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227fe69
Extending p5.texture for cubemap textures
Garima3110 Dec 24, 2023
8e2d05c
Merge remote-tracking branch 'upstream/main' into cubeMap
Garima3110 Dec 25, 2023
317d915
Merge remote-tracking branch 'upstream/main' into cubeMap
Garima3110 Dec 28, 2023
917de2f
Added vertex and fragment shaders for cubemaps
Garima3110 Dec 28, 2023
5139c0a
Updated src/webgl/shaders/lighting.glsl file for cubemaps
Garima3110 Dec 28, 2023
45e33d5
Storing the diffuse irradiance in a cubemap texture
Garima3110 Dec 28, 2023
1d54fad
Added caching mechanism for shaders
Garima3110 Dec 29, 2023
1ff8702
Updated caching for some shaders
Garima3110 Dec 29, 2023
6cd7856
Updated p5.Texture.js
Garima3110 Dec 29, 2023
4401ebd
Updated cubeVertex and cubeFragment shaders
Garima3110 Dec 29, 2023
37751d9
renamed cubemap shader files
Garima3110 Dec 29, 2023
93b8b50
Updated p5.RendererGL.js
Garima3110 Dec 29, 2023
66dc0dc
Updated p5.Texture.js
Garima3110 Dec 29, 2023
cffda69
Updated lighting.glsl
Garima3110 Dec 29, 2023
751b16a
Added TEXTURE_CUBE
Garima3110 Dec 29, 2023
29e7a14
Added gl.SAMPLER_CUBE uniform type to p5.Shader.js
Garima3110 Dec 29, 2023
7981fdc
Merge remote-tracking branch 'upstream/main' into cubeMap
Garima3110 Dec 31, 2023
e7cd392
Minor changes in SAMPLER_CUBE uniform type
Garima3110 Dec 31, 2023
f30af0e
Minor updates on caching shaders
Garima3110 Dec 31, 2023
d51c4a8
Merge branch 'processing:main' into cubeMap
Garima3110 Jan 4, 2024
38bcaab
Merge branch 'processing:main' into cubeMap
Garima3110 Jan 8, 2024
2558755
Merge remote-tracking branch 'upstream/main' into cubeMap
Garima3110 Jan 13, 2024
773198a
Updated RendererGL.js
Garima3110 Jan 13, 2024
bbc7c72
Merge remote-tracking branch 'upstream/main' into cubeMap
Garima3110 Jan 15, 2024
ffd9097
Reordered some code in p5.RendererGL.js
Garima3110 Jan 16, 2024
cc77e7e
Minor fixes
Garima3110 Jan 20, 2024
518b0f0
Merge remote-tracking branch 'upstream/main' into cubeMap
Garima3110 Jan 20, 2024
c124738
Fragment shader error fixed
Garima3110 Jan 23, 2024
38e6e84
Merge remote-tracking branch 'upstream/main' into cubeMap
Garima3110 Jan 23, 2024
a585ef5
Minor updates
Garima3110 Jan 23, 2024
f118a3b
some fixes
Garima3110 Jan 24, 2024
2da03d1
Merge branch 'processing:main' into cubeMap
Garima3110 Jan 29, 2024
5961be8
Minor changes
Garima3110 Mar 30, 2024
4515c09
Some changes with cubemap implementation
Garima3110 Jun 20, 2024
be6d27f
Minor changes
Garima3110 Jun 24, 2024
6dc9916
fix
Garima3110 Jun 24, 2024
3133e80
Merge branch 'processing:main' into cubeMap
Garima3110 Nov 2, 2024
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226 changes: 197 additions & 29 deletions src/webgl/p5.RendererGL.js
Original file line number Diff line number Diff line change
Expand Up @@ -9,10 +9,11 @@ import './p5.Matrix';
import './p5.Framebuffer';
import { readFileSync } from 'fs';
import { join } from 'path';
import { MipmapTexture } from './p5.Texture';
import { CubemapTexture, MipmapTexture } from './p5.Texture';

const STROKE_CAP_ENUM = {};
const STROKE_JOIN_ENUM = {};

let lineDefs = '';
const defineStrokeCapEnum = function (key, val) {
lineDefs += `#define STROKE_CAP_${key} ${val}\n`;
Expand Down Expand Up @@ -78,7 +79,9 @@ const defaultShaders = {
pointFrag: readFileSync(join(__dirname, '/shaders/point.frag'), 'utf-8'),
imageLightVert: readFileSync(join(__dirname, '/shaders/imageLight.vert'), 'utf-8'),
imageLightDiffusedFrag: readFileSync(join(__dirname, '/shaders/imageLightDiffused.frag'), 'utf-8'),
imageLightSpecularFrag: readFileSync(join(__dirname, '/shaders/imageLightSpecular.frag'), 'utf-8')
imageLightSpecularFrag: readFileSync(join(__dirname, '/shaders/imageLightSpecular.frag'), 'utf-8'),
cubemapVertexShader: readFileSync(join(__dirname, '/shaders/cubeVertex.vert'), 'utf-8'),
cubemapFragmentShader: readFileSync(join(__dirname, '/shaders/cubeFragment.frag'), 'utf-8')
};
for (const key in defaultShaders) {
defaultShaders[key] = webgl2CompatibilityShader + defaultShaders[key];
Expand All @@ -104,6 +107,91 @@ const filterShaderFrags = {
};
const filterShaderVert = readFileSync(join(__dirname, '/shaders/filters/default.vert'), 'utf-8');

function lookAt(eye, target, up) {
let zAxis = normalize(subtractVectors(eye, target));
let xAxis = normalize(cross(up, zAxis));
let yAxis = cross(zAxis, xAxis);

return [
xAxis[0], yAxis[0], zAxis[0], 0,
xAxis[1], yAxis[1], zAxis[1], 0,
xAxis[2], yAxis[2], zAxis[2], 0,
-dot(xAxis, eye), -dot(yAxis, eye), -dot(zAxis, eye), 1
];
}

function normalize(v) {
let len = Math.hypot(v[0], v[1], v[2]);
return [v[0] / len, v[1] / len, v[2] / len];
}

function subtractVectors(a, b) {
return [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
}

function cross(a, b) {
return [
a[1] * b[2] - a[2] * b[1],
a[2] * b[0] - a[0] * b[2],
a[0] * b[1] - a[1] * b[0]
];
}

function dot(a, b) {
return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
}

function renderCube() {
if (!this.cubeVAO) {
this.cubeVAO = this.GL.createVertexArray();
this.cubeVBO = this.GL.createBuffer();
this.GL.bindVertexArray(this.cubeVAO);

const vertices = new Float32Array([
// positions
-1.0, -1.0, -1.0,1.0, -1.0, -1.0,1.0, 1.0, -1.0,1.0, 1.0, -1.0,
-1.0, 1.0, -1.0,
-1.0, -1.0, -1.0,

-1.0, -1.0, 1.0,1.0, -1.0, 1.0,1.0, 1.0, 1.0,1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, -1.0, 1.0,

-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, -1.0, -1.0,
-1.0, -1.0, 1.0,
-1.0, 1.0, 1.0,

1.0, 1.0, 1.0,
1.0, 1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, -1.0,
1.0, -1.0, 1.0,
1.0, 1.0, 1.0,

-1.0, -1.0, -1.0,1.0, -1.0, -1.0,1.0, -1.0, 1.0,1.0, -1.0, 1.0,
-1.0, -1.0, 1.0,
-1.0, -1.0, -1.0,

-1.0, 1.0, -1.0,1.0, 1.0, -1.0,1.0, 1.0, 1.0,1.0, 1.0, 1.0,
-1.0, 1.0, 1.0,
-1.0, 1.0, -1.0
]);

this.GL.bindBuffer(this.GL.ARRAY_BUFFER, this.cubeVBO);
this.GL.bufferData(this.GL.ARRAY_BUFFER, vertices, this.GL.STATIC_DRAW);
this.GL.enableVertexAttribArray(0);
this.GL.vertexAttribPointer(0, 3, this.GL.FLOAT, false, 3 * 4, 0);
this.GL.bindVertexArray(null);
}

this.GL.bindVertexArray(this.cubeVAO);
this.GL.drawArrays(this.GL.TRIANGLES, 0, 36);
this.GL.bindVertexArray(null);
}

/**
* @module Rendering
* @submodule Rendering
Expand Down Expand Up @@ -444,6 +532,19 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
this.GL = this.drawingContext;
this._pInst._setProperty('drawingContext', this.drawingContext);

if (!this._pInst.shaderCache) {
this._pInst.shaderCache = {}; // ensures a unique shaderCache for each instance of p5.RendererGL
}
this.getCachedShader =
function (shaderKey, vertexShaderSource, fragmentShaderSource) {
if (!this._pInst.shaderCache[shaderKey]) {

this._pInst.shaderCache[shaderKey] = this._pInst.createShader(
vertexShaderSource, fragmentShaderSource);
}
return this._pInst.shaderCache[shaderKey];
};

// erasing
this._isErasing = false;

Expand Down Expand Up @@ -565,6 +666,7 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
this._defaultNormalShader = undefined;
this._defaultColorShader = undefined;
this._defaultPointShader = undefined;
this._defaultCubemapShader=undefined;

this.userFillShader = undefined;
this.userStrokeShader = undefined;
Expand Down Expand Up @@ -831,6 +933,7 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
this._pInst,
!isPGraphics
);

this._pInst._setProperty('_renderer', renderer);
renderer.resize(w, h);
renderer._applyDefaults();
Expand Down Expand Up @@ -1847,6 +1950,15 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
return this._defaultFontShader;
}

_getCubemapShader() {
return this.getCachedShader('_defaultCubemapShader',
this._webGL2CompatibilityPrefix('vert', 'mediump') +
defaultShaders.cubemapVertexShader,
this._webGL2CompatibilityPrefix('frag', 'mediump') +
defaultShaders.cubemapFragmentShader
);
}

_webGL2CompatibilityPrefix(
shaderType,
floatPrecision
Expand Down Expand Up @@ -1899,44 +2011,100 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
* maps a p5.Image used by imageLight() to a p5.Framebuffer
*/
getDiffusedTexture(input) {
// if one already exists for a given input image
// If one already exists for a given input image
if (this.diffusedTextures.get(input) != null) {
return this.diffusedTextures.get(input);
}
// if not, only then create one
let newFramebuffer;
// hardcoded to 200px, because it's going to be blurry and smooth
let smallWidth = 200;
let width = smallWidth;
let height = Math.floor(smallWidth * (input.height / input.width));
newFramebuffer = this._pInst.createFramebuffer({
width, height, density: 1
});
// create framebuffer is like making a new sketch, all functions on main
// sketch it would be available on framebuffer
if (!this.diffusedShader) {
this.diffusedShader = this._pInst.createShader(
defaultShaders.imageLightVert,
defaultShaders.imageLightDiffusedFrag

// Create a cubemap texture
const envCubemap = this.GL.createTexture();
this.GL.bindTexture(this.GL.TEXTURE_CUBE_MAP, envCubemap);

// Loop through each face and allocate storage
for (let i = 0; i < 6; ++i) {
this.GL.texImage2D(
this.GL.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0,
this.GL.RGB16F, 512, 512, 0,
this.GL.RGB, this.GL.FLOAT, null
);
}
newFramebuffer.draw(() => {
this._pInst.shader(this.diffusedShader);
this.diffusedShader.setUniform('environmentMap', input);
this._pInst.noStroke();
this._pInst.rectMode(constants.CENTER);
this._pInst.noLights();
this._pInst.rect(0, 0, width, height);

// Set parameters for the cubemap
this.GL.texParameteri(this.GL.TEXTURE_CUBE_MAP
, this.GL.TEXTURE_WRAP_S, this.GL.CLAMP_TO_EDGE);
this.GL.texParameteri(this.GL.TEXTURE_CUBE_MAP
, this.GL.TEXTURE_WRAP_T, this.GL.CLAMP_TO_EDGE);
this.GL.texParameteri(this.GL.TEXTURE_CUBE_MAP
, this.GL.TEXTURE_WRAP_R, this.GL.CLAMP_TO_EDGE);
this.GL.texParameteri(this.GL.TEXTURE_CUBE_MAP
, this.GL.TEXTURE_MIN_FILTER, this.GL.LINEAR);
this.GL.texParameteri(this.GL.TEXTURE_CUBE_MAP
, this.GL.TEXTURE_MAG_FILTER, this.GL.LINEAR);

// Set up view matrices for each face
const captureViews = [
lookAt([0, 0, 0], [1, 0, 0], [0, -1, 0]), // Positive X
lookAt([0, 0, 0], [-1, 0, 0], [0, -1, 0]), // Negative X
lookAt([0, 0, 0], [0, 1, 0], [0, 0, 1]), // Positive Y
lookAt([0, 0, 0], [0, -1, 0], [0, 0, -1]), // Negative Y
lookAt([0, 0, 0], [0, 0, 1], [0, -1, 0]), // Positive Z
lookAt([0, 0, 0], [0, 0, -1], [0, -1, 0]) // Negative Z
];

// Get the cubemap shader
const cubemapShader = this._getCubemapShader();
this._pInst.shader(cubemapShader);
cubemapShader.setUniform('equirectangularMap', 0);
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@perminder-17 perminder-17 Jun 23, 2024

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This can't be hardcoded to 0. It must have a variable, a sampler2D texture specifically.

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Actually I had this in mind that in WebGL (and OpenGL), when you set a texture uniform in a shader, you also need to specify which texture unit the texture is bound to.
If you see the next 2 lines:

this.GL.activeTexture(this.GL.TEXTURE0);
this.GL.bindTexture(this.GL.TEXTURE_2D, input);

Here, this.GL.activeTexture(this.GL.TEXTURE0) activates texture unit 0, and this.GL.bindTexture(this.GL.TEXTURE_2D, input) binds the texture input to texture unit 0.
But lets just keep it simple and stick to what you have suggested. That seems to work fine.!


// Define captureProjection as a 4x4 projection matrix
let captureProjection = new p5.Matrix();
captureProjection.perspective(Math.PI / 2.0, 1.0, 0.1, 10.0);

cubemapShader.setUniform('projection', captureProjection.mat4);
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We should not set uniforms and again create a new uniform. I think we already have our uniform named uProjectionMatrix.


this.GL.activeTexture(this.GL.TEXTURE0);
this.GL.bindTexture(this.GL.TEXTURE_2D, input);

// Create a new framebuffer
let newFramebuffer = this._pInst.createFramebuffer({
width: 512,
height: 512,
density: 1
});
this.diffusedTextures.set(input, newFramebuffer);
return newFramebuffer;

this.GL.bindFramebuffer(this.GL.FRAMEBUFFER, newFramebuffer.handle);

// Render each face of the cubemap
for (let i = 0; i < 6; ++i) {
this.GL.framebufferTexture2D(
this.GL.FRAMEBUFFER,
this.GL.COLOR_ATTACHMENT0,
this.GL.TEXTURE_CUBE_MAP_POSITIVE_X + i,
envCubemap,
0
);

this.GL.clear(this.GL.COLOR_BUFFER_BIT | this.GL.DEPTH_BUFFER_BIT);

cubemapShader.setUniform('view', captureViews[i].mat4);
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Same with this. We should not calculate the view matrix. We already had set up the modelVeiw matrix as "uModelViewMatrix".


renderCube(); // Renders a 1x1 cube
}

this.GL.bindFramebuffer(this.GL.FRAMEBUFFER, null);

// Initialize CubemapTexture class with the cubemap texture
let cubemapTexture = new CubemapTexture(this, envCubemap, {});
this.diffusedTextures.set(input, cubemapTexture);

return cubemapTexture;
}

/*
* used in imageLight,
* To create a texture from the input non blurry image, if it doesn't already exist
* Creating 8 different levels of textures according to different
* sizes and atoring them in `levels` array
* sizes and storing them in `levels` array
* Creating a new Mipmap texture with that `levels` array
* Storing the texture for input image in map called `specularTextures`
* maps the input p5.Image to a p5.MipmapTexture
Expand Down Expand Up @@ -2113,7 +2281,7 @@ p5.RendererGL = class RendererGL extends p5.Renderer {
// this.activeImageLight has image as a key
// look up the texture from the diffusedTexture map
let diffusedLight = this.getDiffusedTexture(this.activeImageLight);
shader.setUniform('environmentMapDiffused', diffusedLight);
shader.setUniform('environmentMapDiffusedCubemap', diffusedLight);
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I am not sure but I feel diffusedLight is also a sampler2D texture, could it be passed as a uniform with samplerCube texture?

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Here, diffusedLight is obtained from getDiffusedTexture, which returns a CubemapTexture object. Since environmentMapDiffusedCubemap in the shader expects a cubemap texture (samplerCube), so I think diffusedLight is being correctly assigned to the environmentMapDiffusedCubemap uniform in the shader, which is of type samplerCube.

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Oooh...sorry. I overlooked this, previously we had diffusedLight with sampler2D texture so I got confused. I see you have updated getDiffusedTexture()

let specularLight = this.getSpecularTexture(this.activeImageLight);
// In p5js the range of shininess is >= 1,
// Therefore roughness range will be ([0,1]*8)*20 or [0, 160]
Expand Down
3 changes: 2 additions & 1 deletion src/webgl/p5.Shader.js
Original file line number Diff line number Diff line change
Expand Up @@ -225,7 +225,7 @@ p5.Shader = class {
uniform.name = uniformName;
uniform.type = uniformInfo.type;
uniform._cachedData = undefined;
if (uniform.type === gl.SAMPLER_2D) {
if (uniform.type === gl.SAMPLER_2D || uniform.type === gl.SAMPLER_CUBE) {
uniform.samplerIndex = samplerIndex;
samplerIndex++;
this.samplers.push(uniform);
Expand Down Expand Up @@ -545,6 +545,7 @@ p5.Shader = class {
}
break;
case gl.SAMPLER_2D:
case gl.SAMPLER_CUBE:
gl.activeTexture(gl.TEXTURE0 + uniform.samplerIndex);
uniform.texture =
data instanceof p5.Texture ? data : this._renderer.getTexture(data);
Expand Down
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