diff --git a/.github/workflows/build-and-deploy.yml b/.github/workflows/build-and-deploy.yml index 75bcf144..016ee562 100644 --- a/.github/workflows/build-and-deploy.yml +++ b/.github/workflows/build-and-deploy.yml @@ -1,4 +1,3 @@ - name: Build and Deploy on: push: @@ -35,4 +34,4 @@ jobs: GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} BRANCH: gh-pages FOLDER: dist - CLEAN: false + CLEAN: true diff --git a/README.md b/README.md index 1a7646c7..58257c61 100644 --- a/README.md +++ b/README.md @@ -1,5 +1,25 @@ # [Project 1: Noise](https://github.com/CIS-566-Fall-2022/hw01-fireball-base) +## Fireball +### Live Demo +Link: https://fridawang.github.io/hw01-fireball-base/ + +### Interactive parameters: +* Background gradient base color +* Noise intensity +* Rotation speed + +### Main features: +* Use a combination of `perlinNoise3D()` and `cnosie()` to calculate the vectex offset on the sphere. +* Uses `vs_Pos` plus `u_Time` as parameters for noise generation. +* The radius of the circle in the background is determined by the distance between the pixel and centroid, which varies over time. `bias()` and `gain()` are used so that the radius does not change at a uniform rate. + +### Results preview: +![fireball](https://user-images.githubusercontent.com/33616958/191404734-28cf103c-81a8-4421-af37-b4ebcbc5f6af.gif) + +![fireball-2](https://user-images.githubusercontent.com/33616958/191409128-8a8e9d32-e97c-42f8-877c-736c914b1b42.gif) + + ## Objective Get comfortable with using WebGL and its shaders to generate an interesting 3D, continuous surface using a multi-octave noise algorithm. diff --git a/dist/texture/surface.png b/dist/texture/surface.png new file mode 100644 index 00000000..9b916058 Binary files /dev/null and b/dist/texture/surface.png differ diff --git a/package-lock.json b/package-lock.json index e1a47a34..b282aceb 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,30 +1,4048 @@ { + "name": "hw01-fireball-base", + "lockfileVersion": 2, "requires": true, - 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"https://registry.npmjs.org/ajv-keywords/-/ajv-keywords-3.5.2.tgz", "integrity": "sha512-5p6WTN0DdTGVQk6VjcEju19IgaHudalcfabD7yhDGeA6bcQnmL+CpveLJq/3hvfwd1aof6L386Ougkx6RfyMIQ==", - "dev": true + "dev": true, + "requires": {} }, "ansi-html-community": { "version": "0.0.8", @@ -3102,7 +7147,8 @@ "version": "8.2.2", "resolved": "https://registry.npmjs.org/ws/-/ws-8.2.2.tgz", "integrity": "sha512-Q6B6H2oc8QY3llc3cB8kVmQ6pnJWVQbP7Q5algTcIxx7YEpc0oU4NBVHlztA7Ekzfhw2r0rPducMUiCGWKQRzw==", - "dev": true + "dev": true, + "requires": {} }, "yallist": { "version": "4.0.0", diff --git a/package.json b/package.json index b7820dea..16277910 100644 --- a/package.json +++ b/package.json @@ -4,6 +4,7 @@ "build": "webpack" }, "devDependencies": { + "@types/dat.gui": "^0.7.7", "@types/webgl2": "0.0.6", "ts-loader": "^9.2.5", "typescript": "^4.4.2", @@ -14,6 +15,8 @@ }, "dependencies": { "3d-view-controls": "^2.2.2", - "gl-matrix": "^3.3.0" + "dat.gui": "^0.7.7", + "gl-matrix": "^3.3.0", + "stats-js": "^1.0.1" } } 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 index f2ee9471..d20b053f 100644 --- a/src/geometry/Square.ts +++ b/src/geometry/Square.ts @@ -5,6 +5,7 @@ import {gl} from '../globals'; class Square extends Drawable { indices: Uint32Array; positions: Float32Array; + normals: Float32Array; center: vec4; constructor(center: vec3) { @@ -16,18 +17,26 @@ class Square extends Drawable { this.indices = new Uint32Array([0, 1, 2, 0, 2, 3]); - this.positions = new Float32Array([-1, -1, 0.999, 1, - 1, -1, 0.999, 1, - 1, 1, 0.999, 1, - -1, 1, 0.999, 1]); + this.normals = new Float32Array([0, 0, 1, 0, + 0, 0, 1, 0, + 0, 0, 1, 0, + 0, 0, 1, 0]); + this.positions = new Float32Array([-30, -30, -10, 1, + 30, -30, -10, 1, + 30, 30, -10, 1, + -30, 30, -10, 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); diff --git a/src/geometry/cube.ts b/src/geometry/cube.ts new file mode 100644 index 00000000..5c014c18 --- /dev/null +++ b/src/geometry/cube.ts @@ -0,0 +1,110 @@ +import {vec3, vec4} from 'gl-matrix'; +import Drawable from '../rendering/gl/Drawable'; +import {gl} from '../globals'; + +class Cube extends Drawable { + indices: Uint32Array; + positions: Float32Array; + normals: Float32Array; + center: vec4; + + constructor(center: vec3) { + super(); // Call the constructor of the super class. This is required. + this.center = vec4.fromValues(center[0], center[1], center[2], 1); + } + + + create() { + + this.indices = new Uint32Array([0, 1, 2, + 0, 2, 3, + 4, 5, 6, + 4, 6, 7, + 8, 9, 10, + 8, 10, 11, + 12, 13, 14, + 12, 14, 15, + 16, 17, 18, + 16, 18, 19, + 20, 21, 22, + 20, 22, 23]); + +this.normals = new Float32Array([0, 0, 1, 0, + 0, 0, 1, 0, + 0, 0, 1, 0, + 0, 0, 1, 0, + + 0, 0, -1, 0, + 0, 0, -1, 0, + 0, 0, -1, 0, + 0, 0, -1, 0, + + -1, 0, 0, 0, + -1, 0, 0, 0, + -1, 0, 0, 0, + -1, 0, 0, 0, + + 1, 0, 0, 0, + 1, 0, 0, 0, + 1, 0, 0, 0, + 1, 0, 0, 0, + + 0, 1, 0, 0, + 0, 1, 0, 0, + 0, 1, 0, 0, + 0, 1, 0, 0, + + 0, -1, 0, 0, + 0, -1, 0, 0, + 0, -1, 0, 0, + 0, -1, 0, 0]); + +this.positions = new Float32Array([-0.5, -0.5, 0.5, 1, + 0.5, -0.5, 0.5, 1, + 0.5, 0.5, 0.5, 1, + -0.5, 0.5, 0.5, 1, + + -0.5, -0.5, -0.5, 1, + 0.5, -0.5, -0.5, 1, + 0.5, 0.5, -0.5, 1, + -0.5, 0.5, -0.5, 1, + + -0.5, -0.5, -0.5, 1, + -0.5, -0.5, 0.5, 1, + -0.5, 0.5, 0.5, 1, + -0.5, 0.5, -0.5, 1, + + 0.5, -0.5, -0.5, 1, + 0.5, -0.5, 0.5, 1, + 0.5, 0.5, 0.5, 1, + 0.5, 0.5, -0.5, 1, + + -0.5, 0.5, -0.5, 1, + -0.5, 0.5, 0.5, 1, + 0.5, 0.5, 0.5, 1, + 0.5, 0.5, -0.5, 1, + + -0.5, -0.5, -0.5, 1, + -0.5, -0.5, 0.5, 1, + 0.5, -0.5, 0.5, 1, + 0.5, -0.5, -0.5, 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/fireball.ts b/src/geometry/fireball.ts new file mode 100644 index 00000000..e69de29b diff --git a/src/main.ts b/src/main.ts index fe526f99..95389b08 100644 --- a/src/main.ts +++ b/src/main.ts @@ -1,52 +1,58 @@ -import {vec2, vec3} from 'gl-matrix'; -// import * as Stats from 'stats-js'; -// import * as DAT from 'dat-gui'; +import {vec2, 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: 5, 'Load Scene': loadScene, // A function pointer, essentially + color: [ 242, 206, 33, 255 ], // RGB with alpha + intensity: 2.2, + speed: 2, }; +let icosphere: Icosphere; let square: Square; +let prevTesselations: number = 5; +let preGeoColor: number[] = [ 242, 206, 33, 255 ]; +let cube: Cube; let time: number = 0; +let prevPerlinScale: number = 1.8; +let prevFreq: number = 3; function loadScene() { + icosphere = new Icosphere(vec3.fromValues(0, 0, 0), 1, controls.tesselations); + icosphere.create(); + cube = new Cube(vec3.fromValues(0, 0, 0)); + cube.create(); square = new Square(vec3.fromValues(0, 0, 0)); square.create(); - // time = 0; } function main() { - window.addEventListener('keypress', function (e) { - // console.log(e.key); - switch(e.key) { - // Use this if you wish - } - }, false); - - window.addEventListener('keyup', function (e) { - switch(e.key) { - // Use this if you wish - } - }, false); - // 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); + 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(); + const gui = new DAT.GUI(); + gui.add(controls, 'tesselations', 0, 8).step(1); + gui.add(controls, 'Load Scene'); + gui.addColor(controls, 'color'); + gui.add(controls, 'intensity', 1, 10).step(0.2); + gui.add(controls, 'speed', 1, 10).step(1); // get canvas and webgl context const canvas = document.getElementById('canvas'); @@ -61,49 +67,98 @@ function main() { // Initial call to load scene loadScene(); - const camera = new Camera(vec3.fromValues(0, 0, -10), vec3.fromValues(0, 0, 0)); + const camera = new Camera(vec3.fromValues(0, 0, 5), vec3.fromValues(0, 0, 0)); const renderer = new OpenGLRenderer(canvas); - renderer.setClearColor(164.0 / 255.0, 233.0 / 255.0, 1.0, 1); + renderer.setClearColor(0.2, 0.2, 0.2, 1); gl.enable(gl.DEPTH_TEST); - const flat = new ShaderProgram([ - new Shader(gl.VERTEX_SHADER, require('./shaders/flat-vert.glsl')), - new Shader(gl.FRAGMENT_SHADER, require('./shaders/flat-frag.glsl')), + // --------- load texture ----------- + function loadTexture(url: string) { + const texture = gl.createTexture(); + + const image = new Image(); + + image.onload = function() { + gl.bindTexture(gl.TEXTURE_2D, texture); + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, gl.RGBA,gl.UNSIGNED_BYTE, image); + gl.generateMipmap(gl.TEXTURE_2D); + }; + image.src = url; + + return texture; + } + + const surfaceTex = loadTexture('../texture/surface.png'); + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, surfaceTex); + // ----------------------------------- + + + const lambert = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/lambert-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/lambert-frag.glsl')), ]); - function processKeyPresses() { - // Use this if you wish - } + const bkg = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/bkg-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/bkg-frag.glsl')), + ]); + + lambert.setTexture(0); // This function will be called every frame function tick() { camera.update(); - // stats.begin(); + stats.begin(); gl.viewport(0, 0, window.innerWidth, window.innerHeight); renderer.clear(); - processKeyPresses(); - renderer.render(camera, flat, [ + if(controls.tesselations != prevTesselations) + { + prevTesselations = controls.tesselations; + // icosphere = new Icosphere(vec3.fromValues(0, 0, 0), 1, prevTesselations); + // icosphere.create(); + } + if (controls.color != preGeoColor) { + preGeoColor = controls.color; + renderer.setGeoColor(preGeoColor[0], preGeoColor[1], preGeoColor[2], preGeoColor[3]); + } + if (controls.speed != prevFreq) { + prevFreq = controls.speed; + } + if (controls.intensity != prevPerlinScale) { + prevPerlinScale = controls.intensity; + } + + renderer.render(camera, lambert, [ + icosphere, + ]); + + renderer.render(camera, bkg, [ square, - ], time); - time++; - // stats.end(); + ]); + + stats.end(); // Tell the browser to call `tick` again whenever it renders a new frame requestAnimationFrame(tick); + bkg.setTime(++time); + + lambert.setTime(time); + lambert.setResolution(vec2.fromValues(window.innerWidth, window.innerHeight)); + lambert.setFreq(prevFreq); + lambert.setPerlinScale(prevPerlinScale); } window.addEventListener('resize', function() { renderer.setSize(window.innerWidth, window.innerHeight); camera.setAspectRatio(window.innerWidth / window.innerHeight); camera.updateProjectionMatrix(); - flat.setDimensions(window.innerWidth, window.innerHeight); }, false); renderer.setSize(window.innerWidth, window.innerHeight); camera.setAspectRatio(window.innerWidth / window.innerHeight); camera.updateProjectionMatrix(); - flat.setDimensions(window.innerWidth, window.innerHeight); // Start the render loop tick(); diff --git a/src/rendering/gl/Drawable.ts b/src/rendering/gl/Drawable.ts index d658d6fa..84c88b2e 100644 --- a/src/rendering/gl/Drawable.ts +++ b/src/rendering/gl/Drawable.ts @@ -5,15 +5,22 @@ abstract class Drawable { bufIdx: WebGLBuffer; bufPos: WebGLBuffer; + bufNor: WebGLBuffer; idxBound: boolean = false; posBound: boolean = false; + norBound: boolean = false; + texBound: boolean = false; + + texture: WebGLTexture; abstract create() : void; destory() { gl.deleteBuffer(this.bufIdx); gl.deleteBuffer(this.bufPos); + gl.deleteBuffer(this.bufNor); + gl.deleteTexture(this.texture); } generateIdx() { @@ -26,6 +33,17 @@ abstract class Drawable { this.bufPos = gl.createBuffer(); } + generateNor() { + this.norBound = true; + this.bufNor = gl.createBuffer(); + } + + generateTex(): WebGLTexture{ + this.texBound = true; + this.texture = gl.createTexture(); + return this.texture; + } + bindIdx(): boolean { if (this.idxBound) { gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx); @@ -40,6 +58,24 @@ abstract class Drawable { return this.posBound; } + bindNor(): boolean { + if (this.norBound) { + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNor); + } + return this.norBound; + } + + bindTex(): boolean { + if(this.texBound) { + gl.bindTexture(gl.TEXTURE_2D, this.texture); + } + return this.texBound; + } + + getTex(): WebGLTexture{ + return this.texture; + } + elemCount(): number { return this.count; } diff --git a/src/rendering/gl/OpenGLRenderer.ts b/src/rendering/gl/OpenGLRenderer.ts index 10b91c61..b7dab26a 100644 --- a/src/rendering/gl/OpenGLRenderer.ts +++ b/src/rendering/gl/OpenGLRenderer.ts @@ -6,6 +6,8 @@ import ShaderProgram from './ShaderProgram'; // In this file, `gl` is accessible because it is imported above class OpenGLRenderer { + geoCol: vec4; + constructor(public canvas: HTMLCanvasElement) { } @@ -18,13 +20,24 @@ class OpenGLRenderer { this.canvas.height = height; } + setGeoColor(r: number, g: number, b: number, a: number) { + this.geoCol = vec4.fromValues(r/255, g/255, b/255, a/255); + } + clear() { gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); } - render(camera: Camera, prog: ShaderProgram, drawables: Array, time: number) { - prog.setEyeRefUp(camera.controls.eye, camera.controls.center, camera.controls.up); - prog.setTime(time); + render(camera: Camera, prog: ShaderProgram, drawables: Array) { + let model = mat4.create(); + let viewProj = mat4.create(); + let color = vec4.fromValues(1, 0, 0, 1); + + mat4.identity(model); + mat4.multiply(viewProj, camera.projectionMatrix, camera.viewMatrix); + prog.setModelMatrix(model); + prog.setViewProjMatrix(viewProj); + prog.setGeometryColor(this.geoCol); for (let drawable of drawables) { prog.draw(drawable); diff --git a/src/rendering/gl/ShaderProgram.ts b/src/rendering/gl/ShaderProgram.ts index d1ef5be5..a02e2b8d 100644 --- a/src/rendering/gl/ShaderProgram.ts +++ b/src/rendering/gl/ShaderProgram.ts @@ -1,4 +1,4 @@ -import {vec2, vec3, vec4, mat4} from 'gl-matrix'; +import {vec4, mat4, vec2} from 'gl-matrix'; import Drawable from './Drawable'; import {gl} from '../../globals'; @@ -23,12 +23,17 @@ class ShaderProgram { attrPos: number; attrNor: number; + attrCol: number; - unifRef: WebGLUniformLocation; - unifEye: WebGLUniformLocation; - unifUp: WebGLUniformLocation; - unifDimensions: WebGLUniformLocation; + unifModel: WebGLUniformLocation; + unifModelInvTr: WebGLUniformLocation; + unifViewProj: WebGLUniformLocation; + unifColor: WebGLUniformLocation; unifTime: WebGLUniformLocation; + unifTexture: WebGLUniformLocation; + unifResolution: WebGLUniformLocation; + unifFreq: WebGLUniformLocation; + unifPerlinScale: WebGLUniformLocation; constructor(shaders: Array) { this.prog = gl.createProgram(); @@ -42,11 +47,17 @@ class ShaderProgram { } this.attrPos = gl.getAttribLocation(this.prog, "vs_Pos"); - this.unifEye = gl.getUniformLocation(this.prog, "u_Eye"); - this.unifRef = gl.getUniformLocation(this.prog, "u_Ref"); - this.unifUp = gl.getUniformLocation(this.prog, "u_Up"); - this.unifDimensions = gl.getUniformLocation(this.prog, "u_Dimensions"); - this.unifTime = gl.getUniformLocation(this.prog, "u_Time"); + 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.unifTexture = gl.getUniformLocation(this.prog, "u_Texture"); + this.unifResolution = gl.getUniformLocation(this.prog, "u_Resolution"); + this.unifFreq = gl.getUniformLocation(this.prog, "u_Freq"); + this.unifPerlinScale = gl.getUniformLocation(this.prog, "u_PerlinScale"); } use() { @@ -56,30 +67,66 @@ class ShaderProgram { } } - setEyeRefUp(eye: vec3, ref: vec3, up: vec3) { + setModelMatrix(model: mat4) { this.use(); - if(this.unifEye !== -1) { - gl.uniform3f(this.unifEye, eye[0], eye[1], eye[2]); + if (this.unifModel !== -1) { + gl.uniformMatrix4fv(this.unifModel, false, model); } - if(this.unifRef !== -1) { - gl.uniform3f(this.unifRef, ref[0], ref[1], ref[2]); + + 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); } - if(this.unifUp !== -1) { - gl.uniform3f(this.unifUp, up[0], up[1], up[2]); + } + + setTexture(slot: number) { + this.use(); + if (this.unifTexture !== -1) { + gl.uniform1i(this.unifTexture, slot); } } - setDimensions(width: number, height: number) { + setResolution(resolution: vec2) { this.use(); - if(this.unifDimensions !== -1) { - gl.uniform2f(this.unifDimensions, width, height); + if (this.unifResolution !== -1) { + gl.uniform2fv(this.unifResolution, resolution); } } - setTime(t: number) { + setPerlinScale(scale: number){ this.use(); - if(this.unifTime !== -1) { - gl.uniform1f(this.unifTime, t); + if (this.unifPerlinScale !== -1){ + gl.uniform1f(this.unifPerlinScale, scale); + } + } + + setFreq(freq: number){ + this.use(); + if (this.unifFreq !== -1){ + gl.uniform1f(this.unifFreq, freq); } } @@ -91,10 +138,16 @@ class ShaderProgram { 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); } }; diff --git a/src/shaders/bkg-frag.glsl b/src/shaders/bkg-frag.glsl new file mode 100644 index 00000000..63c1a148 --- /dev/null +++ b/src/shaders/bkg-frag.glsl @@ -0,0 +1,68 @@ +#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; + +// 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. + +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; + } +} + +void main() +{ + // Material base color (before shading) + vec3 center = vec3(0,0,-10); + vec3 tmpPos = fs_Pos.xyz; + float scale = 6.0; + float freq = 0.01; + tmpPos += GetGain(abs(sin(freq * u_Time)), 0.3) * scale * normalize(fs_Nor.xyz); + + float dis = length(vec3(tmpPos - center)); + + vec4 diffuseColor = vec4(max(0.0, u_Color.x - dis * 0.1), max(0.0, u_Color.y - dis * 0.1), max(0.0, u_Color.z - dis * 0.1), 1.0); + + // Calculate the diffuse term for Lambert shading + float diffuseTerm = dot(normalize(fs_Nor), normalize(fs_LightVec)); + // Avoid negative lighting values + // diffuseTerm = clamp(diffuseTerm, 0, 1); + + float ambientTerm = 0.2; + + float lightIntensity = 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); +} \ No newline at end of file diff --git a/src/shaders/bkg-vert.glsl b/src/shaders/bkg-vert.glsl new file mode 100644 index 00000000..c7242050 --- /dev/null +++ b/src/shaders/bkg-vert.glsl @@ -0,0 +1,54 @@ +#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_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. + +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 = 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 +} \ No newline at end of file diff --git a/src/shaders/flat-frag.glsl b/src/shaders/flat-frag.glsl deleted file mode 100644 index 50434bd8..00000000 --- a/src/shaders/flat-frag.glsl +++ /dev/null @@ -1,13 +0,0 @@ -#version 300 es -precision highp float; - -uniform vec3 u_Eye, u_Ref, u_Up; -uniform vec2 u_Dimensions; -uniform float u_Time; - -in vec2 fs_Pos; -out vec4 out_Col; - -void main() { - out_Col = vec4(0.5 * (fs_Pos + vec2(1.0)), 0.5 * (sin(u_Time * 3.14159 * 0.01) + 1.0), 1.0); -} diff --git a/src/shaders/flat-vert.glsl b/src/shaders/flat-vert.glsl deleted file mode 100644 index 7d913da8..00000000 --- a/src/shaders/flat-vert.glsl +++ /dev/null @@ -1,12 +0,0 @@ -#version 300 es -precision highp float; - -// The vertex shader used to render the background of the scene - -in vec4 vs_Pos; -out vec2 fs_Pos; - -void main() { - fs_Pos = vs_Pos.xy; - gl_Position = vs_Pos; -} diff --git a/src/shaders/lambert-frag.glsl b/src/shaders/lambert-frag.glsl new file mode 100644 index 00000000..33e9a55a --- /dev/null +++ b/src/shaders/lambert-frag.glsl @@ -0,0 +1,70 @@ +#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 sampler2D u_Texture; +uniform vec2 u_Resolution; + +// 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 snoise(vec3 uv, float res) +{ + const vec3 s = vec3(1e0, 1e2, 1e3); + + uv *= res; + + vec3 uv0 = floor(mod(uv, res))*s; + vec3 uv1 = floor(mod(uv+vec3(1.), res))*s; + + vec3 f = fract(uv); f = f*f*(3.0-2.0*f); + + vec4 v = vec4(uv0.x+uv0.y+uv0.z, uv1.x+uv0.y+uv0.z, + uv0.x+uv1.y+uv0.z, uv1.x+uv1.y+uv0.z); + + vec4 r = fract(sin(v*1e-1)*1e3); + float r0 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); + + r = fract(sin((v + uv1.z - uv0.z)*1e-1)*1e3); + float r1 = mix(mix(r.x, r.y, f.x), mix(r.z, r.w, f.x), f.y); + + return mix(r0, r1, f.z)*2.-1.; +} + +void main() +{ + vec3 p = vec3(fs_Pos.xyz); + float dist = length(p - vec3(0,0,0)); + if (dist < 1.02) { + out_Col = vec4(0.8 * max(0.8, abs(sin(u_Time * 0.02 + 0.4))),0,0,1); + } + else if (dist < 1.05) { + out_Col = vec4(1.0 * max(0.5, abs(cos(u_Time * 0.01 + 0.2))),0,0,1); + } + else if (dist < 1.1) { + out_Col = vec4(1, 0.5, 0,1); + } + else { + out_Col = vec4(1,1,1.0 * max(0.7, sin(u_Time * 0.3 + 0.4)),1); + } +} diff --git a/src/shaders/lambert-vert.glsl b/src/shaders/lambert-vert.glsl new file mode 100644 index 00000000..0a8727f1 --- /dev/null +++ b/src/shaders/lambert-vert.glsl @@ -0,0 +1,259 @@ +#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_Freq; +uniform float u_PerlinScale; + +in vec4 vs_Pos; // The array of vertex positions passed to the shader + +in vec4 vs_Nor; // The array of vertex normals passed to the shader + +in vec4 vs_Col; // The array of vertex colors passed to the shader. + +out vec4 fs_Nor; // The array of normals that has been transformed by u_ModelInvTr. This is implicitly passed to the fragment shader. +out vec4 fs_LightVec; // The direction in which our virtual light lies, relative to each vertex. This is implicitly passed to the fragment shader. +out vec4 fs_Col; // The color of each vertex. This is implicitly passed to the fragment shader. +out vec4 fs_Pos; + +const vec4 lightPos = vec4(5, 5, 3, 1); //The position of our virtual light, which is used to compute the shading of + //the geometry in the fragment shader. + +// reference: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83 +vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} +vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} +vec4 fade(vec4 t) {return t*t*t*(t*(t*6.0-15.0)+10.0);} + +vec3 random3( vec3 p ) { + return fract(sin(vec3(dot(p,vec3(127.1, 311.7, 191.999)), + dot(p,vec3(269.5, 183.3, 765.54)), + dot(p, vec3(420.69, 631.2,109.21)))) + *43758.5453); +} + +float 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; +} + + +float cnoise(vec4 P){ + vec4 Pi0 = floor(P); // Integer part for indexing + vec4 Pi1 = Pi0 + 1.0; // Integer part + 1 + Pi0 = mod(Pi0, 289.0); + Pi1 = mod(Pi1, 289.0); + vec4 Pf0 = fract(P); // Fractional part for interpolation + vec4 Pf1 = Pf0 - 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 = vec4(Pi0.zzzz); + vec4 iz1 = vec4(Pi1.zzzz); + vec4 iw0 = vec4(Pi0.wwww); + vec4 iw1 = vec4(Pi1.wwww); + + vec4 ixy = permute(permute(ix) + iy); + vec4 ixy0 = permute(ixy + iz0); + vec4 ixy1 = permute(ixy + iz1); + vec4 ixy00 = permute(ixy0 + iw0); + vec4 ixy01 = permute(ixy0 + iw1); + vec4 ixy10 = permute(ixy1 + iw0); + vec4 ixy11 = permute(ixy1 + iw1); + + vec4 gx00 = ixy00 / 7.0; + vec4 gy00 = floor(gx00) / 7.0; + vec4 gz00 = floor(gy00) / 6.0; + gx00 = fract(gx00) - 0.5; + gy00 = fract(gy00) - 0.5; + gz00 = fract(gz00) - 0.5; + vec4 gw00 = vec4(0.75) - abs(gx00) - abs(gy00) - abs(gz00); + vec4 sw00 = step(gw00, vec4(0.0)); + gx00 -= sw00 * (step(0.0, gx00) - 0.5); + gy00 -= sw00 * (step(0.0, gy00) - 0.5); + + vec4 gx01 = ixy01 / 7.0; + vec4 gy01 = floor(gx01) / 7.0; + vec4 gz01 = floor(gy01) / 6.0; + gx01 = fract(gx01) - 0.5; + gy01 = fract(gy01) - 0.5; + gz01 = fract(gz01) - 0.5; + vec4 gw01 = vec4(0.75) - abs(gx01) - abs(gy01) - abs(gz01); + vec4 sw01 = step(gw01, vec4(0.0)); + gx01 -= sw01 * (step(0.0, gx01) - 0.5); + gy01 -= sw01 * (step(0.0, gy01) - 0.5); + + vec4 gx10 = ixy10 / 7.0; + vec4 gy10 = floor(gx10) / 7.0; + vec4 gz10 = floor(gy10) / 6.0; + gx10 = fract(gx10) - 0.5; + gy10 = fract(gy10) - 0.5; + gz10 = fract(gz10) - 0.5; + vec4 gw10 = vec4(0.75) - abs(gx10) - abs(gy10) - abs(gz10); + vec4 sw10 = step(gw10, vec4(0.0)); + gx10 -= sw10 * (step(0.0, gx10) - 0.5); + gy10 -= sw10 * (step(0.0, gy10) - 0.5); + + vec4 gx11 = ixy11 / 7.0; + vec4 gy11 = floor(gx11) / 7.0; + vec4 gz11 = floor(gy11) / 6.0; + gx11 = fract(gx11) - 0.5; + gy11 = fract(gy11) - 0.5; + gz11 = fract(gz11) - 0.5; + vec4 gw11 = vec4(0.75) - abs(gx11) - abs(gy11) - abs(gz11); + vec4 sw11 = step(gw11, vec4(0.0)); + gx11 -= sw11 * (step(0.0, gx11) - 0.5); + gy11 -= sw11 * (step(0.0, gy11) - 0.5); + + vec4 g0000 = vec4(gx00.x,gy00.x,gz00.x,gw00.x); + vec4 g1000 = vec4(gx00.y,gy00.y,gz00.y,gw00.y); + vec4 g0100 = vec4(gx00.z,gy00.z,gz00.z,gw00.z); + vec4 g1100 = vec4(gx00.w,gy00.w,gz00.w,gw00.w); + vec4 g0010 = vec4(gx10.x,gy10.x,gz10.x,gw10.x); + vec4 g1010 = vec4(gx10.y,gy10.y,gz10.y,gw10.y); + vec4 g0110 = vec4(gx10.z,gy10.z,gz10.z,gw10.z); + vec4 g1110 = vec4(gx10.w,gy10.w,gz10.w,gw10.w); + vec4 g0001 = vec4(gx01.x,gy01.x,gz01.x,gw01.x); + vec4 g1001 = vec4(gx01.y,gy01.y,gz01.y,gw01.y); + vec4 g0101 = vec4(gx01.z,gy01.z,gz01.z,gw01.z); + vec4 g1101 = vec4(gx01.w,gy01.w,gz01.w,gw01.w); + vec4 g0011 = vec4(gx11.x,gy11.x,gz11.x,gw11.x); + vec4 g1011 = vec4(gx11.y,gy11.y,gz11.y,gw11.y); + vec4 g0111 = vec4(gx11.z,gy11.z,gz11.z,gw11.z); + vec4 g1111 = vec4(gx11.w,gy11.w,gz11.w,gw11.w); + + vec4 norm00 = taylorInvSqrt(vec4(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); + g0000 *= norm00.x; + g0100 *= norm00.y; + g1000 *= norm00.z; + g1100 *= norm00.w; + + vec4 norm01 = taylorInvSqrt(vec4(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); + g0001 *= norm01.x; + g0101 *= norm01.y; + g1001 *= norm01.z; + g1101 *= norm01.w; + + vec4 norm10 = taylorInvSqrt(vec4(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); + g0010 *= norm10.x; + g0110 *= norm10.y; + g1010 *= norm10.z; + g1110 *= norm10.w; + + vec4 norm11 = taylorInvSqrt(vec4(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); + g0011 *= norm11.x; + g0111 *= norm11.y; + g1011 *= norm11.z; + g1111 *= norm11.w; + + float n0000 = dot(g0000, Pf0); + float n1000 = dot(g1000, vec4(Pf1.x, Pf0.yzw)); + float n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.zw)); + float n1100 = dot(g1100, vec4(Pf1.xy, Pf0.zw)); + float n0010 = dot(g0010, vec4(Pf0.xy, Pf1.z, Pf0.w)); + float n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); + float n0110 = dot(g0110, vec4(Pf0.x, Pf1.yz, Pf0.w)); + float n1110 = dot(g1110, vec4(Pf1.xyz, Pf0.w)); + float n0001 = dot(g0001, vec4(Pf0.xyz, Pf1.w)); + float n1001 = dot(g1001, vec4(Pf1.x, Pf0.yz, Pf1.w)); + float n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); + float n1101 = dot(g1101, vec4(Pf1.xy, Pf0.z, Pf1.w)); + float n0011 = dot(g0011, vec4(Pf0.xy, Pf1.zw)); + float n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.zw)); + float n0111 = dot(g0111, vec4(Pf0.x, Pf1.yzw)); + float n1111 = dot(g1111, Pf1); + + vec4 fade_xyzw = fade(Pf0); + vec4 n_0w = mix(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w); + vec4 n_1w = mix(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w); + vec4 n_zw = mix(n_0w, n_1w, fade_xyzw.z); + vec2 n_yzw = mix(n_zw.xy, n_zw.zw, fade_xyzw.y); + float n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); + return 2.2 * n_xyzw; +} + +float bias(float t, float b) { + return (t / ((((1.0/b) - 2.0)*(1.0 - t))+1.0)); +} + +vec3 rotatePoint3d(vec3 pos, float angle) +{ + vec3 center = vec3(0,0,0); + vec3 rotatedPoint = vec3(pos.x - center.x, pos.y - center.y, pos.z - center.z); + rotatedPoint.x = cos(angle) * rotatedPoint.x - sin(angle) * rotatedPoint.y; + rotatedPoint.y = sin(angle) * rotatedPoint.x + cos(angle) * rotatedPoint.y; + rotatedPoint.z = pos.z; + return rotatedPoint; +} + + + +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 = vs_Pos; // Temporarily store the transformed vertex positions for use below + + vec3 pos = vec3(vs_Pos.x + u_Time * u_Freq / 300.0, vs_Pos.y + u_Time * u_Freq / 400.0, vs_Pos.z + u_Time * u_Freq / 500.0); + vec4 targetPos = normalize(vs_Nor) * 2.f; + float k = sin(u_Time * u_Freq / 100.0) * 0.5 + 0.5; + float perlinScale = u_PerlinScale; + float t = perlinNoise3D(perlinScale * pos) + 0.4 * perlinNoise3D(perlinScale * 1.5 * pos) + 0.3 * cnoise(perlinScale * 4.0 * vec4(pos, 1.0)); + + + vec4 tmpPos = vs_Pos + 0.4f * (k + 0.2) * vs_Nor * abs(t); // * fbm(vs_Pos.xyz); + + modelposition = tmpPos; + fs_Pos = modelposition; + + fs_LightVec = lightPos - modelposition; // Compute the direction in which the light source lies + + gl_Position = u_ViewProj * modelposition * u_Model;// gl_Position is a built-in variable of OpenGL which is + // used to render the final positions of the geometry's vertices +} \ No newline at end of file diff --git a/texture/surface.png b/texture/surface.png new file mode 100644 index 00000000..9b916058 Binary files /dev/null and b/texture/surface.png differ diff --git a/webpack.config.js b/webpack.config.js index 2cce33bb..2ccfbdc7 100644 --- a/webpack.config.js +++ b/webpack.config.js @@ -26,7 +26,7 @@ module.exports = { }, devtool: 'source-map', devServer: { - port: 5660, + port: 7000, static: { directory: path.join(__dirname, 'dist'), },