diff --git a/.vert_wave _custom.html.swp b/.vert_wave _custom.html.swp new file mode 100644 index 0000000..f8de0b8 Binary files /dev/null and b/.vert_wave _custom.html.swp differ diff --git a/README.md b/README.md index 06fcfd4..48fc5eb 100644 --- a/README.md +++ b/README.md @@ -1,9 +1,6 @@ ------------------------------------------------------------------------------- -CIS565: Project 5: WebGL +WebGL Earth ------------------------------------------------------------------------------- -Fall 2013 -------------------------------------------------------------------------------- -Due Friday 11/08/2013 ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- @@ -20,18 +17,10 @@ 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. +In this project, I have implemented vertex and fragment shaders in WebGL. +There are two parts to this project: +- Part1: Deforms a simple grid of points using vertex shaders +- Part2: Renders a globe with fragment shaders ------------------------------------------------------------------------------- CONTENTS: @@ -43,331 +32,68 @@ The Project4 root directory contains the following subdirectories: * resources/ contains the screenshots found in this readme file. ------------------------------------------------------------------------------- -PART 1 REQUIREMENTS: +PART 1: ------------------------------------------------------------------------------- -In Part 1, you are given code for: +To view the WebGL demo for any of the following, please click the image, -* 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()`. +```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; +``` -**Simplex Wave** +[![ScreenShot](https://raw.github.com/vimanyu/Project5-WebGL/master/resources/sinWaveGrid.png)](http://vimanyu.github.io/Project5-WebGL/vert_wave.html) -* 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: +* A simplex noise based vertex shader: ```glsl vec2 simplexVec = vec2(u_time, position); float s_contrib = snoise(simplexVec); float t_contrib = snoise(vec2(s_contrib,u_time)); ``` +[![ScreenShot](https://raw.github.com/vimanyu/Project5-WebGL/master/resources/oceanWave.png)](http://vimanyu.github.io/Project5-WebGL/vert_wave_simplex.html) -**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: +* Custom vertex shader +I tried implementing a ripple-like effect with sin waves radially moving outwards from a point. ```glsl -float gammaCorrect = 1/1.2; -vec4 nightColor = pow(texture2D(u_Night, v_Texcoord), vec4(gammaCorrect)); +float radius = sqrt( (position.x-xorigin)*(position.x-xorigin) + (position.y-yorigin)*(position.y-yorigin)); +height = 0.5/u_time*sin(freq*radius - u_time); ``` +I referred http://www.gamasutra.com/view/feature/131530/refractive_texture_mapping_part_.php?page=3 for the math. -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. +[![ScreenShot](https://raw.github.com/vimanyu/Project5-WebGL/master/resources/ripple.png)](http://vimanyu.github.io/Project5-WebGL/vert_wave_custom.html) -![Globe with bump mapping](resources/globe_bumpmap.png) +With env cube textures, -Figure 8. Bump mapping brings attention to mountains. +[![ScreenShot](https://raw.github.com/vimanyu/Project5-WebGL/master/resources/ripple_textured.png)](http://vimanyu.github.io/Project5-WebGL/vert_wave_custom_textured.html) -**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 +PART 2: ------------------------------------------------------------------------------- -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. +Fragment shader to simulate the look of a globe with, -We encourage you to get creative with your tweaks. Consider places in your code -that could be considered bottlenecks and try to improve them. +* Bump mapped terrain +* Rim lighting to simulate atmosphere +* Night-time lights on the dark side of the globe +* Specular mapping +* Moving clouds -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. +Apart from this, I attempted env cube maps with a single quad and ran into some issue. Still need to look into that. -------------------------------------------------------------------------------- -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. +[![ScreenShot](https://raw.github.com/vimanyu/Project5-WebGL/master/resources/globe.png)](http://vimanyu.github.io/Project5-WebGL/frag_globe.html) ------------------------------------------------------------------------------- -SELF-GRADING +THIRD PARTY CODE: ------------------------------------------------------------------------------- -* 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. +For environment cube mapping, I referred, +https://www.khronos.org/registry/webgl/sdk/demos/google/shiny-teapot/index.html ---- -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/.vert_wave _custom.html.swp b/part1/.vert_wave _custom.html.swp new file mode 100644 index 0000000..ab1b861 Binary files /dev/null and b/part1/.vert_wave _custom.html.swp differ diff --git a/part1/sky_negX.jpg b/part1/sky_negX.jpg new file mode 100644 index 0000000..c18ce75 Binary files /dev/null and b/part1/sky_negX.jpg differ diff --git a/part1/sky_negY.jpg b/part1/sky_negY.jpg new file mode 100644 index 0000000..c18ce75 Binary files /dev/null and b/part1/sky_negY.jpg differ diff --git a/part1/sky_negZ.jpg b/part1/sky_negZ.jpg new file mode 100644 index 0000000..c18ce75 Binary files /dev/null and b/part1/sky_negZ.jpg differ diff --git a/part1/sky_posX.jpg b/part1/sky_posX.jpg new file mode 100644 index 0000000..c18ce75 Binary files /dev/null and b/part1/sky_posX.jpg differ diff --git a/part1/sky_posY.jpg b/part1/sky_posY.jpg new file mode 100644 index 0000000..c18ce75 Binary files /dev/null and b/part1/sky_posY.jpg differ diff --git a/part1/sky_posZ.jpg b/part1/sky_posZ.jpg new file mode 100644 index 0000000..c18ce75 Binary files /dev/null and b/part1/sky_posZ.jpg differ diff --git a/part1/vert_wave.html b/part1/vert_wave.html index 57107ca..f4afd30 100644 --- a/part1/vert_wave.html +++ b/part1/vert_wave.html @@ -14,20 +14,29 @@ attribute vec2 position; uniform mat4 u_modelViewPerspective; - + uniform float u_time; + varying vec3 hColor; void main(void) { - float height = 0.0; + //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; + + vec3 lowColor =vec3(0.0,1.0,0.0); + vec3 hiColor =vec3(0.0,0.0,1.0); + hColor = mix(lowColor,hiColor,height); gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0); } diff --git a/part1/vert_wave.js b/part1/vert_wave.js index b90b9cf..ed717b1 100644 --- a/part1/vert_wave.js +++ b/part1/vert_wave.js @@ -27,10 +27,12 @@ var up = [0.0, 0.0, 1.0]; var view = mat4.create(); mat4.lookAt(eye, center, up, view); + var time = 0.0; var positionLocation = 0; var heightLocation = 1; var u_modelViewPerspectiveLocation; + var u_time; (function initializeShader() { var program; @@ -40,6 +42,7 @@ var program = createProgram(context, vs, fs, message); context.bindAttribLocation(program, positionLocation, "position"); u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); + u_time = context.getUniformLocation(program,"u_time"); context.useProgram(program); })(); @@ -137,12 +140,14 @@ mat4.multiply(view, model, mv); var mvp = mat4.create(); mat4.multiply(persp, mv, mvp); - + + time = time+0.001; /////////////////////////////////////////////////////////////////////////// // Render context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); + context.uniform1f(u_time, time); 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..f620f29 --- /dev/null +++ b/part1/vert_wave_custom.html @@ -0,0 +1,57 @@ + + + +Vertex Wave + + + + + +
+ + + + + + + + + + + + diff --git a/part1/vert_wave_custom.js b/part1/vert_wave_custom.js new file mode 100644 index 0000000..bad6080 --- /dev/null +++ b/part1/vert_wave_custom.js @@ -0,0 +1,155 @@ +(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 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(1.0, 1.0, 1.0, 1.0); + context.enable(context.DEPTH_TEST); + + var persp = mat4.create(); + mat4.perspective(45.0, 0.5, 0.1, 100.0, persp); + + var eye = [2.0, 1.0, 5.0]; + 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 time = 1.0; + + var positionLocation = 0; + var heightLocation = 1; + var u_modelViewPerspectiveLocation; + var u_time; + + (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"); + u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); + u_time = context.getUniformLocation(program,"u_time"); + + context.useProgram(program); + })(); + + var heights; + var numberOfIndices; + + (function initializeGrid() { + function uploadMesh(positions, heights, indices) { + // 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); + } + + 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 indices = new Uint16Array(2 * ((NUM_HEIGHT_PTS * (NUM_WIDTH_PTS - 1)) + (NUM_WIDTH_PTS * (NUM_HEIGHT_PTS - 1)))); + + var positionsIndex = 0; + var indicesIndex = 0; + var length; + + for (var j = 0; j < NUM_WIDTH_PTS; ++j) + { + positions[positionsIndex++] = j /(NUM_WIDTH_PTS - 1); + positions[positionsIndex++] = 0.0; + + if (j>=1) + { + length = positionsIndex / 2; + indices[indicesIndex++] = length - 2; + indices[indicesIndex++] = length - 1; + } + } + + for (var i = 0; i < HEIGHT_DIVISIONS; ++i) + { + var v = (i + 1) / (NUM_HEIGHT_PTS - 1); + positions[positionsIndex++] = 0.0; + positions[positionsIndex++] = v; + + length = (positionsIndex / 2); + indices[indicesIndex++] = length - 1; + indices[indicesIndex++] = length - 1 - NUM_WIDTH_PTS; + + for (var k = 0; k < WIDTH_DIVISIONS; ++k) + { + positions[positionsIndex++] = (k + 1) / (NUM_WIDTH_PTS - 1); + positions[positionsIndex++] = v; + + length = positionsIndex / 2; + var new_pt = length - 1; + indices[indicesIndex++] = new_pt - 1; // Previous side + indices[indicesIndex++] = new_pt; + + indices[indicesIndex++] = new_pt - NUM_WIDTH_PTS; // Previous bottom + indices[indicesIndex++] = new_pt; + } + } + + uploadMesh(positions, heights, indices); + 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); + time = time+0.1; + /////////////////////////////////////////////////////////////////////////// + // Render + context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT); + + context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp); + context.uniform1f(u_time, time); + context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0); + + window.requestAnimFrame(animate); + })(); + +}()); diff --git a/part1/vert_wave_custom_textured.html b/part1/vert_wave_custom_textured.html new file mode 100644 index 0000000..3b43aa6 --- /dev/null +++ b/part1/vert_wave_custom_textured.html @@ -0,0 +1,68 @@ + + + +Vertex Wave + + + + + +
+ + + + + + + + + + + + diff --git a/part1/vert_wave_custom_textured.js b/part1/vert_wave_custom_textured.js new file mode 100644 index 0000000..1970b8e --- /dev/null +++ b/part1/vert_wave_custom_textured.js @@ -0,0 +1,239 @@ +(function() { + "use strict"; + /*global window,document,Float32Array,Uint16Array,mat4,vec3,snoise*/ + /*global getShaderSource,createWebGLContext,createProgram*/ + + var NUM_WIDTH_PTS = 128; + var NUM_HEIGHT_PTS = 128; + + 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(1.0, 1.0, 1.0, 1.0); + context.enable(context.DEPTH_TEST); + + var persp = mat4.create(); + mat4.perspective(45.0, 0.5, 0.1, 100.0, persp); + + var eye = [2.0, 1.0, 5.0]; + 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 time = 1.0; + + var positionLocation = 0; + var heightLocation = 1; + var u_modelViewPerspectiveLocation; + var u_time; + var u_cubeTexLocation; + var u_sphereTexLocation; + var u_rippleCenterLocation; + + (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"); + u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective"); + u_time = context.getUniformLocation(program,"u_time"); + u_rippleCenterLocation = context.getUniformLocation(program,"u_rippleCenter"); + + u_cubeTexLocation= context.getUniformLocation(program,"u_cubeTex"); + u_cubeTexLocation= context.getUniformLocation(program,"u_sphereTex"); + context.useProgram(program); + })(); + + var heights; + var numberOfIndices; + var rippleCenter; + + (function initializeGrid() { + function uploadMesh(positions, heights, indices) { + // 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); + } + + 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 indices = new Uint16Array(2 * ((NUM_HEIGHT_PTS * (NUM_WIDTH_PTS - 1)) + (NUM_WIDTH_PTS * (NUM_HEIGHT_PTS - 1)))); + var indices = new Uint16Array( WIDTH_DIVISIONS*HEIGHT_DIVISIONS*6) + + var positionsIndex = 0; + var indicesIndex = 0; + var length; + + for (var j = 0; j < NUM_WIDTH_PTS; ++j) + { + positions[positionsIndex++] = j /(NUM_WIDTH_PTS - 1); + positions[positionsIndex++] = 0.0; + + if (j>=1) + { + length = positionsIndex / 2; + //indices[indicesIndex++] = length - 2; + //indices[indicesIndex++] = length - 1; + } + } + + for (var i = 0; i < HEIGHT_DIVISIONS; ++i) + { + var v = (i + 1) / (NUM_HEIGHT_PTS - 1); + positions[positionsIndex++] = 0.0; + positions[positionsIndex++] = v; + + length = (positionsIndex / 2); + //indices[indicesIndex++] = length - 1; + //indices[indicesIndex++] = length - 1 - NUM_WIDTH_PTS; + + for (var k = 0; k < WIDTH_DIVISIONS; ++k) + { + positions[positionsIndex++] = (k + 1) / (NUM_WIDTH_PTS - 1); + positions[positionsIndex++] = v; + + length = positionsIndex / 2; + var new_pt = length - 1; + //indices[indicesIndex++] = new_pt - 1; // Previous side + //indices[indicesIndex++] = new_pt; + + //indices[indicesIndex++] = new_pt - NUM_WIDTH_PTS; // Previous bottom + //indices[indicesIndex++] = new_pt; + } + } + + for ( var i=0; i + + +Vertex Wave + + + + + +
+ + + + + + + + + + + + diff --git a/part2/frag_globe.html b/part2/frag_globe.html index 6aa5609..4978f33 100644 --- a/part2/frag_globe.html +++ b/part2/frag_globe.html @@ -10,6 +10,42 @@
+ + + + +