diff --git a/README.md b/README.md index 06fcfd4..0d3b4a7 100644 --- a/README.md +++ b/README.md @@ -1,373 +1,91 @@ -------------------------------------------------------------------------------- -CIS565: Project 5: WebGL -------------------------------------------------------------------------------- -Fall 2013 -------------------------------------------------------------------------------- -Due Friday 11/08/2013 -------------------------------------------------------------------------------- +#CIS565: Project 5: WebGL Globe +##a.k.a. WebGLobe + +An introductory project in GLSL for the CIS 565 course. Since it uses WebGL, it +was only possible to write vertex and fragment shaders for this project. + +>> [LIVE DEMO!](http://rohith10.github.io/WebGLobe/) + +There were two parts: + +In the first part of this project, I wrote simple vertex shaders to implement +functions that would displace vertices in a wave-like pattern. Waves implemented were +a sine wave, a simplex noise-based wave and a sawtooth wave as below: + +**Sine Wave**: +![Sine Wave](resources/sineWave.png) + +**Simplex-Noise based wave**: +![Simplex Wave](resources/simplexWave.png) + +**Sawtooth Wave**: +![Sawtooth Wave](resources/sawtoothWave.png) + +**The result of tinkering around with WebGL**: +![Flag 1](resources/flagWave2.png) +![Flag 2](resources/flagWave1.png) + +In the second part of this project, I (mainly) wrote a fragment shader to render an +interactive globe in WebGL, implementing texture blending, bump and parallax occlusion mapping, +specular masking and a cloud layer based off a texture. Below are some screenshots: + +**Day**: +![Daytime Globe](resources/daytime.png) +**Dusk**: +![Twilight](resources/twilight.png) +**Night**: +![Nighttime Globe](resources/nighttime.png) +**Dawn**: +![Breaking Dawn](resources/breakingDawn.png) +**Heightmap** (Press 'H'): +![Heightmap](resources/heightmap.png) + +**Blooper: Incorrect Parallax Occlusion Mapping** (due to marching beyond radius of sphere): +![Incorrect POM](resources/wrongPOM.png) + +##Features that I'm working on +###(that are not quite ready for primetime, yet) +* Shadow mapping +* Skybox + +##An unanswered question +###Parallax Occlusion Mapping +My original implementation of parallax occlusion mapping was based on the chapter *A Closer Look at +Parallax Occlusion Mapping* from the book *Advanced Game Programming*, which itself follows the sample +from the DirectX SDK quite faithfully. This method involves stepping through samples in the tangent +space. A chat with our TA, William Boone, convinced me that this approach was not quite suited for +spherical surfaces. As a result, I used an alternative implementation as depicted below: + +![Parallax Occlusion Mapping: My implementation](resources/pom-my-impl.png) + +As can be seen, I'm stepping through in the view space, finding the intersection, retrieving the height +value and calculating the offset. The height value is being read from the bump map texture, and I'm also +building the normal from this bump map texture. However, the globe looks exactly the same regardless of +whether I'm using parallax occlusion mapping or bump mapping. And, as can be seen from the blooper shot +above, parallax occlusion mapping (as implemented here), is indeed working. Why is that? +[Please help me figure out](mailto:rohith.chandran@outlook.com)! + +![POM and Bump Map comparison](resources/pom-bumpmap-comparison.png) + +##Input/Interactive features + + + + + + + + + + + + + + + + + + +
KeyFunction
'b' or 'B'Switch between ordinary bump and Parallax Occlusion mapping
'h' or 'H'Visualise the heightfield like in a contour map
'p' or 'P'Pause
-------------------------------------------------------------------------------- -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. - -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. - -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. - -------------------------------------------------------------------------------- -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: - -* A sin-wave based vertex shader: - -![Example sin wave grid](resources/sinWaveGrid.png) - -* A simplex noise based vertex shader: - -![Example simplex noise wave grid](resources/oceanWave.png) - -* 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: - -* Bump mapped terrain -* Rim lighting to simulate atmosphere -* Night-time lights on the dark side of the globe -* 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 - -`.github.io/` - -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. - -We encourage you to get creative with your tweaks. Consider places in your code -that could be considered bottlenecks and try to improve them. - -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. - -------------------------------------------------------------------------------- -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. diff --git a/part1/flag1024.png b/part1/flag1024.png new file mode 100644 index 0000000..d4f73f8 Binary files /dev/null and b/part1/flag1024.png differ diff --git a/part1/flag_wave.html b/part1/flag_wave.html new file mode 100644 index 0000000..b9b8776 --- /dev/null +++ b/part1/flag_wave.html @@ -0,0 +1,51 @@ + + + +Vertex Wave + + + + + +
+ + + + + + + + + + + + diff --git a/part1/my_wave.html b/part1/my_wave.html new file mode 100644 index 0000000..2d6bc59 --- /dev/null +++ b/part1/my_wave.html @@ -0,0 +1,46 @@ + + + +Sawtooth Wave + + + + + +
+ + + + + + + + + + + + diff --git a/part1/simplex_wave.html b/part1/simplex_wave.html new file mode 100644 index 0000000..8781b7c --- /dev/null +++ b/part1/simplex_wave.html @@ -0,0 +1,88 @@ + + + +Simplex Wave + + + + + +
+ + + + + + + + + + + + diff --git a/part1/vert_wave.html b/part1/vert_wave.html index 57107ca..df8aa6e 100644 --- a/part1/vert_wave.html +++ b/part1/vert_wave.html @@ -14,26 +14,32 @@ attribute vec2 position; uniform mat4 u_modelViewPerspective; + uniform float u_time; + + varying float height; void main(void) { - float height = 0.0; + height = sin (2.0*3.141596*position.x + u_time) * cos (2.0*3.141596*position.y + u_time); gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0); } - + diff --git a/part1/vert_wave.js b/part1/wavebase.js similarity index 96% rename from part1/vert_wave.js rename to part1/wavebase.js index b90b9cf..533016d 100644 --- a/part1/vert_wave.js +++ b/part1/wavebase.js @@ -5,6 +5,8 @@ var NUM_WIDTH_PTS = 32; var NUM_HEIGHT_PTS = 32; + + var curTime = 0; var message = document.getElementById("message"); var canvas = document.getElementById("canvas"); @@ -31,6 +33,7 @@ var positionLocation = 0; var heightLocation = 1; var u_modelViewPerspectiveLocation; + var u_timeLocation; (function initializeShader() { var program; @@ -40,6 +43,7 @@ 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); })(); @@ -137,12 +141,15 @@ mat4.multiply(view, model, mv); var mvp = mat4.create(); mat4.multiply(persp, mv, mvp); + curTime += 0.01; /////////////////////////////////////////////////////////////////////////// // Render context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); + context.uniform1f (u_timeLocation, curTime); + context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0); window.requestAnimFrame(animate); diff --git a/part1/waveflag.js b/part1/waveflag.js new file mode 100644 index 0000000..3319c06 --- /dev/null +++ b/part1/waveflag.js @@ -0,0 +1,217 @@ +(function() { + "use strict"; + /*global window,document,Float32Array,Uint16Array,mat4,vec3,snoise*/ + /*global getShaderSource,createWebGLContext,createProgram*/ + + var NUM_WIDTH_PTS = 32; + var NUM_HEIGHT_PTS = 32; + + var curTime = 0; + + var message = document.getElementById("message"); + var canvas = document.getElementById("canvas"); + var context = createWebGLContext(canvas, message); + if (!context) { + return; + } + + /////////////////////////////////////////////////////////////////////////// + + context.viewport(0, 0, canvas.width, canvas.height); + context.clearColor(0.0, 0.0, 0.0, 1.0); + context.enable(context.DEPTH_TEST); +// context.enable(context.CULL_FACE) + + var persp = mat4.create(); + mat4.perspective(45.0, 0.5, 0.1, 100.0, persp); + + var eye = [2.0, 1.0, 3.0]; + var center = [0.0, 0.0, 0.0]; + var up = [0.0, 0.0, 1.0]; + var view = mat4.create(); + mat4.lookAt(eye, center, up, view); + + var positionLocation = 0; + var heightLocation = 1; + var Texcoord = 2; + var u_modelViewPerspectiveLocation; + var u_timeLocation; + var u_FlagSamplerLocation; + + (function initializeShader() { + var program; + var vs = getShaderSource(document.getElementById("vs")); + var fs = getShaderSource(document.getElementById("fs")); + + var program = createProgram(context, vs, fs, message); + context.bindAttribLocation(program, positionLocation, "position"); + context.bindAttribLocation(program, Texcoord, "Texcoord"); + u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); + u_timeLocation = context.getUniformLocation (program, "u_time"); + u_FlagSamplerLocation = context.getUniformLocation (program, "u_FlagSampler"); + + context.useProgram(program); + })(); + + var flagTex = context.createTexture(); + + function initLoadedTexture(texture){ + context.bindTexture(context.TEXTURE_2D, texture); + context.pixelStorei(context.UNPACK_FLIP_Y_WEBGL, true); + context.texImage2D(context.TEXTURE_2D, 0, context.RGBA, context.RGBA, context.UNSIGNED_BYTE, texture.image); + context.texParameteri(context.TEXTURE_2D, context.TEXTURE_MAG_FILTER, context.LINEAR); + context.texParameteri(context.TEXTURE_2D, context.TEXTURE_MIN_FILTER, context.LINEAR); + context.texParameteri(context.TEXTURE_2D, context.TEXTURE_WRAP_S, context.REPEAT); + context.texParameteri(context.TEXTURE_2D, context.TEXTURE_WRAP_T, context.REPEAT); + context.bindTexture(context.TEXTURE_2D, null); + } + + var heights; + var numberOfIndices; + + (function initializeGrid() { + function uploadMesh(positions, heights, indices, texCoords) { + // Positions + var positionsName = context.createBuffer(); + context.bindBuffer(context.ARRAY_BUFFER, positionsName); + context.bufferData(context.ARRAY_BUFFER, positions, context.STATIC_DRAW); + context.vertexAttribPointer(positionLocation, 2, context.FLOAT, false, 0, 0); + context.enableVertexAttribArray(positionLocation); + + if (heights) + { + // Heights + var heightsName = context.createBuffer(); + context.bindBuffer(context.ARRAY_BUFFER, heightsName); + context.bufferData(context.ARRAY_BUFFER, heights.length * heights.BYTES_PER_ELEMENT, context.STREAM_DRAW); + context.vertexAttribPointer(heightLocation, 1, context.FLOAT, false, 0, 0); + context.enableVertexAttribArray(heightLocation); + } + + // Indices + var indicesName = context.createBuffer(); + context.bindBuffer(context.ELEMENT_ARRAY_BUFFER, indicesName); + context.bufferData(context.ELEMENT_ARRAY_BUFFER, indices, context.STATIC_DRAW); + + // TextureCoords + var texCoordsName = context.createBuffer(); + context.bindBuffer(context.ARRAY_BUFFER, texCoordsName); + context.bufferData(context.ARRAY_BUFFER, texCoords, context.STATIC_DRAW); + context.vertexAttribPointer(Texcoord, 2, context.FLOAT, false, 0, 0); + context.enableVertexAttribArray(Texcoord); + + } + + var WIDTH_DIVISIONS = NUM_WIDTH_PTS - 1; + var HEIGHT_DIVISIONS = NUM_HEIGHT_PTS - 1; + + var numberOfPositions = NUM_WIDTH_PTS * NUM_HEIGHT_PTS; + + var positions = new Float32Array(2 * numberOfPositions); + var texCoords = new Float32Array(2 * numberOfPositions); + var indices = new Uint16Array(2 * WIDTH_DIVISIONS * HEIGHT_DIVISIONS * 3); + + var positionsIndex = 0; + var texCoordsIndex = 0; + var indicesIndex = 0; + var length; + + for (var j = 0; j < NUM_WIDTH_PTS; ++j) + { + positions[positionsIndex++] = j / WIDTH_DIVISIONS; + positions[positionsIndex++] = 0.0; + texCoords[texCoordsIndex++] = j / WIDTH_DIVISIONS; + texCoords[texCoordsIndex++] = 0.0; + + indices[indicesIndex++] = j + NUM_WIDTH_PTS; + indices[indicesIndex++] = j; + indices[indicesIndex++] = j + 1; + indices[indicesIndex++] = j + 1; + indices[indicesIndex++] = j + 1 + NUM_WIDTH_PTS; + indices[indicesIndex++] = j + NUM_WIDTH_PTS; + } + + for (var i = 0; i < HEIGHT_DIVISIONS; ++i) + { + var v = (i + 1) / (HEIGHT_DIVISIONS); + + positions[positionsIndex++] = 0.0; + positions[positionsIndex++] = v; + texCoords[texCoordsIndex++] = 0.0; + texCoords[texCoordsIndex++] = v; + + for (var k = 0; k < WIDTH_DIVISIONS; ++k) + { + j += k + 1; + positions[positionsIndex++] = (k + 1) / WIDTH_DIVISIONS; + positions[positionsIndex++] = v; + texCoords[texCoordsIndex++] = (k + 1) / WIDTH_DIVISIONS; + texCoords[texCoordsIndex++] = v; + } + + } + + for (var i = 1; i < HEIGHT_DIVISIONS; ++i) + { + for (var k = 0; k < WIDTH_DIVISIONS; ++k) + { + var j = (i * NUM_WIDTH_PTS) + k; + + indices[indicesIndex++] = j + NUM_WIDTH_PTS; + indices[indicesIndex++] = j; + indices[indicesIndex++] = j + 1; + indices[indicesIndex++] = j + 1; + indices[indicesIndex++] = j + 1 + NUM_WIDTH_PTS; + indices[indicesIndex++] = j + NUM_WIDTH_PTS; + } + } + + uploadMesh(positions, heights, indices, texCoords); + numberOfIndices = indices.length; + })(); + + (function animate(){ + /////////////////////////////////////////////////////////////////////////// + // Update + + var model = mat4.create(); + mat4.identity(model); + mat4.translate(model, [-0.5, -0.5, 0.0]); + var mv = mat4.create(); + mat4.multiply(view, model, mv); + var mvp = mat4.create(); + mat4.multiply(persp, mv, mvp); + curTime += 0.01; + + /////////////////////////////////////////////////////////////////////////// + // Render + context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); + + context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); + context.uniform1f (u_timeLocation, curTime); + context.activeTexture(context.TEXTURE0); + context.bindTexture(context.TEXTURE_2D, flagTex); + context.uniform1i(u_FlagSamplerLocation, 0); + + context.drawElements(context.TRIANGLES, numberOfIndices, context.UNSIGNED_SHORT,0); + + window.requestAnimFrame(animate); + })(); + + var textureCount = 0; + + function initializeTexture(texture, src) { + texture.image = new Image(); + texture.image.onload = function() { + initLoadedTexture(texture); + + // Animate once textures load. + if (++textureCount === 1) { + /*animate()*/; + } + } + texture.image.src = src; + } + + initializeTexture(flagTex, "flag1024.png"); +}()); diff --git a/part2/frag_globe.html b/part2/frag_globe.html index 6aa5609..cda441b 100644 --- a/part2/frag_globe.html +++ b/part2/frag_globe.html @@ -1,4 +1,4 @@ - + Fragment Globe @@ -14,10 +14,15 @@ precision highp float; uniform mat4 u_Model; + uniform mat4 u_InvModel; uniform mat4 u_View; + uniform mat4 u_InvView; uniform mat4 u_Persp; uniform mat4 u_InvTrans; - + uniform mat4 u_InvTransModel; + uniform float u_BumpOrPOM; + uniform float u_heightFieldColour; + attribute vec3 Position; attribute vec3 Normal; attribute vec2 Texcoord; @@ -26,6 +31,14 @@ varying vec2 v_Texcoord; varying vec3 v_Position; varying vec3 v_positionMC; + + varying vec3 v_ViewModel; // View Vector (Eye to Position) in Model Space. + varying vec3 v_NormalModel; // Normal in Mode Space. + + varying float isBump; + varying float isHMap; + + mat3 eastNorthUpToEyeCoordinates(vec3 positionMC, vec3 normalEC); void main(void) { @@ -36,7 +49,17 @@ v_Position = camera.xyz; v_positionMC = Position; gl_Position = u_Persp * camera; - } + + vec3 eyeWorld = vec4 (u_InvView * vec4 (0.0, 0.0, 0.0, 1.0)).xyz; + + isBump = u_BumpOrPOM; + isHMap = u_heightFieldColour; + // Parallax Occlusion Mapping: + // Compute view vector and normal in Model Space: + v_ViewModel = world.xyz - eyeWorld.xyz; + v_ViewModel = vec4 (u_InvModel * vec4 (v_ViewModel, 1.0)).xyz; // View Vector (Eye to Position) in Model Space. + v_NormalModel = Position; // Normal in Model Space. + } + diff --git a/part2/frag_globe.js b/part2/frag_globe.js index 1d8a877..507cbbb 100644 --- a/part2/frag_globe.js +++ b/part2/frag_globe.js @@ -13,7 +13,7 @@ var NUM_WIDTH_PTS = 64; var NUM_HEIGHT_PTS = 64; - + var message = document.getElementById("message"); var canvas = document.getElementById("canvas"); var gl = createWebGLContext(canvas, message); @@ -25,7 +25,11 @@ gl.viewport(0, 0, canvas.width, canvas.height); gl.clearColor(0.0, 0.0, 0.0, 1.0); - gl.enable(gl.DEPTH_TEST); + gl.enable (gl.DEPTH_TEST); + gl.depthFunc (gl.LESS); + gl.enable (gl.BLEND); + gl.enable (gl.CULL_FACE); + gl.blendFunc(gl.SRC_ALPHA, gl.ONE); var persp = mat4.create(); mat4.perspective(45.0, canvas.width/canvas.height, 0.1, 100.0, persp); @@ -39,13 +43,18 @@ var up = [0.0, 1.0, 0.0]; var view = mat4.create(); mat4.lookAt(eye, center, up, view); + var inverse_view = mat4.create (); + mat4.inverse (view, inverse_view); var positionLocation; var normalLocation; var texCoordLocation; var u_InvTransLocation; + var u_InvTransModelLocation; var u_ModelLocation; + var u_InvModelLocation; var u_ViewLocation; + var u_InvViewLocation; var u_PerspLocation; var u_CameraSpaceDirLightLocation; var u_DayDiffuseLocation; @@ -55,6 +64,8 @@ var u_EarthSpecLocation; var u_BumpLocation; var u_timeLocation; + var u_BumpOrPOMLocation; + var u_heightFieldColourLocation; (function initializeShader() { var vs = getShaderSource(document.getElementById("vs")); @@ -65,9 +76,12 @@ normalLocation = gl.getAttribLocation(program, "Normal"); texCoordLocation = gl.getAttribLocation(program, "Texcoord"); u_ModelLocation = gl.getUniformLocation(program,"u_Model"); + u_InvModelLocation = gl.getUniformLocation(program,"u_InvModel"); u_ViewLocation = gl.getUniformLocation(program,"u_View"); + u_InvViewLocation = gl.getUniformLocation(program,"u_InvView"); u_PerspLocation = gl.getUniformLocation(program,"u_Persp"); u_InvTransLocation = gl.getUniformLocation(program,"u_InvTrans"); + u_InvTransModelLocation = gl.getUniformLocation(program,"u_InvTransModel"); u_DayDiffuseLocation = gl.getUniformLocation(program,"u_DayDiffuse"); u_NightLocation = gl.getUniformLocation(program,"u_Night"); u_CloudLocation = gl.getUniformLocation(program,"u_Cloud"); @@ -76,6 +90,8 @@ u_BumpLocation = gl.getUniformLocation(program,"u_Bump"); u_timeLocation = gl.getUniformLocation(program,"u_time"); u_CameraSpaceDirLightLocation = gl.getUniformLocation(program,"u_CameraSpaceDirLight"); + u_BumpOrPOMLocation = gl.getUniformLocation(program,"u_BumpOrPOM"); + u_heightFieldColourLocation = gl.getUniformLocation(program,"u_heightFieldColour"); gl.useProgram(program); })(); @@ -242,13 +258,22 @@ mat4.identity(model); mat4.rotate(model, 23.4/180*Math.PI, [0.0, 0.0, 1.0]); mat4.rotate(model, Math.PI, [1.0, 0.0, 0.0]); - mat4.rotate(model, -time, [0.0, 1.0, 0.0]); + mat4.rotate(model, -time, [0.0, 1.0, 0.0]); + var mv = mat4.create(); mat4.multiply(view, model, mv); + + var inverse_model = mat4.create (); + mat4.inverse (model, inverse_model); var invTrans = mat4.create(); mat4.inverse(mv, invTrans); mat4.transpose(invTrans); + + var invTransMod = mat4.create(); + mat4.transpose (inverse_model); + invTransMod = inverse_model; + mat4.transpose (inverse_model); var lightdir = vec3.create([1.0, 0.0, 1.0]); var lightdest = vec4.create(); @@ -256,15 +281,18 @@ mat4.multiplyVec4(view, [lightdir[0], lightdir[1], lightdir[2], 0.0], lightdest); lightdir = vec3.createFrom(lightdest[0],lightdest[1],lightdest[2]); vec3.normalize(lightdir); - + /////////////////////////////////////////////////////////////////////////// // Render gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.uniformMatrix4fv(u_ModelLocation, false, model); + gl.uniformMatrix4fv(u_InvModelLocation, false, inverse_model); gl.uniformMatrix4fv(u_ViewLocation, false, view); + gl.uniformMatrix4fv(u_InvViewLocation, false, inverse_view); gl.uniformMatrix4fv(u_PerspLocation, false, persp); gl.uniformMatrix4fv(u_InvTransLocation, false, invTrans); + gl.uniformMatrix4fv(u_InvTransModelLocation, false, invTransMod); gl.uniform3fv(u_CameraSpaceDirLightLocation, lightdir); @@ -286,9 +314,13 @@ gl.activeTexture(gl.TEXTURE5); gl.bindTexture(gl.TEXTURE_2D, specTex); gl.uniform1i(u_EarthSpecLocation, 5); - gl.drawElements(gl.TRIANGLES, numberOfIndices, gl.UNSIGNED_SHORT,0); + gl.uniform1f (u_timeLocation, time); + gl.uniform1f(u_BumpOrPOMLocation, b_pressed); + gl.uniform1f(u_heightFieldColourLocation, h_pressed); + gl.drawElements(gl.TRIANGLES, numberOfIndices, gl.UNSIGNED_SHORT,0); - time += 0.001; + if (paused == 0) + time += 0.001; window.requestAnimFrame(animate); } diff --git a/resources/breakingDawn.png b/resources/breakingDawn.png new file mode 100644 index 0000000..23a5a26 Binary files /dev/null and b/resources/breakingDawn.png differ diff --git a/resources/daytime.png b/resources/daytime.png new file mode 100644 index 0000000..d4f256e Binary files /dev/null and b/resources/daytime.png differ diff --git a/resources/emptyGrid.png b/resources/emptyGrid.png deleted file mode 100644 index 2ee870f..0000000 Binary files a/resources/emptyGrid.png and /dev/null differ diff --git a/resources/flagWave1.png b/resources/flagWave1.png new file mode 100644 index 0000000..c4f5b02 Binary files /dev/null and b/resources/flagWave1.png differ diff --git a/resources/flagWave2.png b/resources/flagWave2.png new file mode 100644 index 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