diff --git a/README.md b/README.md index 31db119..382702f 100644 --- a/README.md +++ b/README.md @@ -3,423 +3,52 @@ 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) +* Xinyue Zhu +* Tested on: **Google Chrome 46.0.2490.71 m** on + Windows 10, i5-5200U @ 2.2GHz 8.00GB, GTX 960M 222MB ### Live Online -[![](img/thumb.png)](http://TODO.github.io/Project6-WebGL-Deferred-Shading) +[![](img/thumb.png)](http://Zhuxinyue909.github.io/Project6-WebGL-Deferred-Shading) ### Demo Video -[![](img/video.png)](TODO) +[![](img/video.png)](https://www.youtube.com/watch?v=z_TlmlxQoGs) -### (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 Sunday, October 25. - -**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) - * With normal mapping (code provided) - -* 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. - * Code is provided to compute this rectangle for you, and there are - comments at the relevant place in `deferredRender.js` with more guidance. - -* 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`.** - +### Feature +Features: +
1.Blinn-Phong shading for point lights.
+2.scissor test and debug view.
+3.bloom shading using Gaussian blur.
+4.Optimized g-buffer.
+Extra: +5.Toon shading, the width of the outline is changed due to the distance to the viewer, more like comic.
+6.Allow variability in additional material properties. add extra cube.since all the texture I find for the cow makes it look wired.
+7.Optimized 2 pass Gaussian bloom.
+8.AABB box for light.
+##the toon effect + +Happy Helloween! + ### 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). - -Your 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. - -#### 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 - -Since this assignment is in WebGL, you can make your project easily viewable by -taking advantage of GitHub's project pages feature. - -Once you are done with the assignment, create a new branch: - -`git branch gh-pages` - -Push the branch to GitHub: - -`git push origin gh-pages` - -Now, you can go to `1.The number of the light increase the memory usead is increase, and the FPS is decrease.
+In the bloom effect, I choose 5*5 simples, int the toon I only calculate the left and top three samples, but their performace do not make much difference. However in the bloom effect, I devide Gaussian matrix into two passes, x and y pass. I think that's why it is a little faster. I think I should change the toon into x y pass to get a more accurate result.
+Increasing the number of the models, makes the program much slower. ++
these are the g-buffers improvment I made. First only disable the buffer do not make much difference. +
note: M1: pack the specular parameter into posision.w
+M2:apply normal map before
+M3:if I do not use the specular parameter in g-buffer and take the color value apart and reduce the number of g-buffer to 2.
+Since I have to use the specular component, so I use the 3 buffers in the end. But reducing the number of g-buffers accelerate the program dramatically.
++
+
The debug view of the original bounding box
++
The debug view of the current bounding box. I calculate is as a "box" not a plane so the length of the box maybe bigger
+
+
+When calculating the boundingbox, I was plan to buil a box with 6 point and apply transform an projection matrix on it and it is very slow so I did not use that method.
-### Third-Party Code Policy
-* 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.
diff --git a/glsl/clear.frag.glsl b/glsl/clear.frag.glsl
index b4e4ff3..53d8f4c 100644
--- a/glsl/clear.frag.glsl
+++ b/glsl/clear.frag.glsl
@@ -3,7 +3,7 @@
precision highp float;
precision highp int;
-#define NUM_GBUFFERS 4
+#define NUM_GBUFFERS 3
void main() {
for (int i = 0; i < NUM_GBUFFERS; i++) {
diff --git a/glsl/copy.frag.glsl b/glsl/copy.frag.glsl
index 0f5f8f7..622a914 100644
--- a/glsl/copy.frag.glsl
+++ b/glsl/copy.frag.glsl
@@ -10,6 +10,25 @@ varying vec3 v_position;
varying vec3 v_normal;
varying vec2 v_uv;
+uniform vec3 u_spec;
+
+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() {
// TODO: copy values into gl_FragData[0], [1], etc.
+
+ vec3 normal=applyNormalMap(v_normal.xyz, texture2D(u_normap, v_uv).xyz);
+
+ gl_FragData[0] = vec4(v_position,u_spec.x);
+
+ vec4 colordata= texture2D(u_colmap, v_uv);
+ float t=colordata.x*255.0+colordata.y*10000.0;
+ gl_FragData[1] = vec4(normal.xyz,t);
+ gl_FragData[2] = colordata;
+
}
diff --git a/glsl/copy.vert.glsl b/glsl/copy.vert.glsl
index ec14e69..340f1c3 100644
--- a/glsl/copy.vert.glsl
+++ b/glsl/copy.vert.glsl
@@ -9,13 +9,17 @@ attribute vec3 a_position;
attribute vec3 a_normal;
attribute vec2 a_uv;
+
varying vec3 v_position;
varying vec3 v_normal;
varying vec2 v_uv;
void main() {
gl_Position = u_cameraMat * vec4(a_position, 1.0);
- v_position = a_position;
+
+ // v_position = vec3(a_position.xy,temp_pos.z);// a_position;
+ v_position = a_position;
v_normal = a_normal;
v_uv = a_uv;
+
}
diff --git a/glsl/deferred/ambient.frag.glsl b/glsl/deferred/ambient.frag.glsl
index 1fd4647..a83fe9a 100644
--- a/glsl/deferred/ambient.frag.glsl
+++ b/glsl/deferred/ambient.frag.glsl
@@ -3,7 +3,7 @@
precision highp float;
precision highp int;
-#define NUM_GBUFFERS 4
+#define NUM_GBUFFERS 3
uniform sampler2D u_gbufs[NUM_GBUFFERS];
uniform sampler2D u_depth;
@@ -11,17 +11,15 @@ 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 gb2 = texture2D(u_gbufs[2], v_uv);//colormap
float depth = texture2D(u_depth, v_uv).x;
- // TODO: Extract needed properties from the g-buffers into local variables
+
if (depth == 1.0) {
gl_FragColor = vec4(0, 0, 0, 0); // set alpha to 0
return;
}
+ gl_FragColor = vec4(gb2.xyz*0.2, 1.0); // ambient:0.2,diffuse:0.3,specular:0.6
- gl_FragColor = vec4(0.1, 0.1, 0.1, 1); // TODO: replace this
-}
+ }
diff --git a/glsl/deferred/blinnphong-pointlight.frag.glsl b/glsl/deferred/blinnphong-pointlight.frag.glsl
index b24a54a..285752a 100644
--- a/glsl/deferred/blinnphong-pointlight.frag.glsl
+++ b/glsl/deferred/blinnphong-pointlight.frag.glsl
@@ -2,38 +2,77 @@
precision highp float;
precision highp int;
-#define NUM_GBUFFERS 4
+#define NUM_GBUFFERS 3
uniform vec3 u_lightCol;
uniform vec3 u_lightPos;
uniform float u_lightRad;
+uniform vec3 u_cameraPos;
uniform sampler2D u_gbufs[NUM_GBUFFERS];
uniform sampler2D u_depth;
+uniform int u_toon;
+//uniform int u_bloom;
varying vec2 v_uv;
+const vec3 offset = vec3( 0.0, 2.0, 4.0);
+const float width=800.0;
+const float height=600.0;
-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;
+const vec3 offset_g = vec3( 0.0, 1.0, 2.0);//35,21,7,1 :sum:126
+const vec3 weight= vec3(0.48, 0.31, 0.17); //guess weight: 0.2778, 0.1667, 0.0556: to make it brighter it should be bigger than 1
+
+float _clampf(float t)
+{
+if(t>1.0)t=1.0;
+if(t<0.0)t=0.0;
+return t;
}
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
-
- // 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;
}
- gl_FragColor = vec4(0, 0, 1, 1); // TODO: perform lighting calculations
-}
+ //vec3 std_normal=applyNormalMap(gb1.xyz, gb3.xyz);
+ vec3 std_normal=gb1.xyz;
+
+ vec3 position=gb0.xyz;
+ //vec3 position=vec3(gb0.xy,depth);
+ vec3 lightray = normalize(u_lightPos-position);
+
+ vec3 basec=gb2.xyz;
+ float dis=length(u_lightPos-position);
+ vec3 eyeray =normalize(u_cameraPos-position);
+ vec3 H=normalize(lightray+ eyeray);
+ float attenuation = max(0.0, u_lightRad - dis);
+ vec3 light;
+ float diffuse= _clampf(dot(lightray,std_normal));
+ float specular= _clampf(pow(max(0.0, dot(lightray,H)), gb0.w));
+ //https://en.wikibooks.org/wiki/GLSL_Programming/Unity/Toon_Shading
+ if(u_toon>0)
+ {//ramp
+ float a=0.2;
+ float b=0.5;
+ float c=0.9;
+ float d=1.0;
+
+ if(diffuse0.5)gl_FragColor=vec4(1.0,0.0,0.0,1.0);
+ //else gl_FragColor=vec4(0.0,1.0,0.0,1.0);
+}
\ No newline at end of file
diff --git a/glsl/deferred/bloom_h.frag.glsl b/glsl/deferred/bloom_h.frag.glsl
new file mode 100644
index 0000000..88667e5
--- /dev/null
+++ b/glsl/deferred/bloom_h.frag.glsl
@@ -0,0 +1,37 @@
+#version 100
+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);
+
+const vec3 offset = vec3( 0.0, 1.0, 2.0);//35,21,7,1 :sum:126
+const vec3 weight= vec3(0.48, 0.31, 0.17); //guess weight: 0.2778, 0.1667, 0.0556: to make it brighter it should be bigger than 1
+const float width=800.0;
+const float height=600.0;
+const float sp=0.20;
+void main() {
+ vec4 color = texture2D(u_color, v_uv);//(0,1)
+
+ if (color.a == 0.0) {
+ gl_FragColor = SKY_COLOR;
+ return;
+ }
+ if(color.x>sp||color.y>sp||color.z>sp){
+ vec4 FragmentColor = texture2D( u_color, vec2(v_uv) ) * weight.x;
+
+ FragmentColor += texture2D( u_color, vec2(v_uv)+ vec2(0.0,offset.y) /height )*weight.y;
+ FragmentColor += texture2D( u_color, vec2(v_uv)- vec2(0.0,offset.y) /height )*weight.y;
+ FragmentColor += texture2D( u_color, vec2(v_uv)+ vec2(0.0,offset.z) /height )*weight.z;
+ FragmentColor += texture2D( u_color, vec2(v_uv)- vec2(0.0,offset.z) /height )*weight.z;
+ gl_FragColor = FragmentColor;
+ }
+ else
+ gl_FragColor=vec4(color.xyz,1.0);
+
+
+
+}
\ No newline at end of file
diff --git a/glsl/deferred/bloom_w.frag.glsl b/glsl/deferred/bloom_w.frag.glsl
new file mode 100644
index 0000000..e4433d0
--- /dev/null
+++ b/glsl/deferred/bloom_w.frag.glsl
@@ -0,0 +1,36 @@
+#version 100
+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);
+
+const vec3 offset = vec3( 0.0, 1.0, 2.0);//35,21,7,1 :sum:126
+const vec3 weight= vec3(0.48, 0.31, 0.17);
+const float width=800.0;
+const float height=600.0;
+const float sp=0.20;
+void main() {
+ vec4 color = texture2D(u_color, v_uv);
+ if (color.a == 0.0) {
+ gl_FragColor = SKY_COLOR;
+ return;
+ }
+ if(color.x>sp||color.y>sp||color.z>sp){
+ vec4 FragmentColor = texture2D( u_color, vec2(v_uv) ) * weight.x;
+ FragmentColor += texture2D( u_color, vec2(v_uv)+ vec2(offset.y,0.0 )/width )*weight.y;
+ FragmentColor += texture2D( u_color, vec2(v_uv)- vec2(offset.y,0.0 )/width )*weight.y;
+ FragmentColor += texture2D( u_color, vec2(v_uv)+ vec2(offset.z,0.0 )/width )*weight.z;
+ FragmentColor += texture2D( u_color, vec2(v_uv)- vec2(offset.z,0.0 )/width )*weight.z;
+
+
+ gl_FragColor = FragmentColor;
+ }
+ else {
+ gl_FragColor=vec4(color.xyz,1.0);
+ }
+
+}
diff --git a/glsl/deferred/debug.frag.glsl b/glsl/deferred/debug.frag.glsl
index d05638c..0f9d4b9 100644
--- a/glsl/deferred/debug.frag.glsl
+++ b/glsl/deferred/debug.frag.glsl
@@ -2,7 +2,7 @@
precision highp float;
precision highp int;
-#define NUM_GBUFFERS 4
+#define NUM_GBUFFERS 5
uniform int u_debug;
uniform sampler2D u_gbufs[NUM_GBUFFERS];
@@ -27,12 +27,18 @@ void main() {
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
- vec3 pos;
- vec3 geomnor;
- vec3 colmap;
- vec3 normap;
- vec3 nor;
+ vec3 pos = gb0.xyz; // World-space position
+ //
+ vec3 geomnor=gb1.xyz; // Normals of the geometry as defined, without normal mapping
+ vec3 colmap=gb2.xyz; // The color map - unlit "albedo" (surface color)
+
+ vec3 normap=gb3.xyz; // The raw normal map (normals relative to the surface they're on)
+
+ //vec4 temp= vec4(applyNormalMap(geomnor, normap),1.0);
+ // The true normals as we want to light them - with the normal map applied to the geometry normals (applyNormalMap )
+ vec3 nor = applyNormalMap(geomnor, normap);
+
if (u_debug == 0) {
gl_FragColor = vec4(vec3(depth), 1.0);
} else if (u_debug == 1) {
@@ -46,6 +52,6 @@ void main() {
} else if (u_debug == 5) {
gl_FragColor = vec4(abs(nor), 1.0);
} else {
- gl_FragColor = vec4(1, 0, 1, 1);
+ gl_FragColor = SKY_COLOR;
}
}
diff --git a/glsl/deferred/singleBloom.frag.glsl b/glsl/deferred/singleBloom.frag.glsl
new file mode 100644
index 0000000..8266c11
--- /dev/null
+++ b/glsl/deferred/singleBloom.frag.glsl
@@ -0,0 +1,39 @@
+#version 100
+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);
+
+const vec3 offset = vec3( 0.0, 1.0, 2.0);//35,21,7,1 :sum:126
+const vec3 weight= vec3(0.48, 0.31, 0.17);
+const float width=800.0;
+const float height=600.0;
+const float sp=0.20;
+void main() {
+ vec4 color = texture2D(u_color, v_uv);
+ if (color.a == 0.0) {
+ gl_FragColor = SKY_COLOR;
+ return;
+ }
+ if(color.x>sp||color.y>sp||color.z>sp){
+ vec4 FragmentColor = texture2D( u_color, vec2(v_uv)) * weight.x;
+ FragmentColor += texture2D( u_color, vec2(v_uv)+ vec2(offset.y,0.0 )/width )*weight.y;
+ FragmentColor += texture2D( u_color, vec2(v_uv)- vec2(offset.y,0.0 )/width )*weight.y;
+ FragmentColor += texture2D( u_color, vec2(v_uv)+ vec2(offset.z,0.0 )/width )*weight.z;
+ FragmentColor += texture2D( u_color, vec2(v_uv)- vec2(offset.z,0.0 )/width )*weight.z;
+
+ FragmentColor += texture2D( u_color, vec2(v_uv)+ vec2(0.0, offset.y )/height)*weight.y;
+ FragmentColor += texture2D( u_color, vec2(v_uv)- vec2(0.0, offset.y )/height)*weight.y;
+ FragmentColor += texture2D( u_color, vec2(v_uv)+ vec2(0.0, offset.z )/height)*weight.z;
+ FragmentColor += texture2D( u_color, vec2(v_uv)- vec2(0.0, offset.z )/height)*weight.z;
+ gl_FragColor = FragmentColor;
+ }
+ else {
+ gl_FragColor=vec4(color.xyz,1.0);
+ }
+
+}
diff --git a/glsl/deferred/toon.frag.glsl b/glsl/deferred/toon.frag.glsl
new file mode 100644
index 0000000..36601a5
--- /dev/null
+++ b/glsl/deferred/toon.frag.glsl
@@ -0,0 +1,30 @@
+#version 100
+precision highp float;
+precision highp int;
+
+#define NUM_GBUFFERS 4
+
+uniform sampler2D u_depth;
+uniform sampler2D u_color;
+varying vec2 v_uv;
+
+const vec3 offset = vec3( 0.0, 2.0, 4.0);
+const float width=800.0;
+const float height=600.0;
+
+void main() {
+
+ float depth = texture2D(u_depth, v_uv).x;
+ vec4 color=texture2D(u_color, vec2(v_uv));
+ //https://www.shadertoy.com/view/4slSWf
+ float Fc= texture2D( u_depth, vec2(v_uv)+ vec2(0.0,offset.x) /height ).x;
+ float Fc1 = texture2D( u_depth, vec2(v_uv)+ vec2(0.0,offset.z) /height ).x;
+ float Fc2 = texture2D( u_depth, vec2(v_uv)+ vec2(offset.z,0.0) /width ).x;
+
+ float e=max(abs(Fc-Fc1),abs(Fc-Fc2));
+
+
+ if(e>0.05)gl_FragColor=vec4(0.1,0.1,0.1,1.0);//draw outline
+ else gl_FragColor = vec4(0.1,0.1,0.1,0.3);
+ //gl_FragColor=vec4(0.0,0.0,0.0,1.0);
+}
\ No newline at end of file
diff --git a/glsl/red.frag.glsl b/glsl/red.frag.glsl
index f8ef1ec..e41993b 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(1, 0, 0, 0.1);
}
diff --git a/images.jpg b/images.jpg
new file mode 100644
index 0000000..d451f92
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diff --git a/img/aabb.png b/img/aabb.png
new file mode 100644
index 0000000..e002c3d
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diff --git a/img/blood.png b/img/blood.png
new file mode 100644
index 0000000..59e84a4
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diff --git a/img/bloom.png b/img/bloom.png
new file mode 100644
index 0000000..acfe7a5
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diff --git a/img/chart1.png b/img/chart1.png
new file mode 100644
index 0000000..03a1284
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diff --git a/img/chart2.png b/img/chart2.png
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diff --git a/img/chart3.png b/img/chart3.png
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diff --git a/img/chart4.png b/img/chart4.png
new file mode 100644
index 0000000..10206e7
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diff --git a/img/creepy.png b/img/creepy.png
new file mode 100644
index 0000000..ce38059
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diff --git a/img/debug.png b/img/debug.png
new file mode 100644
index 0000000..638910b
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diff --git a/img/debug2.png b/img/debug2.png
new file mode 100644
index 0000000..7c59ea0
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diff --git a/img/helloween.png b/img/helloween.png
new file mode 100644
index 0000000..9b23b8c
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diff --git a/img/noaabb.png b/img/noaabb.png
new file mode 100644
index 0000000..de58ebf
Binary files /dev/null and b/img/noaabb.png differ
diff --git a/img/thumb.png b/img/thumb.png
index 9ec8ed0..ef348b7 100644
Binary files a/img/thumb.png and b/img/thumb.png differ
diff --git a/img/toon1.png b/img/toon1.png
new file mode 100644
index 0000000..88929b4
Binary files /dev/null and b/img/toon1.png differ
diff --git a/img/toon2.png b/img/toon2.png
new file mode 100644
index 0000000..b7d3142
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diff --git a/img/video.png b/img/video.png
index 9ec8ed0..4cb9143 100644
Binary files a/img/video.png and b/img/video.png differ
diff --git a/index.html b/index.html
index 4a0ec13..9f8639c 100644
--- a/index.html
+++ b/index.html
@@ -78,10 +78,19 @@
width: 100%;
height: 100%;
}
+ #msgbox {
+ font-family: sans-serif;
+ color: white;
+ height: 1.4em;
+ position: fixed;
+ bottom: 2em;
+ left: 0;
+ }
+