add release build. Use FPS Camera and better input.
This commit is contained in:
15
.vscode/launch.json
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15
.vscode/launch.json
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@@ -0,0 +1,15 @@
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{
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"name":"Launch index.html",
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"type": "chrome",
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"request": "launch",
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"file": "${workspaceFolder}/index.html",
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"preLaunchTask": "npm: build:debug"
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}
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]
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}
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15
.vscode/tasks.json
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15
.vscode/tasks.json
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{
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// See https://go.microsoft.com/fwlink/?LinkId=733558
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// for the documentation about the tasks.json format
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"version": "2.0.0",
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"tasks": [
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{
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"type": "npm",
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"script": "build",
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"group": {
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"kind": "build",
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"isDefault": true
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}
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}
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]
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}
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24
index.html
24
index.html
@@ -188,33 +188,35 @@
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v_uv = positionAttr.xy;
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}
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</script>
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<script id="texture-fs" type="x-shader/x-fragment">
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<script id="sky-fs" type="x-shader/x-fragment">
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precision mediump float;
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uniform sampler2D u_texture;
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varying vec2 v_uv;
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varying vec3 fragPos;
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void main(void) {
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gl_FragColor = texture2D(u_texture, v_uv);
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gl_FragColor = vec4(fragPos,1.0);
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}
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</script>
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<script id="texture-vs" type="x-shader/x-vertex">
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<script id="sky-vs" type="x-shader/x-vertex">
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attribute vec3 positionAttr;
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attribute vec2 a_uv;
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varying vec2 v_uv;
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uniform mat4 u_mvp;
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 testModel;
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varying vec3 fragPos;
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void main(void) {
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gl_Position = u_mvp * vec4(positionAttr, 1.0);
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v_uv = a_uv;
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gl_PointSize = 10.;
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gl_Position = projection * mat4(mat3(view)) * vec4(positionAttr, 1.0);
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fragPos = (view * vec4(positionAttr,1.0)).xyz; //This is wrong probably
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}
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</script>
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</header>
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<body>
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<canvas id="window" width="800" height="600"
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style="margin:0 auto; border: solid #000000 1px; display:block;"></canvas>
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style="margin:0 auto; border: solid #000000 1px; display:block; cursor:move;"></canvas>
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<script src="build/app.js"></script>
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</body>
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11
package.json
11
package.json
@@ -4,8 +4,11 @@
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"description": "Simulating a ocean with typescript and webgl.",
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"main": "index.html",
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"scripts": {
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"test": "echo \"Error: no test specified\" && exit 1",
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"build": "tsc && browserify ./build/main.js -o ./build/app.js"
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"livedev": "concurrently --kill-others \"npm-watch\"",
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"build:release": "tsc && browserify ./build/main.js | uglifyjs > ./build/app.js",
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"build:debug": "tsc && browserify --debug ./build/main.js -o ./build/app.js",
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"build:tsc": "tsc",
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"test": "echo \"Error: no test specified\" && exit 1"
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},
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"keywords": [
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"webgl",
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@@ -20,7 +23,9 @@
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"devDependencies": {
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"@types/gl-matrix": "^2.4.5",
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"browserify": "^16.5.0",
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"typescript": "^3.7.5"
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"concurrently": "^5.1.0",
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"typescript": "^3.7.5",
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"uglifyjs": "^2.4.11"
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},
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"dependencies": {
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"gl-matrix": "^3.1.0"
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