); + float val1 = fract(sin((dot(p, vec3(127.1, 311.7, 191.999)))) * 43758.5453); + + float val2 = fract(sin((dot(p, vec3(191.999, 127.1, 311.7)))) * 3758.5453); + + float val3 = fract(sin((dot(p, vec3(311.7, 191.999, 127.1)))) * 758.5453); + + return vec3(val1, val2, val3); } -float fbm(vec3 n) + + +// 3D Fractal Brownian Motion +vec3 fbm3D(float x, float y, float z) { - float t = 0.0; - float a = 1.0; - float b = 0.1; - for (int i = 0; i < 5; i++) + vec3 total = vec3(0.f, 0.f, 0.f); + + float persistence = 0.5f; + int octaves = 8; + + for(int i = 1; i <= octaves; i++) { - t += perlin_b(n * a) * b; - a *= 0.5; - b *= 2.0; + float freq = pow(2.f, float(i)); + float amp = pow(persistence, float(i)); + + total += interpNoise3D(x * freq, y * freq, z * freq) * amp; + } + + return total; +} + + +float GetBias(float time, float bias) +{ + // float time = (sin(float(u_Time) * 0.01) + 1.0) / 2.0; + return (float(time) / ((((1.0/bias) - 2.0)*(1.0 - float(time)))+1.0)); +} + +float GetGain(float time, float gain) +{ + if(time < 0.5) + return GetBias(time * 2.0,gain)/2.0; + else + return GetBias(time * 2.0 - 1.0,1.0 - gain)/2.0 + 0.5; +} + +vec4 transformToWorld(vec4 nor) { + vec3 normal = normalize(vec3(vs_Nor)); + vec3 tangent = normalize(cross(vec3(0.0, 1.0, 0.0), normal)); + vec3 bitangent = normalize(cross(normal, tangent)); + mat4 transform; + transform[0] = vec4(tangent, 0.0); + transform[1] = vec4(bitangent, 0.0); + transform[2] = vec4(normal, 0.0); + transform[3] = vec4(0.0, 0.0, 0.0, 1.0); + return vec4(normalize(vec3(transform * nor)), 0.0); +} + +float iceNoise(vec4 p, float factor) { + return summedPerlin(p * factor); +} + +float mountainNoise(vec4 p, float factor) { + return summedPerlin(p * factor); +} + +vec4 cartesian(float r, float theta, float phi) { + return vec4(r * sin(phi) * cos(theta), + r * sin(phi) * sin(theta), + r * cos(phi), 1.); +} + +vec3 polar(vec4 p) { + float r = sqrt(p.x * p.x + p.y * p.y + p.z * p.z); + float theta = atan(p.y / p.x); + float phi = acos(p.z / sqrt(p.x * p.x + p.y * p.y + p.z * p.z)); + return vec3(r, theta, phi); +} + +vec4 mountainNormals(vec4 p, float factor) { + vec3 polars = polar(p); + float offset = .01; + vec4 xNeg = cartesian(polars.x, polars.y - offset, polars.z); + vec4 xPos = cartesian(polars.x, polars.y + offset, polars.z); + vec4 yNeg = cartesian(polars.x, polars.y, polars.z - offset); + vec4 yPos = cartesian(polars.x, polars.y, polars.z + offset); + float xNegNoise = mountainNoise(xNeg, factor); + float xPosNoise = mountainNoise(xPos, factor); + float yNegNoise = mountainNoise(yNeg, factor); + float yPosNoise = mountainNoise(yPos, factor); + + float xDiff = (xPosNoise - xNegNoise) * 10.; + float yDiff = (yPosNoise - yNegNoise) * 10.; + p.z = sqrt(1. - xDiff * xDiff - yDiff * yDiff); + return vec4(vec3(xDiff, yDiff, p.z), 0); +} + + + +vec4 computeTerrain() { + // use noise functions to create four biomes + // land, water, ice, mountains + vec3 tInput = vs_Pos.xyz * vec3(0.5 * u_MountainHeight); + vec3 t = vec3(fbm(tInput.x, tInput.y, tInput.z, 6.0)); + float biomeMap = worley(vec3(fbm(tInput.x, tInput.y, tInput.z, 6.0))); + biomeMap = GetGain(biomeMap, 0.4f); + vec4 noisePos = vs_Pos; + vec4 grassElevation = vs_Pos + max(vec4(0.), vs_Nor * summedPerlin(vs_Pos * 1.1)); + vec4 desertElevation = vs_Pos + max(vec4(0.), vs_Nor * summedPerlin(vs_Pos * 2.0)); + vec4 mountainElevation = vs_Pos + max(vec4(0.), vs_Nor * mountainNoise(vs_Pos, 3.0)); + vec4 iceElevation = vs_Pos + max(vec4(0.), vs_Nor * mountainNoise(vs_Pos, 4.0)); + + if (biomeMap < 0.2) { // water + fs_Nor = vs_Nor; + biome_type = 0.0; + } else if (biomeMap < 0.3) { // grass + float x = GetBias((biomeMap - 0.2) / 0.1, 0.3); + noisePos = mix(vs_Pos, grassElevation, x); + fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 1.0))); + biome_type = 1.0; + } else if (biomeMap < 0.4) { // desert + float x = GetBias((biomeMap - 0.3) / 0.1, 0.7); + noisePos = mix(grassElevation, desertElevation, x); + fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 2.0))); + biome_type = 2.0; + } else if (biomeMap < 0.5) { // mountain + float x = GetBias((biomeMap - 0.4) / 0.1, 0.3); + noisePos = mix(desertElevation, mountainElevation, x); + fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 3.0))); + biome_type = 3.0; + } else { // ice + float x = GetBias((biomeMap - 0.5) / 0.5, 0.3); + noisePos = mix(mountainElevation, iceElevation, x); + fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 4.0))); + biome_type = 4.0; } - return t; + + return noisePos; } + + 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. - vec3 normPos = normalize(vs_Pos.xyz); - modelposition = u_Model * vec4(normPos, 1); - vec4 modPos = vs_Pos; + // 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 noisePos = computeTerrain(); + vec4 modelposition = u_Model * noisePos; // Temporarily store the transformed vertex positions for use below + fs_Pos = modelposition; + + //rotate the light source + + float angle = float(u_Time) * 0.002 * u_LightSpeed; + vec4 c0 = vec4(cos(angle), 0, -1.*sin(angle), 0); + vec4 c1 = vec4(0, 1, 0, 0); + vec4 c2 = vec4(sin(angle), 0, cos(angle), 0); + vec4 c3 = vec4(0, 0, 0, 1); + mat4 rotate = mat4(c0, c1, c2, c3); + lightPos = rotate * lightPos; + - vec4 modelOriginal = u_Model * modPos; fs_LightVec = lightPos - modelposition; // Compute the direction in which the light source lies - // fs_Pos = mix(modelposition, modelOriginal, sin(float(u_Time) * 0.01)); - - float hawaiianRanges = clamp(pow(summedPerlin(vs_Pos * 4.), 3.0), 0.0, 0.1); - float volcano = clamp(pow(fbm(vs_Pos.xyz * 0.06), 1.0), 0.0, 0.1); - // float m = glm::max(129.f, terrain->mountainY(x, z)); - // float i = glm::max(129.f, terrain->islandY(x, z)); - // float d = glm::max(129.f, terrain->desertY(x, z)); - // float b = bilinearInterp(g, i, m, d, 0.25f, 0.75f, 0.25f, 0.75f, s1, s2); - - float biomeMap = summedPerlin(modelposition); - float interp = hawaiianRanges + (1.0 - (biomeMap * 1.2)) * volcano; - fs_Noise = interp; - fs_Pos = vs_Pos + vs_Nor * interp ; - // if (biomeMap > 0.1) { - // fs_Pos = vs_Pos + hawaiianRanges; - // } else { - // fs_Pos = vs_Pos + volcano; - // } - - gl_Position = u_ViewProj * fs_Pos; + + gl_Position = u_ViewProj * fs_Pos;// gl_Position is a built-in variable of OpenGL which is + // used to render the final positions of the geometry's vertices } From 87e84a928177d5562dc1448894c4287506b041a7 Mon Sep 17 00:00:00 2001 From: Felicity Yick Date: Wed, 29 Sep 2021 14:05:50 -0400 Subject: [PATCH 04/11] submission ver 1 --- src/main.ts | 40 +---- src/rendering/gl/OpenGLRenderer.ts | 3 +- src/rendering/gl/ShaderProgram.ts | 9 ++ src/shaders/terrain-frag.glsl | 249 +++-------------------------- src/shaders/terrain-vert.glsl | 53 ++---- 5 files changed, 55 insertions(+), 299 deletions(-) diff --git a/src/main.ts b/src/main.ts index b1810e82..1c78f55b 100644 --- a/src/main.ts +++ b/src/main.ts @@ -45,11 +45,13 @@ function main() { const gui = new DAT.GUI(); gui.add(controls, 'tesselations', 0, 8).step(1); gui.add(controls, 'Load Scene'); - let colourController = gui.addColor(controls, 'palette') + let colourController = gui.addColor(controls, 'palette'); var mountains = {height : 1} - gui.add(mountains, 'height', 0, 5).name('Mountain Height'); + gui.add(mountains, 'height', 0, 5).name('Land Distribution'); var lightSpeed = {lightSpeed : 5} - gui.add(lightSpeed, 'lightSpeed', 0, 5).name('Light Speed') + gui.add(lightSpeed, 'lightSpeed', 0, 5).name('Light Speed'); + var flowerPatches = {amt: 1} + gui.add(flowerPatches, 'amt', 0, 2).name('Flower Patches'); // get canvas and webgl context const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl2'); @@ -101,36 +103,6 @@ function main() { icosphere.create(); } - //lambert render - // colourController.onChange( function( colour ) { - // let col = vec4.fromValues(colour[0] / 255.0, - // colour[1] / 255.0, - // colour[2] / 255.0, 1) - // lambert.setGeometryColor(col) - // }) - // lambert.setTime(time); - // time++; - // renderer.render(camera, lambert, [ - // // icosphere, - // // square, - // cube - // ]); - - //custom noise render - // colourController.onChange( function( colour ) { - // let col = vec4.fromValues(colour[0] / 255.0, - // colour[1] / 255.0, - // colour[2] / 255.0, 1) - // customNoise.setGeometryColor(col) - // }) - // customNoise.setTime(time); - // time++; - // renderer.render(camera, customNoise, [ - // icosphere, - // // square, - // // cube - // ]); - //custom noise render colourController.onChange(function (colour) { let col = vec4.fromValues(colour[0] / 255.0, @@ -144,7 +116,7 @@ function main() { icosphere, // square, // cube - ],lightSpeed.lightSpeed, mountains.height); + ],lightSpeed.lightSpeed, mountains.height, flowerPatches.amt); stats.end(); diff --git a/src/rendering/gl/OpenGLRenderer.ts b/src/rendering/gl/OpenGLRenderer.ts index 9ee86fbe..25c064fd 100644 --- a/src/rendering/gl/OpenGLRenderer.ts +++ b/src/rendering/gl/OpenGLRenderer.ts @@ -23,7 +23,7 @@ class OpenGLRenderer { } render(camera: Camera, prog: ShaderProgram, drawables: Array, - lightSpeed: number, mountains: number) { + lightSpeed: number, mountains: number, flowerPatches: number) { let model = mat4.create(); let viewProj = mat4.create(); @@ -33,6 +33,7 @@ class OpenGLRenderer { prog.setViewProjMatrix(viewProj); prog.setMountain(mountains); prog.setLightSpeed(lightSpeed); + prog.setFlower(flowerPatches); prog.setCamPos(vec4.fromValues(camera.position[0], camera.position[1], camera.position[2], 1.)); for (let drawable of drawables) { prog.draw(drawable); diff --git a/src/rendering/gl/ShaderProgram.ts b/src/rendering/gl/ShaderProgram.ts index 2a695eb3..0bdf318f 100644 --- a/src/rendering/gl/ShaderProgram.ts +++ b/src/rendering/gl/ShaderProgram.ts @@ -33,6 +33,7 @@ class ShaderProgram { unifLightSpeed: WebGLUniformLocation; unifMountainHeight: WebGLUniformLocation; unifCamPos :WebGLUniformLocation; + unifFlowerPatches : WebGLUniformLocation; constructor(shaders: Array) { this.prog = gl.createProgram(); @@ -55,6 +56,7 @@ class ShaderProgram { this.unifTime = gl.getUniformLocation(this.prog, "u_Time") this.unifLightSpeed = gl.getUniformLocation(this.prog, "u_LightSpeed"); this.unifMountainHeight = gl.getUniformLocation(this.prog, "u_MountainHeight"); + this.unifFlowerPatches = gl.getUniformLocation(this.prog, "u_Flower"); this.unifCamPos = gl.getUniformLocation(this.prog, "u_CameraPos"); } @@ -116,6 +118,13 @@ class ShaderProgram { } } + setFlower(flower: number) { + this.use(); + if(this.unifFlowerPatches != -1) { + gl.uniform1f(this.unifFlowerPatches, flower) + } + } + setCamPos(pos: vec4) { this.use(); if (this.unifCamPos !== -1) { diff --git a/src/shaders/terrain-frag.glsl b/src/shaders/terrain-frag.glsl index 3ae52342..8ed8e073 100644 --- a/src/shaders/terrain-frag.glsl +++ b/src/shaders/terrain-frag.glsl @@ -26,59 +26,10 @@ in vec4 fs_Col; in vec4 fs_Pos; in vec4 modelposition; in float biome_type; +in float flower_type; 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. -vec3 random3 ( vec3 p ) { - return fract(sin(vec3(dot(p,vec3(127.1, 311.7, 288.99)), - dot(p,vec3(303.1, 183.3, 800.2)), - dot(p, vec3(420.69, 655.0,109.21)))) - *43758.5453); -} - -float surflet(vec3 p, vec3 gridPoint) { - vec3 t2 = abs(p - gridPoint); - vec3 t; - t.x = 1.f - 6.f * pow(t2.x, 5.f) + 15.f * pow(t2.x, 4.f) - 10.f * pow(t2.x, 3.f); - t.y = 1.f - 6.f * pow(t2.y, 5.f) + 15.f * pow(t2.y, 4.f) - 10.f * pow(t2.y, 3.f); - t.z = 1.f - 6.f * pow(t2.z, 5.f) + 15.f * pow(t2.z, 4.f) - 10.f * pow(t2.z, 3.f); - - vec3 gradient = random3(gridPoint) * 2. - vec3(1.); - - vec3 diff = p - gridPoint; - float height = dot(diff, gradient); - return height * t.x * t.y * t.z; -} - - -float summedPerlin(vec4 p) -{ - float sum = 0.0; - for(int dx = 0; dx <= 1; ++dx) { - for (int dy = 0; dy <= 1; ++dy) { - for (int dz = 0; dz <= 1; ++dz) { - sum += surflet(vec3(p), floor(vec3(p)) + vec3(dx, dy, dz)); - } - } - } - - return sum; -} - -const vec4 a = vec4(255.0, 136.0, 128.0, 255.0) / 255.0; -const vec4 b = vec4(214, 92, 11, 255.0) / 255.0; -const vec4 c = vec4(232, 168, 65, 255.0) / 255.0; -const vec4 d = vec4(84, 186, 173, 255.0) / 255.0; - -vec4 palette(float t) { - return clamp(a + b * cos(2.0 * 3.14159 * (c * t + d)), 0.0, 1.0); -} - -float GetBias(float time, float bias) -{ - // float time = (sin(float(u_Time) * 0.01) + 1.0) / 2.0; - return (float(time) / ((((1.0/bias) - 2.0)*(1.0 - float(time)))+1.0)); -} float ease_in_quadratic(float t){ return t*t; @@ -92,73 +43,6 @@ float ease_in_out_quadratic(float t) { } -// Takes in a position vec3, returns a vec3, to be used below as a color -vec3 noise3D( vec3 p ) -{ - float val1 = fract(sin((dot(p, vec3(127.1, 311.7, 191.999)))) * 43758.5453); - - float val2 = fract(sin((dot(p, vec3(191.999, 127.1, 311.7)))) * 3758.5453); - - float val3 = fract(sin((dot(p, vec3(311.7, 191.999, 127.1)))) * 758.5453); - - return vec3(val1, val2, val3); -} - - -// Interpolate in 3 dimensions -vec3 interpNoise3D(float x, float y, float z) -{ - int intX = int(floor(x)); - float fractX = fract(x); - int intY = int(floor(y)); - float fractY = fract(y); - int intZ = int(floor(z)); - float fractZ = fract(z); - - vec3 v1 = noise3D(vec3(intX, intY, intZ)); - vec3 v2 = noise3D(vec3(intX + 1, intY, intZ)); - vec3 v3 = noise3D(vec3(intX, intY + 1, intZ)); - vec3 v4 = noise3D(vec3(intX + 1, intY + 1, intZ)); - - vec3 v5 = noise3D(vec3(intX, intY, intZ + 1)); - vec3 v6 = noise3D(vec3(intX + 1, intY, intZ + 1)); - vec3 v7 = noise3D(vec3(intX, intY + 1, intZ + 1)); - vec3 v8 = noise3D(vec3(intX + 1, intY + 1, intZ + 1)); - - vec3 i1 = mix(v1, v2, fractX); - vec3 i2 = mix(v3, v4, fractX); - - vec3 i3 = mix(i1, i2, fractY); - - vec3 i4 = mix(v5, v6, fractX); - vec3 i5 = mix(v7, v8, fractX); - - vec3 i6 = mix(i4, i5, fractY); - - vec3 i7 = mix(i3, i6, fractZ); - - return i7; -} - - -// 3D Fractal Brownian Motion -vec3 fbm3D(float x, float y, float z) -{ - vec3 total = vec3(0.f, 0.f, 0.f); - - float persistence = 0.5f; - int octaves = 6; - - for(int i = 1; i <= octaves; i++) - { - float freq = pow(2.f, float(i)); - float amp = pow(persistence, float(i)); - - total += interpNoise3D(x * freq, y * freq, z * freq) * amp; - } - - return total; -} // FBM returns a flaot float random1( vec3 p ) { @@ -214,34 +98,6 @@ float fbm(float x, float y, float z, float octaves) { return total; } -float worley(vec3 p) { - vec3 pInt = floor(p); - vec3 pFract = fract(p); - float minDist = 1.0; - for (int x = -1; x <= 1; x++) { - for (int y = -1; y <= 1; y++) { - for (int z = -1; z <= 1; z++) { - vec3 neighbor = vec3(float(x), float(y), float(z)); - vec3 voronoi = random3(pInt + neighbor); - //voronoi = 0.5 + 0.5 * sin(0.1 * float(u_Time) + 13.2831 * voronoi); - vec3 diff = neighbor + voronoi - pFract; - float dist = length(diff); - minDist = min(minDist, dist); - } - } - } - return 1.0 - minDist; -} - - -float GetGain(float time, float gain) -{ - if(time < 0.5) - return GetBias(time * 2.0,gain)/2.0; - else - return GetBias(time * 2.0 - 1.0,1.0 - gain)/2.0 + 0.5; -} - vec3 rgb(float r, float g, float b) { return vec3(r / 255.0, g / 255.0, b / 255.0); } @@ -250,7 +106,8 @@ vec3 rgb(float r, float g, float b) { vec3 waterSlime() { float f = fbm(fs_Pos.x, fs_Pos.y, fs_Pos.z, 6.); vec4 f2 = fs_Pos + f; - f = fbm(f2.x, f2.y + .008*float(u_Time), f2.z, 6.); + f = fbm(f2.x + .003 * float(u_Time), f2.y + .003 * float(u_Time), f2.z, 6.); + f = ease_in_out_quadratic(f); vec3 a = vec3(0.35, 1.84, 0.35); vec3 b = vec3(0.4 , -0.41, 0.5); vec3 c = vec3(-0.46 , 0.333, 0.5); @@ -261,7 +118,7 @@ vec3 waterSlime() { vec3 grassPurple() { - float f = fbm(fs_Pos.x*1.5, fs_Pos.y*1.5, fs_Pos.z*1.5, 16.); + float f = fbm(fs_Pos.x * 1.5, fs_Pos.y * 1.5, fs_Pos.z * 1.5, 16.); vec3 a = vec3(0.6, 0.5, 0.5); vec3 b = vec3(0.5, 0.66, 0.5); vec3 c = vec3(0.1, 0.66, 0.5); @@ -273,7 +130,7 @@ vec3 grassPurple() { vec3 desertPink() { - float f = fbm(fs_Pos.x * 2., fs_Pos.y * 2., fs_Pos.z * 2., 16.); + float f = fbm(fs_Pos.x * 1.3, fs_Pos.y * 1.5, fs_Pos.z * 1.4, 16.); vec3 a = vec3(1.13, 0.4, 0.56); vec3 b = vec3(0.21, 0.27, 0.19); vec3 c = vec3(1.0, 0.7, 0.8); @@ -285,7 +142,7 @@ vec3 desertPink() { vec3 mountainLilac() { - float f = fbm(fs_Pos.x * 2., fs_Pos.y * 2., fs_Pos.z * 2., 16.); + float f = fbm(fs_Pos.x * 2.1, fs_Pos.y * 2.1, fs_Pos.z * 2.1, 16.); vec3 a = vec3(0.68, .66, .6); vec3 b = vec3(0.250); vec3 c = vec3(1.000); @@ -296,7 +153,7 @@ vec3 mountainLilac() { vec3 iceBlue() { - float f = fbm(fs_Pos.x * 2., fs_Pos.y * 2., fs_Pos.z * 2., 16.); + float f = fbm(fs_Pos.x * 2.5, fs_Pos.y * 2.5, fs_Pos.z * 2.5, 16.); vec3 a = vec3(0.11, 1.07, 1.09); vec3 b = vec3(0.92, 0.13, 0.04); vec3 c = vec3(0.11, 0.30, 0.24); @@ -305,6 +162,17 @@ vec3 iceBlue() { return color; } +vec3 flowerYellow() { + float f = fbm(fs_Pos.x * 10.5, fs_Pos.y * 10.5, fs_Pos.z * 10.5, 16.); + vec3 a = vec3(0.731, 1.098, 0.192); + vec3 b = vec3(0.358, 1.09, 0.65); + vec3 c = vec3(1.077, 0.36, 0.328); + vec3 d = vec3(0.965, 2.265, 0.837); + vec3 color = a + b * cos(6.28 * (f * c + d)); + return color; +} + + void main() { @@ -321,17 +189,12 @@ void main() //to simulate ambient lighting. This ensures that faces that are not //lit by our point light are not completely black. - // Compute final shaded color - - // TINKERING - // palette vec3 grassPurple = grassPurple(); vec3 mountainLilac = mountainLilac(); vec3 iceBlue = iceBlue(); vec3 desertPink = desertPink(); vec3 waterSlime = waterSlime(); - vec3 color; if (biome_type <= 0.0) { // water color = waterSlime; @@ -344,77 +207,15 @@ void main() } else if (biome_type <= 4.0){ // ice color = mix(mountainLilac, iceBlue, 0.99); } else { - color = mountainLilac; + color = iceBlue; } - - vec4 view = normalize(u_CamPos - fs_Pos); - vec4 H = normalize(view + normalize(fs_LightVec)); - vec3 specularIntensity = pow(max(dot(H, normalize(fs_Nor)), 0.), 50.) * rgb(240., 243., 220.); + if (flower_type == 1.0) { + color = flowerYellow(); + } + vec4 view = vec4(normalize(u_CamPos.xyz - fs_Pos.xyz), 1.); + vec4 H = normalize(view + vec4(normalize(fs_LightVec.xyz), 1.)); + vec3 specularIntensity = pow(max(dot(H, normalize(fs_Nor)), 0.), 100.) * rgb(240., 243., 220.); out_Col = vec4(color * lightIntensity + specularIntensity, 1.0); } - - -// Notes From Lab -// Start with a fbm noise; threshold between white and black to get islands? -// TRY using gain and bias to soften the edges -/* - - vec3noiseinput = fs_Pos.xyz; - noiseInput *= 1.0f; - noiseINput += u_Time *0.005; - - vec3 noise = fbm(); - vec3 surface colour = noise.rrr; - - vec3 colour1 = rgb(white); - vec3 colour2 = rgb(black); - float t = noise.r; - t = GetGain(t, 0.5f); - surfaceColour = mix(colour1, colour2, t); - out_colour = vec4(surface.xyz, 1.0); - - Put the fbm into the vertex shader; to transform the vertices - Use modelposition in the fbm function. - - in vertex shader: - - vec3 noiseScaled = noise.r; - // clamped to 0.5 - if (noise.r < 0.5) { - noiseScale = 0.5; - } - ve3 offsetAmount = vec3(vs_Nor) * noiseScale; - vec3 noisyPostiion = modelPosition.xyz + offsetAmount; - gl_postiion = u_ViewProj * vec4(noisyModelPosition); - - ^ At this point the black areas are raised much higher - but ocean isn't flat so we clamp it with noiseScaled - - cosine colour plaettes to map dirctly on planet - instead of mix() - - surfaceCOlour = palette(t, a, b, c, d) // a,b,c,d are vec3s - - -normals - -normal(xyz) = (noise(xyz + dx) - noise(xyz - dx), - noise(xyz + dy) - noise(xyz - dy), - noise(xyz + dz) - noise(xyz - dz)); - -correct normal: cartesian -> polar - -normal(phi, theta) = (noise(pt + dp) - noise(pt - dp), - noise(pt + dt) - noise(pt - dt), - z???? ) - -locla surface normal for our point in polar coords : -lets say (for xample) -normal (phi, tehta) = (0,0,1) by default -compute a displaced normal using the difference sampling method - -need to convert this normal from local space to world space - -*/ \ No newline at end of file diff --git a/src/shaders/terrain-vert.glsl b/src/shaders/terrain-vert.glsl index 80498a42..bcfeb56b 100644 --- a/src/shaders/terrain-vert.glsl +++ b/src/shaders/terrain-vert.glsl @@ -24,6 +24,8 @@ uniform highp float u_LightSpeed; uniform highp float u_MountainHeight; +uniform highp float u_Flower; + uniform vec4 u_CamPos; in vec4 vs_Pos; // The array of vertex positions passed to the shader @@ -38,6 +40,7 @@ out vec4 fs_Col; // The color of each vertex. This is implicitly pass out vec4 fs_Pos; out float biome_type; out vec4 modelposition; +out float flower_type; 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. @@ -154,39 +157,6 @@ float fbm(float x, float y, float z, float octaves) { } -// Takes in a position vec3, returns a vec3, to be used below as a color -vec3 noise3D( vec3 p ) -{ - float val1 = fract(sin((dot(p, vec3(127.1, 311.7, 191.999)))) * 43758.5453); - - float val2 = fract(sin((dot(p, vec3(191.999, 127.1, 311.7)))) * 3758.5453); - - float val3 = fract(sin((dot(p, vec3(311.7, 191.999, 127.1)))) * 758.5453); - - return vec3(val1, val2, val3); -} - - - -// 3D Fractal Brownian Motion -vec3 fbm3D(float x, float y, float z) -{ - vec3 total = vec3(0.f, 0.f, 0.f); - - float persistence = 0.5f; - int octaves = 8; - - for(int i = 1; i <= octaves; i++) - { - float freq = pow(2.f, float(i)); - float amp = pow(persistence, float(i)); - - total += interpNoise3D(x * freq, y * freq, z * freq) * amp; - } - - return total; -} - float GetBias(float time, float bias) { @@ -214,9 +184,6 @@ vec4 transformToWorld(vec4 nor) { return vec4(normalize(vec3(transform * nor)), 0.0); } -float iceNoise(vec4 p, float factor) { - return summedPerlin(p * factor); -} float mountainNoise(vec4 p, float factor) { return summedPerlin(p * factor); @@ -267,6 +234,7 @@ vec4 computeTerrain() { vec4 desertElevation = vs_Pos + max(vec4(0.), vs_Nor * summedPerlin(vs_Pos * 2.0)); vec4 mountainElevation = vs_Pos + max(vec4(0.), vs_Nor * mountainNoise(vs_Pos, 3.0)); vec4 iceElevation = vs_Pos + max(vec4(0.), vs_Nor * mountainNoise(vs_Pos, 4.0)); + if (biomeMap < 0.2) { // water fs_Nor = vs_Nor; @@ -274,7 +242,7 @@ vec4 computeTerrain() { } else if (biomeMap < 0.3) { // grass float x = GetBias((biomeMap - 0.2) / 0.1, 0.3); noisePos = mix(vs_Pos, grassElevation, x); - fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 1.0))); + fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 1.1))); biome_type = 1.0; } else if (biomeMap < 0.4) { // desert float x = GetBias((biomeMap - 0.3) / 0.1, 0.7); @@ -292,6 +260,11 @@ vec4 computeTerrain() { fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 4.0))); biome_type = 4.0; } + + float flowerMap = pow(fbm(tInput.x, tInput.y, tInput.z, 6.0),5.f) * u_Flower; + if (flowerMap > 0.1) { + flower_type = 1.0; + } return noisePos; } @@ -315,10 +288,10 @@ void main() //rotate the light source - float angle = float(u_Time) * 0.002 * u_LightSpeed; - vec4 c0 = vec4(cos(angle), 0, -1.*sin(angle), 0); + float a = float(u_Time) * 0.002 * u_LightSpeed; + vec4 c0 = vec4(cos(a), 0, -1.*sin(a), 0); vec4 c1 = vec4(0, 1, 0, 0); - vec4 c2 = vec4(sin(angle), 0, cos(angle), 0); + vec4 c2 = vec4(sin(a), 0, cos(a), 0); vec4 c3 = vec4(0, 0, 0, 1); mat4 rotate = mat4(c0, c1, c2, c3); lightPos = rotate * lightPos; From 10a4285bf9ae190fe2ee328ceb9ea50e377f07ed Mon Sep 17 00:00:00 2001 From: Felicity Yick Date: Wed, 29 Sep 2021 14:09:57 -0400 Subject: [PATCH 05/11] gh pages push --- src/shaders/terrain-vert.glsl | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/src/shaders/terrain-vert.glsl b/src/shaders/terrain-vert.glsl index bcfeb56b..21551e95 100644 --- a/src/shaders/terrain-vert.glsl +++ b/src/shaders/terrain-vert.glsl @@ -160,8 +160,7 @@ float fbm(float x, float y, float z, float octaves) { float GetBias(float time, float bias) { - // float time = (sin(float(u_Time) * 0.01) + 1.0) / 2.0; - return (float(time) / ((((1.0/bias) - 2.0)*(1.0 - float(time)))+1.0)); + return (float(time) / ((((1.0/bias) - 2.0)*(1.0 - float(time)))+1.0)); } float GetGain(float time, float gain) From 8454c32a078e52ec67c7392c2f64a373755b06e2 Mon Sep 17 00:00:00 2001 From: feliyick <59979404+feliyick@users.noreply.github.com> Date: Wed, 29 Sep 2021 14:36:49 -0400 Subject: [PATCH 06/11] added submission to read me --- README.md | 16 ++++++++++++++++ 1 file changed, 16 insertions(+) diff --git a/README.md b/README.md index c89dda1c..557f0d83 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,21 @@ # CIS 566 Project 1: Noisy Planets +## Submission +- https://feliyick.github.io/hw01-noisy-planet/ + +![image](https://user-images.githubusercontent.com/59979404/135326821-759f23ad-2b8d-4c34-a3c7-6730bb84c8fd.png) + + +- Planet inspired from my alien mini minecraft from Spring 2020 :) +- Biome types are enumerated and are determined using a worley fbm noise function. +- Different levels of summed perlin are used for biome heights, and various noise functions and cosine colour palettes in combination with bias and gain are used to colour the terrain. +- There are four four different biomes: slime ocean, ice mountains, pink desert, and purple grasslands. +- Slime ocean is animated/displaced in x and y directions using sin and easeInOutQuadratic functions +- There are GUI controls for land distribution, light source speed, and flower distribution. +- The flowers are created using a pow(fbm) for texturing and placement. +- Blinn phong shading on mountains, ice caps, and ocean. Lambert shading on the grass and desert. +- Noise functions used are all 3D + ## Objective - Continue practicing WebGL and Typescript - Experiment with noise functions to procedurally generate the surface of a planet From 66255d87587e90e0b24f513060f158a5b13daaf8 Mon Sep 17 00:00:00 2001 From: Felicity Yick Date: Wed, 29 Sep 2021 14:37:51 -0400 Subject: [PATCH 07/11] submission --- src/shaders/terrain-frag.glsl | 12 ++++++++---- 1 file changed, 8 insertions(+), 4 deletions(-) diff --git a/src/shaders/terrain-frag.glsl b/src/shaders/terrain-frag.glsl index 8ed8e073..be29ef63 100644 --- a/src/shaders/terrain-frag.glsl +++ b/src/shaders/terrain-frag.glsl @@ -188,7 +188,12 @@ void main() 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. - + + + vec4 view = vec4(normalize(u_CamPos.xyz - fs_Pos.xyz), 1.); + vec4 H = normalize(view + vec4(normalize(fs_LightVec.xyz), 1.)); + vec3 specularIntensity = pow(max(dot(H, normalize(fs_Nor)), 0.), 100.) * rgb(240., 243., 220.); + // palette vec3 grassPurple = grassPurple(); vec3 mountainLilac = mountainLilac(); @@ -200,8 +205,10 @@ void main() color = waterSlime; } else if (biome_type <= 1.0) { // grass color = mix(waterSlime, grassPurple, 0.9); + specularIntensity = vec3(0.); } else if (biome_type <= 2.0) { // desert color = mix(grassPurple, desertPink, 0.3); + specularIntensity = vec3(0.); } else if (biome_type <= 3.0) { // mountain color = mix(desertPink, mountainLilac, 0.3); } else if (biome_type <= 4.0){ // ice @@ -213,9 +220,6 @@ void main() if (flower_type == 1.0) { color = flowerYellow(); } - vec4 view = vec4(normalize(u_CamPos.xyz - fs_Pos.xyz), 1.); - vec4 H = normalize(view + vec4(normalize(fs_LightVec.xyz), 1.)); - vec3 specularIntensity = pow(max(dot(H, normalize(fs_Nor)), 0.), 100.) * rgb(240., 243., 220.); out_Col = vec4(color * lightIntensity + specularIntensity, 1.0); } From 9e1128f99dc22aaa4b4346781821ea6f767d5bd6 Mon Sep 17 00:00:00 2001 From: Felicity Yick Date: Wed, 29 Sep 2021 22:25:15 -0400 Subject: [PATCH 08/11] final --- src/main.ts | 8 +- src/shaders/terrain-frag.glsl | 163 ++++++++++++++++++++++++++++++---- src/shaders/terrain-vert.glsl | 18 +--- 3 files changed, 154 insertions(+), 35 deletions(-) diff --git a/src/main.ts b/src/main.ts index 1c78f55b..76073d7b 100644 --- a/src/main.ts +++ b/src/main.ts @@ -12,7 +12,7 @@ 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, + tesselations: 6, 'Load Scene': loadScene, // A function pointer, essentially palette: [242, 146, 146] }; @@ -48,10 +48,10 @@ function main() { let colourController = gui.addColor(controls, 'palette'); var mountains = {height : 1} gui.add(mountains, 'height', 0, 5).name('Land Distribution'); - var lightSpeed = {lightSpeed : 5} - gui.add(lightSpeed, 'lightSpeed', 0, 5).name('Light Speed'); + var lightSpeed = {lightSpeed : 1} + gui.add(lightSpeed, 'lightSpeed', 0, 10).name('Light Speed'); var flowerPatches = {amt: 1} - gui.add(flowerPatches, 'amt', 0, 2).name('Flower Patches'); + gui.add(flowerPatches, 'amt', 0, 2).name('Tree Distribution'); // get canvas and webgl context const canvas = document.getElementById('canvas'); const gl = canvas.getContext('webgl2'); diff --git a/src/shaders/terrain-frag.glsl b/src/shaders/terrain-frag.glsl index be29ef63..efb5ba83 100644 --- a/src/shaders/terrain-frag.glsl +++ b/src/shaders/terrain-frag.glsl @@ -13,10 +13,13 @@ precision highp float; uniform vec4 u_Color; // The color with which to render this instance of geometry. uniform highp int u_Time; + uniform highp float u_LightSpeed; uniform highp float u_MountainHeight; +uniform highp float u_Flower; + uniform vec4 u_CamPos; // 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 @@ -25,12 +28,13 @@ in vec4 fs_LightVec; in vec4 fs_Col; in vec4 fs_Pos; in vec4 modelposition; -in float biome_type; -in float flower_type; 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 fs_biome_type; +float fs_flower_type; + float ease_in_quadratic(float t){ return t*t; } @@ -102,11 +106,75 @@ vec3 rgb(float r, float g, float b) { return vec3(r / 255.0, g / 255.0, b / 255.0); } +vec3 random3(vec3 p) { + return fract(sin(vec3(dot(p,vec3(127.1, 311.7, 191.999)), + dot(p,vec3(269.5, 183.3, 765.54)), + dot(p, vec3(420.69, 631.2,109.21)))) + *43758.5453); +} + +float worley(vec3 p) { + vec3 pInt = floor(p); + vec3 pFract = fract(p); + float minDist = 1.0; + for (int x = -1; x <= 1; x++) { + for (int y = -1; y <= 1; y++) { + for (int z = -1; z <= 1; z++) { + vec3 neighbor = vec3(float(x), float(y), float(z)); + vec3 voronoi = random3(pInt + neighbor); + //voronoi = 0.5 + 0.5 * sin(0.1 * float(u_Time) + 13.2831 * voronoi); + vec3 diff = neighbor + voronoi - pFract; + float dist = length(diff); + minDist = min(minDist, dist); + } + } + } + return 1.0 - minDist; +} + + + +float surflet(vec3 p, vec3 gridPoint) { + vec3 t2 = abs(p - gridPoint); + vec3 t; + t.x = 1.f - 6.f * pow(t2.x, 5.f) + 15.f * pow(t2.x, 4.f) - 10.f * pow(t2.x, 3.f); + t.y = 1.f - 6.f * pow(t2.y, 5.f) + 15.f * pow(t2.y, 4.f) - 10.f * pow(t2.y, 3.f); + t.z = 1.f - 6.f * pow(t2.z, 5.f) + 15.f * pow(t2.z, 4.f) - 10.f * pow(t2.z, 3.f); + + vec3 gradient = random3(gridPoint) * 2. - vec3(1.); + + vec3 diff = p - gridPoint; + float height = dot(diff, gradient); + return height * t.x * t.y * t.z; +} + + + +float summedPerlin(vec4 p) +{ + p = p * 2.5; + float sum = 0.0; + for(int dx = 0; dx <= 1; ++dx) { + for (int dy = 0; dy <= 1; ++dy) { + for (int dz = 0; dz <= 1; ++dz) { + sum += surflet(vec3(p), floor(vec3(p)) + vec3(dx, dy, dz)); + } + } + } + + return sum / 6.0; +} + +float mountainNoise(vec4 p, float factor) { + return summedPerlin(p * factor); +} + + vec3 waterSlime() { float f = fbm(fs_Pos.x, fs_Pos.y, fs_Pos.z, 6.); vec4 f2 = fs_Pos + f; - f = fbm(f2.x + .003 * float(u_Time), f2.y + .003 * float(u_Time), f2.z, 6.); + f = fbm(f2.x + .003 * float(u_Time), f2.y + .01 * float(u_Time), f2.z, 6.); f = ease_in_out_quadratic(f); vec3 a = vec3(0.35, 1.84, 0.35); vec3 b = vec3(0.4 , -0.41, 0.5); @@ -139,7 +207,6 @@ vec3 desertPink() { return color; } - vec3 mountainLilac() { float f = fbm(fs_Pos.x * 2.1, fs_Pos.y * 2.1, fs_Pos.z * 2.1, 16.); @@ -164,15 +231,72 @@ vec3 iceBlue() { vec3 flowerYellow() { float f = fbm(fs_Pos.x * 10.5, fs_Pos.y * 10.5, fs_Pos.z * 10.5, 16.); - vec3 a = vec3(0.731, 1.098, 0.192); - vec3 b = vec3(0.358, 1.09, 0.65); - vec3 c = vec3(1.077, 0.36, 0.328); - vec3 d = vec3(0.965, 2.265, 0.837); + vec3 a = vec3(-0.371, 1.12, 0.88); + vec3 b = vec3(1.07, 0.59, 0.78); + vec3 c = vec3(0.35, 0.33, 0.5); + vec3 d = vec3(0.64, 1.07, 0.5); vec3 color = a + b * cos(6.28 * (f * c + d)); return color; } +float GetBias(float time, float bias) +{ + return (float(time) / ((((1.0/bias) - 2.0)*(1.0 - float(time)))+1.0)); +} + +float GetGain(float time, float gain) +{ + if(time < 0.5) + return GetBias(time * 2.0,gain)/2.0; + else + return GetBias(time * 2.0 - 1.0,1.0 - gain)/2.0 + 0.5; +} + + + + +float computeTerrain() { + // use noise functions to create four biomes + // land, water, ice, mountains + vec3 tInput = fs_Pos.xyz * vec3(0.5 * u_MountainHeight); + vec3 t = vec3(fbm(tInput.x, tInput.y, tInput.z, 6.0)); + float biomeMap = worley(vec3(fbm(tInput.x, tInput.y, tInput.z, 6.0))); + biomeMap = GetGain(biomeMap, 0.4f); + float noisePos = 0.0; + float grassElevation = summedPerlin(fs_Pos * 1.1); + float desertElevation = summedPerlin(fs_Pos * 2.0); + float mountainElevation = mountainNoise(fs_Pos, 3.0); + float iceElevation = mountainNoise(fs_Pos, 4.0); + + + if (biomeMap < 0.2) { // water + fs_biome_type = 0.; + } else if (biomeMap < 0.3) { // grass + float x = GetBias((biomeMap - 0.2) / 0.1, 0.3); + noisePos = mix(0.0, grassElevation, x); + fs_biome_type = 1.; + } else if (biomeMap < 0.4) { // desert + float x = GetBias((biomeMap - 0.3) / 0.1, 0.7); + noisePos = mix(grassElevation, desertElevation, x); + fs_biome_type = 2.; + } else if (biomeMap < 0.5) { // mountain + float x = GetBias((biomeMap - 0.4) / 0.1, 0.3); + noisePos = mix(desertElevation, mountainElevation, x); + fs_biome_type = 3.; + } else { // ice + float x = GetBias((biomeMap - 0.5) / 0.5, 0.3); + noisePos = mix(mountainElevation, iceElevation, x); + fs_biome_type = 4.; + } + + + + return noisePos; +} + + + void main() { @@ -193,7 +317,8 @@ void main() vec4 view = vec4(normalize(u_CamPos.xyz - fs_Pos.xyz), 1.); vec4 H = normalize(view + vec4(normalize(fs_LightVec.xyz), 1.)); vec3 specularIntensity = pow(max(dot(H, normalize(fs_Nor)), 0.), 100.) * rgb(240., 243., 220.); - + float noisePos = computeTerrain(); + // palette vec3 grassPurple = grassPurple(); vec3 mountainLilac = mountainLilac(); @@ -201,24 +326,30 @@ void main() vec3 desertPink = desertPink(); vec3 waterSlime = waterSlime(); vec3 color; - if (biome_type <= 0.0) { // water + if (fs_biome_type <= 0.0) { // water color = waterSlime; - } else if (biome_type <= 1.0) { // grass + } else if (fs_biome_type <= 1.0) { // grass color = mix(waterSlime, grassPurple, 0.9); specularIntensity = vec3(0.); - } else if (biome_type <= 2.0) { // desert + } else if (fs_biome_type <= 2.0) { // desert color = mix(grassPurple, desertPink, 0.3); specularIntensity = vec3(0.); - } else if (biome_type <= 3.0) { // mountain + } else if (fs_biome_type <= 3.0) { // mountain color = mix(desertPink, mountainLilac, 0.3); - } else if (biome_type <= 4.0){ // ice + } else if (fs_biome_type <= 4.0){ // ice color = mix(mountainLilac, iceBlue, 0.99); } else { color = iceBlue; } + vec3 tInput = fs_Pos.xyz * vec3(0.5 * u_MountainHeight); + + float flowerMap = pow(fbm(tInput.x, tInput.y, tInput.z, 6.0),5.f) * u_Flower; - if (flower_type == 1.0) { - color = flowerYellow(); + if (flowerMap > 0.1) { + vec3 flowerCol = flowerYellow(); + if (flowerCol.r > 0.3) { + color = flowerCol; + } } out_Col = vec4(color * lightIntensity + specularIntensity, 1.0); diff --git a/src/shaders/terrain-vert.glsl b/src/shaders/terrain-vert.glsl index 21551e95..98b24e37 100644 --- a/src/shaders/terrain-vert.glsl +++ b/src/shaders/terrain-vert.glsl @@ -38,9 +38,7 @@ out vec4 fs_Nor; // The array of normals that has been transformed by 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 float biome_type; out vec4 modelposition; -out float flower_type; 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. @@ -237,34 +235,24 @@ vec4 computeTerrain() { if (biomeMap < 0.2) { // water fs_Nor = vs_Nor; - biome_type = 0.0; } else if (biomeMap < 0.3) { // grass float x = GetBias((biomeMap - 0.2) / 0.1, 0.3); noisePos = mix(vs_Pos, grassElevation, x); - fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 1.1))); - biome_type = 1.0; + fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 1.9))); } else if (biomeMap < 0.4) { // desert float x = GetBias((biomeMap - 0.3) / 0.1, 0.7); noisePos = mix(grassElevation, desertElevation, x); fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 2.0))); - biome_type = 2.0; } else if (biomeMap < 0.5) { // mountain float x = GetBias((biomeMap - 0.4) / 0.1, 0.3); noisePos = mix(desertElevation, mountainElevation, x); fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 3.0))); - biome_type = 3.0; } else { // ice - float x = GetBias((biomeMap - 0.5) / 0.5, 0.3); + float x = GetBias((biomeMap - 0.5) / 0.5, 0.3); noisePos = mix(mountainElevation, iceElevation, x); fs_Nor = transformToWorld(normalize(mountainNormals(vs_Pos, 4.0))); - biome_type = 4.0; } - float flowerMap = pow(fbm(tInput.x, tInput.y, tInput.z, 6.0),5.f) * u_Flower; - if (flowerMap > 0.1) { - flower_type = 1.0; - } - return noisePos; } @@ -287,7 +275,7 @@ void main() //rotate the light source - float a = float(u_Time) * 0.002 * u_LightSpeed; + float a = float(u_Time) * 0.008 * u_LightSpeed; vec4 c0 = vec4(cos(a), 0, -1.*sin(a), 0); vec4 c1 = vec4(0, 1, 0, 0); vec4 c2 = vec4(sin(a), 0, cos(a), 0); From d14c216183b1b563f9adb1d4824dc7e59b22cd4d Mon Sep 17 00:00:00 2001 From: feliyick <59979404+feliyick@users.noreply.github.com> Date: Wed, 29 Sep 2021 22:29:24 -0400 Subject: [PATCH 09/11] updated readme with trees --- README.md | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index 557f0d83..f040fdda 100644 --- a/README.md +++ b/README.md @@ -3,6 +3,9 @@ ## Submission - https://feliyick.github.io/hw01-noisy-planet/ +![image](https://user-images.githubusercontent.com/59979404/135375865-831f1320-c439-4fb8-ac2a-02846df745e1.png) + + ![image](https://user-images.githubusercontent.com/59979404/135326821-759f23ad-2b8d-4c34-a3c7-6730bb84c8fd.png) @@ -11,8 +14,8 @@ - Different levels of summed perlin are used for biome heights, and various noise functions and cosine colour palettes in combination with bias and gain are used to colour the terrain. - There are four four different biomes: slime ocean, ice mountains, pink desert, and purple grasslands. - Slime ocean is animated/displaced in x and y directions using sin and easeInOutQuadratic functions -- There are GUI controls for land distribution, light source speed, and flower distribution. -- The flowers are created using a pow(fbm) for texturing and placement. +- There are GUI controls for land distribution, light source speed, and tree distribution. +- The trees are created using a pow(fbm) for texturing and placement. The splattered effect is done by thresholding. - Blinn phong shading on mountains, ice caps, and ocean. Lambert shading on the grass and desert. - Noise functions used are all 3D From cb0deb642e22889ca32c7bef2d2b60a563e10ebb Mon Sep 17 00:00:00 2001 From: feliyick <59979404+feliyick@users.noreply.github.com> Date: Wed, 29 Sep 2021 22:31:57 -0400 Subject: [PATCH 10/11] mini minecraft pics :) --- README.md | 8 ++++++-- 1 file changed, 6 insertions(+), 2 deletions(-) diff --git a/README.md b/README.md index f040fdda..a1d63677 100644 --- a/README.md +++ b/README.md @@ -3,10 +3,14 @@ ## Submission - https://feliyick.github.io/hw01-noisy-planet/ -![image](https://user-images.githubusercontent.com/59979404/135375865-831f1320-c439-4fb8-ac2a-02846df745e1.png) +![image](https://user-images.githubusercontent.com/59979404/135376013-98f8da61-a79a-45b3-8a16-1aca179235a4.png) +![image](https://user-images.githubusercontent.com/59979404/135376097-408bb59f-1a64-431e-92d4-69de36252651.png) + +![image](https://user-images.githubusercontent.com/59979404/135376134-f6f7771a-00ce-4309-bdc6-0d73a159e53b.png) + +![image](https://user-images.githubusercontent.com/59979404/135376163-48ff044a-0f33-4065-a9d9-97a971b0680f.png) -![image](https://user-images.githubusercontent.com/59979404/135326821-759f23ad-2b8d-4c34-a3c7-6730bb84c8fd.png) - Planet inspired from my alien mini minecraft from Spring 2020 :) From 4b74ce821fe062b848253ea2cfe36731265b2581 Mon Sep 17 00:00:00 2001 From: feliyick <59979404+feliyick@users.noreply.github.com> Date: Wed, 29 Sep 2021 22:54:08 -0400 Subject: [PATCH 11/11] more detailed readme --- README.md | 27 +++++++++++++-------------- 1 file changed, 13 insertions(+), 14 deletions(-) diff --git a/README.md b/README.md index a1d63677..6c228235 100644 --- a/README.md +++ b/README.md @@ -1,26 +1,25 @@ # CIS 566 Project 1: Noisy Planets ## Submission +- Name: Felicity Yick +- Pennkey: feliyick - https://feliyick.github.io/hw01-noisy-planet/ ![image](https://user-images.githubusercontent.com/59979404/135376013-98f8da61-a79a-45b3-8a16-1aca179235a4.png) -![image](https://user-images.githubusercontent.com/59979404/135376097-408bb59f-1a64-431e-92d4-69de36252651.png) +**Inspiration** +- The planet is inspired from my alien mini minecraft from Spring 2020 (https://vimeo.com/user68496369) :) I wanted to replicate the different types of biomes I implemented for that project. -![image](https://user-images.githubusercontent.com/59979404/135376134-f6f7771a-00ce-4309-bdc6-0d73a159e53b.png) - -![image](https://user-images.githubusercontent.com/59979404/135376163-48ff044a-0f33-4065-a9d9-97a971b0680f.png) - - - -- Planet inspired from my alien mini minecraft from Spring 2020 :) -- Biome types are enumerated and are determined using a worley fbm noise function. -- Different levels of summed perlin are used for biome heights, and various noise functions and cosine colour palettes in combination with bias and gain are used to colour the terrain. -- There are four four different biomes: slime ocean, ice mountains, pink desert, and purple grasslands. -- Slime ocean is animated/displaced in x and y directions using sin and easeInOutQuadratic functions -- There are GUI controls for land distribution, light source speed, and tree distribution. +**Terrain / Biomes** +- There are four different biomes: slime lake, ice mountains, distant desert, and poisonous grasslands. There are blue tree scattered across the grasslands. +- Biome types are enumerated and are determined by using a worley(fbm) noise function. Using the float value generated from this biome map, I used different levels of summed perlin are used for biome heights. +- Various noise functions and cosine colour palettes in combination with bias and gain are used to colour the terrain. I used this website religiously for the colour palettes http://dev.thi.ng/gradients/ +- The slime lake biome is animated/displaced in x and y directions using sin and easeInOutQuadratic functions to give it a marbley, wavey effect. - The trees are created using a pow(fbm) for texturing and placement. The splattered effect is done by thresholding. -- Blinn phong shading on mountains, ice caps, and ocean. Lambert shading on the grass and desert. +- Blinn phong shading is used on mountains, ice caps, and lake, while lambert shading is used on the grass and desert. + +**GUI** +- There are GUI controls for land distribution, light source speed, and tree distribution. The land distribution function controls the sampling frequency of the biome map/noise function. The light source in the scene rotates and the user can control how fast or slow it moves. Similar to land distribution, tree distribution controls how many trees populate the grasslands. - Noise functions used are all 3D ## Objective