waving grid by perlin noise
This commit is contained in:
@@ -104,9 +104,12 @@
|
||||
|
||||
uniform mat4 MVP;
|
||||
uniform float uTime;
|
||||
uniform sampler2D displace_map;
|
||||
|
||||
void main(void) {
|
||||
gl_Position = MVP * vec4(positionAttr.x,positionAttr.y,positionAttr.z + cos(positionAttr.x*8. + uTime * 0.001), 1.0);
|
||||
vec4 displace = texture2D(displace_map, vec2(positionAttr.x,positionAttr.y));
|
||||
gl_Position = MVP * vec4(positionAttr.x,positionAttr.y,positionAttr.z + displace.x, 1.0);
|
||||
gl_PointSize = 10.;
|
||||
}
|
||||
</script>
|
||||
</header>
|
||||
|
||||
24
src/main.ts
24
src/main.ts
@@ -40,7 +40,6 @@ function generateGrid(N: number) {
|
||||
gridVertices.push(y);
|
||||
gridVertices.push(z);
|
||||
|
||||
//Generate Indices
|
||||
if (i < N && j < N) //Skip edges
|
||||
{
|
||||
let row1 = j * (N + 1);
|
||||
@@ -61,7 +60,7 @@ function generateGrid(N: number) {
|
||||
}
|
||||
var gridVAO: WebGLVertexArrayObject | null = null;
|
||||
function initGridVAO() {
|
||||
generateGrid(16);
|
||||
generateGrid(64);
|
||||
|
||||
gridVAO = gl.createVertexArray();
|
||||
gl.bindVertexArray(gridVAO);
|
||||
@@ -76,6 +75,7 @@ function initGridVAO() {
|
||||
|
||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
|
||||
gl.enableVertexAttribArray(0);
|
||||
gl.bindVertexArray(null);
|
||||
}
|
||||
|
||||
/** Init Geomtry for an Triangle */
|
||||
@@ -239,14 +239,13 @@ function drawScene() {
|
||||
// texture. Second one uses the textur for vertex displacement
|
||||
// of a grid representing the water surface.
|
||||
|
||||
|
||||
//--- First render pass -> Perlin Noise (it updates the perlin noise texture)
|
||||
/*{
|
||||
{
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
|
||||
gl.viewport(0, 0, perlinNoiseFBOWidth, ferlinNoiseFBOHeight);
|
||||
|
||||
//Clear buffer content
|
||||
gl.clearColor(0, 1, 0, 1);
|
||||
gl.clearColor(0.25, .89, 0.32, 1);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT); //No depth buffer
|
||||
|
||||
//draw a fullscreen quad
|
||||
@@ -265,7 +264,7 @@ function drawScene() {
|
||||
let uTime = gl.getUniformLocation(<WebGLProgram>perlinNoiseProgram, "uTime");
|
||||
gl.uniform1f(uTime, timeSpent);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw quadr
|
||||
}*/
|
||||
}
|
||||
|
||||
//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
|
||||
{
|
||||
@@ -274,29 +273,30 @@ function drawScene() {
|
||||
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
//gl.bindTexture(gl.TEXTURE_2D, textureFBO); //Binds the texture
|
||||
gl.activeTexture(gl.TEXTURE0); //Binds the texture to 0
|
||||
gl.bindTexture(gl.TEXTURE_2D, textureFBO);
|
||||
|
||||
var mvp = mat4.create();
|
||||
mat4.identity(mvp);
|
||||
mat4.perspective(mvp, 1.5, viewportWidth / viewportHeight, 0.1, 1000.);
|
||||
|
||||
|
||||
// mat4.rotateY(mvp, mvp, timeSpent * 0.001);
|
||||
//mat4.rotateX(mvp, mvp, 1.5);
|
||||
|
||||
let translation = vec3.create();
|
||||
vec3.set(translation, -0.5, 0.0, -2.0);
|
||||
mat4.translate(mvp, mvp, translation);
|
||||
mat4.rotateX(mvp, mvp, 1.5);
|
||||
|
||||
|
||||
//mat4.rotateY(mvp, mvp, timeSpent * 0.001);
|
||||
|
||||
gl.useProgram(textureProgram);
|
||||
let mvp_loc = gl.getUniformLocation(<WebGLProgram>textureProgram, "MVP");
|
||||
gl.uniformMatrix4fv(mvp_loc, false, mvp);
|
||||
let uTime_loc = gl.getUniformLocation(<WebGLProgram>textureProgram, "uTime");
|
||||
gl.uniform1f(uTime_loc, timeSpent);
|
||||
let displacementMap_loc = gl.getUniformLocation(<WebGLProgram>textureProgram, "displace_map");
|
||||
gl.uniform1i(displacementMap_loc, 0); //Get texture from slot 0
|
||||
gl.bindVertexArray(gridVAO);
|
||||
gl.drawElements(gl.TRIANGLES, gridIndices.length, gl.UNSIGNED_INT, 0);
|
||||
gl.bindVertexArray(null);
|
||||
}
|
||||
requestAnimationFrame(drawScene);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user