diff --git a/.github/workflows/build-and-deploy.yml b/.github/workflows/build-and-deploy.yml new file mode 100644 index 00000000..964ce555 --- /dev/null +++ b/.github/workflows/build-and-deploy.yml @@ -0,0 +1,37 @@ +name: Build and Deploy +on: + push: + branches: + - main +jobs: + build-and-deploy: + runs-on: ubuntu-latest + steps: + - name: Checkout 🛎️ + uses: actions/checkout@v2.3.1 + with: + persist-credentials: false + + - uses: actions/setup-node@v2-beta + with: + node-version: "15.x" + + - uses: actions/cache@v2 + with: + # npm cache files are stored in `~/.npm` on Linux/macOS + path: ~/.npm + key: ${{ runner.os }}-build-${{ hashFiles('**/package-lock.json') }} + + - name: Install and Build 🔧 + run: | + npm ci + export NODE_ENV=production + npm run-script build + touch dist/.nojekyll + - name: Deploy 🚀 + uses: JamesIves/github-pages-deploy-action@3.6.2 + with: + GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} + BRANCH: gh-pages + FOLDER: dist + CLEAN: true diff --git a/.gitignore b/.gitignore new file mode 100644 index 00000000..30fd2a83 --- /dev/null +++ b/.gitignore @@ -0,0 +1,64 @@ +# Logs +logs +*.log +npm-debug.log* +yarn-debug.log* +yarn-error.log* + +# Runtime data +pids +*.pid +*.seed +*.pid.lock + +# Directory for instrumented libs generated by jscoverage/JSCover +lib-cov + +# Coverage directory used by tools like istanbul +coverage + +# nyc test coverage +.nyc_output + +# Grunt intermediate storage (http://gruntjs.com/creating-plugins#storing-task-files) +.grunt + +# Bower dependency directory (https://bower.io/) +bower_components + +# node-waf configuration +.lock-wscript + +# Compiled binary addons (https://nodejs.org/api/addons.html) +build/Release + +# Dependency directories +node_modules/ +jspm_packages/ + +# Typescript v1 declaration files +typings/ + +# Optional npm cache directory +.npm + +# Optional eslint cache +.eslintcache + +# Optional REPL history +.node_repl_history + +# Output of 'npm pack' +*.tgz + +# Yarn Integrity file +.yarn-integrity + +# dotenv environment variables file +.env + +# next.js build output +.next + +dist/bundle.js +dist/bundle.js.map \ No newline at end of file diff --git a/README.md b/README.md index 3f5b1e71..67c8a1b9 100644 --- a/README.md +++ b/README.md @@ -1,117 +1,188 @@ -# Final Project! +# Final Project: Waterfall Particle Simulation -This is it! The culmination of your procedural graphics experience this semester. For your final project, we'd like to give you the time and space to explore a topic of your choosing. You may choose any topic you please, so long as you vet the topic and scope with an instructor or TA. We've provided some suggestions below. The scope of your project should be roughly 1.5 homework assignments). To help structure your time, we're breaking down the project into 4 milestones: +## Final Results +[LIVE DEMO](https://kyrasclark.github.io/final-project/)! -## Project planning: Design Doc (due 11/8) -Before submitting your first milestone, _you must get your project idea and scope approved by Rachel, Adam or a TA._ +[![VIDEO DEMO with EXPLANATION](https://img.youtube.com/vi/M4C0wWzezeI/0.jpg)](https://www.youtube.com/watch?v=M4C0wWzezeI) + +In this project, I made a GPU-based particle simulation. This project is a fully physically-based particle sim with collisions all on the GPU. The particles work with transform feedback shaders, instanced rendering, and billboards, and the obstacles work with frame buffers and textures. This allows for the full system to work highly efficiently in linear time. + +The user has the following controls that allow them to control the system: +* Particle Color +* Number of Particles +* Size of the Particles +* Size of the Obstacle +* Shape of the Obstacle (star or circle) +* Visibility of the Obstacles +* Camera control +* Gravity control +* Wind control (with noise option) +* Control over the generation of the particles (with FBM noise, amplitude and frequency, allowing for control over where the particles stream into the scene) + +## Photos +![Waterfall](https://github.com/kyraSclark/final-project/assets/60115638/72fc4393-18ca-4453-9597-5b2b8947bcca) +Waterfall +![Snowstorm](https://github.com/kyraSclark/final-project/assets/60115638/32e0ad83-40ed-478d-b879-e4d2df6264b0) +Snowstorm +![Waterfall with large obstacles](https://github.com/kyraSclark/final-project/assets/60115638/cbae3b71-5ed5-402e-9d71-ed513896225e) +Waterfalls with large obstacles +![Star obstacles of different sizes](https://github.com/kyraSclark/final-project/assets/60115638/27993348-1fe7-4339-b407-560a5df35580) +Star obstacles of different sizes +![Heart with 0 gravity](https://github.com/kyraSclark/final-project/assets/60115638/933b8797-9942-4cc0-af82-1276645e0514) +Heart with 0 gravity + + +## Post Mortem +Overall, I think the project went very well. The technical achievements that I learned were far more than I expected. My experience and skills with GPU programming and techniques are far more extensive than I expected going into this project. I learned a ton! And, I think it turned out very successful. Not, only did I accomplish all of my set goals, but I even did more than expected. The additional features of wind, noisy wind, and changing the obstacle shape and reflecting along the obstacle normal were all achievements I did not expect and budget for. Finally, on top of successfully making a particle sim, I also made a fast particle sim. Because it is all based on the GPU, and the obstacles work via a texture, collision detection and physical simulation all happen in linear time. The only pivots that I did not expect, honestly, were how complicated and technical this project ended up being. When I first started this project, I was imagining a particle sim, like the ones I worked on in other classes, not realizing those were all based on the CPU. The challenge of how to figure out how to do this on the GPU was far more complicated and outside of my comfort zone than I initially expected. You can see this change in how my design figure looked below vs. what it actually ended up as in the video explanation above. Nonetheless, I did it and I'm very proud of what I was able to produce. + +----------------------------------------------------------------------- ### Design Doc -Start off by forking this repository. In your README, write a design doc to outline your project goals and implementation plan. It must include the following sections: #### Introduction -- What motivates your project? +With the experience that the Procedural Graphics course has given me, my eyes have been opened to the many different ways that proceduralism can contribute to art. I am especially interested in procedural animation. Although a broad category, being able to conduct some animations procedurally can help artists with tedious work, that would be exhaustive to do my hand. For example, rain. Imagine if an artist had to hand animate every raindrop in a storm, or every droplet in a waterfall! In this project, I seek to find a procedural way to tackle this challenge. #### Goal -- What do you intend to achieve with this project? +In this project, I hope to use this opportunity to expand my skills in procedural animation and particle simulation. I intend to implement an animated waterfall using particles. Each droplet of the waterfall will be generated procedurally and randomly. I hope to make the generation of the waterfall also customizable by the artist. Then, they will fall into the scene initially uninterrupted. To extend the artist's capabilities, they can draw obstacles in the scene that the particles will collide with as they continue down the waterfall. #### Inspiration/reference: -- You must have some form of reference material for your final project. Your reference may be a research paper, a blog post, some artwork, a video, another class at Penn, etc. -- Include in your design doc links to and images of your reference material. +- I hope to implement the particle animation outlined in this paper [Particle Animation and Rendering Using Data Parallel Computation](https://www.karlsims.com/papers/ParticlesSiggraph90.pdf) by Karl Sims. The final section on falling water will be especially illuminating. Below are some reference images from the paper: +![image](https://github.com/kyraSclark/final-project/assets/60115638/81f98d21-6a28-4246-aa5e-dad71ca9ac99) +![image](https://github.com/kyraSclark/final-project/assets/60115638/73699d48-dffb-416d-98d2-112a2ec6ed79) +![image](https://github.com/kyraSclark/final-project/assets/60115638/3472580f-5805-4b9b-ade7-171edb9a3a05) + +- I am inspired by former student Chloe Le, and [her implementation](https://github.com/chloele33/particle-waterfall). Not only do I intend to implement something similar to her version, but I also hope to extend her implementation to include a more procedural and customizable generation of water initially. Below are some reference images from her implementation: +![image](https://github.com/kyraSclark/final-project/assets/60115638/2d987c78-3554-4b4a-a3cd-7e3659222c9a) +![image](https://github.com/kyraSclark/final-project/assets/60115638/e2e78f57-f1ee-4cb0-85cc-ec590d733526) + #### Specification: -- Outline the main features of your project. +- Upon opening the program, there will be a waterfall of particles falling down the screen. +- Many aspects of this scene will be customizable like particle size, particle color, and physical forces like gravity. +- The user can move the camera to change the perspective of the scene, like zooming out or rotating. +- The user can draw obstacles to the waterfall, which the particles will bounce off of. +- When the particles bounce, their color changes. +- The user has control over the size and visibility of the drawn obstacles. +- There will be an additional parameter to customize the noise at which the particles are generated to the scene, affecting the way the particles enter the scene. #### Techniques: -- What are the main technical/algorithmic tools you’ll be using? Give an overview, citing specific papers/articles. +- I will be implementing this paper [Particle Animation and Rendering Using Data Parallel Computation](https://www.karlsims.com/papers/ParticlesSiggraph90.pdf) by Karl Sims, which essentially outlines a method for particle simulation via the parallel computing of the GPU. +- The particles will be generated and controlled using vertex and fragment shaders. #### Design: -- How will your program fit together? Make a simple free-body diagram illustrating the pieces. +- The main function has the controls and generates the scene. Based on these specifications, we set the particle size, color, forces, obstacle size etc. +- The main function checks for the user's mouse controls and adds obstacles or changes the camera accordingly. +- The main function holds the particles for the scene via a Particle and Particle Collection class, such that all transformations and renderings can be applied to each particle. +- Every tick, we render the scene, transform the particles, and render the particles. +- When rendering, there are particle vertex and fragment shaders and obstacles vertex and frag shaders. +- The obstacle vert shader collects the position of the obstacle. Its vertex shader colors the obstacles according to the parameters set in the controls. +- The particle vert shader generates the particles based on the specified noise, and controls the particle's position based on the simulation from its physical forces. Finally, the particle frag shader colors the point. +![image](https://github.com/kyraSclark/final-project/assets/60115638/27c99502-19db-4dc4-9dfa-11a8f71b0313) #### Timeline: -- Create a week-by-week set of milestones for each person in your group. Make sure you explicitly outline what each group member's duties will be. +##### 11/08: Design Doc Due +At this stage, I have completed my initial research of the project and completed the design doc. + +##### 11/15: Milestone 1 Due +Implement the basic waterfall physics with basic controls. My goal is that I can generate random particles on the screen and have them move around (preferably fall down). I will also implement some basic controls, like controlling the color of the particles. + +##### 11/27: Milestone 2 Due +Implement obstacles and collision physics. At this point, all physical simulations should be complete, including gravity acceleration, collisions, etc. It might be rudimentary, but it should work at its core. This checkpoint should mark the completion of the "engine". + +##### 12/04: Final Project Due +Implement customizable generation control and polish. Now, all the GUI controls should be implemented and it should have a polished look. We should be able to control how and if the obstacles appear, and have control over the particle simulation, color, and generation based on noise. -Submit your Design doc as usual via pull request against this repository. ## Milestone 1: Implementation part 1 (due 11/15) -Begin implementing your engine! Don't worry too much about polish or parameter tuning -- this week is about getting together the bulk of your generator implemented. By the end of the week, even if your visuals are crude, the majority of your generator's functionality should be done. -Put all your code in your forked repository. +My original goal for this week was to implement the basic waterfall physics with basic control. The goal was that the final output should have random particles on the screen, perhaps moving, with some basic control over them like particle color. + +This week, I was able to accomplish this goal. First, as I dove into my research, I was really overwhelmed at first by how to implement this. In my head, I pictured some implementations of particle simulation I have seen and built before, but I had not fully comprehended what that would look like when using the parallel computing on the GPU. I was faced with a lot more academic challenges than I expected. Instead of diving into implementation like I expected, I spent much of this week studying GPU programming techniques that were completely new to me. But as a result, I learned about the following techniques which proved useful in my later implementation: +- **VAOs**: VAOs are Vertex Array Objects. They store attributes about each particle, in association with the particle's buffer. Such that each buffer object, has a list of attributes encapsulating it's buffer's current state. On the CPU side, when I created a VAO, I described each attribute by saying "this data in this buffer will be attribute 0 (position), the data next to it will be attribute 1 (velocity), etc." The VAO only stores this information of the location of this buffer's attributes. On the other hand, the vertex data is stored in the VBO. +- **Instanced Rendering**: Instance Rendering means we can render multiple instances in a single draw call and provide each instance with some unique attributes. Things that are instanced rendered (like the particles) have instanced rendering attributes like color. That means that each particle will have a slightly different color, so it needs to be instanced. +- **Billboard**: A billboard is a textured polygon (usually a quad) used for drawing particles, such that elements with low-level detail will always we drawn plane-aligned, facing the camera. +- **Transform Feedback**: Transform Feedback is the process for capturing Primitives from the Vertex Processing steps, recording that data in Buffer Objects, which allows one to resubmit data multiple times. Transform Feedback allows shaders to write vertices back to VBOs. We are using them to update the changing variables like position, velocity, and color back to the buffer as they change. This is also where instanced rendering comes in, as each of these changing buffers is an instanced attribute. + +After finishing my research from the paper, other tutorials and implementations, and personal research about OpenGL GPU programming techniques that were new to me, I began my implementation work. I started with code from hw1, to make a simple rendered sphere. + +![m1](https://github.com/kyraSclark/final-project/assets/60115638/370b7509-b282-498c-9529-a3e306ade454) + +Then, after create my Particle class, I implemented a particle vert and frag shader that relied on the square Drawable. The frag shader colored in a circular shape on square, to create a "particle". + +![m1 1](https://github.com/kyraSclark/final-project/assets/60115638/5421f220-bd27-4fb4-8532-931f575b8631) + +Then, I adjusted the camera parameters to make the particle the correct size. I also implemented instanced rendering here and implemented customizable coloring. + +![m1 21](https://github.com/kyraSclark/final-project/assets/60115638/1154a2cf-4d9e-46a3-954e-503cc4394daf) + +Finally, I created the Transform Feedback shaders to realize the many many particles all moving around. To start, these shaders initialize the particles randomly, but they are affected by gravity. + +![m1 3](https://github.com/kyraSclark/final-project/assets/60115638/f9a68485-1cdb-4328-8aec-4af49fe6cda8) -Submission: Add a new section to your README titled: Milestone #1, which should include -- written description of progress on your project goals. If you haven't hit all your goals, what's giving you trouble? -- Examples of your generators output so far -We'll check your repository for updates. No need to create a new pull request. -## Milestone 3: Implementation part 2 (due 11/27) -We're over halfway there! This week should be about fixing bugs and extending the core of your generator. Make sure by the end of this week _your generator works and is feature complete._ Any core engine features that don't make it in this week should be cut! Don't worry if you haven't managed to exactly hit your goals. We're more interested in seeing proof of your development effort than knowing your planned everything perfectly. +Now, we have completed milestone1, as you can see in this [live demo](https://kyrasclark.github.io/final-project/)! +The Gravity slider still does not work. Next week, I will work on obstacles and collision/bounce physics! -Put all your code in your forked repository. +## Milestone 2: Implementation part 2 (due 11/27) -Submission: Add a new section to your README titled: Milestone #3, which should include -- written description of progress on your project goals. If you haven't hit all your goals, what did you have to cut and why? -- Detailed output from your generator, images, video, etc. -We'll check your repository for updates. No need to create a new pull request. +[LIVE DEMO](https://kyrasclark.github.io/final-project/) -Come to class on the due date with a WORKING COPY of your project. We'll be spending time in class critiquing and reviewing your work so far. +This week is all about coding obstacles and collision physics. First, before I tackled collisions, I just wanted to be able to draw obstacles onto the scene. It was tricky to understand how I was going to build something that could be "drawn" onto the screen. Thinking of "drawing" on the screen gave me the idea of screen buffers, where the drawn obstacles are added to a frame buffer that is overladed on the screen. + +### Screen Buffers and Obstacle Shaders +The first step to implement frame buffers and textures in this OpenGL environment. Next, I also implement a "screen buffer" geometry that would be written onto to by the obstacle shaders and displays over the whole screen. There would be two screen buffers that work together, one saves the obstacles position, the other colors it in. +Then, I coded the necessary obstacle shaders. There are three obstacle shaders that work together in a couple ways. +1. **obstacle-add** shader: based on drawings, defines an area in the buffer that is an obstacle +2. **obstacle-add-to-buffer** shader: colors that defined area, then adds the newly drawn obstacle to the obstacle buffer. +3. **obstacle-buffer** shader: pulls from the obstacle buffer and literally displays it on screen. + +### Mouse Events and Lock Camera Control +With these implemented, I still cannot see any obstacles on screen because I have no way to add obstacles. So, next, I decided to implement the mouse-click and drag events that should add obstacles to the scene. However, after implementing this, I quickly ran into another problem. Although my mouse events were implemented, when I tried clicking and dragging on the scene, my events were overridden by the higher-priority functionality to adjust the camera position. I needed a way to manage this. So, I implemented a **Lock Camera** control, set to true by default. When, Lock_Camera is on, the camera movement update is not called, allowing my mouse events to add obstacles to work. Conversely, when Lock_Camera is off, you cannot add obstacles to the scene and the camera will move around as expected. Having moved the camera, when Lock_Camera is turned back on, we return to the default drawing position. + +### Obstacle Size and finishing Obstacles +Armed with the ability to lock the camera, I was able to test by obstacle shaders. The first result was not promising. Upon clicking on the screen, one giant obstacle took over the whole screen. + +![m2](https://github.com/kyraSclark/final-project/assets/60115638/96904fd6-c096-448a-8f9d-e4df551e2d6f) + +To fix this, I needed a way to easily control the size of my obstacles such that they don't take over the whole of the screen. Furthermore, because it is drawn onto the screen buffer, the size of the obstacle must be reliant on the dimensions of the screen. So, I implemented the Obstacle Size control which is used by the obstacle-add and obstacle-add-to-buffer shaders to control the size of the obstacles added to the buffers. As you can see in the image below, I now have lots of black blobs (the obstacles) of various size on the screen. + +![can_add_and_change_size](https://github.com/kyraSclark/final-project/assets/60115638/b204c6e5-0411-4914-8bb9-6eb82e45b306) + +However, as you can see, this still isn't quite right. The parts that I thought would be set to null, still show the obstacle color on screen. It's as if it is inverse. After some digging, I realized I needed to enable gl.BLEND before adding obstacles in order to blend away and remove the null parts of the texture buffer, leaving only whats explicitly added. This fixed the issue! Now, you can see, that we have control over obstacle size and can drawn onto the scene. + +![m2 1](https://github.com/kyraSclark/final-project/assets/60115638/a3aa0e65-7264-434e-8058-6c0f8f807c09) + +### Collisions +Now, we're just missing collisions! First, I added the obstacle position and obstacle buffer attributes to the particle transform feedback shader, where the physics is computed. How this implementation works, is that the new calculated position and velocity of the particle is checked against the obstacle buffer. If the buffer returns the obstacle color (as opposed to 0), then it has collided with the obstacle. In this case, we push the particle outside of the obstacle, update the color, and update the velocity to reflect the bounce motion we are looking for. + +![position is not right](https://github.com/kyraSclark/final-project/assets/60115638/93e17d07-7f8f-4efa-8ee9-d505ddd8626a) + +However, as you might notice in the image below there is a slight positioning bug. Going over my code with a fine-tooth comb, I realized I accidentally wrote vs_Pos.yx instead of vs_Pos.xy. The biggest bugs always have the smallest solutions. Oh well! Now! We have our Milestone 2 final product, now with obstacles and collision physics!!! Next up, polishing user controls and customization over particle generation. +![m2_done](https://github.com/kyraSclark/final-project/assets/60115638/72c5f4af-9e3a-4164-bf66-e81703726944) ## Final submission (due 12/5) -Time to polish! Spen this last week of your project using your generator to produce beautiful output. Add textures, tune parameters, play with colors, play with camera animation. Take the feedback from class critques and use it to take your project to the next level. - -Submission: -- Push all your code / files to your repository -- Come to class ready to present your finished project -- Update your README with two sections - - final results with images and a live demo if possible - - post mortem: how did your project go overall? Did you accomplish your goals? Did you have to pivot? - -## Topic Suggestions - -### Create a generator in Houdini - -### A CLASSIC 4K DEMO -- In the spirit of the demo scene, create an animation that fits into a 4k executable that runs in real-time. Feel free to take inspiration from the many existing demos. Focus on efficiency and elegance in your implementation. -- Example: - - [cdak by Quite & orange](https://www.youtube.com/watch?v=RCh3Q08HMfs&list=PLA5E2FF8E143DA58C) - -### A RE-IMPLEMENTATION -- Take an academic paper or other pre-existing project and implement it, or a portion of it. -- Examples: - - [2D Wavefunction Collapse Pokémon Town](https://gurtd.github.io/566-final-project/) - - [3D Wavefunction Collapse Dungeon Generator](https://github.com/whaoran0718/3dDungeonGeneration) - - [Reaction Diffusion](https://github.com/charlesliwang/Reaction-Diffusion) - - [WebGL Erosion](https://github.com/LanLou123/Webgl-Erosion) - - [Particle Waterfall](https://github.com/chloele33/particle-waterfall) - - [Voxelized Bread](https://github.com/ChiantiYZY/566-final) - -### A FORGERY -Taking inspiration from a particular natural phenomenon or distinctive set of visuals, implement a detailed, procedural recreation of that aesthetic. This includes modeling, texturing and object placement within your scene. Does not need to be real-time. Focus on detail and visual accuracy in your implementation. -- Examples: - - [The Shrines](https://github.com/byumjin/The-Shrines) - - [Watercolor Shader](https://github.com/gracelgilbert/watercolor-stylization) - - [Sunset Beach](https://github.com/HanmingZhang/homework-final) - - [Sky Whales](https://github.com/WanruZhao/CIS566FinalProject) - - [Snail](https://www.shadertoy.com/view/ld3Gz2) - - [Journey](https://www.shadertoy.com/view/ldlcRf) - - [Big Hero 6 Wormhole](https://2.bp.blogspot.com/-R-6AN2cWjwg/VTyIzIQSQfI/AAAAAAAABLA/GC0yzzz4wHw/s1600/big-hero-6-disneyscreencaps.com-10092.jpg) - -### A GAME LEVEL -- Like generations of game makers before us, create a game which generates an navigable environment (eg. a roguelike dungeon, platforms) and some sort of goal or conflict (eg. enemy agents to avoid or items to collect). Aim to create an experience that will challenge players and vary noticeably in different playthroughs, whether that means procedural dungeon generation, careful resource management or an interesting AI model. Focus on designing a system that is capable of generating complex challenges and goals. -- Examples: - - [Rhythm-based Mario Platformer](https://github.com/sgalban/platformer-gen-2D) - - [Pokémon Ice Puzzle Generator](https://github.com/jwang5675/Ice-Puzzle-Generator) - - [Abstract Exploratory Game](https://github.com/MauKMu/procedural-final-project) - - [Tiny Wings](https://github.com/irovira/TinyWings) - - Spore - - Dwarf Fortress - - Minecraft - - Rogue - -### AN ANIMATED ENVIRONMENT / MUSIC VISUALIZER -- Create an environment full of interactive procedural animation. The goal of this project is to create an environment that feels responsive and alive. Whether or not animations are musically-driven, sound should be an important component. Focus on user interactions, motion design and experimental interfaces. -- Examples: - - [The Darkside](https://github.com/morganherrmann/thedarkside) - - [Music Visualizer](https://yuruwang.github.io/MusicVisualizer/) - - [Abstract Mesh Animation](https://github.com/mgriley/cis566_finalproj) - - [Panoramical](https://www.youtube.com/watch?v=gBTTMNFXHTk) - - [Bound](https://www.youtube.com/watch?v=aE37l6RvF-c) - -### YOUR OWN PROPOSAL -- You are of course welcome to propose your own topic . Regardless of what you choose, you and your team must research your topic and relevant techniques and come up with a detailed plan of execution. You will meet with some subset of the procedural staff before starting implementation for approval. +The final milestone of my project was focused on polishing, debugging, and implementing significantly more customizable features to the scene. Below are the features added during this stage: + +* Adding a button to allow turning on and off the visibility of obstacles. This allows for a much more aesthetic scene, and you can really start to get a feel for the waterfall. This means you can also move the camera without seeing the obstacle, by unlocking the camera. +![image](https://github.com/kyraSclark/final-project/assets/60115638/a80d3ca4-b611-4ace-b23b-ed95d83c3536) +![image](https://github.com/kyraSclark/final-project/assets/60115638/fbf81343-d187-40ce-a2d9-96455e2a00ab) +![image](https://github.com/kyraSclark/final-project/assets/60115638/c1e65d90-e245-4b52-bea5-1f26d754862f) + +* Adding control over particle size, now the particles can be larger or smaller. After critique, I learned that when the particles are larger, you can see the billboards and it looks odd. So I rearranged the code to disable depth testing when rendering the particles (but keeping depth testing for the obstacles), such that the particles blend together more and you can't see the edges of the billboard. +![image](https://github.com/kyraSclark/final-project/assets/60115638/2613f7fa-f1d3-49c9-b84f-b122f69b5aaf) + +* Fixed a bug in the gravity code. Now physics still works in the low-gravity environment. +![image](https://github.com/kyraSclark/final-project/assets/60115638/251369fd-82a5-4783-a72c-5c7f00634f3e) + +* Added customizable particle generation via FBM noise. Now, there are two buttons in the GUI: one for the default, evenly balanced random generation of particles, and one for the customizable FBM generation of particles. With FBM noise, the user can control the amplitude of the noise to control where the particles fall into frame, and frequency to control how broad or narrow the stream of particles is. +![image](https://github.com/kyraSclark/final-project/assets/60115638/b0c8c894-fc22-4aff-9f6c-607ff27b1095) + +* During critique, I also got some feedback that it would be fun to add some "wind" to the system. This inspired by to add two buttons to the GUI. The first controls wind power and direction, then in addition, I added a noise factor to the wind, such that if the noisy wind button is checked, the wind will blow much more chaotically, create a rainstorm effect. +![image](https://github.com/kyraSclark/final-project/assets/60115638/cbb5b259-1b40-4c4f-b7f1-53f482b26d75) +![image](https://github.com/kyraSclark/final-project/assets/60115638/cef0dc78-a0e5-4309-a08c-c2cb0d31fb0f) + +* During critique, I was also told that it would be better to reflect the particle bounce along the obstacle normal, and be able to visual this will more customizable obstacle shapes. First, I changed the physics code in the transform feedback shader to support reflecting the bounce along the obstacle normal, which is stored in the obstacle buffer. Now, the obstacle buffer works as such: the obstacle-buf shader is what colors the obstacle in the frag shader. It checks the obstacle buffer to see if there is a color there (not 0,0,0), then it colors in that pixel. Meanwhile, in the obstacle-add-to-buf shader, the shape and normal of the shape is written to the obstacle buffer. Therefore, with this step, the obstacle-add shader becomes obsolete and can be removed from the pipeline, making the obstacle shader simpler and more intuitive. +![image](https://github.com/kyraSclark/final-project/assets/60115638/4d5ef850-e290-4120-bcea-53496d00921b) + + +* To further show off the obstacle normal feature and increase customization, I added a feature that allows the user to draw obstacles as stars, rather than circles. You can see the shape of the star as the particles accumulate around it and bounce of the normals more clearly. I built this using an SDF function for a star, which was in the obstacle-add-to-buf shader, so the correct area of the star can be defined. If I had more time with this project, I could've added more different shapes or perhaps a way for the user to define their own obstacle shape. However, at least with just this star, we have a proof of concept for how we could implement the rest in future work. +![image](https://github.com/kyraSclark/final-project/assets/60115638/61985f88-77df-4556-a3ae-4f70c46fda92) +![image](https://github.com/kyraSclark/final-project/assets/60115638/e613a854-258d-4888-b111-daa07b7bc76d) diff --git a/dist/index.html b/dist/index.html new file mode 100644 index 00000000..20ba5819 --- /dev/null +++ b/dist/index.html @@ -0,0 +1,20 @@ + + + + Final Project: Particle Waterfall | CIS 566 + + + + + + + diff --git a/package-lock.json b/package-lock.json new file mode 100644 index 00000000..8d9ef038 --- /dev/null +++ b/package-lock.json @@ -0,0 +1,3941 @@ +{ + "name": "final-project", + "lockfileVersion": 3, + "requires": true, + "packages": { + "": { + "name": "final-project", + "dependencies": { + "3d-view-controls": "^2.2.2", + "dat.gui": "^0.7.7", + "gl-matrix": "^3.3.0", + "stats-js": "^1.0.1" + }, + "devDependencies": { + "@types/dat.gui": 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}, + "dependencies": { + "3d-view-controls": "^2.2.2", + "dat.gui": "^0.7.7", + "gl-matrix": "^3.3.0", + "stats-js": "^1.0.1" + } +} diff --git a/src/Camera.ts b/src/Camera.ts new file mode 100644 index 00000000..37f38083 --- /dev/null +++ b/src/Camera.ts @@ -0,0 +1,78 @@ +var CameraControls = require('3d-view-controls'); +import {vec3, mat4} from 'gl-matrix'; + +class Camera { + controls: any; + projectionMatrix: mat4 = mat4.create(); + viewMatrix: mat4 = mat4.create(); + fovy: number = 45; + aspectRatio: number = 1; + near: number = 0.1; + far: number = 1000; + position: vec3 = vec3.create(); + direction: vec3 = vec3.create(); + target: vec3 = vec3.create(); + + up: vec3 = vec3.create(); + right: vec3 = vec3.create(); + forward: vec3 = vec3.create(); + + lockedPos: vec3; + lockedTarget: vec3; + + updateCameraAxes() + { + this.position = this.controls.eye; + this.up = this.controls.up; + vec3.subtract(this.forward, this.target, this.position); + vec3.normalize(this.forward, this.forward); + vec3.cross(this.right, this.forward, this.up); + vec3.normalize(this.right, this.right); + } + + constructor(position: vec3, target: vec3) { + this.lockedPos = position; + this.lockedTarget = target; + + this.controls = CameraControls(document.getElementById('canvas'), { + eye: position, + center: target, + }); + vec3.add(this.target, this.position, this.direction); + mat4.lookAt(this.viewMatrix, this.controls.eye, this.controls.center, this.controls.up); + + this.updateCameraAxes(); + } + + setAspectRatio(aspectRatio: number) { + this.aspectRatio = aspectRatio; + } + + updateProjectionMatrix() { + mat4.perspective(this.projectionMatrix, this.fovy, this.aspectRatio, this.near, this.far); + } + + update() { + this.controls.tick(); + vec3.add(this.target, this.position, this.direction); + mat4.lookAt(this.viewMatrix, this.controls.eye, this.controls.center, this.controls.up); + + this.updateCameraAxes(); + } + + reset(position: vec3, target: vec3) + { + this.lockedPos = position; + this.lockedTarget = target; + this.controls = CameraControls(document.getElementById('canvas'), { + eye: position, + center: target, + }); + + vec3.add(this.target, this.position, this.direction); + mat4.lookAt(this.viewMatrix, this.controls.eye, this.controls.center, this.controls.up); + this.updateCameraAxes(); + } +}; + +export default Camera; diff --git a/src/Particle.ts b/src/Particle.ts new file mode 100644 index 00000000..f0b1da25 --- /dev/null +++ b/src/Particle.ts @@ -0,0 +1,126 @@ +import {gl} from './globals'; + +const POSITION_LOCATION = 2; +const VELOCITY_LOCATION = 3; +const COLOR_LOCATION = 4; +const TIME_LOCATION = 5; +const ID_LOCATION = 6; + +const NUM_LOCATIONS = 7; + +class ParticlesGroup +{ + numParticles: number; + positions: Float32Array; + velocities: Float32Array; + colors: Float32Array; + + timeArray: Float32Array; + + particleIDs: Float32Array; + + particleVBOs: WebGLBuffer[][]; + particleTransformFeedbacks: WebGLTransformFeedback[]; + particleVAOs: WebGLVertexArrayObject[]; // Store attributes about each particle, in association with the particle's buffer + + constructor(numParticles: number) + { + this.numParticles = numParticles; + this.positions = new Float32Array(this.numParticles * 3); + this.velocities = new Float32Array(this.numParticles * 3); + this.colors = new Float32Array(this.numParticles * 3); + + this.timeArray = new Float32Array(this.numParticles * 2); + + this.particleIDs = new Float32Array(this.numParticles); + + // The VAO gives us room to bind these attributes to the VBO + // [particle, attribute] + this.particleVAOs = [gl.createVertexArray(), gl.createVertexArray()]; + this.particleTransformFeedbacks = [gl.createTransformFeedback(), gl.createTransformFeedback()]; + } + + create() + { + // set defaults for all particles in ParticlesGroup + for (let i = 0; i < this.numParticles; i++) + { + this.particleIDs[i] = i; + + this.positions[i*3] = 0.0; + this.positions[i*3 + 1] = 0.0; + this.positions[i*3 + 2] = 0.0; + + this.velocities[i*3] = 0.0; + this.velocities[i*3 + 1] = 0.0; + this.velocities[i*3 + 2] = 0.0; + + this.colors[i*3] = 0.0; + this.colors[i*3 + 1] = 0.0; + this.colors[i*3 + 2] = 0.0; + + this.timeArray[i * 2] = 0.0; + this.timeArray[i * 2 + 1] = 0.0; + } + } + + setVBOs() { + this.particleVBOs = new Array(this.particleVAOs.length); + + for (let i = 0; i < this.particleVAOs.length; ++i) { + this.particleVBOs[i] = new Array(NUM_LOCATIONS); + + gl.bindVertexArray(this.particleVAOs[i]); + + this.particleVBOs[i][POSITION_LOCATION] = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, this.particleVBOs[i][POSITION_LOCATION]); + gl.bufferData(gl.ARRAY_BUFFER, this.positions, gl.STREAM_COPY); + gl.vertexAttribPointer(POSITION_LOCATION, 3, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(POSITION_LOCATION); + + this.particleVBOs[i][VELOCITY_LOCATION] = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, this.particleVBOs[i][VELOCITY_LOCATION]); + gl.bufferData(gl.ARRAY_BUFFER, this.velocities, gl.STREAM_COPY); + gl.vertexAttribPointer(VELOCITY_LOCATION, 3, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(VELOCITY_LOCATION); + + this.particleVBOs[i][COLOR_LOCATION] = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, this.particleVBOs[i][COLOR_LOCATION]); + gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STREAM_COPY); + gl.vertexAttribPointer(COLOR_LOCATION, 3, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(COLOR_LOCATION); + + this.particleVBOs[i][TIME_LOCATION] = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, this.particleVBOs[i][TIME_LOCATION]); + gl.bufferData(gl.ARRAY_BUFFER, this.timeArray, gl.STREAM_COPY); + gl.vertexAttribPointer(TIME_LOCATION, 2, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(TIME_LOCATION); + + this.particleVBOs[i][ID_LOCATION] = gl.createBuffer(); + gl.bindBuffer(gl.ARRAY_BUFFER, this.particleVBOs[i][ID_LOCATION]); + gl.bufferData(gl.ARRAY_BUFFER, this.particleIDs, gl.STATIC_READ); + gl.vertexAttribPointer(ID_LOCATION, 1, gl.FLOAT, false, 0, 0); + gl.enableVertexAttribArray(ID_LOCATION); + + gl.bindBuffer(gl.ARRAY_BUFFER, null); + + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, this.particleTransformFeedbacks[i]); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 0, this.particleVBOs[i][POSITION_LOCATION]); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 1, this.particleVBOs[i][VELOCITY_LOCATION]); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 2, this.particleVBOs[i][COLOR_LOCATION]); + gl.bindBufferBase(gl.TRANSFORM_FEEDBACK_BUFFER, 3, this.particleVBOs[i][TIME_LOCATION]); + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null); + } + } + + getVAO(i: number): WebGLVertexArrayObject + { + return this.particleVAOs[i]; + } + + getTransformFeedback(i: number): WebGLTransformFeedback + { + return this.particleTransformFeedbacks[i]; + } +} +export {ParticlesGroup}; diff --git a/src/geometry/ScreenBuffer.ts b/src/geometry/ScreenBuffer.ts new file mode 100644 index 00000000..d5384d92 --- /dev/null +++ b/src/geometry/ScreenBuffer.ts @@ -0,0 +1,50 @@ +import Drawable from '../rendering/gl/Drawable'; +import {gl} from '../globals'; + +class ScreenBuffer extends Drawable +{ + indices: Uint32Array; + positions: Float32Array; + + minX: number; + minY: number; + maxX: number; + maxY: number; + + constructor(minX: number, minY: number, maxX: number, maxY: number) + { + super(); + this.minX = minX; + this.minY = minY; + this.maxX = maxX; + this.maxY = maxY; + } + + create() + { + this.indices = new Uint32Array([0, 1, 2, + 0, 2, 3]); + this.positions = new Float32Array([ + this.minX, this.minY, 0.0, 1.0, + this.maxX, this.minY, 0.0, 1.0, + this.maxX, this.maxY, 0.0, 1.0, + this.minX, this.maxY, 0.0, 1.0]); + + this.generateIdx(); + this.generatePos(); + + this.count = this.indices.length; + + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos); + gl.bufferData(gl.ARRAY_BUFFER, this.positions, gl.STATIC_DRAW); + + this.numInstances = 1; + + console.log(`Created ScreenBuffer`); + } +}; + +export default ScreenBuffer; diff --git a/src/geometry/Square.ts b/src/geometry/Square.ts new file mode 100644 index 00000000..a105b89c --- /dev/null +++ b/src/geometry/Square.ts @@ -0,0 +1,48 @@ +import {vec3, vec4} from 'gl-matrix'; +import Drawable from '../rendering/gl/Drawable'; +import {gl} from '../globals'; + +class Square extends Drawable { + indices: Uint32Array; + positions: Float32Array; + colors: Float32Array; + offsets: Float32Array; + + constructor() { + super(); // Call the constructor of the super class. This is required. + } + + create() { + + this.indices = new Uint32Array([0, 1, 2, + 0, 2, 3]); + this.positions = new Float32Array([-0.5, -0.5, 0, 1, + 0.5, -0.5, 0, 1, + 0.5, 0.5, 0, 1, + -0.5, 0.5, 0, 1]); + + this.generateIdx(); + this.generatePos(); + this.generateCol(); + + this.count = this.indices.length; + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx); + gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, this.indices, gl.STATIC_DRAW); + + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos); + gl.bufferData(gl.ARRAY_BUFFER, this.positions, gl.STATIC_DRAW); + + console.log(`Created square`); + } + + setInstancedVBOs(offsets: Float32Array, colors: Float32Array) + { + this.colors = colors; + this.offsets = offsets; + + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufCol); + gl.bufferData(gl.ARRAY_BUFFER, this.colors, gl.STATIC_DRAW); + } +}; + +export default Square; diff --git a/src/globals.ts b/src/globals.ts new file mode 100644 index 00000000..fc53b46b --- /dev/null +++ b/src/globals.ts @@ -0,0 +1,41 @@ + +export var gl: WebGL2RenderingContext; +export function setGL(_gl: WebGL2RenderingContext) { + gl = _gl; +} + +export const FBO = (function() +{ + const visible = + { + create : function(gl: any, width: number, height: number) + { + const FBO = gl.createFramebuffer(); + FBO.width = width; + FBO.height = height; + + FBO.bind = function(gl: any, color: any, depth: number = null) + { + gl.bindFramebuffer(gl.FRAMEBUFFER, this); + gl.viewport(0, 0, this.width, this.height); + + gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, color, 0); + + if (depth !== null) + { + gl.bindRenderbuffer(gl.RENDERBUFFER, depth); + gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depth); + } + }; + return FBO; + }, + + bindDefault: function(gl: any) + { + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.viewport(0, 0, gl.drawingBufferWidth, gl.drawingBufferHeight); + } + }; + + return Object.freeze(visible); +})(); \ No newline at end of file diff --git a/src/main.ts b/src/main.ts new file mode 100644 index 00000000..b5f5b6dc --- /dev/null +++ b/src/main.ts @@ -0,0 +1,378 @@ +import {vec2, vec3, vec4} from 'gl-matrix'; +import * as DAT from 'dat.gui'; +import Square from './geometry/Square'; +import {ParticlesGroup} from './Particle'; +import ScreenBuffer from './geometry/ScreenBuffer'; + +import OpenGLRenderer from './rendering/gl/OpenGLRenderer'; +import Camera from './Camera'; +import {setGL, FBO} from './globals'; +import ShaderProgram, {Shader} from './rendering/gl/ShaderProgram'; + + +const controls = { + Particle_Color: [0, 72, 255], + num_particles: 10000, + Particle_Size : 0.7, + Gravity: 30.0, + Wind: 0.0, + 'Noisy Wind': false, + Obstacle_Size: 30.0, + 'Star Obstacle Shape': false, + 'Show Obstacles': true, + 'Lock Camera': true, + Default_Gen: default_generation, + FBM_Gen: fbm_generation, + fbm_freq: 1.0, + fbm_amp: 0.5, +}; + +let time: number = 0.0; +let camera_locked = true; +let show_obstacles = true; + +let particles: ParticlesGroup; +let square: Square; // for each particle +let screenBuf: ScreenBuffer; // for obstacles color +let screenBufP: ScreenBuffer; // for obstacles area + +let obstacle_positions: Array; +obstacle_positions = new Array(); +obstacle_positions.push(vec2.fromValues(0.5, 0.5)); // Default starting obstacle + +let generation_type: number = 0.0; +// 0 = DEFAULT GENERATION +// 1 = FBM GENERATION + +function default_generation() +{ + generation_type = 0.0; +} + +function fbm_generation() +{ + generation_type = 1.0; +} + +function loadScene() { + square = new Square(); + square.create(); + + screenBuf = new ScreenBuffer(0, 0, 1, 1); + screenBuf.create(); + screenBufP = new ScreenBuffer(-0.5, -0.5, 0.5, 0.5); + screenBufP.create(); + + particles = new ParticlesGroup(controls.num_particles); + particles.create(); + particles.setVBOs(); + + square.setNumInstances(1); // Grid of Particles +} + +function main() { + const gui = new DAT.GUI(); + gui.addColor(controls, 'Particle_Color').name("Particle Color").onChange(setParticleColor); + gui.add(controls, 'num_particles', 100, 50000).step(10).name("Number of Particles").onChange(loadScene); + gui.add(controls, 'Particle_Size', 0.4, 2.0).step(0.1).name("Particle Size").onChange(setParticleSize); + gui.add(controls, 'Gravity', 1.0, 100.0).step(1.0).onChange(setParticleAcceleration); + gui.add(controls, 'Wind', -30.0, 30.0).step(1.0).onChange(setParticleAcceleration); + gui.add(controls, 'Noisy Wind').onChange(setNoisyWind); + gui.add(controls, 'Obstacle_Size', 5.0, 200.0).step(1.0).name("Obstacle Size").onChange(setObstacleSize); + gui.add(controls, 'Star Obstacle Shape').onChange(setStarObs); + gui.add(controls, 'Show Obstacles').onChange(showObstacles); + gui.add(controls, 'Lock Camera').onChange(lockCamera); + gui.add(controls, 'Default_Gen').name('Default Particle Generation').onChange(setGenerationType);; + gui.add(controls, 'FBM_Gen').name('FBM Particle Generation').onChange(setGenerationType); + gui.add(controls, 'fbm_freq', 0.1, 15.0).step(0.1).name("FBM Frequency").onChange(setFBMFreq); + gui.add(controls, 'fbm_amp', 0.12, 1.0).step(0.02).name("FBM Amplitude").onChange(setFBMAmp); + + const canvas = document.getElementById('canvas'); + const gl = canvas.getContext('webgl2'); + if (!gl) { + alert('WebGL 2 not supported!'); + } + setGL(gl); + + loadScene(); + + // Create Camera + const camera = new Camera(vec3.fromValues(0, 0, -100.0), vec3.fromValues(0, -10, 0)); + + // Create Renderer + const renderer = new OpenGLRenderer(canvas); + renderer.setClearColor(0.1, 0.1, 0.1, 1); + + // GL Settings + gl.disable(gl.CULL_FACE); + gl.disable(gl.DEPTH_TEST); + gl.disable(gl.BLEND); + gl.clearColor(0.1, 0.1, 0.1, 1); + gl.blendFunc(gl.ONE, gl.ONE); // Additive blending + + // Create Particle Shader + const particleShader = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/particle-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/particle-frag.glsl')), + ]); + + const obstacleBufferShader = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/obstacle-buf-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/obstacle-buf-frag.glsl')), + ], false, ["sampleCoords"]); + + const obstacleAddToBufferShader = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/obstacle-add-to-buf-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/obstacle-add-to-buf-frag.glsl')), + ], false, ["sampleCoords"]); + + + // Transform Feedback for Particles + // Transform Feedback is the process for capturing Primitives from the Vertex + // Processing steps, recording that data in Buffer Objects, which allows one to + // resubmit data multiple times. Transform Feedback allows shaders to write vertices + // back to VBOs. We are using them to update the changing variables like position, + // velocity, acceleration, and color back to the buffer as they change. + let variable_buffer_data = ["v_pos", "v_vel", "v_col", "v_time"]; + const transformFeedbackShader = new ShaderProgram([ + new Shader(gl.VERTEX_SHADER, require('./shaders/particle-transfeed-vert.glsl')), + new Shader(gl.FRAGMENT_SHADER, require('./shaders/particle-transfeed-frag.glsl')), + ], true, variable_buffer_data + ); + + // SETTER FUNCTIONS + function setParticleColor() { + transformFeedbackShader.setParticleColor(vec3.fromValues( + controls.Particle_Color[0] / 255.0, + controls.Particle_Color[1] / 255.0, + controls.Particle_Color[2] / 255.0 + )); + } + + function setParticleSize() { + particleShader.setParticleSize(controls.Particle_Size); + } + + function setParticleAcceleration() { + transformFeedbackShader.setParticleAcceleration(vec3.fromValues(controls.Wind, controls.Gravity, 0.0)); + } + + function setNoisyWind() + { + transformFeedbackShader.setNoisyWind(controls["Noisy Wind"]); + } + + function showObstacles() + { + show_obstacles = controls["Show Obstacles"]; + if (show_obstacles) + { + obstacleBufferShader.setShowObstacles(1.0); + } + else + { + obstacleBufferShader.setShowObstacles(0.0); + } + } + + function setObstacleSize() + { + obstacleAddToBufferShader.setObstacleSize(controls.Obstacle_Size); + } + + function setStarObs() + { + obstacleAddToBufferShader.setStarObs(controls["Star Obstacle Shape"]); + } + + function lockCamera() + { + camera_locked = controls["Lock Camera"]; + } + + function setGenerationType() + { + transformFeedbackShader.setGenerationType(generation_type); + } + + function setFBMFreq() + { + transformFeedbackShader.setFBMFreq(controls.fbm_freq); + } + + function setFBMAmp() + { + transformFeedbackShader.setFBMAmp(controls.fbm_amp); + } + + function setupTexture(width: number, height: number) + { + let texelData: any = []; + let obstacleColor = [127, 127, 0, 0]; + // Add color to every texture cell + for (let i = 0; i < width * height; ++i) + { + texelData.push.apply(texelData, obstacleColor); + } + + // GL work to set up a texture + let texture = gl.createTexture(); + gl.bindTexture(gl.TEXTURE_2D, texture); // bind texture to this texture slot + gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0, gl.RGBA, gl.UNSIGNED_BYTE, new Uint8Array(texelData)); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE); + gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); + return texture; + } + + // SET SHADER VALUES + transformFeedbackShader.setColor(vec4.fromValues(0.0, 1.0, 1.0, 1.0)); + setParticleColor(); + setParticleSize(); + setParticleAcceleration(); + setNoisyWind(); + setObstacleSize(); + setStarObs(); + showObstacles(); + lockCamera(); + setGenerationType(); + setFBMFreq(); + setFBMAmp(); + + // This function will be called every frame + function tick() { + // Update Camera + if (camera_locked) + { + camera.reset(vec3.fromValues(0, 0, -100.0), vec3.fromValues(0.0, -10, 0)); + } + camera.update(); + + // Update time + time = time + 1.0; + transformFeedbackShader.setTime(time); + + // Render objects using Renderers + gl.viewport(0, 0, window.innerWidth, window.innerHeight); + + // clear current frame buffer (old obstacle data) + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + // activate texture slot with obstacle texture + gl.activeTexture(gl.TEXTURE0); + gl.bindTexture(gl.TEXTURE_2D, texture); + + renderer.clear(); + + gl.enable(gl.BLEND); // Blend the uncolored part of the square with the background of the image, making a circle + gl.disable(gl.DEPTH_TEST) // We do not want to see the particle billboards + + renderer.renderParticles(camera, particleShader, square, [particles]); + renderer.transformParticles(camera, transformFeedbackShader, [particles]); + + gl.disable(gl.BLEND); // We do not want the obstacles to blend in + gl.enable(gl.DEPTH_TEST) + + renderer.renderObs(camera, obstacleBufferShader, [screenBuf]); + + gl.enable(gl.BLEND); // Blend the uncolored part of the square with the background of the image, making a circle + + // Tell the browser to call `tick` again whenever it renders a new frame + requestAnimationFrame(tick); + } + + window.addEventListener('resize', function() { + renderer.setSize(window.innerWidth, window.innerHeight); + camera.setAspectRatio(window.innerWidth / window.innerHeight); + camera.updateProjectionMatrix(); + + obstacleAddToBufferShader.setDimensions(window.innerWidth, window.innerHeight); + + }, false); + + renderer.setSize(window.innerWidth, window.innerHeight); + camera.setAspectRatio(window.innerWidth / window.innerHeight); + camera.updateProjectionMatrix(); + + + // INITIALIZE TEXTURE AND FRAME BUFFER FOR OBSTACLES + gl.viewport(0, 0, window.innerWidth, window.innerHeight); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + var width = gl.drawingBufferWidth; + var height = gl.drawingBufferHeight; + + var texture = setupTexture(width, height); + let _FBO = FBO.create(gl, width, height); + + obstacleAddToBufferShader.setDimensions(width, height); + + gl.enable(gl.BLEND); // Blends away the null parts of the obstacle textures + + // OBSTACLE-USER INTERACTION CODE + function addObstacle(x: number, y: number) + { + obstacleAddToBufferShader.setObstaclePos(vec2.fromValues(x, 1.0 - y)); + gl.useProgram(obstacleAddToBufferShader.prog); + _FBO.bind(gl, texture, null); + + gl.activeTexture(gl.TEXTURE1); + gl.bindTexture(gl.TEXTURE_2D, texture); + + renderer.renderObs(camera, obstacleAddToBufferShader, [screenBuf]); + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); + gl.bindFramebuffer(gl.FRAMEBUFFER, null); + gl.bindTexture(gl.TEXTURE_2D, null); + } + + var rightClick = 2; + var isMouseDragging = false; + + canvas.onmousedown = function(event) // ADD OBSTACLE + { + if(event.button === rightClick && camera_locked && show_obstacles) + { + if(isMouseDragging) + { + addObstacle((event.clientX / window.innerWidth), (event.clientY / window.innerHeight)); + } + } + transformFeedbackShader.setObstaclePos(vec2.fromValues( + (2.0 * event.clientX / window.innerWidth) - 1.0, + 1.0 - (2.0 * event.clientY / window.innerHeight) + )); + + isMouseDragging = true; + } + + for (let i = 0; i < obstacle_positions.length; i++) + { + addObstacle(obstacle_positions[i][0], obstacle_positions[i][0]); + } + + canvas.onmouseup = function(event) + { + if(event.button === rightClick && camera_locked && show_obstacles) + { + obstacle_positions.push(vec2.fromValues( + (event.clientX / window.innerWidth), + (event.clientY / window.innerHeight) + )); + } + isMouseDragging = false; + } + + canvas.onmousemove = function(event) + { + if(isMouseDragging && camera_locked && show_obstacles) + { + addObstacle((event.clientX / window.innerWidth), (event.clientY / window.innerHeight)); + } + } + + // Start the render loop + tick(); +} + +main(); diff --git a/src/rendering/gl/Drawable.ts b/src/rendering/gl/Drawable.ts new file mode 100644 index 00000000..9be9b09c --- /dev/null +++ b/src/rendering/gl/Drawable.ts @@ -0,0 +1,88 @@ +import {gl} from '../../globals'; + +abstract class Drawable { + count: number = 0; + + bufIdx: WebGLBuffer; + bufPos: WebGLBuffer; + bufNor: WebGLBuffer; + bufCol: WebGLBuffer; + + idxBound: boolean = false; + posBound: boolean = false; + norBound: boolean = false; + colBound: boolean = false; + + abstract create() : void; + + numInstances: number = 0; + + destory() { + gl.deleteBuffer(this.bufIdx); + gl.deleteBuffer(this.bufPos); + gl.deleteBuffer(this.bufNor); + gl.deleteBuffer(this.bufCol); + } + + generateIdx() { + this.idxBound = true; + this.bufIdx = gl.createBuffer(); + } + + generatePos() { + this.posBound = true; + this.bufPos = gl.createBuffer(); + } + + generateNor() { + this.norBound = true; + this.bufNor = gl.createBuffer(); + } + + generateCol() { + this.colBound = true; + this.bufCol = gl.createBuffer(); + } + + bindIdx(): boolean { + if (this.idxBound) { + gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.bufIdx); + } + return this.idxBound; + } + + bindPos(): boolean { + if (this.posBound) { + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufPos); + } + return this.posBound; + } + + bindNor(): boolean { + if (this.norBound) { + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufNor); + } + return this.norBound; + } + + bindCol(): boolean { + if (this.colBound) { + gl.bindBuffer(gl.ARRAY_BUFFER, this.bufCol); + } + return this.colBound; + } + + elemCount(): number { + return this.count; + } + + drawMode(): GLenum { + return gl.TRIANGLES; + } + + setNumInstances(n: number) { + this.numInstances = n; + } +}; + +export default Drawable; diff --git a/src/rendering/gl/OpenGLRenderer.ts b/src/rendering/gl/OpenGLRenderer.ts new file mode 100644 index 00000000..901d1962 --- /dev/null +++ b/src/rendering/gl/OpenGLRenderer.ts @@ -0,0 +1,138 @@ +import {mat4, vec4, vec3, mat3} from 'gl-matrix'; +import Drawable from './Drawable'; +import Camera from '../../Camera'; +import {gl} from '../../globals'; +import ShaderProgram from './ShaderProgram'; +import { ParticlesGroup } from '../../Particle'; + +const POSITION_LOCATION = 2; +const VELOCITY_LOCATION = 3; +const COLOR_LOCATION = 4; +const TIME_LOCATION = 5; + + +// In this file, `gl` is accessible because it is imported above +class OpenGLRenderer { + currentVAOIdx: number; + + constructor(public canvas: HTMLCanvasElement) { + this.currentVAOIdx = 0; + } + + setClearColor(r: number, g: number, b: number, a: number) { + gl.clearColor(r, g, b, a); + } + + setSize(width: number, height: number) { + this.canvas.width = width; + this.canvas.height = height; + } + + clear() { + gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); + } + + renderObs(camera: Camera, prog: ShaderProgram, drawables: Array) { + let model = mat4.create(); + let viewProj = mat4.create(); + + mat4.identity(model); + mat4.multiply(viewProj, camera.projectionMatrix, camera.viewMatrix); + prog.setModelMatrix(model); + prog.setViewProjMatrix(viewProj); + + for (let drawable of drawables) { + prog.draw(drawable); + } + } + + renderParticles(camera: Camera, prog: ShaderProgram, + drawable: Drawable, particles: Array) + { + if (particles.length !== 0) + { + let model = mat4.create(); + let viewProj = mat4.create(); + + // Get the axes of the camera. This will be used to align the textures with the camera + // Each column of the mat3 is an axes: Right, Up, Forward + let axes = mat3.fromValues( + camera.right[0], camera.right[1], camera.right[2], + camera.up[0], camera.up[1], camera.up[2], + camera.forward[0], camera.forward[1], camera.forward[2] + ); + prog.setCameraAxes(axes); + + mat4.identity(model); + mat4.multiply(viewProj, camera.projectionMatrix, camera.viewMatrix); + prog.setModelMatrix(model); + prog.setViewProjMatrix(viewProj); + + for (let i = 0; i < particles.length; i++) + { + var sourceVAO = particles[i].getVAO(this.currentVAOIdx); + + gl.bindVertexArray(sourceVAO); + + // Attributes per-instance when drawing 1 when drawing instances + gl.vertexAttribDivisor(POSITION_LOCATION, 1); + gl.vertexAttribDivisor(COLOR_LOCATION, 1); + + // draw instances + prog.drawParticles(drawable, particles[i].numParticles); + } + } + } + + transformParticles(camera: Camera, prog: ShaderProgram, particles: Array) + { + if (particles.length !== 0) + { + let viewProj = mat4.create(); + let model = mat4.create(); + mat4.identity(model); + + mat4.multiply(viewProj, camera.projectionMatrix, camera.viewMatrix); + prog.setModelMatrix(model); + prog.setViewProjMatrix(viewProj); + + prog.use(); + + // access the next open VAO index + var nextVAOIdx = (this.currentVAOIdx + 1) % 2; + + for (let i = 0; i < particles.length; i++) + { + // get current VAO + var sourceVAO = particles[i].getVAO(this.currentVAOIdx); + var nextTransformFeedback = particles[i].getTransformFeedback(nextVAOIdx); + + gl.bindVertexArray(sourceVAO); + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, nextTransformFeedback); + + // Attributes per-vertex (set to 0 for Transform Feedback) + gl.vertexAttribDivisor(POSITION_LOCATION, 0); + gl.vertexAttribDivisor(VELOCITY_LOCATION, 0); + gl.vertexAttribDivisor(COLOR_LOCATION, 0); + gl.vertexAttribDivisor(TIME_LOCATION, 0); + + gl.enable(gl.RASTERIZER_DISCARD); + + // Update position and rotation using transform feedback + gl.beginTransformFeedback(gl.POINTS); + gl.drawArrays(gl.POINTS, 0, particles[i].numParticles); + gl.endTransformFeedback(); + + // Restore state + gl.disable(gl.RASTERIZER_DISCARD); + gl.useProgram(null); + gl.bindBuffer(gl.ARRAY_BUFFER, null); + gl.bindTransformFeedback(gl.TRANSFORM_FEEDBACK, null); + } + this.currentVAOIdx = (this.currentVAOIdx + 1) % 2; + } + } + +}; + +export default OpenGLRenderer; diff --git a/src/rendering/gl/ShaderProgram.ts b/src/rendering/gl/ShaderProgram.ts new file mode 100644 index 00000000..e84f89f3 --- /dev/null +++ b/src/rendering/gl/ShaderProgram.ts @@ -0,0 +1,324 @@ +import {vec2, vec3, vec4, mat4, mat3} from 'gl-matrix'; +import Drawable from './Drawable'; +import Camera from '../../Camera'; +import {gl} from '../../globals'; + +var activeProgram: WebGLProgram = null; + +export class Shader { + shader: WebGLShader; + + constructor(type: number, source: string) { + this.shader = gl.createShader(type); + gl.shaderSource(this.shader, source); + gl.compileShader(this.shader); + + if (!gl.getShaderParameter(this.shader, gl.COMPILE_STATUS)) { + throw gl.getShaderInfoLog(this.shader); + } + } +}; + +class ShaderProgram { + prog: WebGLProgram; + + attrPos: number; + attrNor: number; + attrCol: number; + // For this implementation, 'attrCol' is an instanced rendering attribute + // Instance Rendering means we can render multiple instances in a single draw call + // and provide each instance with some unique attributes. + // Each particle will have a slightly different color, so it needs to be instanced. + + unifTime: WebGLUniformLocation; + unifModel: WebGLUniformLocation; + unifModelInvTr: WebGLUniformLocation; + unifViewProj: WebGLUniformLocation; + unifDimensions: WebGLUniformLocation; + unifColor: WebGLUniformLocation; + + unifCameraAxes: WebGLUniformLocation; + + unifAcceleration: WebGLUniformLocation; + unifNoisyWind: WebGLUniformLocation; + unifParticleCol: WebGLUniformLocation; + unifParticleSize: WebGLUniformLocation; + + unifObstaclePos: WebGLUniformLocation; + unifObstacleSize: WebGLUniformLocation; + unifStarObs: WebGLUniformLocation; + unifShowObstacles: WebGLUniformLocation; + + unifGenType: WebGLUniformLocation; + unifFBMFreq: WebGLUniformLocation; + unifFBMAmp: WebGLUniformLocation; + + constructor(shaders: Array, isTransformFeedback: boolean = false, variable_buffer_data: string[] = []) { + this.prog = gl.createProgram(); + + for (let shader of shaders) { + gl.attachShader(this.prog, shader.shader); + } + + if(isTransformFeedback == true){ + gl.transformFeedbackVaryings(this.prog, variable_buffer_data, gl.SEPARATE_ATTRIBS); + } + + gl.linkProgram(this.prog); + if (!gl.getProgramParameter(this.prog, gl.LINK_STATUS)) { + throw gl.getProgramInfoLog(this.prog); + } + + this.attrPos = gl.getAttribLocation(this.prog, "vs_Pos"); + this.attrNor = gl.getAttribLocation(this.prog, "vs_Nor"); + this.attrCol = gl.getAttribLocation(this.prog, "vs_Col"); + this.unifTime = gl.getUniformLocation(this.prog, "u_Time"); + this.unifModel = gl.getUniformLocation(this.prog, "u_Model"); + this.unifModelInvTr = gl.getUniformLocation(this.prog, "u_ModelInvTr"); + this.unifViewProj = gl.getUniformLocation(this.prog, "u_ViewProj"); + this.unifDimensions = gl.getUniformLocation(this.prog, "u_Dimensions"); + this.unifColor = gl.getUniformLocation(this.prog, "u_Color"); + this.unifCameraAxes = gl.getUniformLocation(this.prog, "u_CameraAxes"); + + this.unifAcceleration = gl.getUniformLocation(this.prog, 'u_Acceleration'); + this.unifNoisyWind = gl.getUniformLocation(this.prog, 'u_NoisyWind'); + this.unifParticleCol = gl.getUniformLocation(this.prog, "u_ParticleColor"); + this.unifParticleSize = gl.getUniformLocation(this.prog, "u_ParticleSize"); + + this.unifObstaclePos = gl.getUniformLocation(this.prog, "u_ObstaclePos"); + this.unifObstacleSize = gl.getUniformLocation(this.prog, "u_ObstacleSize"); + this.unifStarObs = gl.getUniformLocation(this.prog, "u_StarObs"); + this.unifShowObstacles = gl.getUniformLocation(this.prog, "u_ShowObs"); + + this.unifGenType = gl.getUniformLocation(this.prog, "u_GenType"); + this.unifFBMFreq = gl.getUniformLocation(this.prog, "u_FBMFreq"); + this.unifFBMAmp = gl.getUniformLocation(this.prog, "u_FBMAmp"); + } + + use() { + if (activeProgram !== this.prog) { + gl.useProgram(this.prog); + activeProgram = this.prog; + } + } + + setModelMatrix(model: mat4) { + this.use(); + if (this.unifModel !== -1) { + gl.uniformMatrix4fv(this.unifModel, false, model); + } + + if (this.unifModelInvTr !== -1) { + let modelinvtr: mat4 = mat4.create(); + mat4.transpose(modelinvtr, model); + mat4.invert(modelinvtr, modelinvtr); + gl.uniformMatrix4fv(this.unifModelInvTr, false, modelinvtr); + } + } + + setViewProjMatrix(vp: mat4) { + this.use(); + if (this.unifViewProj !== -1) { + gl.uniformMatrix4fv(this.unifViewProj, false, vp); + } + } + + setDimensions(w: number, h: number) + { + this.use(); + if (this.unifDimensions !== -1) { + gl.uniform2fv(this.unifDimensions, vec2.fromValues(w, h)); + } + } + + setTime(t: number) { + this.use(); + if (this.unifTime !== -1) { + gl.uniform1f(this.unifTime, t); + } + } + + setCameraAxes(axes: mat3) { + this.use(); + if (this.unifCameraAxes !== -1) { + gl.uniformMatrix3fv(this.unifCameraAxes, false, axes); + } + } + + setObstaclePos(pos: vec2) { + this.use(); + if (this.unifObstaclePos !== -1) { + gl.uniform2fv(this.unifObstaclePos, pos); + } + } + + setObstacleSize(s: number) { + this.use(); + if (this.unifObstacleSize !== -1) + { + gl.uniform1f(this.unifObstacleSize, s); + } + } + + setStarObs(star: boolean) { + this.use(); + if (this.unifStarObs !== -1) + { + if(star) + { + gl.uniform1f(this.unifStarObs, 1.0); + } + else { + gl.uniform1f(this.unifStarObs, 0.0); + } + } + } + + setShowObstacles(b: number) { + this.use(); + if (this.unifShowObstacles !== -1) + { + gl.uniform1f(this.unifShowObstacles, b); + } + } + + // TRANSFORM FEEDBACK + setParticleColor(color: vec3) { + this.use(); + if (this.unifParticleCol !== -1) { + gl.uniform3fv(this.unifParticleCol, color); + } + } + + setParticleSize(size: number) { + this.use(); + if (this.unifParticleSize !== -1) { + gl.uniform1f(this.unifParticleSize, size); + } + } + + setParticleAcceleration(a: vec3) { + this.use(); + if (this.unifAcceleration !== -1) { + let scale = 5.0; + gl.uniform3f(this.unifAcceleration, scale * a[0], scale * a[1], scale * a[2]); + } + } + + setNoisyWind(useNoise: boolean) { + this.use(); + if (this.unifNoisyWind !== -1) { + if(useNoise) { + gl.uniform1f(this.unifNoisyWind, 1.0); + } + else { + gl.uniform1f(this.unifNoisyWind, 0.0); + } + } + } + + setColor(color: vec4) { + this.use(); + if (this.unifColor !== -1) { + gl.uniform4fv(this.unifColor, color); + } + } + + setGenerationType(type: number) { + this.use(); + if (this.unifGenType !== -1) { + gl.uniform1f(this.unifGenType, type); + } + } + + setFBMFreq(f: number) { + this.use(); + if (this.unifFBMFreq !== -1) { + gl.uniform1f(this.unifFBMFreq, f); + } + } + + setFBMAmp(f: number) { + this.use(); + if (this.unifFBMAmp !== -1) { + gl.uniform1f(this.unifFBMAmp, f); + } + } + + // DRAWING + + draw(d: Drawable) { + this.use(); + + if (this.attrPos != -1 && d.bindPos()) { + gl.enableVertexAttribArray(this.attrPos); + gl.vertexAttribPointer(this.attrPos, 4, gl.FLOAT, false, 0, 0); + } + + if (this.attrNor != -1 && d.bindNor()) { + gl.enableVertexAttribArray(this.attrNor); + gl.vertexAttribPointer(this.attrNor, 4, gl.FLOAT, false, 0, 0); + } + + d.bindIdx(); + gl.drawElements(d.drawMode(), d.elemCount(), gl.UNSIGNED_INT, 0); + + if (this.attrPos != -1) gl.disableVertexAttribArray(this.attrPos); + if (this.attrNor != -1) gl.disableVertexAttribArray(this.attrNor); + } + + // This draw function acts similarly to the above draw function + // It is what actually gets the data from the Drawable and populates + // the VBOs with the correct data. We have to make one specifically + // for particles, because of all their extra properties. + // drawParticles still takes in a Drawable SQUARE because each particle + // is a tiny instance of square particle texture. + // Next, drawParticles also takes in the number of particles such + // that we can draw every one. + drawParticles(d: Drawable, numParticles: number) + { + this.use(); + + if (this.attrPos != -1 && d.bindPos()) + { + gl.enableVertexAttribArray(this.attrPos); + gl.vertexAttribPointer(this.attrPos, 4, gl.FLOAT, false, 0, 0); + gl.vertexAttribDivisor(this.attrPos, 0); // 0 instances will pass between updates of this attribute + } + + if (this.attrNor != -1 && d.bindNor()) + { + gl.enableVertexAttribArray(this.attrNor); + gl.vertexAttribPointer(this.attrNor, 4, gl.FLOAT, false, 0, 0); + gl.vertexAttribDivisor(this.attrNor, 0); // 0 instances will pass between updates of this attribute + } + + if (this.attrCol != -1 && d.bindCol()) + { + gl.enableVertexAttribArray(this.attrCol); + gl.vertexAttribPointer(this.attrCol, 4, gl.FLOAT, false, 0, 0); + gl.vertexAttribDivisor(this.attrCol, 1); // 1 instances will pass between updates of this attribute + } + + d.bindIdx(); + + // Instead of drawElements, we need to called drawElementsInstanced because we are using + // instanced rendering, so we can draw multiple of these particles in one draw call. + + gl.drawElementsInstanced(d.drawMode(), d.elemCount(), gl.UNSIGNED_INT, 0, numParticles); + // drawElementsInstanced uses the vertexAttribDivisor for each "in" variable to determine + // how to link it to each drawn instance of the bound VBO. For example, the index used to + // look in the VBO associated with vs_Pos (attrPos) is advanced by 1 for each thread of the + // GPU running the vertex shader since its divisor is 0. + // On the other hand, the index used to look in the VBO associated with vs_Translate + // (attrTranslate) is advanced by 1 only when the next instance of our drawn object + // (the square) is processed by the GPU, thus being the same value for the first set of four + // vertices, then advancing to a new value for the next four, then the next four, and so on. + + if (this.attrPos != -1) gl.disableVertexAttribArray(this.attrPos); + if (this.attrNor != -1) gl.disableVertexAttribArray(this.attrNor); + if (this.attrCol != -1) gl.disableVertexAttribArray(this.attrCol); + } +}; + +export default ShaderProgram; diff --git a/src/shaders/obstacle-add-to-buf-frag.glsl b/src/shaders/obstacle-add-to-buf-frag.glsl new file mode 100644 index 00000000..32c4d979 --- /dev/null +++ b/src/shaders/obstacle-add-to-buf-frag.glsl @@ -0,0 +1,60 @@ +#version 300 es +precision highp float; + +uniform vec2 u_ObstaclePos; +uniform float u_ObstacleSize; +uniform float u_StarObs; +uniform vec2 u_Dimensions; + +in vec4 fs_Pos; +in vec2 sampleCoords; + +out vec4 out_Col; + +// source: IQ Star SDF +// signed distance to a n-star polygon with external angle en +float sdStar(in vec2 p, in float r, in int n, in float m) // m=[2,n] +{ + // these 4 lines can be precomputed for a given shape + float an = 3.141593/float(n); + float en = 3.141593/m; + vec2 acs = vec2(cos(an),sin(an)); + vec2 ecs = vec2(cos(en),sin(en)); // ecs=vec2(0,1) and simplify, for regular polygon, + + // symmetry (optional) + p.x = abs(p.x); + + // reduce to first sector + float bn = mod(atan(p.x,p.y),2.0*an) - an; + p = length(p)*vec2(cos(bn),abs(sin(bn))); + + // line sdf + p -= r*acs; + p += ecs*clamp( -dot(p,ecs), 0.0, r*acs.y/ecs.y); + return length(p)*sign(p.x); +} + +void main() +{ + vec2 size = vec2(u_ObstacleSize / u_Dimensions.x, u_ObstacleSize / u_Dimensions.y); + vec2 fromCenter = 2.0 * (sampleCoords - u_ObstaclePos) / size; + + if (u_StarObs > 0.0) // Star Shaped Obstacles + { + float numSides = 5.0; + float w = 2.0 + 0.4* (numSides-2.0); // angle divisor + float d = sdStar(fromCenter, 0.7, int(numSides), w); + if (d < 0.0) { + vec2 normal = normalize(fromCenter); + out_Col = vec4(0.5 * normal + 0.5, 0, 1); + } + } + else // Circle Shaped Obstacles + { + if (dot(fromCenter, fromCenter) < 1.0) + { + vec2 normal = normalize(fromCenter); + out_Col = vec4(0.5 * normal + 0.5, 0, 1); + } + } +} \ No newline at end of file diff --git a/src/shaders/obstacle-add-to-buf-vert.glsl b/src/shaders/obstacle-add-to-buf-vert.glsl new file mode 100644 index 00000000..e7fddc49 --- /dev/null +++ b/src/shaders/obstacle-add-to-buf-vert.glsl @@ -0,0 +1,16 @@ +#version 300 es +precision highp float; + +uniform mat4 u_ViewProj; + +in vec4 vs_Pos; +out vec4 fs_Pos; + +out vec2 sampleCoords; + +void main() +{ + sampleCoords = vs_Pos.xy; + // remap + gl_Position = vec4(2.0 * vs_Pos.xy - 1.0, 0.0, 1.0); +} \ No newline at end of file diff --git a/src/shaders/obstacle-buf-frag.glsl b/src/shaders/obstacle-buf-frag.glsl new file mode 100644 index 00000000..a72a2a19 --- /dev/null +++ b/src/shaders/obstacle-buf-frag.glsl @@ -0,0 +1,30 @@ +#version 300 es +precision highp float; + +uniform sampler2D u_ObstacleBuffer; +uniform float u_ShowObs; + +in vec4 fs_Pos; +in vec2 sampleCoords; + +out vec4 out_Col; + +void main() +{ + vec4 tex_color = texture(u_ObstacleBuffer, sampleCoords); + vec2 normal = 2.0 * tex_color.rg - 1.0; + + if (dot(normal, normal) < 0.1) { + discard; // abandon coloring + } + + if (u_ShowObs == 1.0) + { + out_Col = vec4(vec3(0.32, 0.4, 0.8), 1.0); + } + else + { + discard; + } + +} \ No newline at end of file diff --git a/src/shaders/obstacle-buf-vert.glsl b/src/shaders/obstacle-buf-vert.glsl new file mode 100644 index 00000000..e7fddc49 --- /dev/null +++ b/src/shaders/obstacle-buf-vert.glsl @@ -0,0 +1,16 @@ +#version 300 es +precision highp float; + +uniform mat4 u_ViewProj; + +in vec4 vs_Pos; +out vec4 fs_Pos; + +out vec2 sampleCoords; + +void main() +{ + sampleCoords = vs_Pos.xy; + // remap + gl_Position = vec4(2.0 * vs_Pos.xy - 1.0, 0.0, 1.0); +} \ No newline at end of file diff --git a/src/shaders/particle-frag.glsl b/src/shaders/particle-frag.glsl new file mode 100644 index 00000000..35bf69fc --- /dev/null +++ b/src/shaders/particle-frag.glsl @@ -0,0 +1,32 @@ +#version 300 es + +// This is a fragment shader. If you've opened this file first, please +// open and read lambert.vert.glsl before reading on. +// Unlike the vertex shader, the fragment shader actually does compute +// the shading of geometry. For every pixel in your program's output +// screen, the fragment shader is run for every bit of geometry that +// particular pixel overlaps. By implicitly interpolating the position +// data passed into the fragment shader by the vertex shader, the fragment shader +// can compute what color to apply to its pixel based on things like vertex +// position, light position, and vertex color. +precision highp float; + +uniform float u_ParticleSize; + +// These are the interpolated values out of the rasterizer, so you can't know +// their specific values without knowing the vertices that contributed to them +in vec4 fs_Col; +in vec4 fs_Pos; + +out vec4 out_Col; // This is the final output color that you will see on your + // screen for the pixel that is currently being processed. + + +void main() +{ + // Create circle radius of color in the square + float dist = 1.0 - ((2.0 * length(fs_Pos.xyz)) / u_ParticleSize); + out_Col = vec4(dist) * fs_Col; +} + + diff --git a/src/shaders/particle-transfeed-frag.glsl b/src/shaders/particle-transfeed-frag.glsl new file mode 100644 index 00000000..b7122d57 --- /dev/null +++ b/src/shaders/particle-transfeed-frag.glsl @@ -0,0 +1,27 @@ +#version 300 es + +// This is a fragment shader. If you've opened this file first, please +// open and read lambert.vert.glsl before reading on. +// Unlike the vertex shader, the fragment shader actually does compute +// the shading of geometry. For every pixel in your program's output +// screen, the fragment shader is run for every bit of geometry that +// particular pixel overlaps. By implicitly interpolating the position +// data passed into the fragment shader by the vertex shader, the fragment shader +// can compute what color to apply to its pixel based on things like vertex +// position, light position, and vertex color. +precision highp float; + +// These are the interpolated values out of the rasterizer, so you can't know +// their specific values without knowing the vertices that contributed to them +in vec4 fs_Col; +in vec4 fs_Pos; + +out vec4 out_Col; // This is the final output color that you will see on your + // screen for the pixel that is currently being processed. + + +void main() +{ +} + + diff --git a/src/shaders/particle-transfeed-vert.glsl b/src/shaders/particle-transfeed-vert.glsl new file mode 100644 index 00000000..1d2066f7 --- /dev/null +++ b/src/shaders/particle-transfeed-vert.glsl @@ -0,0 +1,336 @@ +#version 300 es + +//This is a vertex shader. While it is called a "shader" due to outdated conventions, this file +//is used to apply matrix transformations to the arrays of vertex data passed to it. +//Since this code is run on your GPU, each vertex is transformed simultaneously. +//If it were run on your CPU, each vertex would have to be processed in a FOR loop, one at a time. +//This simultaneous transformation allows your program to run much faster, especially when rendering +//geometry with millions of vertices. + +#define POSITION_LOCATION 2 +#define VELOCITY_LOCATION 3 +#define TIME_LOCATION 5 +#define ID_LOCATION 6 + +uniform mat4 u_Model; // The matrix that defines the transformation of the + // object we're rendering. In this assignment, + // this will be the result of traversing your scene graph. + +uniform mat4 u_ModelInvTr; // The inverse transpose of the model matrix. + // This allows us to transform the object's normals properly + // if the object has been non-uniformly scaled. + +uniform mat4 u_ViewProj; // The matrix that defines the camera's transformation. + // We've written a static matrix for you to use for HW2, + // but in HW3 you'll have to generate one yourself + +uniform mat3 u_CameraAxes; // A billboard is a textured polygon (usually a quad) used + // for drawing particles, such that elements with low-level + // detail will always we drawn plane-aligned, facing the camera + +uniform float u_Time; +uniform vec3 u_Acceleration; +uniform vec3 u_ParticleColor; +uniform float u_NoisyWind; + +uniform sampler2D u_ObstacleBuffer; +uniform vec3 u_ObstaclePos; + +uniform float u_GenType; +uniform float u_FBMFreq; +uniform float u_FBMAmp; + +in vec4 vs_Pos; // Not used. The array of vertex positions passed to the shader +in vec4 vs_Nor; // Not used. The array of vertex normals passed to the shader +in vec4 vs_Col; // Instanced Rendering Attribute. Each particle instance has a + // different color attribute. The array of vertex colors passed to the shader. + +out vec4 fs_Pos; +out vec4 fs_Col; // The color of each vertex. This is implicitly passed to the fragment shader. + +// Variable parameters being stored and updated here for transform feedback & instanced attributes +out vec3 v_pos; +out vec3 v_vel; +out vec3 v_col; +out vec2 v_time; + +// On the CPU side, when I created a VAO, I described each attribute by saying +// "this data in this buffer will be attribute 0, the data next to it wil be +// attribute 1, etc." The VAO only stores this information of the location of +// this buffer's attributes. The vertex data is stored in the VBO. +// This line vvv gets the attribute located at POSTION, and puts it IN the +// specified variable. The location specifies the number of the attribute +layout(location = POSITION_LOCATION) in vec3 current_pos; +layout(location = VELOCITY_LOCATION) in vec3 current_vel; +layout(location = TIME_LOCATION) in vec2 current_time; +layout(location = ID_LOCATION) in float i; + + +// RANDOM FUNCTIONS FOR PHYSICAL SIM + +float random2(vec2 p) { + return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453); +} + +float random3(vec3 p) { + return fract(sin(dot(p, vec3(987.654, 123.456, 531.975))) * 85734.3545); +} + +// randomly distributed in a space (this will be the area visible on screen) +vec3 getParticlePos(float spaceSize){ + vec3 position = vec3( + random2(vec2(i, 1.5 * i)) * spaceSize * 2.0 - spaceSize, + random2(vec2(i, 2.5 * i)) * spaceSize - spaceSize * 0.5, + random2(vec2(i, 0.5 * i)) * spaceSize*0.5 - spaceSize*0.25 + ); + + return position; +} + +// FBM NOISE FUNCTIONS + +float noise3D(vec3 p) +{ + return fract(sin(dot(p, vec3(127.1,269.5, 59.137))) * + 43758.5453); +} + +float interpNoise3D(float x, float y, float z) +{ + int intX = int(floor(x)); + float fractX = fract(x); + int intY = int(floor(y)); + float fractY = fract(y); + int intZ = int(floor(z)); + float fractZ = fract(z); + + float v1 = noise3D(vec3(intX, intY, intZ)); + float v2 = noise3D(vec3(intX + 1, intY, intZ)); + float v3 = noise3D(vec3(intX, intY + 1, intZ)); + float v4 = noise3D(vec3(intX + 1, intY + 1, intZ)); + + float v5 = noise3D(vec3(intX, intY, intZ+1)); + float v6 = noise3D(vec3(intX + 1, intY, intZ+1)); + float v7 = noise3D(vec3(intX, intY + 1, intZ+1)); + float v8 = noise3D(vec3(intX + 1, intY + 1, intZ+1)); + + float i1 = mix(v1, v2, fractX); + float i2 = mix(v3, v4, fractX); + float i3 = mix(v5, v6, fractX); + float i4 = mix(v7, v8, fractX); + + float j1 = mix(i1, i2, fractY); + float j2 = mix(i3, i4, fractY); + + return mix(j1, j2, fractZ); +} + +float fbm(float x, float y, float z, float amp, float freq) +{ + float total = 0.0; + float persistence = 0.5f; + int octaves = 8; + + for(int i = 1; i <= octaves; i++) { + total += interpNoise3D(x * freq, + y * freq, + z * freq) * amp; + + freq *= 2.f; + amp *= persistence; + } + return total; +} + +vec3 getParticlePos_FBM(float spaceSize, float amp, float freq){ + vec3 position = vec3( + fbm(i, 1.5 * i, 1.5 * i, amp, freq) * spaceSize * 2.0 - spaceSize, + fbm(i, 2.5 * i, 2.5 * i, amp, freq) * spaceSize - spaceSize * 0.5, + fbm(i, 0.5 * i, 0.5 * i, amp, freq) * spaceSize * 0.5 - spaceSize * 0.25 + ); + + return position; +} + +// PERLIN NOISE FUNCTIONS + +vec3 random_perlin_3(vec3 p) +{ + return fract(sin(vec3(dot(p, vec3(127.1, 311.7, 191.999)), + dot(p, vec3(269.5, 183.3, 191.999)), + dot(p, vec3(420.6, 631.2, 191.999)))) + * 43758.5453); +} + +float surflet(vec3 p, vec3 gridPoint) { + // Compute the distance between p and the grid point along each axis, and warp it with a + // quintic function so we can smooth our cells + vec3 t2 = abs(p - gridPoint); + vec3 t = vec3(1) - 6.0 * pow(t2, vec3(5)) + 15.0 * pow(t2, vec3(4)) - 10.0 * pow(t2, vec3(3)); + + // Get the random vector for the grid point + vec3 gradient = random_perlin_3(gridPoint) * 12.0 - vec3(1, 1, 1); + + // Get the vector from the grid point to P + vec3 diff = p - gridPoint; + + // Get the value of our height field by dotting grid->P with our gradient + float height = dot(diff, gradient); + + // Scale our height field (i.e. reduce it) by our polynomial falloff function + return height * t.x * t.y * t.z; +} + +float perlinNoise3D(vec3 p) { + float surfletSum = 0.0; + // Iterate over the four integer corners surrounding uv + for(int dx = 0; dx <= 1; ++dx) { + for(int dy = 0; dy <= 1; ++dy) { + for(int dz = 0; dz <= 1; ++dz) { + surfletSum += surflet(p, floor(p) + vec3(dx, dy, dz)); + } + } + } + return surfletSum; +} + +const float MAX_SPEED = 80.0; + +void main() +{ + float spaceSize = 100.0; + float distToCenter = length(current_pos); + float amp = u_FBMAmp; + float freq = u_FBMFreq; + + if (current_time.x == 0.0) + { + // create a new particle + if (u_GenType > 0.5) { + v_pos = getParticlePos_FBM(spaceSize, amp, freq); + + // randomize position and velocity + vec3 temp = current_pos + v_vel; + v_pos.x = (fbm(temp.x, temp.y, temp.z, amp, freq) - 0.5) * spaceSize * 2.0; + v_vel = vec3(fbm(i, 0.0, 0.0, amp, freq), fbm(i, i, i, amp, freq), fbm(2.0 * i, 2.0 * i, 2.0*i, amp, freq)); + v_vel = v_vel - vec3(0.5); + } + else { + v_pos = getParticlePos(spaceSize); + v_pos.x = (random3(current_pos + v_vel) - 0.5) * spaceSize * 2.0; + v_vel = vec3(random2(vec2(i, 0.0)) - 0.5, random2(vec2(i, i)) - 0.5, random2(vec2(2.0 * i, 2.0 * i)) - 0.5); + } + v_vel = normalize(v_vel); + + // Color based on a smooth blend based on velocity and position + float e = length(v_vel) / 150.0; + float a = smoothstep(0.8, 1.0, length(v_pos.xy)); + vec4 new_color = pow(mix(vec4(u_ParticleColor, 1.0), vec4(0,0,0,0), a), vec4(e)); + + v_col = new_color.rgb; + + v_time.x = u_Time; + } + else + { + float deltaTime = 0.01; + + // noise wind + vec3 acc = u_Acceleration; + if (u_NoisyWind > 0.5) + { + float noise = perlinNoise3D(current_pos); + acc.x = u_Acceleration.x * noise + u_Acceleration.x; + } + vec3 new_v = current_vel + deltaTime * acc; + + // if Particle is out of bounds + if (current_pos.y < -spaceSize * 0.5 ) { + if (u_GenType > 0.5) + { + new_v.x = 0.1 * MAX_SPEED * (2.0 * fbm(100.0 * current_pos.x, 100.0 * current_pos.y, 100.0 * current_pos.z, amp, freq) - 1.0); + vec3 temp1 = current_pos + current_vel; + new_v.y = MAX_SPEED * fbm(temp1.x, temp1.y, temp1.z, amp, freq); + } + else + { + new_v.x = 0.1 * MAX_SPEED * (2.0 * random3(100.0 * current_pos) - 1.0); + new_v.y = MAX_SPEED * random3(current_pos + current_vel); + } + } + vec2 position_next = vec2(-current_pos.x/(spaceSize*2.0) + 0.5, current_pos.y/spaceSize + 0.6); + + // Color based on a smooth blend based on velocity and position + float e = length(new_v) / 150.0; + float a = smoothstep(0.8, 1.0, length(current_pos.xy) / spaceSize); + vec4 new_color = pow(mix(vec4(u_ParticleColor, 1.0), vec4(0,0,0,0), a), vec4(e)); + v_col = new_color.rgb; + + // Check new position against obstacle buffer + vec4 tex_color_v = texture(u_ObstacleBuffer, position_next); + vec2 obstacleNor = 2.0 * tex_color_v.rg - 1.0; // remap + + if (length(obstacleNor) > 0.1) + { + // new position has hit an obstacle + if (length(new_v) < 5.0) + { + // If new_v is small, update new_v without disminishng velocity too much + // (we are faking some physics here so that we never have particles that are too still) + // Bounce along obstacle's normal with half the speed + new_v.xy = obstacleNor * 0.5; + + // Update particle color bc bounce + v_col = vec3(1.0); + } + else + { + // If new_v is large enough, bounce should be a reflection of velocity + // Now they refect off obstacle normal, not just world up, to make it more dynamic + new_v = reflect(vec3(-new_v.x, new_v.y, new_v.z), vec3(obstacleNor, 0.0)) * 2.0; + new_v *= min(1.0, 0.4 * MAX_SPEED / length(new_v)); + + // Update particle color bc bounce + v_col = vec3(1.0); + } + } + + new_v *= min(1.0, 1.2 * MAX_SPEED / length(new_v)); + v_vel = new_v; + + // Velocity has been updated, now update position + vec3 new_p = current_pos - deltaTime * v_vel; + + // Check if colliding with obstacle (if so, push out of obstacle) + // Sample Obstacle buffer with padded postion + vec4 tex_color_p = texture(u_ObstacleBuffer, vec2(-v_pos.x / (spaceSize * 2.0) + 0.5, v_pos.y / (spaceSize) + 0.6)); + vec2 push = 2.0 * tex_color_p.rg - 1.0; + // if in obstacle, push will have values, else it will just be 0 and the next calculation will have no effect + new_p.y += 10.0 * deltaTime * push.y; + + // if Particle new postion is out of bounds + if (current_pos.y < -spaceSize * 0.5 ) { + // randomize XZ and move back to top of spaceSize + if (u_GenType > 0.5) + { + vec3 temp2 = new_p + v_vel; + new_p.x = (fbm(temp2.x, temp2.y, temp2.z, amp, freq) -0.5) * spaceSize * 2.5; + new_p.y += spaceSize + 0.5 * fbm(new_p.x, new_p.y, new_p.z, amp, freq) * (spaceSize - spaceSize*0.5); + new_p.z = fbm(i, 0.5 * i, 0.0, amp, freq) * spaceSize - spaceSize*0.5; + } + else { + new_p.x = (random3(new_p + v_vel) - 0.5) * spaceSize * 2.0; + new_p.y += spaceSize + 0.5 * random3(new_p) * (spaceSize - spaceSize*0.5); + new_p.z = random2(vec2(i, 0.5 * i)) * spaceSize * 0.5 - spaceSize*0.25; + } + } + + // check again for collisions + new_p.y += 10.0 * deltaTime * obstacleNor.y; + new_p.x -= 10.0 * deltaTime * obstacleNor.x; + + v_pos = new_p; + v_time = current_time; + } + +} diff --git a/src/shaders/particle-vert.glsl b/src/shaders/particle-vert.glsl new file mode 100644 index 00000000..cf3e962e --- /dev/null +++ b/src/shaders/particle-vert.glsl @@ -0,0 +1,69 @@ +#version 300 es + +//This is a vertex shader. While it is called a "shader" due to outdated conventions, this file +//is used to apply matrix transformations to the arrays of vertex data passed to it. +//Since this code is run on your GPU, each vertex is transformed simultaneously. +//If it were run on your CPU, each vertex would have to be processed in a FOR loop, one at a time. +//This simultaneous transformation allows your program to run much faster, especially when rendering +//geometry with millions of vertices. + +#define POSITION_LOCATION 2 +#define VELOCITY_LOCATION 3 +#define COLOR_LOCATION 4 +#define TIME_LOCATION 5 +#define ID_LOCATION 6 + +uniform mat4 u_Model; // The matrix that defines the transformation of the + // object we're rendering. In this assignment, + // this will be the result of traversing your scene graph. + +uniform mat4 u_ModelInvTr; // The inverse transpose of the model matrix. + // This allows us to transform the object's normals properly + // if the object has been non-uniformly scaled. + +uniform mat4 u_ViewProj; // The matrix that defines the camera's transformation. + // We've written a static matrix for you to use for HW2, + // but in HW3 you'll have to generate one yourself + +uniform mat3 u_CameraAxes; // A billboard is a textured polygon (usually a quad) used + // for drawing particles, such that elements with low-level + // detail will always we drawn plane-aligned, facing the camera + + +in vec4 vs_Pos; // Not used. The array of vertex positions passed to the shader +in vec4 vs_Nor; // Not used. The array of vertex normals passed to the shader +in vec4 vs_Col; // The array of vertex colors passed to the shader. + +uniform float u_Time; + +out vec4 fs_Pos; +out vec4 fs_Col; // The color of each vertex. This is implicitly passed to the fragment shader. + + +// On the CPU side, when I created a VAO, I described each attribute by saying +// "this data in this buffer will be attribute 0, the data next to it wil be +// attribute 1, etc." The VAO only stores this information of the location of +// this buffer's attributes. The vertex data is stored in the VBO. +// This line vvv gets the attribute located at POSTION, and puts it IN the +// specified variable. The location specifies the number of the attribute +layout(location = POSITION_LOCATION) in vec3 current_pos; +layout(location = COLOR_LOCATION) in vec3 current_color; + + +void main() +{ + fs_Col = vec4(current_color, 1.0); + fs_Pos = vs_Pos; + + vec4 modelposition = u_Model * vs_Pos; // Temporarily store the transformed vertex positions for use below + + // Put the position of the model (particle) in line with the refernce frame of the camera + vec3 alignedBillboard = modelposition.x * u_CameraAxes[0] + modelposition.y * u_CameraAxes[1]; + + // Add the new updated particle position to the aligned billboard + vec3 particlePos = current_pos + alignedBillboard; + + gl_Position = u_ViewProj * vec4(particlePos, 1.0); + // gl_Position is a built-in variable of OpenGL which is + // used to render the final positions of the geometry's vertices +} diff --git a/tsconfig.json b/tsconfig.json new file mode 100644 index 00000000..79efea76 --- /dev/null +++ b/tsconfig.json @@ -0,0 +1,11 @@ +{ + "compilerOptions": { + "outDir": "./dist", + "sourceMap": true, + "noImplicitAny": true, + "module": "es6", + "target": "es6", + "allowJs": true, + "moduleResolution": "node" + } +} diff --git a/webpack.config.js b/webpack.config.js new file mode 100644 index 00000000..2cce33bb --- /dev/null +++ b/webpack.config.js @@ -0,0 +1,37 @@ +const path = require('path'); + +module.exports = { + mode: process.env.NODE_ENV === 'production' ? 'production' : 'development', + entry: path.resolve(__dirname, "src/main"), + output: { + path: path.resolve(__dirname, "dist"), + filename: "bundle.js", + publicPath: '/', + }, + module: { + rules: [ + { + test: /\.ts$/, + use: 'ts-loader', + exclude: /node_modules/ + }, + { + test: /\.glsl$/, + loader: 'webpack-glsl-loader' + }, + ] + }, + resolve: { + extensions: ['.ts', '.js' ], + }, + devtool: 'source-map', + devServer: { + port: 5660, + static: { + directory: path.join(__dirname, 'dist'), + }, + client: { + overlay: true, + } + }, +};