diff --git a/.DS_Store b/.DS_Store new file mode 100644 index 0000000..cb8c833 Binary files /dev/null and b/.DS_Store differ diff --git a/README.md b/README.md index 856ab54..5c8bd93 100644 --- a/README.md +++ b/README.md @@ -3,442 +3,42 @@ WebGL Deferred Shading **University of Pennsylvania, CIS 565: GPU Programming and Architecture, Project 6** -* (TODO) YOUR NAME HERE -* Tested on: (TODO) **Google Chrome 222.2** on - Windows 22, i7-2222 @ 2.22GHz 22GB, GTX 222 222MB (Moore 2222 Lab) +* Sally Kong +* Tested on: Google Chrome 46, Macbook Air 2014, 1.4 GHz Intel Core i5, ntel HD Graphics 5000 1536 MB (Personal) + ### Live Online -[![](img/thumb.png)](http://TODO.github.io/Project6-WebGL-Deferred-Shading) +[![](img/thumb.png)](http://kongsally.github.io/Project6-WebGL-Deferred-Shading/) ### Demo Video -[![](img/video.png)](TODO) - -### (TODO: Your README) - -*DO NOT* leave the README to the last minute! It is a crucial part of the -project, and we will not be able to grade you without a good README. - -This assignment has a considerable amount of performance analysis compared -to implementation work. Complete the implementation early to leave time! - - -Instructions (delete me) -======================== - -This is due at midnight on the evening of Tuesday, October 27. - -**Summary:** In this project, you'll be introduced to the basics of deferred -shading and WebGL. You'll use GLSL and WebGL to implement a deferred shading -pipeline and various lighting and visual effects. - -**Recommendations:** -Take screenshots as you go. Use them to document your progress in your README! - -Read (or at least skim) the full README before you begin, so that you know what -to expect and what to prepare for. - -### Running the code - -If you have Python, you should be able to run `server.py` to start a server. -Then, open [`http://localhost:10565/`](http://localhost:10565/) in your browser. - -This project requires a WebGL-capable web browser with support for -`WEBGL_draw_buffers`. You can check for support on -[WebGL Report](http://webglreport.com/). - -Google Chrome seems to work best on all platforms. If you have problems running -the starter code, use Chrome or Chromium, and make sure you have updated your -browser and video drivers. - -In Moore 100C, both Chrome and Firefox work. -See below for notes on profiling/debugging tools. - -Use the screenshot button to save a screenshot. - -## Requirements - -**Ask on the mailing list for any clarifications.** - -In this project, you are given code for: - -* Loading OBJ files and color/normal map textures -* Camera control -* Partial implementation of deferred shading including many helper functions - -### Required Tasks - -**Before doing performance analysis,** you must disable debug mode by changing -`debugMode` to `false` in `framework.js`. Keep it enabled when developing - it -helps find WebGL errors *much* more easily. - -You will need to perform the following tasks: - -* Complete the deferred shading pipeline so that the Blinn-Phong and Post1 - shaders recieve the correct input. Go through the Starter Code Tour **before - continuing!** - -**Effects:** - -* Implement deferred Blinn-Phong shading (diffuse + specular) for point lights - * With normal mapping (code provided) - * For deferred shading, you want to use a lighting model for the point lights - which has a limited radius - so that adding a scissor or proxy geometry - will not cause parts of the lighting to disappear. It should look very - similar both with and without scissor/proxy optimization. Here is a - convenient lighting model, but you can also use others: - * `float attenuation = max(0.0, u_lightRad - dist_from_surface_to_light);` - -* Implement one of the following effects: - * Bloom using post-process blur (box or Gaussian) [1] - * Toon shading (with ramp shading + simple depth-edge detection for outlines) - -**Optimizations:** - -* Scissor test optimization: when accumulating shading from each point - light source, only render in a rectangle around the light. - * Show a debug view for this (showing scissor masks clearly), e.g. by - modifying and using `red.frag.glsl` with additive blending and alpha = 0.1. - * Code is provided to compute this rectangle for you, and there are - comments at the relevant place in `deferredRender.js` with more guidance. - * **NOTE:** The provided scissor function is not very accurate - it is a - quick hack which results in some errors (as can be seen in the live - demo). - -* Optimized g-buffer format - reduce the number and size of g-buffers: - * Ideas: - * Pack values together into vec4s - * Use 2-component normals - * Quantize values by using smaller texture types instead of gl.FLOAT - * Reduce number of properties passed via g-buffer, e.g. by: - * Applying the normal map in the `copy` shader pass instead of - copying both geometry normals and normal maps - * Reconstructing world space position using camera matrices and X/Y/depth - * For credit, you must show a good optimization effort and record the - performance of each version you test, in a simple table. - * It is expected that you won't need all 4 provided g-buffers for a basic - pipeline - make sure you disable the unused ones. - * See mainly: `copy.frag.glsl`, `deferred/*.glsl`, `deferredSetup.js` - -### Extra Tasks - -You must do at least **10 points** worth of extra features (effects or -optimizations/analysis). - -**Effects:** - -* (3pts) The effect you didn't choose above (bloom or toon shading) - -* (3pts) Screen-space motion blur (blur along velocity direction) [3] - -* (2pts) Allow variability in additional material properties - * Include other properties (e.g. specular coeff/exponent) in g-buffers - * Use this to render objects with different material properties - * These may be uniform across one model draw call, but you'll have to show - multiple models - -**Optimizations/Analysis:** - -* (2pts) Improved screen-space AABB for scissor test - (smaller/more accurate than provided - but beware of CPU/GPU tradeoffs) - -* (3pts) Two-pass **Gaussian** blur using separable convolution (using a second - postprocess render pass) to improve bloom or other 2D blur performance - -* (4-6pts) Light proxies - * (4pts) Instead of rendering a scissored full-screen quad for every light, - render some proxy geometry which covers the part of the screen affected by - the light (e.g. a sphere, for an attenuated point light). - * A model called `sphereModel` is provided which can be drawn in the same - way as the code in `drawScene`. (Must be drawn with a vertex shader which - scales it to the light radius and translates it to the light position.) - * (+2pts) To avoid lighting geometry far behind the light, render the proxy - geometry (e.g. sphere) using an inverted depth test - (`gl.depthFunc(gl.GREATER)`) with depth writing disabled (`gl.depthMask`). - This test will pass only for parts of the screen for which the backside of - the sphere appears behind parts of the scene. - * Note that the copy pass's depth buffer must be bound to the FBO during - this operation! - * Show a debug view for this (showing light proxies) - * Compare performance of this, naive, and scissoring. - -* (8pts) Tile-based deferred shading with detailed performance comparison - * On the CPU, check which lights overlap which tiles. Then, render each tile - just once for all lights (instead of once for each light), applying only - the overlapping lights. - * The method is described very well in - [Yuqin & Sijie's README](https://github.com/YuqinShao/Tile_Based_WebGL_DeferredShader/blob/master/README.md#algorithm-details). - * This feature requires allocating the global light list and tile light - index lists as shown at this link. These can be implemented as textures. - * Show a debug view for this (number of lights per tile) - -* (6pts) Deferred shading without multiple render targets - (i.e. without WEBGL_draw_buffers). - * Render the scene once for each target g-buffer, each time into a different - framebuffer object. - * Include a detailed performance analysis, comparing with/without - WEBGL_draw_buffers (like in the - [Mozilla blog article](https://hacks.mozilla.org/2014/01/webgl-deferred-shading/)). - -* (2-6pts) Compare performance to equivalently-lit forward-rendering: - * (2pts) With no forward-rendering optimizations - * (+2pts) Coarse, per-object back-to-front sorting of geometry for early-z - * (Of course) must render many objects to test - * (+2pts) Z-prepass for early-z - -This extra feature list is not comprehensive. If you have a particular idea -that you would like to implement, please **contact us first** (preferably on -the mailing list). - -**Where possible, all features should be switchable using the GUI panel in -`ui.js`.** - -### Performance & Analysis - -**Before doing performance analysis,** you must disable debug mode by changing -`debugMode` to `false` in `framework.js`. Keep it enabled when developing - it -helps find WebGL errors *much* more easily. - -Optimize your JavaScript and/or GLSL code. Web Tracing Framework -and Chrome/Firefox's profiling tools (see Resources section) will -be useful for this. For each change -that improves performance, show the before and after render times. - -For each new *effect* feature (required or extra), please -provide the following analysis: - -* Concise overview write-up of the feature. -* Performance change due to adding the feature. - * If applicable, how do parameters (such as number of lights, etc.) - affect performance? Show data with simple graphs. -* If you did something to accelerate the feature, what did you do and why? -* How might this feature be optimized beyond your current implementation? - -For each *performance* feature (required or extra), please provide: - -* Concise overview write-up of the feature. -* Detailed performance improvement analysis of adding the feature - * What is the best case scenario for your performance improvement? What is - the worst? Explain briefly. - * Are there tradeoffs to this performance feature? Explain briefly. - * How do parameters (such as number of lights, tile size, etc.) affect - performance? Show data with graphs. - * Show debug views when possible. - * If the debug view correlates with performance, explain how. - -Note: Be aware that stats.js may give 0 millisecond frame timings in Chrome on -occasion - if this happens, you can use the FPS counter. - -### Starter Code Tour - -You'll be working mainly in `deferredRender.js` using raw WebGL. Three.js is -included in the project for various reasons. You won't use it for much, but its -matrix/vector types may come in handy. - -It's highly recommended that you use the browser debugger to inspect variables -to get familiar with the code. At any point, you can also -`console.log(some_var);` to show it in the console and inspect it. - -The setup in `deferredSetup` is already done for you, for many of the features. -If you want to add uniforms (textures or values), you'll change them here. -Therefore, it is recommended that you review the comments to understand the -process, BEFORE starting work in `deferredRender`. - -In `deferredRender`, start at the **START HERE!** comment. -Work through the appropriate `TODO`s as you go - most of them are very -small. Test incrementally (after implementing each part, instead of testing -all at once). -* (The first thing you should be doing is implementing the fullscreen quad!) -* See the note in the Debugging section on how to test the first part of the - pipeline incrementally. - -Your _next_ first goal should be to get the debug views working. -Add code in `debug.frag.glsl` to examine your g-buffers before trying to -render them. (Set the debugView in the UI to show them.) - -For editing JavaScript, you can use a simple editor with syntax highlighting -such as Sublime, Vim, Emacs, etc., or the editor built into Chrome. - -* `js/`: JavaScript files for this project. - * `main.js`: Handles initialization of other parts of the program. - * `framework.js`: Loads the scene, camera, etc., and calls your setup/render - functions. Hopefully, you won't need to change anything here. - * `deferredSetup.js`: Deferred shading pipeline setup code. - * `createAndBind(Depth/Color)TargetTexture`: Creates empty textures for - binding to frame buffer objects as render targets. - * `deferredRender.js`: Your deferred shading pipeline execution code. - * `renderFullScreenQuad`: Renders a full-screen quad with the given shader - program. - * `ui.js`: Defines the UI using - [dat.GUI](https://workshop.chromeexperiments.com/examples/gui/). - * The global variable `cfg` can be accessed anywhere in the code to read - configuration values. - * `utils.js`: Utilities for JavaScript and WebGL. - * `abort`: Aborts the program and shows an error. - * `loadTexture`: Loads a texture from a URL into WebGL. - * `loadShaderProgram`: Loads shaders from URLs into a WebGL shader program. - * `loadModel`: Loads a model into WebGL buffers. - * `readyModelForDraw`: Configures the WebGL state to draw a model. - * `drawReadyModel`: Draws a model which has been readied. - * `getScissorForLight`: Computes an approximate scissor rectangle for a - light in world space. -* `glsl/`: GLSL code for each part of the pipeline: - * `clear.*.glsl`: Clears each of the `NUM_GBUFFERS` g-buffers. - * `copy.*.glsl`: Performs standard rendering without any fragment shading, - storing all of the resulting values into the `NUM_GBUFFERS` g-buffers. - * `quad.vert.glsl`: Minimal vertex shader for rendering a single quad. - * `deferred.frag.glsl`: Deferred shading pass (for lighting calculations). - Reads from each of the `NUM_GBUFFERS` g-buffers. - * `post1.frag.glsl`: First post-processing pass. -* `lib/`: JavaScript libraries. -* `models/`: OBJ models for testing. Sponza is the default. -* `index.html`: Main HTML page. -* `server.bat` (Windows) or `server.py` (OS X/Linux): - Runs a web server at `localhost:10565`. - -### The Deferred Shading Pipeline - -See the comments in `deferredSetup.js`/`deferredRender.js` for low-level guidance. - -In order to enable and disable effects using the GUI, upload a vec4 uniform -where each component is an enable/disable flag. In JavaScript, the state of the -UI is accessible anywhere as `cfg.enableEffect0`, etc. - -**Pass 1:** Renders the scene geometry and its properties to the g-buffers. -* `copy.vert.glsl`, `copy.frag.glsl` -* The framebuffer object `pass_copy.fbo` must be bound during this pass. -* Renders into `pass_copy.depthTex` and `pass_copy.gbufs[i]`, which need to be - attached to the framebuffer. - -**Pass 2:** Performs lighting and shading into the color buffer. -* `quad.vert.glsl`, `deferred/blinnphong-pointlight.frag.glsl` -* Takes the g-buffers `pass_copy.gbufs`/`depthTex` as texture inputs to the - fragment shader, on uniforms `u_gbufs` and `u_depth`. -* `pass_deferred.fbo` must be bound. -* Renders into `pass_deferred.colorTex`. - -**Pass 3:** Performs post-processing. -* `quad.vert.glsl`, `post/one.frag.glsl` -* Takes `pass_BlinnPhong_PointLight.colorTex` as a texture input `u_color`. -* Renders directly to the screen if there are no additional passes. - -More passes may be added for additional effects (e.g. combining bloom with -motion blur) or optimizations (e.g. two-pass Gaussian blur for bloom) - -#### Debugging - -If there is a WebGL error, it will be displayed on the developer console and -the renderer will be aborted. To find out where the error came from, look at -the backtrace of the error (you may need to click the triangle to expand the -message). The line right below `wrapper @ webgl-debug.js` will point to the -WebGL call that failed. - -When working in the early pipeline (before you have a lit render), it can be -useful to render WITHOUT post-processing. To do this, you have to make sure -that there is NO framebuffer bound while rendering to the screen (that is, bind -null) so that the output will display to the screen instead of saving into a -texture. Writing to gl_FragData[0] is the same as writing to gl_FragColor, so -you'll see whatever you were storing into the first g-buffer. - -#### Changing the number of g-buffers - -Note that the g-buffers are just `vec4`s - you can put any values you want into -them. However, if you want to change the total number of g-buffers (add more -for additional effects or remove some for performance), you will need to make -changes in a number of places: - -* `deferredSetup.js`/`deferredRender.js`: search for `NUM_GBUFFERS` -* `copy.frag.glsl` -* `deferred.frag.glsl` -* `clear.frag.glsl` - - -## Resources - -* [1] Bloom: - [GPU Gems, Ch. 21](http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html) -* [2] Screen-Space Ambient Occlusion: - [Floored Article](http://floored.com/blog/2013/ssao-screen-space-ambient-occlusion.html) -* [3] Post-Process Motion Blur: - [GPU Gems 3, Ch. 27](http://http.developer.nvidia.com/GPUGems3/gpugems3_ch27.html) - -**Also see:** The articles linked in the course schedule. - -### Profiling and debugging tools - -Built into Firefox: -* Canvas inspector -* Shader Editor -* JavaScript debugger and profiler - -Built into Chrome: -* JavaScript debugger and profiler - -Plug-ins: -* (Chrome/Firefox) [Web Tracing Framework](http://google.github.io/tracing-framework/) -* (Chrome) [Shader Editor](https://chrome.google.com/webstore/detail/shader-editor/ggeaidddejpbakgafapihjbgdlbbbpob) - - -Firefox can also be useful - it has a canvas inspector, WebGL profiling and a -shader editor built in. - - -## README - -Replace the contents of this README.md in a clear manner with the following: - -* A brief description of the project and the specific features you implemented. -* At least one screenshot of your project running. -* A 30+ second video of your project running showing all features. - [Open Broadcaster Software](http://obsproject.com) is recommended. - (Even though your demo can be seen online, using multiple render targets - means it won't run on many computers. A video will work everywhere.) -* A performance analysis (described below). - -### Performance Analysis - -See above. - -### GitHub Pages +![](img/deferredShading.gif) -Since this assignment is in WebGL, you can make your project easily viewable by -taking advantage of GitHub's project pages feature. +###Toon Shading +* With Ramp Shading and Outlines +![](img/toonShading.png) -Once you are done with the assignment, create a new branch: -`git branch gh-pages` +### Debug Images -Push the branch to GitHub: +|Depth | Position | Geometry Normal| +|:-------------:|:-------------:|:-------------:| +|![](img/depth.png) | ![](img/position.png) | ![](img/geom_normal.png)| +|Color Map | Normal Map | Surface Normal| +|![](img/color_map.png) | ![](img/normal_map.png) | ![](img/surface_normal.png)| -`git push origin gh-pages` +## Performance Analysis -Now, you can go to `.github.io/` to see your -renderer online from anywhere. Add this link to your README. +* Enabling the Scissor Test almost quadrupled the FPS. The Toon Shader didn't change the performance. +![](img/FPSChart.png) -## Submit +* It reduced rendering time by about half -1. Open a GitHub pull request so that we can see that you have finished. - The title should be "Submission: YOUR NAME". - * **ADDITIONALLY:** - In the body of the pull request, include a link to your repository. -2. Send an email to the TA (gmail: kainino1+cis565@) with: - * **Subject**: in the form of `[CIS565] Project N: PENNKEY`. - * Direct link to your pull request on GitHub. - * Estimate the amount of time you spent on the project. - * If there were any outstanding problems, briefly explain. - * **List the extra features you did.** - * Feedback on the project itself, if any. + | With Scissor Test | Without Scissor Test | + |:-------------:|:-------------:| + | 0~11 MS| 0~20 MS| -### Third-Party Code Policy +* Scissor Test Screenshot -* Use of any third-party code must be approved by asking on our mailing list. -* If it is approved, all students are welcome to use it. Generally, we approve - use of third-party code that is not a core part of the project. For example, - for the path tracer, we would approve using a third-party library for loading - models, but would not approve copying and pasting a CUDA function for doing - refraction. -* Third-party code **MUST** be credited in README.md. -* Using third-party code without its approval, including using another - student's code, is an academic integrity violation, and will, at minimum, - result in you receiving an F for the semester. +![](img/scissor_test.png) diff --git a/glsl/.DS_Store b/glsl/.DS_Store new file mode 100644 index 0000000..2468345 Binary files /dev/null and b/glsl/.DS_Store differ diff --git a/glsl/copy.frag.glsl b/glsl/copy.frag.glsl index 0f5f8f7..80941f0 100644 --- a/glsl/copy.frag.glsl +++ b/glsl/copy.frag.glsl @@ -11,5 +11,16 @@ varying vec3 v_normal; varying vec2 v_uv; void main() { - // TODO: copy values into gl_FragData[0], [1], etc. + + // color/albedo + gl_FragData[0] = texture2D(u_colmap, v_uv); + + // position + gl_FragData[1] = vec4(v_position, 1.0); + + // surface normal + gl_FragData[2] = texture2D(u_normap, v_uv); + + // normal + gl_FragData[3] = vec4(v_normal, 1.0); } diff --git a/glsl/deferred/ambient.frag.glsl b/glsl/deferred/ambient.frag.glsl index 1fd4647..786525f 100644 --- a/glsl/deferred/ambient.frag.glsl +++ b/glsl/deferred/ambient.frag.glsl @@ -11,17 +11,17 @@ uniform sampler2D u_depth; varying vec2 v_uv; void main() { - vec4 gb0 = texture2D(u_gbufs[0], v_uv); - vec4 gb1 = texture2D(u_gbufs[1], v_uv); - vec4 gb2 = texture2D(u_gbufs[2], v_uv); - vec4 gb3 = texture2D(u_gbufs[3], v_uv); + + vec4 gb0 = texture2D(u_gbufs[0], v_uv); float depth = texture2D(u_depth, v_uv).x; - // TODO: Extract needed properties from the g-buffers into local variables + + vec3 colmap = gb0.xyz; // The color map - unlit "albedo" (surface color) + if (depth == 1.0) { gl_FragColor = vec4(0, 0, 0, 0); // set alpha to 0 return; } - gl_FragColor = vec4(0.1, 0.1, 0.1, 1); // TODO: replace this + gl_FragColor = vec4(0.3 * colmap, 1); } diff --git a/glsl/deferred/blinnphong-pointlight.frag.glsl b/glsl/deferred/blinnphong-pointlight.frag.glsl index b24a54a..e8a6e02 100644 --- a/glsl/deferred/blinnphong-pointlight.frag.glsl +++ b/glsl/deferred/blinnphong-pointlight.frag.glsl @@ -6,10 +6,13 @@ precision highp int; uniform vec3 u_lightCol; uniform vec3 u_lightPos; +uniform vec3 u_cameraPos; + uniform float u_lightRad; uniform sampler2D u_gbufs[NUM_GBUFFERS]; uniform sampler2D u_depth; + varying vec2 v_uv; vec3 applyNormalMap(vec3 geomnor, vec3 normap) { @@ -20,14 +23,22 @@ vec3 applyNormalMap(vec3 geomnor, vec3 normap) { return normap.y * surftan + normap.x * surfbinor + normap.z * geomnor; } + +//https://en.wikipedia.org/wiki/Blinn%E2%80%93Phong_shading_model + void main() { - vec4 gb0 = texture2D(u_gbufs[0], v_uv); - vec4 gb1 = texture2D(u_gbufs[1], v_uv); - vec4 gb2 = texture2D(u_gbufs[2], v_uv); - vec4 gb3 = texture2D(u_gbufs[3], v_uv); - float depth = texture2D(u_depth, v_uv).x; - // TODO: Extract needed properties from the g-buffers into local variables + vec4 gb0 = texture2D(u_gbufs[0], v_uv); // albedo + vec4 gb1 = texture2D(u_gbufs[1], v_uv); // position + vec4 gb2 = texture2D(u_gbufs[2], v_uv); // surface normal + vec4 gb3 = texture2D(u_gbufs[3], v_uv); // geom normal + + vec3 pos = gb1.xyz; // World-space position + vec3 geomnor = gb3.xyz; // Normals of the geometry as defined, without normal mapping + vec3 colmap = gb0.xyz; // The color map - unlit "albedo" (surface color) + vec3 normap = gb2.xyz; // The raw normal map (normals relative to the surface they're on) + float depth = texture2D(u_depth, v_uv).x; + // If nothing was rendered to this pixel, set alpha to 0 so that the // postprocessing step can render the sky color. if (depth == 1.0) { @@ -35,5 +46,24 @@ void main() { return; } - gl_FragColor = vec4(0, 0, 1, 1); // TODO: perform lighting calculations + vec3 lightDir = normalize(u_lightPos - pos); + vec3 normal = applyNormalMap(geomnor, normap); + + + float lambertian = max(dot(lightDir, normal), 0.0); + float specular = 0.0; + + if (lambertian > 0.0) { + vec3 viewDir = normalize(u_cameraPos - pos); + + //blinn phong + vec3 halfDir = normalize(lightDir + viewDir); + float specAngle = max(dot(normal, halfDir), 0.0); + //specular = pow(specAngle, 4.0); + } + + vec3 color = (lambertian + specular) * u_lightCol * vec3(1.0); + float attenuation = max(0.0, u_lightRad - distance(u_lightPos, pos)); + + gl_FragColor = vec4(color * attenuation, 1); } diff --git a/glsl/deferred/debug.frag.glsl b/glsl/deferred/debug.frag.glsl index 9cbfae4..465782a 100644 --- a/glsl/deferred/debug.frag.glsl +++ b/glsl/deferred/debug.frag.glsl @@ -21,18 +21,23 @@ vec3 applyNormalMap(vec3 geomnor, vec3 normap) { } void main() { - vec4 gb0 = texture2D(u_gbufs[0], v_uv); - vec4 gb1 = texture2D(u_gbufs[1], v_uv); - vec4 gb2 = texture2D(u_gbufs[2], v_uv); - vec4 gb3 = texture2D(u_gbufs[3], v_uv); + vec4 gb0 = texture2D(u_gbufs[0], v_uv); // albedo + vec4 gb1 = texture2D(u_gbufs[1], v_uv); // position + vec4 gb2 = texture2D(u_gbufs[2], v_uv); // surface normal + vec4 gb3 = texture2D(u_gbufs[3], v_uv); // normal + float depth = texture2D(u_depth, v_uv).x; - // TODO: Extract needed properties from the g-buffers into local variables + + // Extract needed properties from the g-buffers into local variables // These definitions are suggested for starting out, but you will probably want to change them. - vec3 pos; // World-space position - vec3 geomnor; // Normals of the geometry as defined, without normal mapping - vec3 colmap; // The color map - unlit "albedo" (surface color) - vec3 normap; // The raw normal map (normals relative to the surface they're on) - vec3 nor; // The true normals as we want to light them - with the normal map applied to the geometry normals (applyNormalMap above) + + vec3 pos = gb1.xyz; // World-space position + vec3 geomnor = gb3.xyz; // Normals of the geometry as defined, without normal mapping + vec3 colmap = gb0.xyz; // The color map - unlit "albedo" (surface color) + vec3 normap = gb2.xyz; // The raw normal map (normals relative to the surface they're on) + + // The true normals as we want to light them - with the normal map applied to the geometry normals (applyNormalMap above) + vec3 nor = applyNormalMap(geomnor, normap); if (u_debug == 0) { gl_FragColor = vec4(vec3(depth), 1.0); diff --git a/glsl/deferred/toonShading.frag.glsl b/glsl/deferred/toonShading.frag.glsl new file mode 100644 index 0000000..13f3c3a --- /dev/null +++ b/glsl/deferred/toonShading.frag.glsl @@ -0,0 +1,96 @@ +#version 100 +precision highp float; +precision highp int; + +#define NUM_GBUFFERS 4 + +uniform vec3 u_lightCol; +uniform vec3 u_lightPos; +uniform vec3 u_cameraPos; + +uniform float u_lightRad; +uniform float u_width; +uniform float u_height; +uniform sampler2D u_gbufs[NUM_GBUFFERS]; +uniform sampler2D u_depth; + + +varying vec2 v_uv; + +vec3 applyNormalMap(vec3 geomnor, vec3 normap) { + normap = normap * 2.0 - 1.0; + vec3 up = normalize(vec3(0.001, 1, 0.001)); + vec3 surftan = normalize(cross(geomnor, up)); + vec3 surfbinor = cross(geomnor, surftan); + return normap.y * surftan + normap.x * surfbinor + normap.z * geomnor; +} + + +void main() { + vec4 gb0 = texture2D(u_gbufs[0], v_uv); // albedo + vec4 gb1 = texture2D(u_gbufs[1], v_uv); // position + vec4 gb2 = texture2D(u_gbufs[2], v_uv); // surface normal + vec4 gb3 = texture2D(u_gbufs[3], v_uv); // geom normal + + float n1 = texture2D(u_depth, v_uv + vec2(0.001, 0.0)).x; + float n2 = texture2D(u_depth, v_uv - vec2(0.001, 0.0)).x; + float n3 = texture2D(u_depth, v_uv + vec2(0.0, 0.001)).x; + float n4 = texture2D(u_depth, v_uv - vec2(0.0, 0.001)).x; + + vec3 pos = gb1.xyz; // World-space position + vec3 geomnor = gb3.xyz; // Normals of the geometry as defined, without normal mapping + vec3 colmap = gb0.xyz; // The color map - unlit "albedo" (surface color) + vec3 normap = gb2.xyz; // The raw normal map (normals relative to the surface they're on) + + float depth = texture2D(u_depth, v_uv).x; + + // If nothing was rendered to this pixel, set alpha to 0 so that the + // postprocessing step can render the sky color. + if (depth == 1.0) { + gl_FragColor = vec4(0, 0, 0, 0); + return; + } + + vec3 lightDir = normalize(u_lightPos - pos); + vec3 normal = applyNormalMap(geomnor, normap); + + float lambertian = max(dot(lightDir, normal), 0.0); + float specular = 0.0; + + if (lambertian > 0.0) { + + if (lambertian > 0.75) { + lambertian = 1.0; + } else if (lambertian > 0.73) { + gl_FragColor = vec4(vec3(0.0), 1.0); + return; + } else if (lambertian > 0.45) { + lambertian = 0.4; + } else if (lambertian > 0.42) { + gl_FragColor = vec4(vec3(0.0), 1.0); + return; + } else { + lambertian = 0.0; + } + + vec3 viewDir = normalize(u_cameraPos - pos); + + //blinn phong + vec3 halfDir = normalize(lightDir + viewDir); + float specAngle = max(dot(normal, halfDir), 0.0); + specular = pow(specAngle, 4.0) / 10.0; + } + + vec3 color = (lambertian + specular) * u_lightCol * vec3(1.0); + float attenuation = max(0.0, u_lightRad - distance(u_lightPos, pos)); + + //outline + float difference = abs(n1 - depth) + abs(n2 - depth) + abs(n3 - depth) + abs(n4 - depth); + + if(difference > 0.01) { + gl_FragColor = vec4(vec3(1.0), 1); + return; + } + + gl_FragColor = vec4(color * attenuation, 1); +} diff --git a/glsl/deferred/toon_edge.frag.glsl b/glsl/deferred/toon_edge.frag.glsl new file mode 100644 index 0000000..0662107 --- /dev/null +++ b/glsl/deferred/toon_edge.frag.glsl @@ -0,0 +1,30 @@ +#version 100 +precision highp float; +precision highp int; + +uniform sampler2D u_depth; +uniform float u_width; +uniform float u_height; +varying vec2 v_uv; + +void main() { + + float depth = texture2D(u_depth, v_uv).x; + + + float difference = abs(texture2D(u_depth, v_uv + vec2(1.0/u_width), 0.0).x - depth)+ + abs(texture2D(u_depth, v_uv - vec2(1.0/u_width, 0.0)).x - depth)+ + abs(texture2D(u_depth, v_uv + vec2(0.0, 1.0/u_height)).x - depth)+ + abs(texture2D(u_depth, v_uv - vec2(0.0, 1.0/u_height)).x - depth)+ + abs(texture2D(u_depth, v_uv + vec2(1.0/u_width, 1.0/u_height)).x - depth)+ + abs(texture2D(u_depth, v_uv - vec2(1.0/u_width, 1.0/u_height)).x - depth)+ + abs(texture2D(u_depth, v_uv + vec2(1.0/u_width, -1.0/u_height)).x - depth)+ + abs(texture2D(u_depth, v_uv - vec2(1.0/u_width, -1.0/u_height)).x - depth); + + if(difference >= 0.01) { + gl_FragColor = vec4(vec3(0.0), 1.0); + return; + } + + gl_FragColor = vec4(0.0); +} diff --git a/glsl/post/.DS_Store b/glsl/post/.DS_Store new file mode 100644 index 0000000..5008ddf Binary files /dev/null and b/glsl/post/.DS_Store differ diff --git a/glsl/post/one.frag.glsl b/glsl/post/one.frag.glsl index 94191cd..130adcd 100644 --- a/glsl/post/one.frag.glsl +++ b/glsl/post/one.frag.glsl @@ -3,14 +3,13 @@ precision highp float; precision highp int; uniform sampler2D u_color; - varying vec2 v_uv; const vec4 SKY_COLOR = vec4(0.01, 0.14, 0.42, 1.0); void main() { vec4 color = texture2D(u_color, v_uv); - + if (color.a == 0.0) { gl_FragColor = SKY_COLOR; return; diff --git a/glsl/red.frag.glsl b/glsl/red.frag.glsl index f8ef1ec..4085da8 100644 --- a/glsl/red.frag.glsl +++ b/glsl/red.frag.glsl @@ -3,5 +3,5 @@ precision highp float; precision highp int; void main() { - gl_FragColor = vec4(1, 0, 0, 1); + gl_FragColor = vec4(0.1, 0.1, 0.1, 0.1); } diff --git a/img/.DS_Store b/img/.DS_Store new file mode 100644 index 0000000..e09ee94 Binary files /dev/null and b/img/.DS_Store differ diff --git a/img/FPSChart.png b/img/FPSChart.png new file mode 100644 index 0000000..d9e5734 Binary files /dev/null and b/img/FPSChart.png differ diff --git a/img/color_map.png b/img/color_map.png new file mode 100644 index 0000000..b508805 Binary files /dev/null and b/img/color_map.png differ diff --git a/img/deferredShading.gif b/img/deferredShading.gif new file mode 100644 index 0000000..8b5e2e7 Binary files /dev/null and b/img/deferredShading.gif differ diff --git a/img/depth.png b/img/depth.png new file mode 100644 index 0000000..605fef6 Binary files /dev/null and b/img/depth.png differ diff --git a/img/geom_normal.png b/img/geom_normal.png new file mode 100644 index 0000000..ac93925 Binary files /dev/null and b/img/geom_normal.png differ diff --git a/img/normal_map.png b/img/normal_map.png new file mode 100644 index 0000000..68d6984 Binary files /dev/null and b/img/normal_map.png differ diff --git a/img/position.png b/img/position.png new file mode 100644 index 0000000..5f0a423 Binary files /dev/null and b/img/position.png differ diff --git a/img/scissor_test.png b/img/scissor_test.png new file mode 100644 index 0000000..3962573 Binary files /dev/null and b/img/scissor_test.png differ diff --git a/img/surface_normal.png b/img/surface_normal.png new file mode 100644 index 0000000..6845a97 Binary files /dev/null and b/img/surface_normal.png differ diff --git a/img/thumb.png b/img/thumb.png index 9ec8ed0..cfe0dc2 100644 Binary files a/img/thumb.png and b/img/thumb.png differ diff --git a/img/toonShading.png b/img/toonShading.png new file mode 100644 index 0000000..f4806d0 Binary files /dev/null and b/img/toonShading.png differ diff --git a/index.html b/index.html index 9f8639c..5ab48c5 100644 --- a/index.html +++ b/index.html @@ -84,7 +84,7 @@ height: 1.4em; position: fixed; bottom: 2em; - left: 0; + left: 20px; } diff --git a/js/deferredRender.js b/js/deferredRender.js index b1f238b..8054e14 100644 --- a/js/deferredRender.js +++ b/js/deferredRender.js @@ -25,16 +25,6 @@ // Execute deferred shading pipeline - // CHECKITOUT: START HERE! You can even uncomment this: - //debugger; - - { // TODO: this block should be removed after testing renderFullScreenQuad - gl.bindFramebuffer(gl.FRAMEBUFFER, null); - // TODO: Implement/test renderFullScreenQuad first - renderFullScreenQuad(R.progRed); - return; - } - R.pass_copy.render(state); if (cfg && cfg.debugView >= 0) { @@ -43,9 +33,8 @@ R.pass_debug.render(state); } else { // * Deferred pass and postprocessing pass(es) - // TODO: uncomment these - //R.pass_deferred.render(state); - //R.pass_post1.render(state); + R.pass_deferred.render(state); + R.pass_post1.render(state); // OPTIONAL TODO: call more postprocessing passes, if any } @@ -55,23 +44,24 @@ * 'copy' pass: Render into g-buffers */ R.pass_copy.render = function(state) { - // * Bind the framebuffer R.pass_copy.fbo - // TODO: ^ + // * Bind the framebuffer R.pass_copy.fbo + + //turns black when this is uncommented + gl.bindFramebuffer(gl.FRAMEBUFFER, R.pass_copy.fbo); // * Clear screen using R.progClear - TODO: renderFullScreenQuad(R.progClear); + renderFullScreenQuad(R.progClear); // * Clear depth buffer to value 1.0 using gl.clearDepth and gl.clear - // TODO: ^ - // TODO: ^ - + gl.clearDepth(1.0); + gl.clear(gl.DEPTH_BUFFER_BIT); + // * "Use" the program R.progCopy.prog - // TODO: ^ - // TODO: Write glsl/copy.frag.glsl - + gl.useProgram(R.progCopy.prog); + var m = state.cameraMat.elements; // * Upload the camera matrix m to the uniform R.progCopy.u_cameraMat // using gl.uniformMatrix4fv - // TODO: ^ + gl.uniformMatrix4fv(R.progCopy.u_cameraMat, false, state.cameraMat.elements); // * Draw the scene drawScene(state); @@ -97,9 +87,8 @@ // * Tell shader which debug view to use bindTexturesForLightPass(R.prog_Debug); gl.uniform1i(R.prog_Debug.u_debug, cfg.debugView); - - // * Render a fullscreen quad to perform shading on renderFullScreenQuad(R.prog_Debug); + }; /** @@ -118,28 +107,66 @@ // Enable blending and use gl.blendFunc to blend with: // color = 1 * src_color + 1 * dst_color - // TODO: ^ + gl.enable(gl.BLEND); + gl.blendFunc(gl.ONE, gl.ONE); // * Bind/setup the ambient pass, and render using fullscreen quad bindTexturesForLightPass(R.prog_Ambient); renderFullScreenQuad(R.prog_Ambient); // * Bind/setup the Blinn-Phong pass, and render using fullscreen quad - bindTexturesForLightPass(R.prog_BlinnPhong_PointLight); - // TODO: add a loop here, over the values in R.lights, which sets the - // uniforms R.prog_BlinnPhong_PointLight.u_lightPos/Col/Rad etc., - // then does renderFullScreenQuad(R.prog_BlinnPhong_PointLight). + if(cfg.toonShading) { + bindTexturesForLightPass(R.prog_ToonShading); + } else { + bindTexturesForLightPass(R.prog_BlinnPhong_PointLight); + } + - // TODO: In the lighting loop, use the scissor test optimization - // Enable gl.SCISSOR_TEST, render all lights, then disable it. - // - // getScissorForLight returns null if the scissor is off the screen. - // Otherwise, it returns an array [xmin, ymin, width, height]. - // - // var sc = getScissorForLight(state.viewMat, state.projMat, light); + gl.enable(gl.SCISSOR_TEST); + + for (var i = 0; i < R.lights.length; i++) { + var light = R.lights[i]; + var sc = getScissorForLight(state.viewMat, state.projMat, light); + + if (sc) { + + gl.scissor(sc[0], sc[1], sc[2], sc[3]); + + if (cfg.toonShading) { + gl.uniform3f(R.prog_ToonShading.u_lightPos, + light.pos[0], light.pos[1], light.pos[2]); + gl.uniform3f(R.prog_ToonShading.u_lightCol, + light.col[0], light.col[1], light.col[2]); + gl.uniform3f(R.prog_ToonShading.u_cameraPos, + state.cameraPos[0], state.cameraPos[1], state.cameraPos[2]); + gl.uniform1f(R.prog_ToonShading.u_lightRad, light.rad); + gl.uniform1f(R.prog_ToonShading.u_width, width); + gl.uniform1f(R.prog_ToonShading.u_height, height); + + if(cfg.debugScissor) { + renderFullScreenQuad(R.progRed); + } + renderFullScreenQuad(R.prog_ToonShading); + + } else { + gl.uniform3f(R.prog_BlinnPhong_PointLight.u_lightPos, + light.pos[0], light.pos[1], light.pos[2]); + gl.uniform3f(R.prog_BlinnPhong_PointLight.u_lightCol, + light.col[0], light.col[1], light.col[2]); + gl.uniform3f(R.prog_BlinnPhong_PointLight.u_cameraPos, + state.cameraPos[0], state.cameraPos[1], state.cameraPos[2]); + gl.uniform1f(R.prog_BlinnPhong_PointLight.u_lightRad, light.rad); + if(cfg.debugScissor) { + renderFullScreenQuad(R.progRed); + } + renderFullScreenQuad(R.prog_BlinnPhong_PointLight); + } + + } - // Disable blending so that it doesn't affect other code + } + gl.disable(gl.SCISSOR_TEST); gl.disable(gl.BLEND); }; @@ -165,7 +192,7 @@ // * Unbind any existing framebuffer (if there are no more passes) gl.bindFramebuffer(gl.FRAMEBUFFER, null); - // * Clear the framebuffer depth to 1.0 + // * Clear the framebuffer depth to 1.0 gl.clearDepth(1.0); gl.clear(gl.DEPTH_BUFFER_BIT); @@ -174,14 +201,16 @@ // * Bind the deferred pass's color output as a texture input // Set gl.TEXTURE0 as the gl.activeTexture unit - // TODO: ^ + gl.activeTexture(gl.TEXTURE0); // Bind the TEXTURE_2D, R.pass_deferred.colorTex to the active texture unit - // TODO: ^ + gl.bindTexture(gl.TEXTURE_2D, R.pass_deferred.colorTex); + // Configure the R.progPost1.u_color uniform to point at texture unit 0 gl.uniform1i(R.progPost1.u_color, 0); - + // * Render a fullscreen quad to perform shading on renderFullScreenQuad(R.progPost1); + }; var renderFullScreenQuad = (function() { @@ -204,13 +233,13 @@ var init = function() { // Create a new buffer with gl.createBuffer, and save it as vbo. - // TODO: ^ - + vbo = gl.createBuffer(); + // Bind the VBO as the gl.ARRAY_BUFFER - // TODO: ^ + gl.bindBuffer(gl.ARRAY_BUFFER, vbo); // Upload the positions array to the currently-bound array buffer // using gl.bufferData in static draw mode. - // TODO: ^ + gl.bufferData(gl.ARRAY_BUFFER, positions, gl.STATIC_DRAW); }; return function(prog) { @@ -223,16 +252,17 @@ gl.useProgram(prog.prog); // Bind the VBO as the gl.ARRAY_BUFFER - // TODO: ^ + gl.bindBuffer(gl.ARRAY_BUFFER, vbo); // Enable the bound buffer as the vertex attrib array for // prog.a_position, using gl.enableVertexAttribArray - // TODO: ^ + gl.enableVertexAttribArray(prog.a_position); + // Use gl.vertexAttribPointer to tell WebGL the type/layout for // prog.a_position's access pattern. - // TODO: ^ + gl.vertexAttribPointer(prog.a_position, 3, gl.FLOAT, false, 0, 0); // Use gl.drawArrays (or gl.drawElements) to draw your quad. - // TODO: ^ + gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4); // Unbind the array buffer. gl.bindBuffer(gl.ARRAY_BUFFER, null); diff --git a/js/deferredSetup.js b/js/deferredSetup.js index 65136e0..00e3792 100644 --- a/js/deferredSetup.js +++ b/js/deferredSetup.js @@ -4,6 +4,7 @@ window.R = {}; R.pass_copy = {}; R.pass_debug = {}; + R.pass_debug_scissor = {}; R.pass_deferred = {}; R.pass_post1 = {}; R.lights = []; @@ -24,8 +25,8 @@ R.light_min = [-14, 0, -6]; R.light_max = [14, 18, 6]; R.light_dt = -0.03; - R.LIGHT_RADIUS = 4.0; - R.NUM_LIGHTS = 20; // TODO: test with MORE lights! + R.LIGHT_RADIUS = 3.0; + R.NUM_LIGHTS =100; // TODO: test with MORE lights! var setupLights = function() { Math.seedrandom(0); @@ -141,22 +142,39 @@ p.u_lightPos = gl.getUniformLocation(p.prog, 'u_lightPos'); p.u_lightCol = gl.getUniformLocation(p.prog, 'u_lightCol'); p.u_lightRad = gl.getUniformLocation(p.prog, 'u_lightRad'); + p.u_cameraPos = gl.getUniformLocation(p.prog, 'u_cameraPos'); R.prog_BlinnPhong_PointLight = p; }); + loadDeferredProgram('toonShading', function(p) { + // Save the object into this variable for access later + p.u_lightPos = gl.getUniformLocation(p.prog, 'u_lightPos'); + p.u_lightCol = gl.getUniformLocation(p.prog, 'u_lightCol'); + p.u_lightRad = gl.getUniformLocation(p.prog, 'u_lightRad'); + p.u_cameraPos = gl.getUniformLocation(p.prog, 'u_cameraPos'); + R.prog_ToonShading = p; + }); + loadDeferredProgram('debug', function(p) { p.u_debug = gl.getUniformLocation(p.prog, 'u_debug'); // Save the object into this variable for access later R.prog_Debug = p; }); + /* loadDeferredProgram('toon_edge', function(p) { + p.u_width = gl.getUniformLocation(p.prog, 'u_width'); + p.u_height = gl.getUniformLocation(p.prog, 'u_height'); + // Save the object into this variable for access later + R.prog_toonEdge = p; + });*/ + loadPostProgram('one', function(p) { p.u_color = gl.getUniformLocation(p.prog, 'u_color'); // Save the object into this variable for access later R.progPost1 = p; }); - // TODO: If you add more passes, load and set up their shader programs. + }; var loadDeferredProgram = function(name, callback) { diff --git a/js/framework.js b/js/framework.js index 49fe429..c57e125 100644 --- a/js/framework.js +++ b/js/framework.js @@ -75,7 +75,7 @@ var width, height; gl = renderer.context; // TODO: For performance measurements, disable debug mode! - var debugMode = true; + var debugMode = false; if (debugMode) { $('#debugmodewarning').css('display', 'block'); diff --git a/js/ui.js b/js/ui.js index 05c1852..4c6eb96 100644 --- a/js/ui.js +++ b/js/ui.js @@ -7,7 +7,7 @@ var cfg; // TODO: Define config fields and defaults here this.debugView = -1; this.debugScissor = false; - this.enableEffect0 = false; + this.toonShading = false; }; var init = function() { @@ -26,8 +26,9 @@ var cfg; }); gui.add(cfg, 'debugScissor'); - var eff0 = gui.addFolder('EFFECT NAME HERE'); - eff0.add(cfg, 'enableEffect0'); + var eff0 = gui.addFolder('Toon Shading'); + eff0.add(cfg, 'toonShading'); + // TODO: add more effects toggles and parameters here };