diff --git a/.DS_Store b/.DS_Store new file mode 100644 index 0000000..0aac11f Binary files /dev/null and b/.DS_Store differ diff --git a/README.md b/README.md index d4ef264..949057a 100644 --- a/README.md +++ b/README.md @@ -1,118 +1,22 @@ # [Project 1: Noise](https://github.com/CIS700-Procedural-Graphics/Project1-Noise) -## Objective +Project Demo [Here](http://andreahlin.github.io/Project1-Noise). +## Description -Get comfortable with using three.js and its shader support and generate an interesting 3D, continuous surface using a multi-octave noise algorithm. +Implementation of 3D multioctave noise algorithm using three.js and its shader support. -## Getting Started +![Alt text](no-persistance-example.png?raw=true) +![Alt text](persistance-example.png?raw=true) -1. [Install Node.js](https://nodejs.org/en/download/). Node.js is a JavaScript runtime. It basically allows you to run JavaScript when not in a browser. For our purposes, this is not necessary. The important part is that with it comes `npm`, the Node Package Manager. This allows us to easily declare and install external dependencies such as [three.js](https://threejs.org/), [dat.GUI](https://workshop.chromeexperiments.com/examples/gui/#1--Basic-Usage), and [glMatrix](http://glmatrix.net/). Some other packages we'll be using make it significantly easier to develop your code and create modules for better code reuse and clarity. These tools make it _signficantly_ easier to write code in multiple `.js` files without globally defining everything. +## Features Implemented -2. Fork and clone [this repository](https://github.com/CIS700-Procedural-Graphics/Project1-Noise). +a. Original isodecahedron mesh deformed using multioctave noise values as an offset to the surface. -3. In the root directory of your project, run `npm install`. This will download all of those dependencies. +b. Animated mesh by using a uniform time variable to offset the parameters of the noise function. -4. Do either of the following (but I highly recommend the first one for reasons I will explain later). +c. Adjustable sliders to change values of persistance and color. - a. Run `npm start` and then go to `localhost:7000` in your web browser +d. Background Music. - b. Run `npm run build` and then go open `index.html` in your web browser +Music: https://swell-wave.bandcamp.com/track/im-sorry-feat-shiloh - You should hopefully see the framework code with a 3D cube at the center of the screen! - - -## Developing Your Code -All of the JavaScript code is living inside the `src` directory. The main file that gets executed when you load the page as you may have guessed is `main.js`. Here, you can make any changes you want, import functions from other files, etc. The reason that I highly suggest you build your project with `npm start` is that doing so will start a process that watches for any changes you make to your code. If it detects anything, it'll automagically rebuild your project and then refresh your browser window for you. Wow. That's cool. If you do it the other way, you'll need to run `npm build` and then refresh your page every time you want to test something. - -## Publishing Your Code -We highly suggest that you put your code on GitHub. One of the reasons we chose to make this course using JavaScript is that the Web is highly accessible and making your awesome work public and visible can be a huge benefit when you're looking to score a job or internship. To aid you in this process, running `npm run deploy` will automatically build your project and push it to `gh-pages` where it will be visible at `username.github.io/repo-name`. - -## What is Actually Happening? -You can skip this part if you really want, but I highly suggest you read it. - -### npm install -`npm install` will install all dependencies into a folder called `node_modules`. That's about it. - -### package.json - -This is the important file that `npm` looks at. In it, you can see the commands it's using for the `start`, `build`, and `deploy` scripts mentioned above. You can also see all of the dependencies the project requires. I will briefly go through what each of these is. - - dat-gui: Gives us a nice and simple GUI for modifying variables in our program - - - gl-matrix: Useful library for linear algebra, much like glm - - - stats-js: Gives us a nice graph for timing things. We use it to report how long it takes to render each frame - - - three: Three.js is the main library we're using to draw stuff - - - three-orbit-controls: Handles mouse / touchscreen camera controls - - - babel-core, babel-loader, babel-preset-es2015: JavaScript is a a really fast moving language. It is constantly, constantly changing. Unfortunately, web browsers don't keep up nearly as quickly. Babel does the job of converting your code to a form that current browsers support. This allows us to use newer JavaScript features such as classes and imports without worrying about compatibility. - - - gh-pages-deploy: This is the library that automates publishing your code to Github - - - webpack: Webpack serves the role of packaging your project into a single file. Browsers don't actually support "importing" from other files, so without Webpack, to access data and functions in other files we would need to globally define EVERYTHING. This is an extremely bad idea. Webpack lets us use imports and develop code in separate files. Running `npm build` or `npm start` is what bundles all of your code together. - -- webpack-dev-server: This is an extremely useful tool for development. It essentially creates a file watcher and rebuilds your project whenever you make changes. It also injects code into your page that gets notified when these changes occur so it can automatically refresh your page. - - - webpack-glsl-loader: Webpack does much more than just JavaScript. We can use it to load glsl, css, images, etc. For whatever you want to import, somebody has probably made a webpack loader for it. - -### webpack.config.js - -This is the configuration file in webpack. The most important part is `entry` and `output`. These define the input and output for webpack. It will start from `entry`, explore all dependencies, and package them all into `output`. Here, the `output` is `bundle.js`. If you look in `index.html`, you can see that the page is loading `bundle.js`, not `main.js`. - -The other sections are just configuration settings for `webpack-dev-server` and setup for loading different types of files. - -## Setting up a shader - -Using the provided framework code, create a new three.js material which references a vertex and fragment shader. Look at the adamMaterial for reference. It should reference at least one uniform variable (you'll need a time variable to animate your mesh later on). - -Create [an icosahedron](https://threejs.org/docs/index.html#Reference/Geometries/IcosahedronBufferGeometry), instead of the default cube geometry provided in the scene. Test your shader setup by applying the material to the icosahedron and color the mesh in the fragment shader using the normals' XYZ components as RGB. - -Note that three.js automatically injects several uniform and attribute variables into your shaders by default; they are listed in the [documentation](https://threejs.org/docs/api/renderers/webgl/WebGLProgram.html) for three.js's WebGLProgram class. - -## Noise Generation - -In the shader, write a 3D multi-octave lattice-value noise function that takes three input parameters and generates output in a controlled range, say [0,1] or [-1, 1]. This will require the following steps. - -1. Write several (for however many octaves of noise you want) basic pseudo-random 3D noise functions (the hash-like functions we discussed in class). It's fine to reference one from the slides or elsewhere on the Internet. Again, this should just be a set of math operations, often using large prime numbers to random-looking output from three input parameters. - -2. Write an interpolation function. Lerp is fine, but for better results, we suggest cosine interpolation. - -3. (Optional) Write a smoothing function that will average the results of the noise value at some (x, y, z) with neighboring values, that is (x+-1, y+-1, z+-1). - -4. Write an 'interpolate noise' function that takes some (x, y, z) point as input and produces a noise value for that point by interpolating the surrounding lattice values (for 3D, this means the surrounding eight 'corner' points). Use your interpolation function and pseudo-random noise generator to accomplish this. - -5. Write a multi-octave noise generation function that sums multiple noise functions together, with each subsequent noise function increasing in frequency and decreasing in amplitude. You should use the interpolate noise function you wrote previously to accomplish this, as it generates a single octave of noise. The slides contain pseudocode for writing your multi-octave noise function. - - -## Noise Application - -View your noise in action by applying it as a displacement on the surface of your icosahedron, giving your icosahedron a bumpy, cloud-like appearance. Simply take the noise value as a height, and offset the vertices along the icosahedron's surface normals. You are, of course, free to alter the way your noise perturbs your icosahedron's surface as you see fit; we are simply recommending an easy way to visualize your noise. You could even apply a couple of different noise functions to perturb your surface to make it even less spherical. - -In order to animate the vertex displacement, use time as the third dimension or as some offset to the (x, y, z) input to the noise function. Pass the current time since start of program as a uniform to the shaders. - -For both visual impact and debugging help, also apply color to your geometry using the noise value at each point. There are several ways to do this. For example, you might use the noise value to create UV coordinates to read from a texture (say, a simple gradient image), or just compute the color by hand by lerping between values. - -## Interactivity - -Using dat.GUI and the examples provided in the reference code, make some aspect of your demo an interactive variable. For example, you could add a slider to adjust the strength or scale of the noise, change the number of noise octaves, etc. - -## For the overachievers (extra credit) - -- More interactivity (easy): pretty self-explanatory. Make more aspects of your demo interactive by adding more controlable variables in the GUI. - -- Custom mesh (easy): Figure out how to import a custom mesh rather than using an icosahedron for a fancy-shaped cloud. - -- Mouse interactivity (medium): Find out how to get the current mouse position in your scene and use it to deform your cloud, such that users can deform the cloud with their cursor. - -- Music (hard): Figure out a way to use music to drive your noise animation in some way, such that your noise cloud appears to dance. - -## Submission - -- Update README.md to contain a solid description of your project - -- Publish your project to gh-pages. `npm run deploy`. It should now be visible at http://username.github.io/repo-name - -- Create a [pull request](https://help.github.com/articles/creating-a-pull-request/) to this repository, and in the comment, include a link to your published project. - -- Submit the link to your pull request on Canvas. \ No newline at end of file diff --git a/ambient-sound.mp3 b/ambient-sound.mp3 new file mode 100644 index 0000000..c2c86a1 Binary files /dev/null and b/ambient-sound.mp3 differ diff --git a/no-persistance-example.png b/no-persistance-example.png new file mode 100644 index 0000000..17b4679 Binary files /dev/null and b/no-persistance-example.png differ diff --git a/persistance-example.png b/persistance-example.png new file mode 100644 index 0000000..016c659 Binary files /dev/null and b/persistance-example.png differ diff --git a/src/.DS_Store b/src/.DS_Store new file mode 100644 index 0000000..eb010d2 Binary files /dev/null and b/src/.DS_Store differ diff --git a/src/main.js b/src/main.js index 5fa221d..d2ad553 100644 --- a/src/main.js +++ b/src/main.js @@ -2,8 +2,35 @@ const THREE = require('three'); // older modules are imported like this. You shouldn't have to worry about this much import Framework from './framework' +// create new noise material + var noiseMaterial = new THREE.ShaderMaterial({ + uniforms: { + time: { value: 0.0 }, + u_persistance: { value : 0.7 }, + u_color: {value : 0.0 } + }, + vertexShader: require('./shaders/noise-vert.glsl'), + fragmentShader: require('./shaders/noise-frag.glsl') + }); + + // add background music + var audio = new Audio('ambient-sound.mp3'); + audio.loop = true; + var audioPlaying = true; + +// add to the GUI +var persistObj = function() { + this.persistance = 0.7; + this.color = 0.0; + this.vibes = false; +}; + +// Uniform time to be sent to shader +var totalTime = 0.0; + // called after the scene loads function onLoad(framework) { + var scene = framework.scene; var camera = framework.camera; var renderer = framework.renderer; @@ -29,21 +56,50 @@ function onLoad(framework) { var adamCube = new THREE.Mesh(box, adamMaterial); // set camera position - camera.position.set(1, 1, 2); + camera.position.set(1, 1, 3); camera.lookAt(new THREE.Vector3(0,0,0)); - scene.add(adamCube); + // commenting out the adamCube + // scene.add(adamCube); + +// Create an Isodecahedron, and assign it a new material + var isodec = new THREE.IcosahedronBufferGeometry(1, 5); + var isoShape = new THREE.Mesh(isodec, noiseMaterial); + scene.add(isoShape); // edit params and listen to changes like this // more information here: https://workshop.chromeexperiments.com/examples/gui/#1--Basic-Usage gui.add(camera, 'fov', 0, 180).onChange(function(newVal) { camera.updateProjectionMatrix(); }); + + // Add functionality to change the persistance and color of noise function + var perturb = new persistObj(); + gui.add(perturb, 'persistance', 0.0, 1.0).onChange(function(newVal) { + noiseMaterial.uniforms.u_persistance.value = newVal; + }); + gui.add(perturb, 'color', -1.0, 1.0).onChange(function(newVal) { + noiseMaterial.uniforms.u_color.value = newVal; + }); + // background music for fun + gui.add(perturb, 'vibes').onChange(function(newVal) { + if (!newVal) { + audio.pause(); + audioPlaying = !audioPlaying; + } else { + audio.play(); + audioPlaying = true; + } + }); } // called on frame updates function onUpdate(framework) { - console.log(`the time is ${new Date()}`); + + // send time to shader + var date = new Date() + totalTime += 1; + noiseMaterial.uniforms.time.value = totalTime; } // when the scene is done initializing, it will call onLoad, then on frame updates, call onUpdate diff --git a/src/shaders/adam-vert.glsl b/src/shaders/adam-vert.glsl index e4b8cc0..582fef3 100644 --- a/src/shaders/adam-vert.glsl +++ b/src/shaders/adam-vert.glsl @@ -1,5 +1,5 @@ - varying vec2 vUv; + void main() { vUv = uv; gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 ); diff --git a/src/shaders/noise-frag.glsl b/src/shaders/noise-frag.glsl new file mode 100644 index 0000000..fd2cd62 --- /dev/null +++ b/src/shaders/noise-frag.glsl @@ -0,0 +1,23 @@ +varying vec2 vUv; +varying vec3 vNormal; +varying float vNoiseValue; +varying float noise; +uniform sampler2D image; +uniform float u_color; + +float lerp(float a, float b, float t) { + return a * (1.0 - t) + b * t; +} + +void main() { + // Color based on noise values and user input + vec4 color = vec4( + 0.1 * vNoiseValue + 0.4 + u_color, + vNormal.y * vNoiseValue + 0.7, + 0.7 * vNoiseValue + 0.4, + 1.0); + // Color based on surface normals + // vec4 color = vec4(vNormal.x, vNormal.y, vNormal.z, 1.0); + gl_FragColor = color; + +} \ No newline at end of file diff --git a/src/shaders/noise-vert.glsl b/src/shaders/noise-vert.glsl new file mode 100644 index 0000000..da6a11e --- /dev/null +++ b/src/shaders/noise-vert.glsl @@ -0,0 +1,154 @@ +varying vec2 vUv; +varying vec3 vNormal; +varying float vNoiseValue; +uniform float time; +uniform float u_persistance; + +// Pseudo Random noise functions: +//------------------------------ +// noise functions from slides +// returns range [-1,1] +float noise_1(float x, float y, float z){ + float value1 = fract(sin(dot(vec2(z, y) ,vec2(1027.9898, 29381.233))) * 333019.5453); + float value2 = fract(sin(x) * 43758.5453); + + return dot(value1, value2); +} + +float noise_2(float x, float y, float z) { + float value1 = fract(sin(dot(vec2(x, y) ,vec2(12.9898, 78.233))) * 43758.5453); + float value2 = fract(sin(z) * 202229.5453); + + return dot(value1, value2); +} + +float noise_3(float x, float y, float z) { + float n = x * 109277.101 ; + float m = y * 101010010.0001; + n = fract(cos(dot(vec2(n,z), vec2(19469.294485, 128282.9383))) * 1094877.1293); + n = fract(tan(dot(n, m))); + return n; +} + +float noise_4(float x, float y, float z){ + float value1 = fract(sin(dot(vec2(x, y) ,vec2(3427.9898, 9847.233))) * 202.5453); + float value2 = fract(cos(z) * 20247.5453); + + return fract(dot(value1, value2)); +} + +//---------------------------- + +// Linear Interpolation +float lerp(float a, float b, float t) { + return a * (1.0 - t) + b * t; +} + +// Cosine Interpolation +float cos_interp(float a, float b, float t) { + float cos_t = (1.0 - cos(t * 3.14159265358979)) * 0.5; + return lerp(a , b , cos_t); +} + +// Interpolate Noise function +// Given a position, use surrounding lattice points to interpolate and find influence +// takes in (x,y,z) position, and the current octave level +float interpolateNoise(float x, float y, float z, int i) { + // define the lattice points surrounding the input position + float x0 = floor(x); + float x1 = x0 + 1.0; + float y0 = floor(y); + float y1 = y0 + 1.0; + float z0 = floor(z); + float z1 = z0 + 1.0; + + // VALUE BASED NOISE + vec3 p0 = vec3(x0, y0, z0); vec3 p1 = vec3(x0, y0, z1); + vec3 p2 = vec3(x0, y1, z0); vec3 p3 = vec3(x0, y1, z1); + vec3 p4 = vec3(x1, y0, z0); vec3 p5 = vec3(x1, y0, z1); + vec3 p6 = vec3(x1, y1, z0); vec3 p7 = vec3(x1, y1, z1); + + // use noise function to generate random value + // depending on the current octave, sample noise using a different function + float v0, v1, v2, v3, v4, v5, v6, v7; + if (i == 0) { + v0 = noise_2(p0.x, p0.y, p0.z); v1 = noise_2(p1.x, p1.y, p1.z); + v2 = noise_2(p2.x, p2.y, p2.z); v3 = noise_2(p3.x, p3.y, p3.z); + v4 = noise_2(p4.x, p4.y, p4.z); v5 = noise_2(p5.x, p5.y, p5.z); + v6 = noise_2(p6.x, p6.y, p6.z); v7 = noise_2(p7.x, p7.y, p7.z); + } else if (i == 1) { + v0 = noise_3(p0.x, p0.y, p0.z); v1 = noise_3(p1.x, p1.y, p1.z); + v2 = noise_3(p2.x, p2.y, p2.z); v3 = noise_3(p3.x, p3.y, p3.z); + v4 = noise_3(p4.x, p4.y, p4.z); v5 = noise_3(p5.x, p5.y, p5.z); + v6 = noise_3(p6.x, p6.y, p6.z); v7 = noise_3(p7.x, p7.y, p7.z); + } else if (i == 2) { + v0 = noise_1(p0.x, p0.y, p0.z); v1 = noise_1(p1.x, p1.y, p1.z); + v2 = noise_1(p2.x, p2.y, p2.z); v3 = noise_1(p3.x, p3.y, p3.z); + v4 = noise_1(p4.x, p4.y, p4.z); v5 = noise_1(p5.x, p5.y, p5.z); + v6 = noise_1(p6.x, p6.y, p6.z); v7 = noise_1(p7.x, p7.y, p7.z); + } else { + v0 = noise_4(p0.x, p0.y, p0.z); v1 = noise_4(p1.x, p1.y, p1.z); + v2 = noise_4(p2.x, p2.y, p2.z); v3 = noise_4(p3.x, p3.y, p3.z); + v4 = noise_4(p4.x, p4.y, p4.z); v5 = noise_4(p5.x, p5.y, p5.z); + v6 = noise_4(p6.x, p6.y, p6.z); v7 = noise_4(p7.x, p7.y, p7.z); + } + + // trilinear interpolation of all 8 values + // coordinates in the unit cube: + float unitX = x - x0; + float unitY = y - y0; + float unitZ = z - z0; + + float xCos1 = cos_interp(v0, v4, unitX); + float xCos2 = cos_interp(v1, v5, unitX); + float xCos3 = cos_interp(v2, v6, unitX); + float xCos4 = cos_interp(v3, v7, unitX); + + float yCos1 = cos_interp(xCos1, xCos3, unitY); + float yCos2 = cos_interp(xCos2, xCos4, unitY); + + float average = cos_interp(yCos1, yCos2, unitZ); + + return average; +} + +// multioctave noise generation +float fbm(float x, float y, float z) { + float total = 0.0; + const int OCTAVES = 4; + + + // loop for some number of octaves + for(int i = 0; i < OCTAVES; i++) { + float i_float = float(i); + float frequency = pow(2.0, i_float); + float amplitude = pow(u_persistance, i_float); + + // use interpolate noise function to find noise value + float sampleNoise = interpolateNoise(x * frequency , y * frequency , z * frequency, i); + total += sampleNoise * amplitude; + } + + return total; +} + +void main() { + vUv = uv; + vNormal = normal; + + // alter positions based on noise function + float timeMod = time / 300.0; + float noiseHeight = fbm( + float(position.x) + timeMod, + float(position.y) + timeMod, + float(position.z) + timeMod); + vec3 noisyPosition = (vec3( + position.x + noiseHeight / 100.0 + normal.x * noiseHeight , + position.y + noiseHeight / 100.0 + normal.y * noiseHeight , + position.z + noiseHeight / 100.0 + normal.z * noiseHeight)); + + vNoiseValue = noiseHeight; + + + gl_Position = projectionMatrix * modelViewMatrix * vec4( noisyPosition, 1.0 ); +} \ No newline at end of file