minor fixes

This commit is contained in:
Julian
2020-01-27 16:14:50 +01:00
parent c10c6d7ad0
commit 4d3065acff
2 changed files with 6 additions and 32 deletions

View File

@@ -143,9 +143,9 @@
//vec3 lightColor = vec3(1.,1.,1.);
//gl_FragColor = vec4(mix(waterColor, vec3(1.,1.,1.),fresnel).xyz, 1.);
//gl_FragColor = vec4(result,1.0);
gl_FragColor = vec4(result,1.0);
//gl_FragColor = vec4(normal,1.0);
gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
//gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
}
</script>
<script id="default-vs" type="x-shader/x-vertex">

View File

@@ -1,4 +1,4 @@
import { vec3, mat4, glMatrix } from 'gl-matrix'
import { vec3, mat4 } from 'gl-matrix'
var gl: WebGL2RenderingContext;
var viewportWidth = 0;
@@ -21,12 +21,12 @@ function initGL(canvas: HTMLCanvasElement) {
// Not the best error detection logic.
// Redirect to http://get.webgl.org in failure case.
if (gltemp == null) {
alert("Unable to initialize WebGL. Your browser or machine may not support it.");
alert("Unable to initialize WebGL2. Your browser or machine may not support it.");
}
gl = <WebGL2RenderingContext>gltemp;
//WebGL2 supports floating point textures by default but it does not support filtering them or rendering to them by default. Note: 16bit filtering is included
if (!gl.getExtension('EXT_color_buffer_float')) {
console.log("32Bit render Buffers not available.")
alert("32Bit/16Bit single Color render Buffers not available.");
} //allow 32bit texture as framebuffer target
gl.enable(gl.DEPTH_TEST);
@@ -288,7 +288,7 @@ function drawScene() {
gl.useProgram(perlinNoiseProgram);
let uTime = gl.getUniformLocation(<WebGLProgram>perlinNoiseProgram, "uTime");
gl.uniform1f(uTime, timeSpent);
gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw quadr
gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw fullscreen quad
}
//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
@@ -298,35 +298,9 @@ 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 projection = mat4.create();
mat4.identity(projection);
mat4.perspective(projection, 1.0, viewportWidth / viewportHeight, 0.1, 1000.);