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/README.md b/README.md index c89dda1c..3c9d0939 100644 --- a/README.md +++ b/README.md @@ -1,70 +1,10 @@ -# CIS 566 Project 1: Noisy Planets +# HW 0: Noisy Planet Part 2 +Name: Benjamin Sei +pennkey: bensei +External Resources: +https://iquilezles.org/ +https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 -## Objective -- Continue practicing WebGL and Typescript -- Experiment with noise functions to procedurally generate the surface of a planet -- Review surface reflection models +This is a rotating planet. There are 4 biomes, whose locations are based on two noise functions and thresholding, the noise functions specifying to an extent the hotness and dryness. The terrain of the biomes is generated by various combinations of simplex noise, perlin noise, and fbm. The colors of these biomes use cosine color palettes and bis/gain functions the represent this. Lambert shading and Blinn-Phong was implemented (but the specular highlight is always present). Planet roates over time using trig functions, as well as the light vector. In the gui, you can modify the dryness and hotness thresholds to modify how much (or little) a biome shows up. You can also modify how many octaves the fbm noise functions use. -## Base Code -You'll be using the same base code as in homework 0. - -## Assignment Details -- Update the basic scene from your homework 0 implementation so that it renders -an icosphere once again. We recommend increasing the icosphere's subdivision -level to 6 so you have more vertices with which to work. -- Write a new GLSL shader program that incorporates various noise functions and -noise function permutations to offset the vertices on the surface of the icosphere and modify the color of the icosphere so that it looks like a planet with geographic -features. Your planet should have __at least four distinct "biomes"__ on its surface (they do not have to be Earth biomes). Try making formations like mountain ranges, oceans, rivers, lakes, canyons, volcanoes, ice caps, glaciers, or even forests. We recommend using 3D noise functions whenever possible so that you don't have UV distortion, though that effect may be desirable if you're trying to make the poles of your planet stand out more. -- Combined with your noise functions, use __at least four__ different functions from the Toolbox Functions slides. They should be used to either adjust your noise distribution, or animate elements on your planet's surface. -- Implement __at least two__ surface reflection model (e.g. Lambertian, Blinn-Phong, -Matcap/Lit Sphere, Raytraced Specular Reflection) besides on the planet's surface to -better distinguish the different formations (and perhaps even biomes) on the -surface of your planet. Make sure your planet has a "day" side and a "night" -side; you could even place small illuminated areas on the night side to -represent cities lit up at night. -- Add GUI elements via dat.GUI that allow the user to modify different -attributes of your planet. This can be as simple as changing the relative -location of the sun to as complex as redistributing biomes based on overall -planet temperature. You should have __at least three modifiable attributes__. -- Have fun experimenting with different features on your planet. If you want, -you can even try making multiple planets! Your score on this assignment is in -part dependent on how interesting you make your planet, so try to -experiment with as much as you can! - -Here are some examples of procedural planets: -- [Pixel Planet](https://deep-fold.itch.io/pixel-planet-generator) -- [Earthlike Planet](https://www.reddit.com/r/proceduralgeneration/comments/fqk56t/animation_procedural_planet_composition/) -- [Topographic Field](https://www.shadertoy.com/view/llscW7) -- [Dan's Final Project](https://vimeo.com/216265946) - -## Useful Links -- [Implicit Procedural Planet Generation](https://static1.squarespace.com/static/58a1bc3c3e00be6bfe6c228c/t/58a4d25146c3c4233fb15cc2/1487196929690/ImplicitProceduralPlanetGeneration-Report.pdf) -- [Curl Noise](https://petewerner.blogspot.com/2015/02/intro-to-curl-noise.html) -- [GPU Gems Chapter on Perlin Noise](http://developer.download.nvidia.com/books/HTML/gpugems/gpugems_ch05.html) -- [Worley Noise Implementations](https://thebookofshaders.com/12/) - - -## Submission -Commit and push to Github, then __make a pull request on the original Github repository__. Assignments will no longer be submitted on Canvas. - -For this assignment, and for all future assignments, modify this README file -so that it contains the following information: -- Your name and PennKey -- Citation of any external resources you found helpful when implementing this -assignment. -- A link to your live github.io demo -- At least one screenshot of your planet -- An explanation of the techniques you used to generate your planet features. -Please be as detailed as you can; not only will this help you explain your work -to recruiters, but it helps us understand your project when we grade it! - -## Extra Credit -Any or All of the following bonus items: -- Use a 4D noise function to modify the terrain over time, where time is the -fourth dimension that is updated each frame. A 3D function will work, too, but -the change in noise will look more "directional" than if you use 4D. -- Use music to animate aspects of your planet's terrain (e.g. mountain height, - brightness of emissive areas, water levels, etc.) -- Create a background for your planet using a raytraced sky box that includes -things like the sun, stars, or even nebulae. -- Add a textured moon that orbits your planet +Here is the live demo: https://ben-nin.github.io/hw00-webgl-intro/ \ No newline at end of file diff --git a/demo1.png b/demo1.png new file mode 100644 index 00000000..9ba4ac82 Binary files /dev/null and b/demo1.png differ diff --git a/demo2.png b/demo2.png new file mode 100644 index 00000000..1e2a7b8e Binary files /dev/null and b/demo2.png differ 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 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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..f7339477 --- /dev/null +++ b/src/geometry/Cube.ts @@ -0,0 +1,100 @@ +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.positions = new Float32Array([-1, -1, 1, 1, + 1, -1, 1, 1, + 1, 1, 1, 1, + -1, 1, 1, 1, + + 1, -1, 1, 1, + 1, -1, -1, 1, + 1, 1, -1, 1, + 1, 1, 1, 1, + + 1, -1, -1, 1, + -1, -1, -1, 1, + -1, 1, -1, 1, + 1, 1, -1, 1, + + -1, -1, -1, 1, + -1, -1, 1, 1, + -1, 1, 1, 1, + -1, 1, -1, 1, + + 1, 1, 1, 1, + -1, 1, 1, 1, + -1, 1, -1, 1, + 1, 1, -1, 1, + + -1, -1, -1, 1, + 1, -1, -1, 1, + 1, -1, 1, 1, + -1, -1, 1, 1]); + this.normals = new Float32Array([0, 0, 1, 0, + 0, 0, 1, 0, + 0, 0, 1, 0, + 0, 0, 1, 0, + + 1, 0, 0, 0, + 1, 0, 0, 0, + 1, 0, 0, 0, + 1, 0, 0, 0, + + 0, 0, -1, 0, + 0, 0, -1, 0, + 0, 0, -1, 0, + 0, 0, -1, 0, + + -1, 0, 0, 0, + -1, 0, 0, 0, + -1, 0, 0, 0, + -1, 0, 0, 0, + + 0, 1, 0, 0, + 0, 1, 0, 0, + 0, 1, 0, 0, + 0, 1, 0, 0, + + 0, -1, 0, 0, + 0, -1, 0, 0, + 0, -1, 0, 0, + 0, -1, 0, 0]); + 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.generateIdx(); + this.generatePos(); + this.generateNor(); + + this.count = this.indices.length; + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNor); + gl.bufferData(gl.ARRAY_BUFFER, this.normals, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos); + gl.bufferData(gl.ARRAY_BUFFER, this.positions, gl.STATIC_DRAW); + + console.log(`Created cube`); + } +} + +export default Cube; \ No newline at end of file diff --git a/src/geometry/Icosphere.ts b/src/geometry/Icosphere.ts new file mode 100644 index 00000000..412995ba --- /dev/null +++ b/src/geometry/Icosphere.ts @@ -0,0 +1,179 @@ +import {vec3, vec4} from 'gl-matrix'; +import Drawable from '../rendering/gl/Drawable'; +import {gl} from '../globals'; + +class Icosphere extends Drawable { + buffer: ArrayBuffer; + indices: Uint32Array; + positions: Float32Array; + normals: Float32Array; + center: vec4; + + constructor(center: vec3, public radius: number, public subdivisions: number) { + super(); // Call the constructor of the super class. This is required. + this.center = vec4.fromValues(center[0], center[1], center[2], 1); + } + + create() { + const X = 0.525731112119133606; + const Z = 0.850650808352039932; + const N = 0; + + let maxIndexCount = 20 * Math.pow(4, this.subdivisions); + let maxVertexCount = 10 * Math.pow(4, this.subdivisions) + 2; + + // Create buffers to back geometry data + // Index data will ping pong back and forth between buffer0 and buffer1 during creation + // All data will be in buffer0 at the end + const buffer0 = new ArrayBuffer( + maxIndexCount * 3 * Uint32Array.BYTES_PER_ELEMENT + + maxVertexCount * 4 * Float32Array.BYTES_PER_ELEMENT + + maxVertexCount * 4 * Float32Array.BYTES_PER_ELEMENT + ); + const buffer1 = new ArrayBuffer( + maxIndexCount * 3 * Uint32Array.BYTES_PER_ELEMENT + ); + const buffers = [buffer0, buffer1]; + let b = 0; + + const indexByteOffset = 0; + const vertexByteOffset = maxIndexCount * 3 * Uint32Array.BYTES_PER_ELEMENT; + const normalByteOffset = vertexByteOffset; + const positionByteOffset = vertexByteOffset + maxVertexCount * 4 * Float32Array.BYTES_PER_ELEMENT; + + // Create 3-uint buffer views into the backing buffer to represent triangles + // The C++ analogy to this would be something like: + // triangles[i] = reinterpret_cast*>(&buffer[offset]); + let triangles: Array = new Array(20); + let nextTriangles: Array = new Array(); + for (let i = 0; i < 20; ++i) { + triangles[i] = new Uint32Array(buffers[b], indexByteOffset + i * 3 * Uint32Array.BYTES_PER_ELEMENT, 3); + } + + // Create 3-float buffer views into the backing buffer to represent positions + let vertices: Array = new Array(12); + for (let i = 0; i < 12; ++i) { + vertices[i] =new Float32Array(buffer0, vertexByteOffset + i * 4 * Float32Array.BYTES_PER_ELEMENT, 4); + } + + // Initialize normals for a 20-sided icosahedron + vertices[0].set([ -X,N,Z,0 ]); + vertices[1].set([ X,N,Z,0 ]); + vertices[2].set([ -X,N,-Z,0 ]); + vertices[3].set([ X,N,-Z,0 ]); + vertices[4].set([ N,Z,X,0 ]); + vertices[5].set([ N,Z,-X,0 ]); + vertices[6].set([ N,-Z,X,0 ]); + vertices[7].set([ N,-Z,-X,0 ]); + vertices[8].set([ Z,X,N,0 ]); + vertices[9].set([ -Z,X, N,0 ]); + vertices[10].set([ Z,-X,N,0 ]); + vertices[11].set([ -Z,-X,N,0 ]); + + // Initialize indices for a 20-sided icosahedron + triangles[0].set([ 0,4,1 ]); + triangles[1].set([ 0,9,4 ]); + triangles[2].set([ 9,5,4 ]); + triangles[3].set([ 4,5,8 ]); + triangles[4].set([ 4,8,1 ]); + triangles[5].set([ 8,10,1 ]); + triangles[6].set([ 8,3,10 ]); + triangles[7].set([ 5,3,8 ]); + triangles[8].set([ 5,2,3 ]); + triangles[9].set([ 2,7,3 ]); + triangles[10].set([ 7,10,3 ]); + triangles[11].set([ 7,6,10 ]); + triangles[12].set([ 7,11,6 ]); + triangles[13].set([ 11,0,6 ]); + triangles[14].set([ 0,1,6 ],); + triangles[15].set([ 6,1,10 ]); + triangles[16].set([ 9,0,11 ]); + triangles[17].set([ 9,11,2 ]); + triangles[18].set([ 9,2,5 ]); + triangles[19].set([ 7,2,11 ]); + + // This loop subdivides the icosahedron + for (let s = 0; s < this.subdivisions; ++s) { + b = 1 - b; + nextTriangles.length = triangles.length * 4; + let triangleIdx = 0; + + // edgeMap maps a pair of vertex indices to a vertex index at their midpoint + // The function `mid` will get that midpoint vertex if it has already been created + // or it will create the vertex and add it to the map + let edgeMap: Map = new Map(); + function mid(v0: number, v1: number): number { + let key = [v0, v1].sort().join('_'); + if (!edgeMap.has(key)) { + let midpoint = new Float32Array(buffer0, vertexByteOffset + vertices.length * 4 * Float32Array.BYTES_PER_ELEMENT, 4); + vec4.add(midpoint, vertices[v0], vertices[v1]); + vec4.normalize(midpoint, midpoint); + edgeMap.set(key, vertices.length); + vertices.push(midpoint); + } + return edgeMap.get(key); + } + + for (let t = 0; t < triangles.length; ++t) { + let v0 = triangles[t][0]; + let v1 = triangles[t][1]; + let v2 = triangles[t][2]; + let v3 = mid(v0, v1); // Get or create a vertex between these two vertices + let v4 = mid(v1, v2); + let v5 = mid(v2, v0); + + let t0 = nextTriangles[triangleIdx] = new Uint32Array(buffers[b], indexByteOffset + (triangleIdx++) * 3 * Uint32Array.BYTES_PER_ELEMENT, 3); + let t1 = nextTriangles[triangleIdx] = new Uint32Array(buffers[b], indexByteOffset + (triangleIdx++) * 3 * Uint32Array.BYTES_PER_ELEMENT, 3); + let t2 = nextTriangles[triangleIdx] = new Uint32Array(buffers[b], indexByteOffset + (triangleIdx++) * 3 * Uint32Array.BYTES_PER_ELEMENT, 3); + let t3 = nextTriangles[triangleIdx] = new Uint32Array(buffers[b], indexByteOffset + (triangleIdx++) * 3 * Uint32Array.BYTES_PER_ELEMENT, 3); + + let triangleOffset = nextTriangles.length; + t0.set([v0, v3, v5]); + t1.set([v3, v4, v5]); + t2.set([v3, v1, v4]); + t3.set([v5, v4, v2]); + } + + // swap buffers + let temp = triangles; + triangles = nextTriangles; + nextTriangles = temp; + } + + if (b === 1) { + // if indices did not end up in buffer0, copy them there now + let temp0 = new Uint32Array(buffer0, 0, 3 * triangles.length); + let temp1 = new Uint32Array(buffer1, 0, 3 * triangles.length); + temp0.set(temp1); + } + + // Populate one position for each normal + for (let i = 0; i < vertices.length; ++i) { + let pos = new Float32Array(buffer0, positionByteOffset + i * 4 * Float32Array.BYTES_PER_ELEMENT, 4); + vec4.scaleAndAdd(pos, this.center, vertices[i], this.radius); + } + + this.buffer = buffer0; + this.indices = new Uint32Array(this.buffer, indexByteOffset, triangles.length * 3); + this.normals = new Float32Array(this.buffer, normalByteOffset, vertices.length * 4); + this.positions = new Float32Array(this.buffer, positionByteOffset, vertices.length * 4); + + this.generateIdx(); + this.generatePos(); + this.generateNor(); + + this.count = this.indices.length; + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNor); + gl.bufferData(gl.ARRAY_BUFFER, this.normals, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos); + gl.bufferData(gl.ARRAY_BUFFER, this.positions, gl.STATIC_DRAW); + + console.log(`Created icosphere with ${vertices.length} vertices`); + } +}; + +export default Icosphere; diff --git a/src/geometry/Square.ts b/src/geometry/Square.ts new file mode 100644 index 00000000..1a21a10d --- /dev/null +++ b/src/geometry/Square.ts @@ -0,0 +1,47 @@ +import {vec3, vec4} from 'gl-matrix'; +import Drawable from '../rendering/gl/Drawable'; +import {gl} from '../globals'; + +class Square extends Drawable { + indices: Uint32Array; + positions: Float32Array; + normals: Float32Array; + center: vec4; + + constructor(center: vec3) { + super(); // Call the constructor of the super class. This is required. + this.center = vec4.fromValues(center[0], center[1], center[2], 1); + } + + create() { + + this.indices = new Uint32Array([0, 1, 2, + 0, 2, 3]); + this.normals = new Float32Array([0, 0, 1, 0, + 0, 0, 1, 0, + 0, 0, 1, 0, + 0, 0, 1, 0]); + this.positions = new Float32Array([-1, -1, 0, 1, + 1, -1, 0, 1, + 1, 1, 0, 1, + -1, 1, 0, 1]); + + this.generateIdx(); + this.generatePos(); + this.generateNor(); + + this.count = this.indices.length; + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNor); + gl.bufferData(gl.ARRAY_BUFFER, this.normals, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos); + gl.bufferData(gl.ARRAY_BUFFER, this.positions, gl.STATIC_DRAW); + + console.log(`Created square`); + } +}; + +export default Square; diff --git a/src/globals.ts b/src/globals.ts new file mode 100644 index 00000000..cac5bf28 --- /dev/null +++ b/src/globals.ts @@ -0,0 +1,5 @@ + +export var gl: WebGL2RenderingContext; +export function setGL(_gl: WebGL2RenderingContext) { + gl = _gl; +} diff --git a/src/main.ts b/src/main.ts new file mode 100644 index 00000000..c719094e --- /dev/null +++ b/src/main.ts @@ -0,0 +1,150 @@ +import {vec3} 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: 6, + 'Load Scene': loadScene, // A function pointer, essentially + dryness: 15, + hotness: 25, + octavity: 10, +}; +var palette = { + color: [59, 100, 71], +}; +let icosphere: Icosphere; +let square: Square; +let cube: Cube; +let prevTesselations: number = 6; +let prevDryness = 15; +let prevHot = 25; +let prevOctavity = 10; + +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, 'dryness', 0, 100); + gui.add(controls, 'hotness', 0, 100); + gui.add(controls, 'octavity', 0, 21); + gui.add(controls, 'Load Scene'); + gui.addColor(palette, 'color'); + + // get canvas and webgl context + const canvas = document.getElementById('canvas'); + const gl = canvas.getContext('webgl2'); + if (!gl) { + alert('WebGL 2 not supported!'); + } + // `setGL` is a function imported above which sets the value of `gl` in the `globals.ts` module. + // Later, we can import `gl` from `globals.ts` to access it + setGL(gl); + + // Initial call to load scene + loadScene(); + + const camera = new Camera(vec3.fromValues(0, 0, 5), vec3.fromValues(0, 0, 0)); + + const renderer = new OpenGLRenderer(canvas); + renderer.setClearColor(0.2, 0.2, 0.2, 1); + gl.enable(gl.DEPTH_TEST); + + const lambert = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/lambert-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/lambert-frag.glsl')), + ]); + + const customShader = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/custom-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/custom-frag.glsl')), + ]) + + const biomeShader = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/biome-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/biome-frag.glsl')), + ]) + + let time = 0; + // This function will be called every frame + function tick() { + time += .005; + 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(); + } + if (controls.dryness != prevDryness) + { + prevDryness = controls.dryness; + } + if (controls.hotness != prevHot) + { + prevHot = controls.hotness; + } + if (controls.octavity != prevOctavity) + { + prevOctavity = controls.octavity; + } + // renderer.render(camera, customShader, palette['color'], time, [ + renderer.render(camera,biomeShader, palette['color'], + time, + controls.dryness, + controls.hotness, + controls.octavity, + [ + 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..d5016c29 --- /dev/null +++ b/src/rendering/gl/OpenGLRenderer.ts @@ -0,0 +1,47 @@ +import {mat4, vec4} from 'gl-matrix'; +import Drawable from './Drawable'; +import Camera from '../../Camera'; +import {gl} from '../../globals'; +import ShaderProgram from './ShaderProgram'; + +// In this file, `gl` is accessible because it is imported above +class OpenGLRenderer { + 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, color: Array, time: number, dry: number, hot: number, octaves: number, drawables: Array) { + let model = mat4.create(); + let viewProj = mat4.create(); + let colorVec = vec4.fromValues(color[0] / 255, color[1] / 255, color[2] / 255, 1); + + mat4.identity(model); + mat4.multiply(viewProj, camera.projectionMatrix, camera.viewMatrix); + prog.setModelMatrix(model); + prog.setViewProjMatrix(viewProj); + prog.setGeometryColor(colorVec); + prog.setTime(time); + prog.setDry(dry * 2.0 / 100 - 1); + prog.setHot(hot * 2.0 / 100 - 1); + prog.setOctavity(octaves * 1.0); + prog.setCamera(camera.direction); + + 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..10c7057a --- /dev/null +++ b/src/rendering/gl/ShaderProgram.ts @@ -0,0 +1,154 @@ +import {vec3, 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; + + unifCamera: WebGLUniformLocation; + unifOctavity: WebGLUniformLocation; + unifHot: WebGLUniformLocation; + unifDry: WebGLUniformLocation; + unifTime: WebGLUniformLocation; + unifModel: WebGLUniformLocation; + unifModelInvTr: WebGLUniformLocation; + unifViewProj: WebGLUniformLocation; + unifColor: 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.unifCamera = gl.getUniformLocation(this.prog, "u_Camera"); + this.unifOctavity = gl.getUniformLocation(this.prog, "u_Octavity"); + this.unifHot = gl.getUniformLocation(this.prog, "u_Hot"); + this.unifDry = gl.getUniformLocation(this.prog, "u_Dry"); + this.unifTime = gl.getUniformLocation(this.prog, "u_Time"); + 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"); + } + + use() { + if (activeProgram !== this.prog) { + gl.useProgram(this.prog); + activeProgram = this.prog; + } + } + + setModelMatrix(model: mat4) { + this.use(); + if (this.unifModel !== -1) { + gl.uniformMatrix4fv(this.unifModel, false, model); + } + + if (this.unifModelInvTr !== -1) { + let modelinvtr: mat4 = mat4.create(); + mat4.transpose(modelinvtr, model); + mat4.invert(modelinvtr, modelinvtr); + gl.uniformMatrix4fv(this.unifModelInvTr, false, modelinvtr); + } + } + + setViewProjMatrix(vp: mat4) { + this.use(); + if (this.unifViewProj !== -1) { + gl.uniformMatrix4fv(this.unifViewProj, false, vp); + } + } + + setGeometryColor(color: vec4) { + this.use(); + if (this.unifColor !== -1) { + gl.uniform4fv(this.unifColor, color); + } + } + + setTime(time: number) { + this.use(); + if (this.unifTime !== -1) { + gl.uniform1f(this.unifTime, time); + } + } + + setDry(dry: number) { + this.use(); + if (this.unifDry !== -1) { + gl.uniform1f(this.unifDry, dry); + } + } + + setHot(hot: number) { + this.use(); + if (this.unifDry !== -1) { + gl.uniform1f(this.unifHot, hot); + } + } + + setOctavity(octavity: number) { + this.use(); + if (this.unifOctavity !== -1) { + gl.uniform1f(this.unifOctavity, octavity); + } + } + + setCamera(camera: vec3) { + this.use(); + if (this.unifCamera !== -1) { + gl.uniform3fv(this.unifCamera, camera); + } + } + + 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/biome-frag.glsl b/src/shaders/biome-frag.glsl new file mode 100644 index 00000000..99900962 --- /dev/null +++ b/src/shaders/biome-frag.glsl @@ -0,0 +1,372 @@ +#version 300 es + +precision highp float; + +uniform mat4 u_Model; +uniform vec4 u_Color; // The color with which to render this instance of geometry. +uniform float u_Hot; +uniform float u_Dry; +uniform float u_Octavity; +uniform vec3 u_Camera; +// 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_Pos; +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. + +vec3 rgb(float r, float g, float b) { + return vec3(r / 255.0, g / 255.0, b / 255.0); +} + +float random(vec3 st) { + float p1 = fract(sin(dot(st.xy, + vec2(12.9898,78.233))) + * 43758.5453123); + float p2 = fract(sin(dot(st.yz, + vec2(12.9898,78.233))) + * 43758.5453123);; + return fract(sin(dot(vec2(p1, p2), + vec2(12.9898,78.233))) + * 43758.5453123); +} +vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} +vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} + +float snoise(vec3 v){ + const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + +// First corner + vec3 i = floor(v + dot(v, C.yyy) ); + vec3 x0 = v - i + dot(i, C.xxx) ; + +// Other corners + vec3 g = step(x0.yzx, x0.xyz); + vec3 l = 1.0 - g; + vec3 i1 = min( g.xyz, l.zxy ); + vec3 i2 = max( g.xyz, l.zxy ); + + // x0 = x0 - 0. + 0.0 * C + vec3 x1 = x0 - i1 + 1.0 * C.xxx; + vec3 x2 = x0 - i2 + 2.0 * C.xxx; + vec3 x3 = x0 - 1. + 3.0 * C.xxx; + +// Permutations + i = mod(i, 289.0 ); + vec4 p = permute( permute( permute( + i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); + +// Gradients +// ( N*N points uniformly over a square, mapped onto an octahedron.) + float n_ = 1.0/7.0; // N=7 + vec3 ns = n_ * D.wyz - D.xzx; + + vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) + + vec4 x_ = floor(j * ns.z); + vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) + + vec4 x = x_ *ns.x + ns.yyyy; + vec4 y = y_ *ns.x + ns.yyyy; + vec4 h = 1.0 - abs(x) - abs(y); + + vec4 b0 = vec4( x.xy, y.xy ); + vec4 b1 = vec4( x.zw, y.zw ); + + vec4 s0 = floor(b0)*2.0 + 1.0; + vec4 s1 = floor(b1)*2.0 + 1.0; + vec4 sh = -step(h, vec4(0.0)); + + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; + + vec3 p0 = vec3(a0.xy,h.x); + vec3 p1 = vec3(a0.zw,h.y); + vec3 p2 = vec3(a1.xy,h.z); + vec3 p3 = vec3(a1.zw,h.w); + +//Normalise gradients + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + +// Mix final noise value + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); + m = m * m; + return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); + // return vec3(m.xyz); +} + +// Classic Perlin 3D Noise +// by Stefan Gustavson +// +vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} + +float cnoise(vec3 P){ + vec3 Pi0 = floor(P); // Integer part for indexing + vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 + Pi0 = mod(Pi0, 289.0); + Pi1 = mod(Pi1, 289.0); + vec3 Pf0 = fract(P); // Fractional part for interpolation + vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 + vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec4 iy = vec4(Pi0.yy, Pi1.yy); + vec4 iz0 = Pi0.zzzz; + vec4 iz1 = Pi1.zzzz; + + vec4 ixy = permute(permute(ix) + iy); + vec4 ixy0 = permute(ixy + iz0); + vec4 ixy1 = permute(ixy + iz1); + + vec4 gx0 = ixy0 / 7.0; + vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; + gx0 = fract(gx0); + vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); + vec4 sz0 = step(gz0, vec4(0.0)); + gx0 -= sz0 * (step(0.0, gx0) - 0.5); + gy0 -= sz0 * (step(0.0, gy0) - 0.5); + + vec4 gx1 = ixy1 / 7.0; + vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; + gx1 = fract(gx1); + vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); + vec4 sz1 = step(gz1, vec4(0.0)); + gx1 -= sz1 * (step(0.0, gx1) - 0.5); + gy1 -= sz1 * (step(0.0, gy1) - 0.5); + + vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); + vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); + vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); + vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); + vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); + vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); + vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); + vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); + + vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); + float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); + float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); + float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); + float n111 = dot(g111, Pf1); + + vec3 fade_xyz = fade(Pf0); + vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); + vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; +} + +float getBias(float time, float bias) +{ + return (time / ((((1.0 / bias) - 2.0) * (1.0 - 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 hash(float p) { p = fract(p * 0.011); p *= p + 7.5; p *= p + p; return fract(p); } +float hash(vec2 p) {vec3 p3 = fract(vec3(p.xyx) * 0.13); p3 += dot(p3, p3.yzx + 3.333); return fract((p3.x + p3.y) * p3.z); } + +float noise1d(float x) { + float i = floor(x); + float f = fract(x); + float u = f * f * (3.0 - 2.0 * f); + return mix(hash(i), hash(i + 1.0), u); +} + +float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} +vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} +vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} + +float noise3d(vec3 p){ + vec3 a = floor(p); + vec3 d = p - a; + d = d * d * (3.0 - 2.0 * d); + + vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); + vec4 k1 = perm(b.xyxy); + vec4 k2 = perm(k1.xyxy + b.zzww); + + vec4 c = k2 + a.zzzz; + vec4 k3 = perm(c); + vec4 k4 = perm(c + 1.0); + + vec4 o1 = fract(k3 * (1.0 / 41.0)); + vec4 o2 = fract(k4 * (1.0 / 41.0)); + + vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); + vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); + + return o4.y * d.y + o4.x * (1.0 - d.y); +} + +const int NUM_NOISE_OCTAVES_S_BASE = 0; +const int NUM_NOISE_OCTAVES_C_BASE = 0; +const int NUM_NOISE_OCTAVES_N_BASE = 0; +const int NUM_NOISE_OCTAVES_1D_BASE = 0; + +float sfbm(vec3 x) { + int NUM_NOISE_OCTAVES_S = NUM_NOISE_OCTAVES_S_BASE + int(u_Octavity); + float v = 0.0; + float a = 0.5; + vec3 shift = vec3(100); + for (int i = 0; i < NUM_NOISE_OCTAVES_S; ++i) { + v += a * snoise(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} +// perlin fbm +float cfbm(vec3 x) { + int NUM_NOISE_OCTAVES_C = NUM_NOISE_OCTAVES_C_BASE + int(u_Octavity); + float v = 0.0; + float a = 0.5; + vec3 shift = vec3(100); + for (int i = 0; i < NUM_NOISE_OCTAVES_C; ++i) { + v += a * cnoise(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} + +float nfbm(vec3 x) { + int NUM_NOISE_OCTAVES_N = NUM_NOISE_OCTAVES_N_BASE + int(u_Octavity); + float v = 0.0; + float a = 0.5; + vec3 shift = vec3(100); + for (int i = 0; i < NUM_NOISE_OCTAVES_N; ++i) { + v += a * noise3d(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} + +float fbm1d(float x) { + int NUM_NOISE_OCTAVES_1D = NUM_NOISE_OCTAVES_1D_BASE + int(u_Octavity); + float v = 0.0; + float a = 0.5; + float shift = float(100); + for (int i = 0; i < NUM_NOISE_OCTAVES_1D; ++i) { + v += a * noise1d(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} + +vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) +{ + return a + b*cos( 6.28318*(c*t+d) ); +} + +// bool inOcean(float height) { +// return height < u_Ocean; +// } + +void main() +{ + vec4 H = vec4(u_Camera.x, u_Camera.y, u_Camera.z, 1.0f) + fs_LightVec; + H /= 2.f; + + float specInt = max(pow(dot(normalize(H), normalize(fs_Nor)), 100.f), 0.f); + // float specInt = 0.f; + // 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, 0.0, 1.0); + + float ambientTerm = 0.1; + + 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); + + vec3 bioNois1Input = fs_Pos.xyz * 0.5f; + vec3 bioNois2Input = fs_Pos.xyz * 0.5f; + + // figure out biomes by thresholds + float bioNois1 = snoise(bioNois1Input); + float bioNois2 = cnoise(bioNois2Input); + float bioNois1Thresh = u_Hot; + float bioNois2Thresh = u_Dry; + vec3 surfaceColor; + if (bioNois1 > bioNois1Thresh) { + if (bioNois2 > bioNois2Thresh) { + float t = getGain(bioNois1, 0.6); + vec3 a = vec3(0.500, 0.500, 0.000); + vec3 b = vec3(0.500, 0.500, 0.000); + vec3 c = vec3(0.500, 0.500, 0.000); + vec3 d = vec3(0.500, 0.000, 0.000); + + surfaceColor = palette(t, a, b, c, d); + } else { + float t = getGain(bioNois2, 0.75); + vec3 a = vec3(3.138, 0.500, 0.500); + vec3 b = vec3(0.500, 0.500, 0.500); + vec3 c = vec3(3.138, 0.448, 0.667); + vec3 d = vec3(0.800, 1.000, 0.333); + surfaceColor = palette(t, a, b, c, d); + } + } else { + if (bioNois2 > bioNois2Thresh) { + float t = getGain(bioNois1, 0.75); + vec3 a = vec3(0.938, 0.328, 0.718); + vec3 b = vec3(0.659, 0.438, 0.328); + vec3 c = vec3(0.388, 0.388, 0.296); + vec3 d = vec3(2.538, 2.478, 0.168); + surfaceColor = palette(t, a, b, c, d); + } else { + float t = getGain(bioNois2, 0.25); + vec3 a = vec3(0.660, 0.560, 0.680); + vec3 b = vec3(0.718, 0.438, 0.720); + vec3 c = vec3(0.520, 0.448, 0.520); + vec3 d = vec3(-0.430, -0.397, -0.083); + surfaceColor = palette(t, a, b, c, d); + } + } + + // vec4 modelposition = u_Model * fs_Pos; + // if (inOcean(length(modelposition.xyz))) { + // modelposition = u_Model * fs_Pos; + // } + // diffuseColor = surfaceColor; + out_Col = vec4(surfaceColor.rgb * surfaceColor.rgb * (lightIntensity + specInt), diffuseColor.a); + +} diff --git a/src/shaders/biome-vert.glsl b/src/shaders/biome-vert.glsl new file mode 100644 index 00000000..67c0e89c --- /dev/null +++ b/src/shaders/biome-vert.glsl @@ -0,0 +1,413 @@ +#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 float u_Time; +uniform float u_Dry; +uniform float u_Hot; +uniform float u_Octavity; +uniform vec3 u_Camera; + +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_Pos; +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. + +vec4 lightPos = vec4(3, 4, 6, 1); //The position of our virtual light, which is used to compute the shading of + //the geometry in the fragment shader. + + +mat4 rotationMatrix(vec3 axis, float angle) +{ + axis = normalize(axis); + float s = sin(angle); + float c = cos(angle); + float oc = 1.0 - c; + + return mat4(oc * axis.x * axis.x + c, oc * axis.x * axis.y - axis.z * s, oc * axis.z * axis.x + axis.y * s, 0.0, + oc * axis.x * axis.y + axis.z * s, oc * axis.y * axis.y + c, oc * axis.y * axis.z - axis.x * s, 0.0, + oc * axis.z * axis.x - axis.y * s, oc * axis.y * axis.z + axis.x * s, oc * axis.z * axis.z + c, 0.0, + 0.0, 0.0, 0.0, 1.0); +} + +vec2 rotatePoint2d(vec2 uv, vec2 center, float angle) +{ + vec2 rotatedPoint = vec2(uv.x - center.x, uv.y - center.y); + float newX = cos(angle) * rotatedPoint.x - sin(angle) * rotatedPoint.y; + rotatedPoint.y = sin(angle) * rotatedPoint.x + cos(angle) * rotatedPoint.y; + rotatedPoint.x = newX; + return rotatedPoint; +} + +vec3 rgb(float r, float g, float b) { + return vec3(r / 255.0, g / 255.0, b / 255.0); +} + +vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} +vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} + +float snoise(vec3 v){ + const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + +// First corner + vec3 i = floor(v + dot(v, C.yyy) ); + vec3 x0 = v - i + dot(i, C.xxx) ; + +// Other corners + vec3 g = step(x0.yzx, x0.xyz); + vec3 l = 1.0 - g; + vec3 i1 = min( g.xyz, l.zxy ); + vec3 i2 = max( g.xyz, l.zxy ); + + // x0 = x0 - 0. + 0.0 * C + vec3 x1 = x0 - i1 + 1.0 * C.xxx; + vec3 x2 = x0 - i2 + 2.0 * C.xxx; + vec3 x3 = x0 - 1. + 3.0 * C.xxx; + +// Permutations + i = mod(i, 289.0 ); + vec4 p = permute( permute( permute( + i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); + +// Gradients +// ( N*N points uniformly over a square, mapped onto an octahedron.) + float n_ = 1.0/7.0; // N=7 + vec3 ns = n_ * D.wyz - D.xzx; + + vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) + + vec4 x_ = floor(j * ns.z); + vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) + + vec4 x = x_ *ns.x + ns.yyyy; + vec4 y = y_ *ns.x + ns.yyyy; + vec4 h = 1.0 - abs(x) - abs(y); + + vec4 b0 = vec4( x.xy, y.xy ); + vec4 b1 = vec4( x.zw, y.zw ); + + vec4 s0 = floor(b0)*2.0 + 1.0; + vec4 s1 = floor(b1)*2.0 + 1.0; + vec4 sh = -step(h, vec4(0.0)); + + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; + + vec3 p0 = vec3(a0.xy,h.x); + vec3 p1 = vec3(a0.zw,h.y); + vec3 p2 = vec3(a1.xy,h.z); + vec3 p3 = vec3(a1.zw,h.w); + +//Normalise gradients + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + +// Mix final noise value + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); + m = m * m; + return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); + // return vec3(m.xyz); +} + +// Classic Perlin 3D Noise +// by Stefan Gustavson +// +vec3 fade(vec3 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} + +float cnoise(vec3 P){ + vec3 Pi0 = floor(P); // Integer part for indexing + vec3 Pi1 = Pi0 + vec3(1.0); // Integer part + 1 + Pi0 = mod(Pi0, 289.0); + Pi1 = mod(Pi1, 289.0); + vec3 Pf0 = fract(P); // Fractional part for interpolation + vec3 Pf1 = Pf0 - vec3(1.0); // Fractional part - 1.0 + vec4 ix = vec4(Pi0.x, Pi1.x, Pi0.x, Pi1.x); + vec4 iy = vec4(Pi0.yy, Pi1.yy); + vec4 iz0 = Pi0.zzzz; + vec4 iz1 = Pi1.zzzz; + + vec4 ixy = permute(permute(ix) + iy); + vec4 ixy0 = permute(ixy + iz0); + vec4 ixy1 = permute(ixy + iz1); + + vec4 gx0 = ixy0 / 7.0; + vec4 gy0 = fract(floor(gx0) / 7.0) - 0.5; + gx0 = fract(gx0); + vec4 gz0 = vec4(0.5) - abs(gx0) - abs(gy0); + vec4 sz0 = step(gz0, vec4(0.0)); + gx0 -= sz0 * (step(0.0, gx0) - 0.5); + gy0 -= sz0 * (step(0.0, gy0) - 0.5); + + vec4 gx1 = ixy1 / 7.0; + vec4 gy1 = fract(floor(gx1) / 7.0) - 0.5; + gx1 = fract(gx1); + vec4 gz1 = vec4(0.5) - abs(gx1) - abs(gy1); + vec4 sz1 = step(gz1, vec4(0.0)); + gx1 -= sz1 * (step(0.0, gx1) - 0.5); + gy1 -= sz1 * (step(0.0, gy1) - 0.5); + + vec3 g000 = vec3(gx0.x,gy0.x,gz0.x); + vec3 g100 = vec3(gx0.y,gy0.y,gz0.y); + vec3 g010 = vec3(gx0.z,gy0.z,gz0.z); + vec3 g110 = vec3(gx0.w,gy0.w,gz0.w); + vec3 g001 = vec3(gx1.x,gy1.x,gz1.x); + vec3 g101 = vec3(gx1.y,gy1.y,gz1.y); + vec3 g011 = vec3(gx1.z,gy1.z,gz1.z); + vec3 g111 = vec3(gx1.w,gy1.w,gz1.w); + + vec4 norm0 = taylorInvSqrt(vec4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); + g000 *= norm0.x; + g010 *= norm0.y; + g100 *= norm0.z; + g110 *= norm0.w; + vec4 norm1 = taylorInvSqrt(vec4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); + g001 *= norm1.x; + g011 *= norm1.y; + g101 *= norm1.z; + g111 *= norm1.w; + + float n000 = dot(g000, Pf0); + float n100 = dot(g100, vec3(Pf1.x, Pf0.yz)); + float n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)); + float n110 = dot(g110, vec3(Pf1.xy, Pf0.z)); + float n001 = dot(g001, vec3(Pf0.xy, Pf1.z)); + float n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)); + float n011 = dot(g011, vec3(Pf0.x, Pf1.yz)); + float n111 = dot(g111, Pf1); + + vec3 fade_xyz = fade(Pf0); + vec4 n_z = mix(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); + vec2 n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y); + float n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); + return 2.2 * n_xyz; +} + +float getBias(float time, float bias) +{ + return (time / ((((1.0 / bias) - 2.0) * (1.0 - 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 hash(float p) { p = fract(p * 0.011); p *= p + 7.5; p *= p + p; return fract(p); } +float hash(vec2 p) {vec3 p3 = fract(vec3(p.xyx) * 0.13); p3 += dot(p3, p3.yzx + 3.333); return fract((p3.x + p3.y) * p3.z); } + +float noise1d(float x) { + float i = floor(x); + float f = fract(x); + float u = f * f * (3.0 - 2.0 * f); + return mix(hash(i), hash(i + 1.0), u); +} + +float mod289(float x){return x - floor(x * (1.0 / 289.0)) * 289.0;} +vec4 mod289(vec4 x){return x - floor(x * (1.0 / 289.0)) * 289.0;} +vec4 perm(vec4 x){return mod289(((x * 34.0) + 1.0) * x);} + +float noise3d(vec3 p){ + vec3 a = floor(p); + vec3 d = p - a; + d = d * d * (3.0 - 2.0 * d); + + vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0); + vec4 k1 = perm(b.xyxy); + vec4 k2 = perm(k1.xyxy + b.zzww); + + vec4 c = k2 + a.zzzz; + vec4 k3 = perm(c); + vec4 k4 = perm(c + 1.0); + + vec4 o1 = fract(k3 * (1.0 / 41.0)); + vec4 o2 = fract(k4 * (1.0 / 41.0)); + + vec4 o3 = o2 * d.z + o1 * (1.0 - d.z); + vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x); + + return o4.y * d.y + o4.x * (1.0 - d.y); +} + +const int NUM_NOISE_OCTAVES_S_BASE = 0; +const int NUM_NOISE_OCTAVES_C_BASE = 0; +const int NUM_NOISE_OCTAVES_N_BASE = 0; +const int NUM_NOISE_OCTAVES_1D_BASE = 0; + +float sfbm(vec3 x) { + int NUM_NOISE_OCTAVES_S = NUM_NOISE_OCTAVES_S_BASE + int(u_Octavity); + float v = 0.0; + float a = 0.5; + vec3 shift = vec3(100); + for (int i = 0; i < NUM_NOISE_OCTAVES_S; ++i) { + v += a * snoise(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} +// perlin fbm +float cfbm(vec3 x) { + int NUM_NOISE_OCTAVES_C = NUM_NOISE_OCTAVES_C_BASE + int(u_Octavity); + float v = 0.0; + float a = 0.5; + vec3 shift = vec3(100); + for (int i = 0; i < NUM_NOISE_OCTAVES_C; ++i) { + v += a * cnoise(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} + +float nfbm(vec3 x) { + int NUM_NOISE_OCTAVES_N = NUM_NOISE_OCTAVES_N_BASE + int(u_Octavity); + float v = 0.0; + float a = 0.5; + vec3 shift = vec3(100); + for (int i = 0; i < NUM_NOISE_OCTAVES_N; ++i) { + v += a * noise3d(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} + +float fbm1d(float x) { + int NUM_NOISE_OCTAVES_1D = NUM_NOISE_OCTAVES_1D_BASE + int(u_Octavity); + float v = 0.0; + float a = 0.5; + float shift = float(100); + for (int i = 0; i < NUM_NOISE_OCTAVES_1D; ++i) { + v += a * noise1d(x); + x = x * 2.0 + shift; + a *= 0.5; + } + return v; +} + +// bool inOcean(float offset) { + // return offset <= u_Ocean; +// return false; +// } + +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 + fs_LightVec *= rotationMatrix(vec3(0.f, 1.f, 0.f), u_Time * 1.f); + // 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 + + vec4 baseLvl = vs_Nor; + + vec3 bioNois1Input = vs_Pos.xyz * 0.5f; + vec3 bioNois2Input = vs_Pos.xyz * 0.5f; + + // figure out biomes by thresholds + float bioNois1 = snoise(bioNois1Input); // average temperature + float bioNois2 = cnoise(bioNois2Input); // level of dryness + float bioNois1Thresh = u_Hot; + float bioNois2Thresh = u_Dry; + if (bioNois1 > bioNois1Thresh) { + if (bioNois2 > bioNois2Thresh) { + vec3 noiseInput = vs_Pos.xyz; + float noise = sfbm(noiseInput.xyz); + // noise = smoothstep(length(baseLvl), 2.f, noise); + vec4 offAmt = noise * baseLvl; + // if (inOcean(offAmt.x)) { + // offAmt = vec4(u_Ocean) * baseLvl; + // } + modelposition += offAmt; + } else { + const float heightMax = 0.11f; + + vec3 noiseInput = vs_Pos.xyz; + float noise = nfbm(noiseInput.xyz); + // noise = noise - 0.5f; + // noise = mix(0.f, heightMax, noise); + // noise = smoothstep(-0.1f, heightMax, noise); + // getBias(noise, 0.01f); + vec4 offAmt = noise * baseLvl; + // if (inOcean(offAmt.x)) { + // offAmt = vec4(u_Ocean) * baseLvl; + // } + modelposition += offAmt; + } + } else { + if (bioNois2 > bioNois2Thresh) { + vec3 noiseInput = vs_Pos.xyz; + float noise = cfbm(noiseInput.xyz); + vec4 offAmt = noise * baseLvl; + // if (inOcean(offAmt.x)) { + // offAmt = vec4(u_Ocean) * baseLvl; + // } + modelposition += offAmt; + } else { + vec3 noiseInput = vs_Pos.xyz; + float noise = snoise(noiseInput); + vec4 offAmt = noise * baseLvl; + // if (inOcean(offAmt.x)) { + // offAmt = vec4(u_Ocean) * baseLvl; + // } + modelposition += offAmt; + } + } + + gl_Position = u_ViewProj * rotationMatrix(vec3(0.f, 1.f, 0.f), u_Time) * modelposition; + // vec3 noiseInput = vs_Pos.xyz; + // noiseInput *= 1.0f; + + // float noise = sfbm(noiseInput.xyz); + // float noise = cfbm(noiseInput.xyz); + + // offAmt = noise * baseLvl; + // modelposition += offAmt; + + // gl_Position = u_ViewProj * modelposition; + + fs_Pos = vs_Pos; +} diff --git a/src/shaders/custom-frag.glsl b/src/shaders/custom-frag.glsl new file mode 100644 index 00000000..56fac464 --- /dev/null +++ b/src/shaders/custom-frag.glsl @@ -0,0 +1,138 @@ +#version 300 es + +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_Pos; +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. + +// Simplex 3D Noise +// by Ian McEwan, Ashima Arts +// +float random(vec3 st) { + float p1 = fract(sin(dot(st.xy, + vec2(12.9898,78.233))) + * 43758.5453123); + float p2 = fract(sin(dot(st.yz, + vec2(12.9898,78.233))) + * 43758.5453123);; + return fract(sin(dot(vec2(p1, p2), + vec2(12.9898,78.233))) + * 43758.5453123); +} +vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} +vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} + +float snoise(vec3 v){ + const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; + const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); + +// First corner + vec3 i = floor(v + dot(v, C.yyy) ); + vec3 x0 = v - i + dot(i, C.xxx) ; + +// Other corners + vec3 g = step(x0.yzx, x0.xyz); + vec3 l = 1.0 - g; + vec3 i1 = min( g.xyz, l.zxy ); + vec3 i2 = max( g.xyz, l.zxy ); + + // x0 = x0 - 0. + 0.0 * C + vec3 x1 = x0 - i1 + 1.0 * C.xxx; + vec3 x2 = x0 - i2 + 2.0 * C.xxx; + vec3 x3 = x0 - 1. + 3.0 * C.xxx; + +// Permutations + i = mod(i, 289.0 ); + vec4 p = permute( permute( permute( + i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); + +// Gradients +// ( N*N points uniformly over a square, mapped onto an octahedron.) + float n_ = 1.0/7.0; // N=7 + vec3 ns = n_ * D.wyz - D.xzx; + + vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) + + vec4 x_ = floor(j * ns.z); + vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) + + vec4 x = x_ *ns.x + ns.yyyy; + vec4 y = y_ *ns.x + ns.yyyy; + vec4 h = 1.0 - abs(x) - abs(y); + + vec4 b0 = vec4( x.xy, y.xy ); + vec4 b1 = vec4( x.zw, y.zw ); + + vec4 s0 = floor(b0)*2.0 + 1.0; + vec4 s1 = floor(b1)*2.0 + 1.0; + vec4 sh = -step(h, vec4(0.0)); + + vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; + vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; + + vec3 p0 = vec3(a0.xy,h.x); + vec3 p1 = vec3(a0.zw,h.y); + vec3 p2 = vec3(a1.xy,h.z); + vec3 p3 = vec3(a1.zw,h.w); + +//Normalise gradients + vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); + p0 *= norm.x; + p1 *= norm.y; + p2 *= norm.z; + p3 *= norm.w; + +// Mix final noise value + vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); + m = m * m; + return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), + dot(p2,x2), dot(p3,x3) ) ); +} +void main() +{ + vec4 col = u_Color; + float val = snoise(fs_Pos.xyz); + //if (val > 0.0 && val < 1000.0) { + //if (val < 0.0 && val > -0.245) { + if (false) { + out_Col = col; + } else { + float rand = random(fs_Pos.xyz); + float r; + if (col.r < 0.5) { + r = mix(col.r, 0.5, val); + } else { + r = mix(0.5, col.r, val); + } + float g; + if (col.g < 0.5) { + g = mix(col.g, 0.5, val); + } else { + g = mix(0.5, col.g, val); + } + float b; + if (col.b < 0.5) { + b = mix(col.b, 0.5, val); + } else { + b = mix(0.5, col.b, val); + } + //float r = col.r * val; + //float r = smoothstep(col.r, rand, val); + //float g = col.g * val; + //float g = smoothstep(col.g, rand, val); + //float b = col.b * val; + //float b = smoothstep(col.b, rand, val); + out_Col = vec4(r, g, b, 1); + } +} diff --git a/src/shaders/custom-vert.glsl b/src/shaders/custom-vert.glsl new file mode 100644 index 00000000..a5c66d4c --- /dev/null +++ b/src/shaders/custom-vert.glsl @@ -0,0 +1,83 @@ +#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 float 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_Pos; +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. + +vec2 rotatePoint2d(vec2 uv, vec2 center, float angle) +{ + vec2 rotatedPoint = vec2(uv.x - center.x, uv.y - center.y); + float newX = cos(angle) * rotatedPoint.x - sin(angle) * rotatedPoint.y; + rotatedPoint.y = sin(angle) * rotatedPoint.x + cos(angle) * rotatedPoint.y; + rotatedPoint.x = newX; + return rotatedPoint; +} + +void main() +{ + fs_Pos = vs_Pos; + 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 morph = sin(u_Time * 0.05) * vs_Pos - sin(u_Time * 0.05) + * ((cos(u_Time * 0.075) * normalize(vs_Pos) + + sin(u_Time * 0.075) * normalize(vs_Pos))); + morph.w = 1.0; + + vec4 modelposition = u_Model * vs_Pos; // Temporarily store the transformed vertex positions for use below + + //mat4 rotX = mat4(cos(u_Time), -sin(u_Time), 0., 0., + // sin(u_Time), cos(u_Time, 0., 0., + // 0., 0., 1., 0. + // 0., 0., 0., 1.)); + float r = length(vs_Pos); + vec2 rot = rotatePoint2d(vs_Pos.xy, vec2(0.f, 0.f), r * sin(r * cos(r + 10.0f) + u_Time) + u_Time); + + //modelposition.x = modelposition.x * (sin(u_Time * 0.05) + 2.0) * 0.5; + //modelposition.y = modelposition.y * (cos(u_Time * 0.05) + 2.0) * 0.5; + //modelposition.z = modelposition.z * (sin(u_Time * 0.05) + 2.0) * 0.5; + //modelposition = modelposition * rotX; + //modelposition = u_Model * morph; + modelposition = vec4(rot, modelposition.z, modelposition.w); + fs_LightVec = lightPos - modelposition; // Compute the direction in which the light source lies + //modelposition = u_Model * vs_Pos * u_Time; + gl_Position = u_ViewProj * modelposition;// gl_Position is a built-in variable of OpenGL which is + // used to render the final positions of the geometry's vertices +} diff --git a/src/shaders/lambert-frag.glsl b/src/shaders/lambert-frag.glsl new file mode 100644 index 00000000..2415b2b3 --- /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, 0.0, 1.0); + + 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, + } + }, +};