diff --git a/README.md b/README.md index 06fcfd4..59c5406 100644 --- a/README.md +++ b/README.md @@ -2,147 +2,35 @@ CIS565: Project 5: WebGL ------------------------------------------------------------------------------- Fall 2013 -------------------------------------------------------------------------------- -Due Friday 11/08/2013 -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -NOTE: -------------------------------------------------------------------------------- -This project requires any graphics card with support for a modern OpenGL -pipeline. Any AMD, NVIDIA, or Intel card from the past few years should work -fine, and every machine in the SIG Lab and Moore 100 is capable of running -this project. -This project also requires a WebGL capable browser. The project is known to -have issues with Chrome on windows, but Firefox seems to run it fine. + ------------------------------------------------------------------------------- INTRODUCTION: ------------------------------------------------------------------------------- -In this project, you will get introduced to the world of GLSL in two parts: -vertex shading and fragment shading. The first part of this project is the -Image Processor, and the second part of this project is a Wave Vertex Shader. +This project has been divided into two parts: -In the first part of this project, you will implement a GLSL vertex shader as -part of a WebGL demo. You will create a dynamic wave animation using code that +In the first part of this project,a GLSL vertex shader is implemented as +part of a WebGL demo. A dynamic wave animation is created using code that runs entirely on the GPU. -In the second part of this project, you will implement a GLSL fragment shader -to render an interactive globe in WebGL. This will include texture blending, -bump mapping, specular masking, and adding a cloud layer to give your globe a +In the second part of this project,a GLSL fragment shader is created +to render an interactive globe in WebGL. This includes texture blending, +bump mapping, specular masking, and adding a cloud layer to give our globe a uniquie feel. -------------------------------------------------------------------------------- -CONTENTS: -------------------------------------------------------------------------------- -The Project4 root directory contains the following subdirectories: - -* part1/ contains the base code for the Wave Vertex Shader. -* part2/ contains the base code for the Globe Fragment Shader. -* resources/ contains the screenshots found in this readme file. -------------------------------------------------------------------------------- -PART 1 REQUIREMENTS: -------------------------------------------------------------------------------- - -In Part 1, you are given code for: -* Drawing a VBO through WebGL -* Javascript code for interfacing with WebGL -* Functions for generating simplex noise - -You are required to implement the following: +In Part 1, the following are implemented: * A sin-wave based vertex shader: - - - * A simplex noise based vertex shader: +* One interesting vertex shader - A standing wave has been implemented - -* One interesting vertex shader of your choice -------------------------------------------------------------------------------- -PART 1 WALKTHROUGH: -------------------------------------------------------------------------------- -**Sin Wave** - -* For this assignment, you will need the latest version of Firefox. -* Begin by opening index.html. You should see a flat grid of black and white - lines on the xy plane: - - - -* In this assignment, you will animate the grid in a wave-like pattern using a - vertex shader, and determine each vertex’s color based on its height, as seen - in the example in the requirements. -* The vertex and fragment shader are located in script tags in `index.html`. -* The JavaScript code that needs to be modified is located in `index.js`. -* Required shader code modifications: - * Add a float uniform named u_time. - * Modify the vertex’s height using the following code: - - ```glsl - float s_contrib = sin(position.x*2.0*3.14159 + u_time); - float t_contrib = cos(position.y*2.0*3.14159 + u_time); - float height = s_contrib*t_contrib; - ``` - - * Use the GLSL mix function to blend together two colors of your choice based - on the vertex’s height. The lowest possible height should be assigned one - color (for example, `vec3(1.0, 0.2, 0.0)`) and the maximum height should be - another (`vec3(0.0, 0.8, 1.0)`). Use a varying variable to pass the color to - the fragment shader, where you will assign it `gl_FragColor`. - -* Required JavaScript code modifications: - * A floating-point time value should be increased every animation step. - Hint: the delta should be less than one. - * To pass the time to the vertex shader as a uniform, first query the location - of `u_time` using `context.getUniformLocation` in `initializeShader()`. - Then, the uniform’s value can be set by calling `context.uniform1f` in - `animate()`. - -**Simplex Wave** - -* Now that you have the sin wave working, create a new copy of `index.html`. - Call it `index_simplex.html`, or something similar. -* Open up `simplex.vert`, which contains a compact GLSL simplex noise - implementation, in a text editor. Copy and paste the functions included - inside into your `index_simplex.html`'s vertex shader. -* Try changing s_contrib and t_contrib to use simplex noise instead of sin/cos - functions with the following code: - -```glsl -vec2 simplexVec = vec2(u_time, position); -float s_contrib = snoise(simplexVec); -float t_contrib = snoise(vec2(s_contrib,u_time)); -``` - -**Wave Of Your Choice** - -* Create another copy of `index.html`. Call it `index_custom.html`, or - something similar. -* Implement your own interesting vertex shader! In your README.md with your - submission, describe your custom vertex shader, what it does, and how it - works. - -------------------------------------------------------------------------------- -PART 2 REQUIREMENTS: -------------------------------------------------------------------------------- -In Part 2, you are given code for: - -* Reading and loading textures -* Rendering a sphere with textures mapped on -* Basic passthrough fragment and vertex shaders -* A basic globe with Earth terrain color mapping -* Gamma correcting textures -* javascript to interact with the mouse - * left-click and drag moves the camera around - * right-click and drag moves the camera in and out - -You are required to implement: +In Part 2, the following are implemented: * Bump mapped terrain * Rim lighting to simulate atmosphere @@ -150,133 +38,32 @@ You are required to implement: * Specular mapping * Moving clouds -You are also required to pick one open-ended effect to implement: +The following one open-ended effect is implemented: -* Procedural water rendering and animation using noise * Shade based on altitude using the height map -* Cloud shadows via ray-tracing through the cloud map in the fragment shader -* Orbiting Moon with texture mapping and shadow casting onto Earth -* Draw a skybox around the entire scene for the stars. -* Your choice! Email Liam and Patrick to get approval first - -Finally in addition to your readme, you must also set up a gh-pages branch -(explained below) to expose your beautiful WebGL globe to the world. - -Some examples of what your completed globe renderer will look like: +* Also keyboard interativity and a timer has been added. Press "B" key to see shade based on altitude - -Figure 0. Completed globe renderer, daylight side. - - - -Figure 1. Completed globe renderer, twilight border. - - - -Figure 2. Completed globe renderer, night side. ------------------------------------------------------------------------------- -PART 2 WALKTHROUGH: +VIDEO ------------------------------------------------------------------------------- +[Globe Video](http://www.youtube.com/watch?v=Ov8-RNNjRc0) -Open part2/frag_globe.html in Firefox to run it. You’ll see a globe -with Phong lighting like the one in Figure 3. All changes you need to make -will be in the fragment shader portion of this file. - - - -Figure 3. Initial globe with diffuse and specular lighting. - -**Night Lights** -The backside of the globe not facing the sun is completely black in the -initial globe. Use the `diffuse` lighting component to detect if a fragment -is on this side of the globe, and, if so, shade it with the color from the -night light texture, `u_Night`. Do not abruptly switch from day to night; -instead use the `GLSL mix` function to smoothly transition from day to night -over a reasonable period. The resulting globe will look like Figure 4. -Consider brightening the night lights by multiplying the value by two. - -The base code shows an example of how to gamma correct the nighttime texture: - -```glsl -float gammaCorrect = 1/1.2; -vec4 nightColor = pow(texture2D(u_Night, v_Texcoord), vec4(gammaCorrect)); -``` - -Feel free to play with gamma correcting the night and day textures if you -wish. Find values that you think look nice! - - - -Figure 4. Globe with night lights and day/night blending at dusk/dawn. - -**Specular Map** - -Our day/night color still shows specular highlights on landmasses, which -should only be diffuse lit. Only the ocean should receive specular highlights. -Use `u_EarthSpec` to determine if a fragment is on ocean or land, and only -include the specular component if it is in ocean. - - - -Figure 5. Globe with specular map. Compare to Figure 4. Here, the specular -component is not used when shading the land. - -**Clouds** - -In day time, clouds should be diffuse lit. Use `u_Cloud` to determine the -cloud color, and `u_CloudTrans` and `mix` to determine how much a daytime -fragment is affected by the day diffuse map or cloud color. See Figure 6. - -In night time, clouds should obscure city lights. Use `u_CloudTrans` and `mix` -to blend between the city lights and solid black. See Figure 7. - -Animate the clouds by offseting the `s` component of `v_Texcoord` by `u_time` -when reading `u_Cloud` and `u_CloudTrans`. - - - -Figure 6. Clouds with day time shading. - - - -Figure 7. Clouds observing city nights on the dark side of the globe. - -**Bump Mapping** - -Add the appearance of mountains by perturbing the normal used for diffuse -lighting the ground (not the clouds) by using the bump map texture, `u_Bump`. -This texture is 1024x512, and is zero when the fragment is at sea-level, and -one when the fragment is on the highest mountain. Read three texels from this -texture: once using `v_Texcoord`; once one texel to the right; and once one -texel above. Create a perturbed normal in tangent space: - -`normalize(vec3(center - right, center - top, 0.2))` - -Use `eastNorthUpToEyeCoordinates` to transform this normal to eye coordinates, -normalize it, then use it for diffuse lighting the ground instead of the -original normal. - - +------------------------------------------------------------------------------- +RENDERS +------------------------------------------------------------------------------- +Standing Wave + -Figure 8. Bump mapping brings attention to mountains. +Globe + -**Rim Lighting** +Globe with Shading according to Altitude + -Rim lighting is a simple post-processed lighting effect we can apply to make -the globe look as if it has an atmospheric layer catching light from the sun. -Implementing rim lighting is simple; we being by finding the dot product of -`v_Normal` and `v_Position`, and add 1 to the dot product. We call this value -our rim factor. If the rim factor is greater than 0, then we add a blue color -based on the rim factor to the current fragment color. You might use a color -something like `vec4(rim/4, rim/2, rim/2, 1)`. If our rim factor is not greater -than 0, then we leave the fragment color as is. Figures 0,1 and 2 show our -finished globe with rim lighting. -For more information on rim lighting, -read http://www.fundza.com/rman_shaders/surface/fake_rim/fake_rim1.html. ------------------------------------------------------------------------------- GH-PAGES @@ -299,75 +86,25 @@ contains a link to it, commit, and then push as usual. Now you can go to to see your beautiful globe from anywhere. -------------------------------------------------------------------------------- -README -------------------------------------------------------------------------------- -All students must replace or augment the contents of this Readme.md in a clear -manner with the following: -* A brief description of the project and the specific features you implemented. -* At least one screenshot of your project running. -* A 30 second or longer video of your project running. To create the video you - can use http://www.microsoft.com/expression/products/Encoder4_Overview.aspx -* A performance evaluation (described in detail below). ------------------------------------------------------------------------------- PERFORMANCE EVALUATION ------------------------------------------------------------------------------- -The performance evaluation is where you will investigate how to make your -program more efficient using the skills you've learned in class. You must have -performed at least one experiment on your code to investigate the positive or -negative effects on performance. +The performance evaluation for WebGL was done by including a timer in the animate +function of the Java script and the difference was noted for just diffuse rendering +and rendering with bump, specular and clouds. -We encourage you to get creative with your tweaks. Consider places in your code -that could be considered bottlenecks and try to improve them. +Diffuse rendering - Elapsed Time - 0.4970 +With Complete rendering - Elapsed Time - 0.5010 -Each student should provide no more than a one page summary of their -optimizations along with tables and or graphs to visually explain any -performance differences. ------------------------------------------------------------------------------- -THIRD PARTY CODE POLICY +Referred the following links ------------------------------------------------------------------------------- -* Use of any third-party code must be approved by asking on the Google groups. - If it is approved, all students are welcome to use it. Generally, we approve - use of third-party code that is not a core part of the project. For example, - for the ray tracer, we would approve using a third-party library for loading - models, but would not approve copying and pasting a CUDA function for doing - refraction. -* Third-party code must be credited in README.md. -* Using third-party code without its approval, including using another - student's code, is an academic integrity violation, and will result in you - receiving an F for the semester. -------------------------------------------------------------------------------- -SELF-GRADING -------------------------------------------------------------------------------- -* On the submission date, email your grade, on a scale of 0 to 100, to Liam, - liamboone@gmail.com, with a one paragraph explanation. Be concise and - realistic. Recall that we reserve 30 points as a sanity check to adjust your - grade. Your actual grade will be (0.7 * your grade) + (0.3 * our grade). We - hope to only use this in extreme cases when your grade does not realistically - reflect your work - it is either too high or too low. In most cases, we plan - to give you the exact grade you suggest. -* Projects are not weighted evenly, e.g., Project 0 doesn't count as much as - the path tracer. We will determine the weighting at the end of the semester - based on the size of each project. - - ---- -SUBMISSION ---- -As with the previous project, you should fork this project and work inside of -your fork. Upon completion, commit your finished project back to your fork, and -make a pull request to the master repository. You should include a README.md -file in the root directory detailing the following - -* A brief description of the project and specific features you implemented -* At least one screenshot of your project running. -* A link to a video of your project running. -* Instructions for building and running your project if they differ from the - base code. -* A performance writeup as detailed above. -* A list of all third-party code used. -* This Readme file edited as described above in the README section. +The following link was referred to implement keyboard interactivity : +http://learningwebgl.com/blog/?p=571 + +The following link was referred to implement elapsed time in Javascript : +http://stackoverflow.com/questions/16432804/recording-fps-in-webgl diff --git a/part1/vert_wave.html b/part1/vert_wave.html index 57107ca..972d256 100644 --- a/part1/vert_wave.html +++ b/part1/vert_wave.html @@ -14,20 +14,25 @@ attribute vec2 position; uniform mat4 u_modelViewPerspective; + uniform float u_time; + varying vec3 ocolor; void main(void) { - float height = 0.0; + float s_contrib = sin(position.x*2.0*3.14159 + u_time); + float t_contrib = cos(position.y*2.0*3.14159 + u_time); + float height = s_contrib*t_contrib; gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0); + ocolor = mix(vec3(1.0, 0.2, 0.0) ,vec3(0.0, 0.8, 1.0),height); } diff --git a/part1/vert_wave.js b/part1/vert_wave.js index b90b9cf..57bfbbd 100644 --- a/part1/vert_wave.js +++ b/part1/vert_wave.js @@ -31,6 +31,7 @@ var positionLocation = 0; var heightLocation = 1; var u_modelViewPerspectiveLocation; + var u_timeLocation ; (function initializeShader() { var program; @@ -40,7 +41,7 @@ var program = createProgram(context, vs, fs, message); context.bindAttribLocation(program, positionLocation, "position"); u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); - + u_timeLocation = context.getUniformLocation(program,"u_time"); context.useProgram(program); })(); @@ -83,6 +84,7 @@ var positionsIndex = 0; var indicesIndex = 0; var length; + for (var j = 0; j < NUM_WIDTH_PTS; ++j) { @@ -125,7 +127,7 @@ uploadMesh(positions, heights, indices); numberOfIndices = indices.length; })(); - + var time = 0; (function animate(){ /////////////////////////////////////////////////////////////////////////// // Update @@ -140,8 +142,9 @@ /////////////////////////////////////////////////////////////////////////// // Render + time += 0.001; context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); - + context.uniform1f(u_timeLocation,time); context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0); diff --git a/part1/vert_wave_custom.html b/part1/vert_wave_custom.html new file mode 100644 index 0000000..6dec923 --- /dev/null +++ b/part1/vert_wave_custom.html @@ -0,0 +1,43 @@ + + +
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