diff --git a/.DS_Store b/.DS_Store new file mode 100644 index 00000000..4f33410c Binary files /dev/null and b/.DS_Store differ diff --git a/.github/workflows/build-and-deploy.yml b/.github/workflows/build-and-deploy.yml new file mode 100644 index 00000000..0441f60c --- /dev/null +++ b/.github/workflows/build-and-deploy.yml @@ -0,0 +1,37 @@ +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 \ No newline at end of file diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..e2125946 --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ + +node_modules diff --git a/README.md b/README.md index c89dda1c..aa4626b2 100644 --- a/README.md +++ b/README.md @@ -1,70 +1,59 @@ # CIS 566 Project 1: Noisy Planets -## Objective -- Continue practicing WebGL and Typescript -- Experiment with noise functions to procedurally generate the surface of a planet -- Review surface reflection models - -## 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 +**Author: Ashley Alexander-Lee** (asalexan) + +All credit for the 3D worley and perlin noise base code goes to Adam Mally and the 560/561 slides. The ease-in and ease-out functions were referenced from easings.net, and the bias and gain functions were detailed in the 566 lecture slides. + +### Description +This project involved generating a procedural planet with WebGL and Typescript using noise and transition functions. A live demo can be found at https://asalexan.github.io/hw01-noisy-planet/ . If you wish to try it out locally, you can simply clone the repository, run `npm i` to install dependencies, and type `npm start` to run it on a local host. + +![Title Image](images/title.png) + +### Usage +- Click and drag to rotate the camera around the planet +- Scroll to zoom in and out +- To change the light position, move the x, y, z sliders in the righthand controls +- To change the city density along the coast, move the `City Density` slider +- To lessen the glow from the mountains, move the `% Mountain Glow` slider +- To increase or decrease the planet tesselations, move the slider at the top +- You can toggle the sun on or off as desired + + +### Features +#### Mountain Biome +I created a mountain biome using Worley noise, and heights above a certain threshold become snow. + +![Mountains](images/mountains.png) + +During the night cycle, I ignore the lambertian term to allow the mountains to appear to "glow". I wanted it to seem as if the mountains were emitting light, so the grass below the mountains interpolates from the luminescent color to the lambertian color based on how close to the mountain the point is. + +![Night Mountains](images/glowyMountains.png) + +#### Hill Biome +The hills are a product of distorted perlin noise, which interpolates into either the ocean or mountains depending on the height and hemisphere. +![Hills](images/hills.png) + +At night, when the light is facing away from the biome, there are cities distributed based on the similarity of the original sphere normal and the height field normal. The more similar the normals are, the denser the cities become (you will notice the cities are the densest on the coastline). The user has the ability to change the density of lights on the coastline with a slider. + +The lights themselves are created with worley noise, and the density is controlled by the grid size. If a point is below a certain max distance from a cell center, it becomes a light. This 'max distance' is the scale of the lights, which has to be interpolated along with the grid size. + +![Cities](images/cities.png) + +#### The Sun +The user can toggle the sun on and off, and the light position determines where the sun appears. The light position is projected to the surface of the sphere, then offset by some radius, which represents the distance of the light from the planet. The light itself is interpolated over the hemisphere over a cosine color palette. This gives it the subtle impression of bleeding into sunset before night falls. + +![Sun](images/sun.png) + +#### Ocean Biome +The ocean is shallower as it gets closer to the shoreline, and this shallow portion is animated to lap against the land continuously. The ocean is created by a certain noise threshold -- the noise interpolates between this 0 height ocean and either hills or mountains. I use the blinn-phong reflectance model to give the ocean a bit of a sheen in reaction to light hitting it. + +### Bloopers (Features? Semantics) + +#### Just Trying To Animate the Water But This Is Ok I Guess +![Blooper 1](images/blooper1.gif) + +#### This Was Definitely On Purpose +![Blooper 2](images/blooper2.png) + +#### A Little Ambitious With Those Height Deformations... +![Blooper 3](images/blooper3.png) 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/images/.DS_Store b/images/.DS_Store new file mode 100644 index 00000000..0413edf2 Binary files /dev/null and b/images/.DS_Store differ diff --git a/images/blooper1.gif b/images/blooper1.gif new file mode 100644 index 00000000..071acc2e Binary files /dev/null and b/images/blooper1.gif differ diff --git a/images/blooper2.png b/images/blooper2.png new file mode 100644 index 00000000..b7e5e498 Binary files /dev/null and b/images/blooper2.png differ diff --git a/images/blooper3.png 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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; + } + + getCameraPos(){ + return this.controls.eye; + } + + 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..d388dcec --- /dev/null +++ b/src/geometry/Cube.ts @@ -0,0 +1,102 @@ +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, length: number) { + 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, + 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.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.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..072a3365 --- /dev/null +++ b/src/main.ts @@ -0,0 +1,169 @@ +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 OpenGLRenderer from './rendering/gl/OpenGLRenderer'; +import Camera from './Camera'; +import {setGL} from './globals'; +import ShaderProgram, {Shader} from './rendering/gl/ShaderProgram'; +import Cube from './geometry/Cube'; + +// 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 + 'Light Position: x': 9.6, + 'Light Position: y': 1.4, + 'Light Position: z': 6.2, + 'City Density': 80.0, + '% Mountain Glow': 100.0, + 'Show Sun': false +}; + +let planet: Icosphere; +let moon: Icosphere; + +let prevTesselations: number = 5; +let prevLightPos: vec3 = vec3.fromValues(9.6, 1.4, 6.2); +let time = 0; + +function loadScene() { + planet = new Icosphere(vec3.fromValues(0, 0, 0), 1, controls.tesselations); + planet.create(); + moon = new Icosphere(vec3.fromValues(0, 0, 0), 1, controls.tesselations); + moon.create(); +} + +function projectToSphere(pos:vec3, center:vec3, radius:number){ + let vector = vec3.fromValues(0, 0, 0); + let normalized = vec3.fromValues(0, 0, 0); + let res = vec3.fromValues(0, 0, 0); + if (vec3.equals(vec3.fromValues(0,0,0), pos)){ + return pos; + } + vec3.subtract(vector, pos, center); + vec3.normalize(normalized, vector); + vec3.multiply(res, vec3.fromValues(radius, radius, radius), normalized); + return res; +} + +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'); + gui.add(controls, 'Light Position: x', -200, 200).step(0.2); + gui.add(controls, 'Light Position: y', -200, 200).step(0.2); + gui.add(controls, 'Light Position: z', -200, 200).step(0.2); + gui.add(controls, 'City Density', 35, 80).step(1); + gui.add(controls, '% Mountain Glow', 0, 100).step(1); + gui.add(controls, 'Show Sun'); + + + // 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, 3), vec3.fromValues(0, 0, 0)); + + const renderer = new OpenGLRenderer(canvas); + renderer.setClearColor(1.0 / 255.0, 11.0/255.0, 28.0/255.0, 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 moonShader = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/moon-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/moon-frag.glsl')), + ]); + + // This function will be called every frame + function tick() { + camera.update(); + stats.begin(); + gl.viewport(0, 0, window.innerWidth, window.innerHeight); + + // enable transparency + gl.enable(gl.BLEND); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA); + + renderer.clear(); + + // get values from the controls + let lightPos = vec3.fromValues(controls['Light Position: x'], controls['Light Position: y'], controls['Light Position: z']); + const showSun = controls['Show Sun']; + lightPos = showSun ? projectToSphere(lightPos, vec3.fromValues(0,0,0), 1.6) : + projectToSphere(lightPos, vec3.fromValues(0,0,0), 3.0); + const cityDensity = controls['City Density']; + const mountainGlow = controls['% Mountain Glow']; + + + if(controls.tesselations != prevTesselations) + { + prevTesselations = controls.tesselations; + planet = new Icosphere(vec3.fromValues(0, 0, 0), 1, prevTesselations); + planet.create(); + moon = new Icosphere(lightPos, 0.1, prevTesselations - 1); + moon.create(); + } + if(lightPos[0] != prevLightPos[0] || lightPos[1] != prevLightPos[1] || + lightPos[2] != prevLightPos[2] && showSun){ + prevLightPos = lightPos; + moon = new Icosphere(lightPos, 0.1, prevTesselations - 1); + moon.create(); + } + + renderer.render(camera, lambert, cityDensity, mountainGlow, lightPos, time, [ + planet + ]); + + if (showSun){ + renderer.render(camera, moonShader, cityDensity, mountainGlow, lightPos, time, [ + moon + ]); + } + + stats.end(); + + // Tell the browser to call `tick` again whenever it renders a new frame + requestAnimationFrame(tick); + time++; + } + + 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..931d17b0 --- /dev/null +++ b/src/rendering/gl/OpenGLRenderer.ts @@ -0,0 +1,46 @@ +import {vec3, 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, cityDensity: number, mountainGlow: number, + lightPos: vec3, time: number, drawables: Array) { + let model = mat4.create(); + let viewProj = mat4.create(); + + mat4.identity(model); + mat4.multiply(viewProj, camera.projectionMatrix, camera.viewMatrix); + prog.setModelMatrix(model); + prog.setViewProjMatrix(viewProj); + prog.setTime(time); + prog.setLightPos(lightPos); + prog.setCameraPos(camera.getCameraPos()); + prog.setCityDensity(cityDensity); + prog.setMountainGlow(mountainGlow); + + 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..4915916f --- /dev/null +++ b/src/rendering/gl/ShaderProgram.ts @@ -0,0 +1,163 @@ +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; + + unifModel: WebGLUniformLocation; + unifModelInvTr: WebGLUniformLocation; + unifViewProj: WebGLUniformLocation; + unifColor: WebGLUniformLocation; + unifTime: WebGLUniformLocation; + unifCameraPos: WebGLUniformLocation; + unifAnimOn: WebGLUniformLocation; + unifLightPos: WebGLUniformLocation; + unifCityDensity: WebGLUniformLocation; + unifMountainGlow: WebGLUniformLocation; + + constructor(shaders: Array) { + this.prog = gl.createProgram(); + + for (let shader of shaders) { + gl.attachShader(this.prog, shader.shader); + } + gl.linkProgram(this.prog); + if (!gl.getProgramParameter(this.prog, gl.LINK_STATUS)) { + throw gl.getProgramInfoLog(this.prog); + } + + this.attrPos = gl.getAttribLocation(this.prog, "vs_Pos"); + this.attrNor = gl.getAttribLocation(this.prog, "vs_Nor"); + this.attrCol = gl.getAttribLocation(this.prog, "vs_Col"); + this.unifModel = gl.getUniformLocation(this.prog, "u_Model"); + this.unifModelInvTr = gl.getUniformLocation(this.prog, "u_ModelInvTr"); + this.unifViewProj = gl.getUniformLocation(this.prog, "u_ViewProj"); + this.unifColor = gl.getUniformLocation(this.prog, "u_Color"); + this.unifTime = gl.getUniformLocation(this.prog, "u_Time"); + this.unifCameraPos = gl.getUniformLocation(this.prog, "u_CameraPos"); + this.unifAnimOn = gl.getUniformLocation(this.prog, "u_AnimOn"); + this.unifLightPos = gl.getUniformLocation(this.prog, "u_LightPos"); + this.unifCityDensity = gl.getUniformLocation(this.prog, "u_CityDensity"); + this.unifMountainGlow = gl.getUniformLocation(this.prog, "u_MountainGlow"); + } + + 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); + } + } + + setCameraPos(cameraPos: vec3){ + this.use(); + if (this.unifCameraPos !== -1){ + gl.uniform3fv(this.unifCameraPos, cameraPos); + } + } + + setAnimOn(animOn: number){ + this.use(); + if (this.unifAnimOn !== -1){ + gl.uniform1i(this.unifAnimOn, animOn); + } + } + + setLightPos(biomeSeed1: vec3){ + this.use(); + if (this.unifLightPos !== -1){ + gl.uniform3fv(this.unifLightPos, biomeSeed1); + } + } + + setCityDensity(cityDensity: number){ + this.use(); + if (this.unifCityDensity !== -1){ + gl.uniform1f(this.unifCityDensity, cityDensity); + } + } + + setMountainGlow(mountainGlow: number){ + this.use(); + if(this.unifMountainGlow !== -1){ + gl.uniform1f(this.unifMountainGlow, mountainGlow); + } + } + + 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/lambert-frag.glsl b/src/shaders/lambert-frag.glsl new file mode 100644 index 00000000..272ea847 --- /dev/null +++ b/src/shaders/lambert-frag.glsl @@ -0,0 +1,387 @@ +#version 300 es + +// This is a fragment shader. If you've opened this file first, please +// open and read lambert.vert.glsl before reading on. +// Unlike the vertex shader, the fragment shader actually does compute +// the shading of geometry. For every pixel in your program's output +// screen, the fragment shader is run for every bit of geometry that +// particular pixel overlaps. By implicitly interpolating the position +// data passed into the fragment shader by the vertex shader, the fragment shader +// can compute what color to apply to its pixel based on things like vertex +// position, light position, and vertex color. +precision highp float; + +uniform vec4 u_Color; // The color with which to render this instance of geometry. + +uniform float u_Time; +uniform vec3 u_CameraPos; +uniform vec3 u_LightPos; +uniform float u_CityDensity; +uniform float u_MountainGlow; + +// 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 sphere_Nor; + +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. + +vec4 hill_col = vec4(0.0, 0.7, 0.3, 1.0); +vec4 grass_col = vec4(40.0, 247.0, 130.0, 255.0) / 255.0; + +vec4 snow_col = vec4(1.0); +vec4 mountain_purple = vec4(140.0, 104.0, 183.0, 255.0) / 255.0; +vec4 mountain_lumin = vec4(0.5, 1.0, 1.0, 1.0); + +vec4 ocean_col1 = vec4(43.0, 85.0, 252.0, 255.0) / 255.0; +vec4 ocean_col2 = vec4(43.0, 231.0, 252.0, 255.0) / 255.0; + +vec3 dayColor = vec3(191.0, 143.0, 0.0) / 255.0; +vec3 nightColor = vec3(1.0, 8.0, 38.0) / 255.0; + +/* ----------------------------- Random Functions --------------------------- */ + +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 random1( vec3 p ) { + return fract(sin(dot(p,vec3(127.1, 311.7, 183.3))) *43758.5453); +} + +/* ----------------------------- Ease functions ----------------------------- */ +float easeOutQuad(float x){ + return 1.0 - (1.0 - x) * (1.0 - x); +} + +float easeInQuad(float x){ + return x*x; +} + +float easeInCubic(float x){ + return x*x*x; +} + +float easeInQuart(float x){ + return x*x*x*x; +} + +float easeOutCubic(float x){ + return 1.0 - pow(1.0 - x, 3.0); +} + +/* ------------------------------ Noise ------------------------------------ */ +float mountainWorley(vec3 p) { + // Tile the space + vec3 pointInt = floor(p); + vec3 pointFract = fract(p); + + float minDist = 1.0; // Minimum distance initialized to max. + + // Search all neighboring cells and this cell for their point + for(int z = -1; z <= 1; z++){ + for(int y = -1; y <= 1; y++){ + for(int x = -1; x <= 1; x++){ + vec3 neighbor = vec3(float(x), float(y), float(z)); + + // Random point inside current neighboring cell + vec3 point = random3(pointInt + neighbor); + + // Compute the distance b/t the point and the fragment + // Store the min dist thus far + vec3 diff = neighbor + point - pointFract; + float dist = length(diff); + minDist = min(minDist, dist); + } + } + } + return minDist; +} + +float surflet(vec3 p, vec3 gridPoint) { + // Compute the distance between p and the grid point along each axis, and warp it with a + // quintic function so we can smooth our cells + vec3 t2 = abs(p - gridPoint); + vec3 t = vec3(1.0) - 6.0 * vec3(pow(t2.x, 5.0), pow(t2.y, 5.0), pow(t2.z, 5.0)) + 15.0 * vec3(pow(t2.x, 4.0), pow(t2.y, 4.0), pow(t2.z, 4.0)) - 10.0 * vec3(pow(t2.x, 3.0), pow(t2.y, 3.0), pow(t2.z, 3.0)); + + vec3 gradient = random3(gridPoint) * 2.0 - vec3(1.0); + // Get the vector from the grid point to P + vec3 diff = p - gridPoint; + // Get the value of our height field by dotting grid->P with our gradient + float height = dot(diff, gradient); + // Scale our height field (i.e. reduce it) by our polynomial falloff function + return height * t.x * t.y * t.z; +} + +float perlinNoise3D(vec3 p) { + float surfletSum = 0.0; + // Iterate over the four integer corners surrounding uv + for(int dx = 0; dx <= 1; ++dx) { + for(int dy = 0; dy <= 1; ++dy) { + for(int dz = 0; dz <= 1; ++dz) { + surfletSum += surflet(p, floor(p) + vec3(dx, dy, dz)); + } + } + } + return surfletSum; +} + +/* ---------------------------- Shading Models ------------------------------ */ +vec4 lambert(vec4 col, float lightIntensity){ + return vec4(col.rgb * lightIntensity, col.a); +} + +vec4 blinnPhong(vec4 diffuseCol, float lightIntensity){ + float shininess = 45.0; // exp + vec4 V = vec4(u_CameraPos,1.0) - fs_Pos; // view vector + vec4 H = normalize((normalize(fs_LightVec) + V) / 2.0); // halfway vector + vec3 lightColor = lightIntensity * vec3(2.f, 2.f, 2.f); // white light + + vec3 specular = max(pow(dot(H, fs_Nor), shininess), 0.0) * lightColor * diffuseCol.rgb; + + return vec4(specular,0.0) + lambert(diffuseCol, lightIntensity); +} + +/* ----------------------------- Biomes ------------------------------------- */ +vec4 getShallowWater(float h, float lightIntensity){ + float x = (h+0.2) / (0.201 - 0.0001); + vec4 colorOffset = vec4(0.15, 0.15, 0.1, 0.0); + vec4 color = mix(ocean_col1 - colorOffset, ocean_col1, x); + return blinnPhong(color, lightIntensity); +} + +vec4 getSnow(float h, float lightIntensity, bool isDay, vec3 p){ + h = mix(0.28*h, 0.25*mountainWorley(8.0*p), h); + return isDay ? lambert(snow_col, lightIntensity) : + mix(lambert(snow_col, lightIntensity), snow_col, u_MountainGlow / 100.0); +} + +vec4 getMidToDeepWater(float h, float lightIntensity){ + float x = h / (0.02 - 0.001); + vec4 color = mix(ocean_col1, ocean_col2, 1.0 - (1.0 - x) * (1.0 - x)); + return blinnPhong(color, lightIntensity); +} + +vec4 getDeepWater(float lightIntensity){ + vec4 colorOffset = vec4(0.15, 0.15, 0.1, 0.0); + vec4 color = (ocean_col1 - colorOffset); + return blinnPhong(color, lightIntensity); +} + +float pcurve( float x, float a, float b){ + float k = pow(a+b, a+b) / (pow(a,a)*pow(b,b)); + return k * pow(x, a) * pow(1.0-x,b); +} +float bias(float b, float t){ + return pow(t, log(b) / log(0.5)); +} + +float gain (float g, float t){ + if (t < 0.5){ + return bias(1.0-g, 2.0*t) / 2.0; + } + else{ + return 1.0 - bias(1.0-g, 2.0 - 2.0*t) / 2.0; + } +} +vec4 getMidGrass(float h, bool isDay, bool isHill, float lightIntensity, + float poleFactor, vec3 p){ + float remapped = (h - 0.001) / (0.1 - 0.001); + float worleyFactor = 0.8*mountainWorley(1.5*p) + 0.2*mountainWorley(2.7*p); + vec4 mappedGrass = mix(grass_col - vec4(0.1, 0.35, 0.25, 0.0), grass_col, gain(0.96, worleyFactor)); + vec4 midGrass = lambert(mappedGrass, lightIntensity); + vec4 mountain_col = isDay ? midGrass : mix(midGrass, mountain_lumin, u_MountainGlow / 100.0); + // interpolate between illuminated mountain color and nighttime grass color + if (!isDay && poleFactor >= 0.0 && poleFactor <= 0.2){ + mountain_col = mix(midGrass, mountain_col, poleFactor / 0.2); + } + if (isHill){ + mountain_col = midGrass; + } + return mix(midGrass, mountain_col, remapped*remapped); +} + +vec4 getPoppyColor(vec3 p, float t){ + float rand = random1(p); + if (rand < 0.75){ + return hill_col - vec4(0.06, 0.06, 0.06, 0.0); + } + return hill_col + vec4(0.04, 0.04, 0.04, 0.0); +} +vec4 getMountainToHill(float t, float lightIntensity, bool isDay, vec3 p){ + float worleyFactor = 0.6*mountainWorley(1.1*p) + 0.4*mountainWorley(2.7*p); + vec4 mappedGrass = mix(getPoppyColor(p, worleyFactor), hill_col, gain(0.94, worleyFactor)); + + vec4 mountain_col = isDay ? lambert(mountain_purple, lightIntensity) : + mix(lambert(mountain_purple, lightIntensity), mountain_lumin, u_MountainGlow / 100.0); + vec4 hill_lambert = lambert(mappedGrass, lightIntensity); + + // interpolate so that color shift b/w mountains and hills isn't sharp + float x = 1.0 - abs(t / 0.2); + return mix(mountain_col, hill_lambert, x); +} + +vec4 getMountainOrHill(float lightIntensity, bool isDay, bool isHill, float dayFactor, vec3 p){ + float worleyFactor = 0.6*mountainWorley(1.1*p) + 0.4*mountainWorley(2.7*p); + vec4 mappedGrass = mix(getPoppyColor(p, worleyFactor), hill_col, gain(0.94, worleyFactor)); + + vec4 mountain_col = isDay ? lambert(mountain_purple, lightIntensity) : + mix(lambert(mountain_purple, lightIntensity), mountain_lumin, u_MountainGlow / 100.0); + return isHill ? lambert(mappedGrass, lightIntensity) : mountain_col; +} + +/* ------------------------ World Creation -----------------------------------*/ +vec4 createBiomes(vec3 pos, vec3 sphere_nor, vec3 nor, float dayFactor, + float lightIntensity, out bool isOcean) +{ + float perlinScale = 1.8; + float h = (perlinNoise3D(perlinScale*pos.xyz) + 0.5*perlinNoise3D(perlinScale*2.0 * pos.xyz)) + 0.05; + float poleFactor = sphere_nor.z; + bool isHillBiome = poleFactor <= 0.0; + bool isDay = dayFactor > 0.0; + isOcean = false; + if (h < 0.1){ + h = -0.01*abs(sin(0.015*u_Time)) + h; + } + // increase the perlin noise height by 0.2 to find the lighter water areas + if (h+0.2 > 0.0001 && h+0.2 < 0.201){ + isOcean = true; + return getShallowWater(h, lightIntensity); + } + if (h > 0.001 && h < 0.02){ + isOcean = true; + return getMidToDeepWater(h, lightIntensity); + } + if (h <= 0.001){ + isOcean = true; + return getDeepWater(lightIntensity); + } + if (h < 0.1){ + return getMidGrass(h, isDay, isHillBiome, lightIntensity, poleFactor, pos); + } + if (h > 0.45 && !isHillBiome){ + return getSnow(h, lightIntensity, isDay, pos); + } + // interpolate so that color shift b/w mountains and hills isn't sharp + if (poleFactor >= 0.0 && poleFactor <= 0.2){ + return getMountainToHill(poleFactor, lightIntensity, isDay, pos); + } + return getMountainOrHill(lightIntensity, isDay, isHillBiome, dayFactor, pos); +} + +float getHeight(vec3 pos, vec3 nor){ + float perlinScale = 1.8; + float t = perlinNoise3D(perlinScale*pos.xyz) + 0.5*perlinNoise3D(perlinScale*2.0 * pos.xyz); + if (t > 0.04){ + float hill_t = 0.28*t; + float mountain_t = 0.25*mountainWorley(8.0*pos); + mountain_t = mix(0.0, mountain_t, t / (0.37 - 0.04)); + float mount_hill_t = mix(hill_t, mountain_t, sin((t * 3.14159) / 2.0)); + + float biome_t = (nor.z + 1.0) / 2.0; + return mix(hill_t, mountain_t, biome_t*biome_t); + } + if (t <= 0.04){ + return 0.0; + } + return 0.28*t; +} + +float sdSphere( vec3 p, float r, float h ) +{ + // offset radius by height field + return length(p)-(r + h); +} + +/*vec4 specular(vec3 p, vec3 nor, bool isDay, float lightIntensity){ + vec3 camPos = u_CameraPos; + vec3 rayDir = normalize(p - camPos); + vec3 reflectedDir = reflect(rayDir, nor); + // maybe negate the y? + reflectedDir.y = -reflectedDir.y; + //reflectedDir.z = -reflectedDir.z; + //return vec4(abs(reflectedDir), 1.0); + // march along reflectedDir + float steps = 1.0; + float stepDelta = 0.1; + while (steps < 51.0){ + vec3 marchPt = p + reflectedDir * (steps * stepDelta); + + // at each step, map to sphere + vec3 spherePt = normalize(marchPt); + // get height + float h = getHeight(spherePt, nor); + // offset sphere sdf by height + float dist = sdSphere(marchPt, 1.0, h); + + if (dist <= 0.0){ + bool isOcean; + return mix(createBiomes(spherePt, nor, nor, isDay, lightIntensity, isOcean), createBiomes(p, nor, nor, isDay, lightIntensity, isOcean), 0.8); + } + steps++; + } + bool isOcean; + return *//*createBiomes(p, nor, nor, isDay, lightIntensity, isOcean)*/ /*vec4(1.0); +}*/ + +vec3 lightPalette(float t){ + vec3 a = vec3(0.758, 0.258, 0.608); + vec3 b = vec3(0.478, 0.458, 1.218); + vec3 c = vec3(0.798, 0.678, 0.868); + vec3 d = vec3(-2.226, -3.126, -2.563); + vec3 lightColor = a + b * cos(2.0*3.14159*(c*(1.0-t) + d)); + return lightColor; +} + +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.f, 1.f); + + float ambientTerm = 0.1; + + // pick sky colors + float palette_t = easeOutQuad(clamp(diffuseTerm + 0.11, 0.0, 1.0)); + vec3 lightColor = lightPalette(palette_t); + //lightColor -= mix(vec3(0.4), vec3(0.0), palette_t); + // make day color less yellow + if (palette_t > 0.3){ + lightColor = mix(lightColor, vec3(0.9, 0.9, 0.5), (palette_t - 0.3) / 0.7); + } + // make night color darker + + 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 + bool isOcean = false; + vec4 col = createBiomes(fs_Pos.xyz, sphere_Nor.xyz, fs_Nor.xyz, diffuseTerm, lightIntensity, isOcean); + /*if (isOcean){ + col = specular(fs_Pos.xyz, fs_Nor.xyz, diffuseTerm > 0.0, lightIntensity); + }*/ + // create city + float normalSimilarity = clamp(dot(sphere_Nor, fs_Nor), 0.0, 1.0); + if (normalSimilarity > 0.97 && !isOcean && diffuseTerm <= 0.0 && sphere_Nor.z <= 0.0){ + float t = (normalSimilarity - 0.97) / 0.03; + float cityDensity = t > 0.85 ? u_CityDensity : 35.0; + float lightScale = mix(0.08, 0.25, (cityDensity - 35.0) / (80.0 - 35.0)); + float distToLight = mountainWorley(cityDensity*fs_Pos.xyz); + if (distToLight < lightScale){ + col = mix(vec4(1.0), vec4(1.0, 1.0, 0.0, 1.0), t*t*t); + } + } + out_Col = vec4((col.rgb) + 0.2*lightColor.rgb, col.a); +} diff --git a/src/shaders/lambert-vert.glsl b/src/shaders/lambert-vert.glsl new file mode 100644 index 00000000..60acaf69 --- /dev/null +++ b/src/shaders/lambert-vert.glsl @@ -0,0 +1,182 @@ +#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 int u_AnimOn; // whether to animate verts +uniform vec3 u_LightPos; + +vec3 biomeSeed2 = vec3(1.0, 0.0, 0.0); +vec3 biomeSeed3 = vec3(0.0, 1.0, 0.0); +vec3 biomeSeed4 = vec3(-1.0, 0.0, 0.0); + +in vec4 vs_Pos; // The array of vertex positions passed to the shader + +in vec4 vs_Nor; // The array of vertex normals passed to the shader + +in vec4 vs_Col; // The array of vertex colors passed to the shader. + +out vec4 fs_Nor; // The array of normals that has been transformed by u_ModelInvTr. This is implicitly passed to the fragment shader. +out vec4 fs_LightVec; // The direction in which our virtual light lies, relative to each vertex. This is implicitly passed to the fragment shader. +out vec4 fs_Col; // The color of each vertex. This is implicitly passed to the fragment shader. +out vec4 fs_Pos; +out vec4 sphere_Nor; + +/* --------------------------- Random funcs --------------------------------- */ + +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); +} + +/* --------------------------- Ease funcs ----------------------------------- */ + +float easeOutQuad(float x){ + return 1.0 - (1.0 - x) * (1.0 - x); +} + +/* --------------------------- Noise funcs ---------------------------------- */ + +float mountainWorley(vec3 p) { + // Tile the space + vec3 pointInt = floor(p); + vec3 pointFract = fract(p); + + float minDist = 1.0; // Minimum distance initialized to max. + + // Search all neighboring cells and this cell for their point + for(int z = -1; z <= 1; z++){ + for(int y = -1; y <= 1; y++){ + for(int x = -1; x <= 1; x++){ + vec3 neighbor = vec3(float(x), float(y), float(z)); + + // Random point inside current neighboring cell + vec3 point = random3(pointInt + neighbor); + + // Compute the distance b/t the point and the fragment + // Store the min dist thus far + vec3 diff = neighbor + point - pointFract; + float dist = length(diff); + minDist = min(minDist, dist); + } + } + } + return minDist; +} + +float surflet(vec3 p, vec3 gridPoint) { + // Compute the distance between p and the grid point along each axis, and warp it with a + // quintic function so we can smooth our cells + vec3 t2 = abs(p - gridPoint); + vec3 t = vec3(1.0) - 6.0 * vec3(pow(t2.x, 5.0), pow(t2.y, 5.0), pow(t2.z, 5.0)) + 15.0 * vec3(pow(t2.x, 4.0), pow(t2.y, 4.0), pow(t2.z, 4.0)) - 10.0 * vec3(pow(t2.x, 3.0), pow(t2.y, 3.0), pow(t2.z, 3.0)); + + vec3 gradient = random3(gridPoint) * 2.0 - vec3(1.0); + // Get the vector from the grid point to P + vec3 diff = p - gridPoint; + // Get the value of our height field by dotting grid->P with our gradient + float height = dot(diff, gradient); + // Scale our height field (i.e. reduce it) by our polynomial falloff function + return height * t.x * t.y * t.z; +} + +float perlinNoise3D(vec3 p) { + float surfletSum = 0.0; + // Iterate over the four integer corners surrounding uv + for(int dx = 0; dx <= 1; ++dx) { + for(int dy = 0; dy <= 1; ++dy) { + for(int dz = 0; dz <= 1; ++dz) { + surfletSum += surflet(p, floor(p) + vec3(dx, dy, dz)); + } + } + } + return surfletSum; +} + +/* --------------------------- Create biomes -------------------------------- */ + +float createBiomes(vec3 pos, vec3 nor){ + float perlinScale = 1.8; + float t = perlinNoise3D(perlinScale*pos.xyz) + 0.5*perlinNoise3D(perlinScale*2.0 * pos.xyz); + + float hill_t = 0.28*t; + float mountain_t = 0.25*mountainWorley(8.0*pos); + mountain_t = mix(0.0, mountain_t, t / (0.37 - 0.04)); + float mount_hill_t = mix(hill_t, mountain_t, sin((t * 3.14159) / 2.0)); + + float biome_t = (nor.z + 1.0) / 2.0; + float res = mix(hill_t, mountain_t, biome_t*biome_t); + float x = clamp(t + 0.18, 0.0, 6.0); + float height = mix(0.0, res, easeOutQuad(x)); + if (height < 0.0001){ + float heightOcean = 0.0; + /*if (height + 0.001 < 0.0001){ + return 0.007*mountainWorley(50.0*pos); + }*/ + return heightOcean; + } + return height; +} + +vec4 shiftNormal(vec3 p, vec3 glob_nor){ + // find tangent and bitangent + vec3 tangent = cross(vec3(0.0, 1.0, 0.0), glob_nor); + vec3 bit = cross(glob_nor, tangent); + + vec3 deformed_p = p + glob_nor * createBiomes(p, glob_nor); + + // offset p along tangent and bitangent + vec3 tangent_offset = p + 0.1*tangent; + vec3 bit_offset = p + 0.1 * bit; + vec3 neighbor1 = tangent_offset + glob_nor * createBiomes(tangent_offset, glob_nor); + vec3 neighbor2 = bit_offset + glob_nor * createBiomes(bit_offset, glob_nor); + + vec3 newNor = cross(normalize(deformed_p - neighbor1), normalize(deformed_p - neighbor2)); + return vec4(newNor, 0.0); +} + +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. + + + float time = abs(sin(u_Time * 0.01)); + sphere_Nor = vs_Nor; + vec4 newPos = vs_Pos; + + newPos = vs_Pos + vs_Nor * createBiomes(vs_Pos.xyz, vs_Nor.xyz); + fs_Nor = shiftNormal(vs_Pos.xyz, vs_Nor.xyz); + + vec4 modelposition = u_Model * newPos; // Temporarily store the transformed vertex positions for use below + fs_Pos = modelposition; + + fs_LightVec = vec4(u_LightPos, 1.0) - 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/src/shaders/moon-frag.glsl b/src/shaders/moon-frag.glsl new file mode 100644 index 00000000..3543a768 --- /dev/null +++ b/src/shaders/moon-frag.glsl @@ -0,0 +1,81 @@ +#version 300 es + +// This is a fragment shader. If you've opened this file first, please +// open and read lambert.vert.glsl before reading on. +// Unlike the vertex shader, the fragment shader actually does compute +// the shading of geometry. For every pixel in your program's output +// screen, the fragment shader is run for every bit of geometry that +// particular pixel overlaps. By implicitly interpolating the position +// data passed into the fragment shader by the vertex shader, the fragment shader +// can compute what color to apply to its pixel based on things like vertex +// position, light position, and vertex color. +precision highp float; + +uniform vec4 u_Color; // The color with which to render this instance of geometry. + +uniform float u_Time; +uniform vec3 u_CameraPos; +uniform vec3 u_LightPos; +uniform float u_CityDensity; +uniform float u_MountainGlow; + +// 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. + +float random1( vec2 p ) { + return fract(sin(dot(p,vec2(127.1,311.7)))*43758.5453); +} + + + +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) { + // Compute the distance between p and the grid point along each axis, and warp it with a + // quintic function so we can smooth our cells + vec3 t2 = abs(p - gridPoint); + vec3 t = vec3(1.0) - 6.0 * vec3(pow(t2.x, 5.0), pow(t2.y, 5.0), pow(t2.z, 5.0)) + 15.0 * vec3(pow(t2.x, 4.0), pow(t2.y, 4.0), pow(t2.z, 4.0)) - 10.0 * vec3(pow(t2.x, 3.0), pow(t2.y, 3.0), pow(t2.z, 3.0)); + + vec3 gradient = random3(gridPoint) * 2.0 - vec3(1.0); + // Get the vector from the grid point to P + vec3 diff = p - gridPoint; + // Get the value of our height field by dotting grid->P with our gradient + float height = dot(diff, gradient); + // Scale our height field (i.e. reduce it) by our polynomial falloff function + return height * t.x * t.y * t.z; +} + +float perlinNoise3D(vec3 p) { + float surfletSum = 0.0; + // Iterate over the four integer corners surrounding uv + for(int dx = 0; dx <= 1; ++dx) { + for(int dy = 0; dy <= 1; ++dy) { + for(int dz = 0; dz <= 1; ++dz) { + surfletSum += surflet(p, floor(p) + vec3(dx, dy, dz)); + } + } + } + return surfletSum; +} + +void main() +{ + // Material base color (before shading) + vec4 diffuseCol = vec4(255.0, 245.0, 99.0, 255.0) / 255.0; + float perlinFactor = perlinNoise3D(10.0*fs_Pos.xyz); + vec3 col = mix(diffuseCol.rgb, vec3(1.0, 0.0, 0.0), perlinFactor); + + out_Col = vec4(col.rgb, 1.0); +} diff --git a/src/shaders/moon-vert.glsl b/src/shaders/moon-vert.glsl new file mode 100644 index 00000000..b1674029 --- /dev/null +++ b/src/shaders/moon-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 float u_Time; +uniform int u_AnimOn; // whether to animate verts +uniform vec3 u_LightPos; + +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; + +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_Pos = modelposition; + + fs_LightVec = vec4(u_LightPos, 1.0) - 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, + } + }, +};