add normal calculation to vertex shader
This commit is contained in:
92
src/main.ts
92
src/main.ts
@@ -60,7 +60,7 @@ function generateGrid(N: number) {
|
||||
}
|
||||
var gridVAO: WebGLVertexArrayObject | null = null;
|
||||
function initGridVAO() {
|
||||
generateGrid(64);
|
||||
generateGrid(128);
|
||||
|
||||
gridVAO = gl.createVertexArray();
|
||||
gl.bindVertexArray(gridVAO);
|
||||
@@ -132,6 +132,7 @@ function getShader(id: string) {
|
||||
|
||||
/** Init all Shaders that are needed */
|
||||
var perlinNoiseProgram: WebGLProgram | null;
|
||||
var defaultProgram: WebGLProgram | null;
|
||||
var textureProgram: WebGLProgram | null;
|
||||
function initShaders() {
|
||||
{ //Get perlinNoiseProgram
|
||||
@@ -155,16 +156,33 @@ function initShaders() {
|
||||
if (!gl.getProgramParameter(perlinNoiseProgram, gl.LINK_STATUS)) {
|
||||
alert("Could not initialise shaders");
|
||||
}
|
||||
|
||||
gl.useProgram(perlinNoiseProgram);
|
||||
|
||||
let positionAttr = gl.getAttribLocation(perlinNoiseProgram, "positionAttr");
|
||||
gl.enableVertexAttribArray(positionAttr);
|
||||
}
|
||||
{ //Get textueShaderProgram
|
||||
{ //Get defaultShaders
|
||||
let vertexShader = getShader("default-vs");
|
||||
let fragmentShader = getShader("default-fs");
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.log("Didn't find shader sources!")
|
||||
return null;
|
||||
}
|
||||
defaultProgram = gl.createProgram();
|
||||
if (defaultProgram == null) {
|
||||
console.log("Program not created!")
|
||||
return null
|
||||
}
|
||||
|
||||
gl.attachShader(defaultProgram, vertexShader);
|
||||
gl.attachShader(defaultProgram, fragmentShader);
|
||||
gl.linkProgram(defaultProgram);
|
||||
|
||||
if (!gl.getProgramParameter(defaultProgram, gl.LINK_STATUS)) {
|
||||
alert("Could not initialise shaders");
|
||||
}
|
||||
}
|
||||
{ //Get textureShader
|
||||
let vertexShader = getShader("texture-vs");
|
||||
let fragmentShader = getShader("texture-fs");
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.log("Didn't find shader sources!")
|
||||
return null;
|
||||
@@ -182,11 +200,6 @@ function initShaders() {
|
||||
if (!gl.getProgramParameter(textureProgram, gl.LINK_STATUS)) {
|
||||
alert("Could not initialise shaders");
|
||||
}
|
||||
|
||||
gl.useProgram(textureProgram);
|
||||
|
||||
let positionAttr = gl.getAttribLocation(textureProgram, "positionAttr");
|
||||
gl.enableVertexAttribArray(positionAttr);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -245,7 +258,7 @@ function drawScene() {
|
||||
gl.viewport(0, 0, perlinNoiseFBOWidth, ferlinNoiseFBOHeight);
|
||||
|
||||
//Clear buffer content
|
||||
gl.clearColor(0.25, .89, 0.32, 1);
|
||||
gl.clearColor(1.0, 1.0, 1.0, 1);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT); //No depth buffer
|
||||
|
||||
//draw a fullscreen quad
|
||||
@@ -273,26 +286,55 @@ function drawScene() {
|
||||
|
||||
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
|
||||
|
||||
//--- Display perlin noise texture (For Debug)
|
||||
/*{
|
||||
//draw a fullscreen quad
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
|
||||
|
||||
// There are 7 floating-point values per vertex
|
||||
let stride = 5 * Float32Array.BYTES_PER_ELEMENT;
|
||||
|
||||
// Set up position stream
|
||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, stride, 0);
|
||||
gl.enableVertexAttribArray(0);
|
||||
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, stride, 3 * Float32Array.BYTES_PER_ELEMENT);
|
||||
gl.enableVertexAttribArray(1);
|
||||
|
||||
gl.activeTexture(gl.TEXTURE0); //Binds the texture to 0
|
||||
gl.bindTexture(gl.TEXTURE_2D, textureFBO);
|
||||
|
||||
gl.useProgram(textureProgram);
|
||||
let mvp = mat4.create();
|
||||
mat4.identity(mvp);
|
||||
let mvp_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "u_mvp");
|
||||
gl.uniformMatrix4fv(mvp_loc, false, mvp);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6);
|
||||
}*/
|
||||
|
||||
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.);
|
||||
|
||||
var projection = mat4.create();
|
||||
mat4.identity(projection);
|
||||
mat4.perspective(projection, 1.0, viewportWidth / viewportHeight, 0.1, 1000.);
|
||||
var model = mat4.create();
|
||||
mat4.identity(model);
|
||||
|
||||
let translation = vec3.create();
|
||||
vec3.set(translation, -0.5, 0.0, -2.0);
|
||||
mat4.translate(mvp, mvp, translation);
|
||||
mat4.rotateX(mvp, mvp, 1.5);
|
||||
|
||||
vec3.set(translation, -.5, -.5, -2.5);
|
||||
mat4.translate(model, model, 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.useProgram(defaultProgram);
|
||||
let model_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "model");
|
||||
gl.uniformMatrix4fv(model_loc, false, model);
|
||||
let projection_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "projection");
|
||||
gl.uniformMatrix4fv(projection_loc, false, projection);
|
||||
let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
|
||||
gl.uniform1f(uTime_loc, timeSpent);
|
||||
let displacementMap_loc = gl.getUniformLocation(<WebGLProgram>textureProgram, "displace_map");
|
||||
let displacementMap_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "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);
|
||||
|
||||
Reference in New Issue
Block a user