Scale Surface from NC (Normalized Coordinates) to strechted x.y.Plane * 10.

This commit is contained in:
Julian
2020-01-27 16:53:49 +01:00
parent 4d3065acff
commit 8a82c553fe
2 changed files with 17 additions and 10 deletions

View File

@@ -109,7 +109,7 @@
void main(void) { void main(void) {
vec4 displace = texture2D(displace_map, v_uv); vec4 displace = texture2D(displace_map, v_uv);
//calculate normal //calculate normal
float gridPointDelta = 1. / 256.; float gridPointDelta = (1. / 256.);
vec3 currPoint = vec3(0.0,0.0,displace.x); vec3 currPoint = vec3(0.0,0.0,displace.x);
vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x); vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x);
vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x); vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x);

View File

@@ -24,10 +24,10 @@ function initGL(canvas: HTMLCanvasElement) {
alert("Unable to initialize WebGL2. Your browser or machine may not support it."); alert("Unable to initialize WebGL2. Your browser or machine may not support it.");
} }
gl = <WebGL2RenderingContext>gltemp; 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 //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 32bit not
if (!gl.getExtension('EXT_color_buffer_float')) { if (!gl.getExtension('EXT_color_buffer_float')) {
alert("32Bit/16Bit single Color render Buffers not available."); alert("32Bit/16Bit single Color render Buffers not available.");
} //allow 32bit texture as framebuffer target } //allow 16bit texture as framebuffer target
gl.enable(gl.DEPTH_TEST); gl.enable(gl.DEPTH_TEST);
} }
@@ -239,14 +239,15 @@ function initFBO() {
} }
/** Update/Draw function.*/ /** Update/Draw function.*/
var timeSpent = 0.0;
/** Framerate measurement variables */ /** Framerate measurement variables */
var timeSpent = 0.0;
var lastTime = new Date().getTime(); var lastTime = new Date().getTime();
var counter = 0.0; var counter = 0.0;
var fps = 0; var fps = 0;
/** Input */ /** Input states*/
var mouseXVel = 0; var mouseXVel = 0;
var mouseYVel = 0; var mouseYVel = 0;
/** Object state*/
var curRotX = 0; var curRotX = 0;
var curRotY = 0; var curRotY = 0;
function drawScene() { function drawScene() {
@@ -308,10 +309,16 @@ function drawScene() {
mat4.identity(model); mat4.identity(model);
let translation = vec3.create(); let translation = vec3.create();
vec3.set(translation, -.5, -.5, -1.5); vec3.set(translation, .0, .0, -15.);
mat4.translate(model, model, translation); mat4.translate(model, model, translation); //3. Then translate it back so that we can see something
mat4.rotateX(model, model, (curRotY += mouseYVel * 0.001)); mat4.rotateX(model, model, (curRotY += mouseYVel * 0.001)); //2.2 Then rotate it around the origin according to mouse input.
mat4.rotateY(model, model, (curRotX += mouseXVel * 0.001)); mat4.rotateY(model, model, (curRotX += mouseXVel * 0.001)); //2.1 Then rotate it around the origin according to mouse input.
let xyScaling = vec3.create();
vec3.set(xyScaling, 10., 10., 1.0);
mat4.scale(model, model, xyScaling); //Scale the surface in xy by factor 10
let translationCentering = vec3.create();
vec3.set(translationCentering, -0.5, -0.5, 0.0);
mat4.translate(model, model, translationCentering); //1. First Center the Surface in the origin.
gl.useProgram(defaultProgram); gl.useProgram(defaultProgram);
let model_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "model"); let model_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "model");
@@ -364,12 +371,12 @@ function main() {
canvas.addEventListener('mouseup', deactivateMouseMovement, false); canvas.addEventListener('mouseup', deactivateMouseMovement, false);
canvas.addEventListener('mouseleave', deactivateMouseMovement, false); canvas.addEventListener('mouseleave', deactivateMouseMovement, false);
initShaders(); initShaders();
initGeometry(); initGeometry();
initFBO(); initFBO();
initGridVAO(); initGridVAO();
//Check if any errors apeared during init.
if (gl.getError() != gl.NO_ERROR) { if (gl.getError() != gl.NO_ERROR) {
console.log("OpenGL Error!: "); console.log("OpenGL Error!: ");
} }