diff --git a/README.md b/README.md index 06fcfd4..347253e 100644 --- a/README.md +++ b/README.md @@ -1,148 +1,32 @@ -------------------------------------------------------------------------------- -CIS565: Project 5: WebGL -------------------------------------------------------------------------------- -Fall 2013 -------------------------------------------------------------------------------- -Due Friday 11/08/2013 -------------------------------------------------------------------------------- +#Something about WebGL # -------------------------------------------------------------------------------- -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. +## Description ## -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. +**Part 1 Waves** -------------------------------------------------------------------------------- -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. +In part 1, I implemented sin-wave based vertex shader -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 -runs entirely on the GPU. +![Alt text](screenshot5.png "Sin Wave") -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 -uniquie feel. +and a simplex noise based vertex shader -------------------------------------------------------------------------------- -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. +![Alt text](screenshot4.png "Simplex noise Wave") -------------------------------------------------------------------------------- -PART 1 REQUIREMENTS: -------------------------------------------------------------------------------- +Also, I implemented a water ripple like wave based on vertex shader -In Part 1, you are given code for: +![Alt text](screenshot3.png "ripple Wave") -* Drawing a VBO through WebGL -* Javascript code for interfacing with WebGL -* Functions for generating simplex noise -You are required to implement the following: +**Part 2 Globe** -* A sin-wave based vertex shader: +[![Alt text](screenshot2.png "procedural water")](http://tiansijie.github.io/Project5-WebGL/ "![Alt text](screenshot2.png "procedural water") -![Example sin wave grid](resources/sinWaveGrid.png) -* A simplex noise based vertex shader: +[![Alt text](screenshot1.png "skybox")](http://tiansijie.github.io/Project5-WebGL/ "![Alt text](screenshot1.png "skybox") -![Example simplex noise wave grid](resources/oceanWave.png) +click image to see live demo. -* 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: - -![Example boring grid](resources/emptyGrid.png) - -* 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: +For the second part, I implemented: * Bump mapped terrain * Rim lighting to simulate atmosphere @@ -150,224 +34,26 @@ You are required to implement: * Specular mapping * Moving clouds -You are also required to pick one open-ended effect to implement: - -* 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: - -![Completed globe, day side](resources/globe_day.png) - -Figure 0. Completed globe renderer, daylight side. - -![Completed globe, twilight](resources/globe_twilight.png) - -Figure 1. Completed globe renderer, twilight border. - -![Completed globe, night side](resources/globe_night.png) - -Figure 2. Completed globe renderer, night side. - -------------------------------------------------------------------------------- -PART 2 WALKTHROUGH: -------------------------------------------------------------------------------- - -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. - -![Initial globe](resources/globe_initial.png) - -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! - -![Day/Night without specular mapping](resources/globe_nospecmap.png) - -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. - -![Day/Night with specular mapping](resources/globe_specmap.png) - -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`. - -![Day with clouds](resources/globe_daycloud.png) - -Figure 6. Clouds with day time shading. - -![Night with clouds](resources/globe_nightcloud.png) - -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. - -![Globe with bump mapping](resources/globe_bumpmap.png) - -Figure 8. Bump mapping brings attention to mountains. - -**Rim Lighting** - -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 -------------------------------------------------------------------------------- -Since this assignment is in WebGL you will make your project easily viewable by -taking advantage of GitHub's project pages feature. - -Once you are done you will need to create a new branch named gh-pages: - -`git branch gh-pages` - -Switch to your new branch: - -`git checkout gh-pages` -Create an index.html file that is either your renamed frag_globe.html or -contains a link to it, commit, and then push as usual. Now you can go to +Expect for this basic functions, I added a procedural water rendering and animation and a skybox. -`.github.io/` +For the procedural water rendering, I am using the techniques similar to bump mapping. First, I am using local coordinate for simplex function to generate the random number for center position. As same as bump mapping, generating the above and right value using simplex function. After this, you can get the perturbed normal which can help you to get the normal in tangent space. I use this tangent normal for calculating the specular effect. -to see your beautiful globe from anywhere. +For the skybox, I am using cube map texture. I also separate the vertex shader and fragment shader from the globe which is much more easier to maintain. -------------------------------------------------------------------------------- -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). +I get the skybox image from [http://gfx.quakeworld.nu/details/266/space/](http://gfx.quakeworld.nu/details/266/space/) -------------------------------------------------------------------------------- -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. +##Performance Evaluation## -We encourage you to get creative with your tweaks. Consider places in your code -that could be considered bottlenecks and try to improve them. +I calculate the elapsed time between each call for the animate() function, the time for rendering the globe, skybox and procedure water is around 0.001 s. -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 -------------------------------------------------------------------------------- -* 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. +After I disable the skybox, the time is around the same, approximately 0.0099s -------------------------------------------------------------------------------- -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. +I also try to disable the procedure water rendering, the elapsed time is still the same. ---- -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 +## References ## +For the cube mapping, I referenced this page [https://www.khronos.org/registry/webgl/sdk/demos/google/shiny-teapot/index.html](https://www.khronos.org/registry/webgl/sdk/demos/google/shiny-teapot/index.html) -* 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. diff --git a/part1/vert_wave.html b/part1/vert_wave.html index 57107ca..0a6e929 100644 --- a/part1/vert_wave.html +++ b/part1/vert_wave.html @@ -15,9 +15,21 @@ uniform mat4 u_modelViewPerspective; + uniform float u_time; + + varying vec3 f_color; + void main(void) { - float height = 0.0; + float s_contrib = sin(position.x*2.0*3.14159 + u_time * 0.3); + float t_contrib = cos(position.y*2.0*3.14159 + u_time * 0.3); + float height = s_contrib*t_contrib; + + vec3 highColor = vec3(1.0, 2.0, 0.0); + vec3 lowColor = vec3(0.0, 0.8, 1.0); + + f_color = mix(lowColor, highColor, height); + gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0); } @@ -25,9 +37,11 @@ diff --git a/part1/vert_wave.js b/part1/vert_wave.js index b90b9cf..49549b6 100644 --- a/part1/vert_wave.js +++ b/part1/vert_wave.js @@ -3,8 +3,8 @@ /*global window,document,Float32Array,Uint16Array,mat4,vec3,snoise*/ /*global getShaderSource,createWebGLContext,createProgram*/ - var NUM_WIDTH_PTS = 32; - var NUM_HEIGHT_PTS = 32; + var NUM_WIDTH_PTS = 64; + var NUM_HEIGHT_PTS = 64; var message = document.getElementById("message"); var canvas = document.getElementById("canvas"); @@ -31,6 +31,8 @@ var positionLocation = 0; var heightLocation = 1; var u_modelViewPerspectiveLocation; + var u_timeLocation; + var deltaTime = 0; (function initializeShader() { var program; @@ -41,6 +43,8 @@ context.bindAttribLocation(program, positionLocation, "position"); u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); + u_timeLocation = context.getUniformLocation(program, "u_time"); + context.useProgram(program); })(); @@ -138,11 +142,15 @@ var mvp = mat4.create(); mat4.multiply(persp, mv, mvp); + deltaTime += 0.1; /////////////////////////////////////////////////////////////////////////// // Render context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); + + context.uniform1f(u_timeLocation, deltaTime); + context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0); window.requestAnimFrame(animate); diff --git a/part1/vert_wave_custom.html b/part1/vert_wave_custom.html new file mode 100644 index 0000000..c092e1a --- /dev/null +++ b/part1/vert_wave_custom.html @@ -0,0 +1,56 @@ + + + +Vertex Wave + + + + + +
+ + + + + + + + + + + + diff --git a/part1/vert_wave_simplex.html b/part1/vert_wave_simplex.html new file mode 100644 index 0000000..4e25f02 --- /dev/null +++ b/part1/vert_wave_simplex.html @@ -0,0 +1,98 @@ + + + +Vertex Wave + + + + + +
+ + + + + + + + + + + + diff --git a/part2/frag_globe.html b/part2/frag_globe.html index 6aa5609..7110066 100644 --- a/part2/frag_globe.html +++ b/part2/frag_globe.html @@ -10,6 +10,7 @@
+ + + + + +