remove perlin noise. animation loop now with request.
This commit is contained in:
129
src/main.ts
129
src/main.ts
@@ -25,20 +25,21 @@ function initGL(canvas: HTMLCanvasElement) {
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}
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/** Init Geomtry for an Triangle */
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var VBO: WebGLBuffer | null = null;
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function initGeometry() {
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let VBO = gl.createBuffer();
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VBO = gl.createBuffer();
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//Vertex data represent fullscreen quad in NDC-Space
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let vertexData = [-1.0, -1.0, 0.0, //BOTTOM LEFT
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1.0, -1.0, 0.0, //BOTTOM RIGHT
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-1.0, 1.0, 0.0, // TOP LEFT
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1.0, -1.0, 0.0, //BOTTOM RIGHT
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-1.0, 1.0, 0.0, // TOP LEFT
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1.0, 1.0, 0.0, // TOP RIGHT
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// X, Y, Z, U, V
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let vertexData = [-1.0, -1.0, 0.0, /*BOTTOM LEFT*/ 0.0, 0.0,
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1.0, -1.0, 0.0, /*BOTTOM RIGHT*/ 1.0, 0.0,
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-1.0, 1.0, 0.0, /*TOP LEFT */ 0.0, 1.0,
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1.0, -1.0, 0.0, /*BOTTOM RIGHT */ 1.0, 0.0,
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-1.0, 1.0, 0.0, /*TOP LEFT */ 0.0, 1.0,
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1.0, 1.0, 0.0, /*TOP RIGHT */ 1.0, 1.0
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];
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gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
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return VBO;
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}
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/** Get shader source by HTML-Element<id> */
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@@ -76,34 +77,63 @@ function getShader(id: string) {
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}
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/** Init all Shaders that are needed */
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var perlinNoiseProgram: WebGLProgram | null;
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var textureProgram: WebGLProgram | null;
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function initShaders() {
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var vertexShader = getShader("shader-vs");
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var fragmentShader = getShader("shader-fs");
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{ //Get perlinNoiseProgram
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let vertexShader = getShader("ndc-vs");
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let fragmentShader = getShader("noise-fs");
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if (vertexShader == null || fragmentShader == null) {
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console.log("Didn't find shader sources!")
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return null;
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if (vertexShader == null || fragmentShader == null) {
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console.log("Didn't find shader sources!")
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return null;
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}
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perlinNoiseProgram = gl.createProgram();
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if (perlinNoiseProgram == null) {
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console.log("Program not created!")
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return null
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}
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gl.attachShader(perlinNoiseProgram, vertexShader);
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gl.attachShader(perlinNoiseProgram, fragmentShader);
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gl.linkProgram(perlinNoiseProgram);
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if (!gl.getProgramParameter(perlinNoiseProgram, gl.LINK_STATUS)) {
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alert("Could not initialise shaders");
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}
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gl.useProgram(perlinNoiseProgram);
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let positionAttr = gl.getAttribLocation(perlinNoiseProgram, "positionAttr");
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gl.enableVertexAttribArray(positionAttr);
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}
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{ //Get textueShaderProgram
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let vertexShader = getShader("ndc-vs");
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let fragmentShader = getShader("default-fs");
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let program: WebGLProgram | null = gl.createProgram();
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if (program == null) {
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console.log("Program not created!")
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return null
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if (vertexShader == null || fragmentShader == null) {
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console.log("Didn't find shader sources!")
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return null;
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}
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textureProgram = gl.createProgram();
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if (textureProgram == null) {
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console.log("Program not created!")
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return null
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}
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gl.attachShader(textureProgram, vertexShader);
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gl.attachShader(textureProgram, fragmentShader);
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gl.linkProgram(textureProgram);
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if (!gl.getProgramParameter(textureProgram, gl.LINK_STATUS)) {
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alert("Could not initialise shaders");
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}
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gl.useProgram(textureProgram);
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let positionAttr = gl.getAttribLocation(textureProgram, "positionAttr");
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gl.enableVertexAttribArray(positionAttr);
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}
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gl.attachShader(program, vertexShader);
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gl.attachShader(program, fragmentShader);
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gl.linkProgram(program);
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if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
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alert("Could not initialise shaders");
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}
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gl.useProgram(program);
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let positionAttr = gl.getAttribLocation(program, "positionAttr");
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gl.enableVertexAttribArray(positionAttr);
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return program;
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}
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/** Init an FBO used for the first render pass / perlin noise */
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@@ -137,7 +167,7 @@ var timeSpent = 0.0;
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var lastTime = new Date().getTime();
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var counter = 0.0;
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var fps = 0;
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function drawScene(buffer: WebGLBuffer, program: WebGLProgram) {
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function drawScene() {
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fps++;
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let now = new Date();
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let delta = now.getTime() - lastTime;
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@@ -166,16 +196,18 @@ function drawScene(buffer: WebGLBuffer, program: WebGLProgram) {
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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// There are 7 floating-point values per vertex
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let stride = 3 * Float32Array.BYTES_PER_ELEMENT;
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let stride = 5 * Float32Array.BYTES_PER_ELEMENT;
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// Set up position stream
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, stride, 0);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(1, 2, gl.FLOAT, false, stride, 3 * Float32Array.BYTES_PER_ELEMENT);
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gl.enableVertexAttribAray(1);
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gl.useProgram(program);
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let uTime = gl.getUniformLocation(program, "uTime");
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gl.uniform1f(uTime, timeSpent);
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gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw quad
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gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw quadr
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*/}
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//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
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@@ -185,43 +217,36 @@ function drawScene(buffer: WebGLBuffer, program: WebGLProgram) {
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gl.viewport(0, 0, viewportWidth, viewportHeight);
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gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
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gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
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gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
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// There are 7 floating-point values per vertex
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let stride = 3 * Float32Array.BYTES_PER_ELEMENT;
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let stride = 5 * Float32Array.BYTES_PER_ELEMENT;
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// Set up position stream
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, stride, 0);
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(1, 2, gl.FLOAT, false, stride, 3 * Float32Array.BYTES_PER_ELEMENT);
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gl.enableVertexAttribArray(1);
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gl.useProgram(program);
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let uTime = gl.getUniformLocation(program, "uTime");
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gl.uniform1f(uTime, timeSpent);
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gl.useProgram(textureProgram);
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gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw two triangles
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}
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requestAnimationFrame(drawScene);
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}
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function main() {
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const canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById("window");
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initGL(canvas);
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let shaderProgram = initShaders();
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let triangleVBO = initGeometry();
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let fbo = initFBO();
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// Setze clear color auf schwarz, vollständig sichtbar
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gl.clearColor(0.0, 1.0, 0.0, 1.0);
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// Lösche den color buffer mit definierter clear color
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gl.clear(gl.COLOR_BUFFER_BIT);
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if (triangleVBO != null && shaderProgram != null) {
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window.setInterval(drawScene, 1000 / 60, triangleVBO, shaderProgram);
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}
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initShaders();
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initGeometry();
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initFBO();
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if (gl.getError() != gl.NO_ERROR) {
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console.log("OpenGL Error!: ");
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}
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drawScene();
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}
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main();
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