add grid init method
This commit is contained in:
73
src/main.ts
73
src/main.ts
@@ -1,4 +1,4 @@
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var gl: WebGLRenderingContext;
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var gl: WebGL2RenderingContext;
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var viewportWidth = 0;
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var viewportHeight = 0;
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@@ -6,9 +6,9 @@ var viewportHeight = 0;
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function initGL(canvas: HTMLCanvasElement) {
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var gltemp;
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try {
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gltemp = canvas.getContext("webgl");
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gltemp = canvas.getContext("webgl2");
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if (!gltemp)
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gltemp = canvas.getContext("experimental-webgl");
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gltemp = canvas.getContext("experimental-webgl2");
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if (gltemp != null) {
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viewportWidth = canvas.width;
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viewportHeight = canvas.height;
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@@ -21,42 +21,59 @@ function initGL(canvas: HTMLCanvasElement) {
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if (gltemp == null) {
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alert("Unable to initialize WebGL. Your browser or machine may not support it.");
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}
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gl = <WebGLRenderingContext>gltemp;
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gl = <WebGL2RenderingContext>gltemp;
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}
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var gridIndices = [];
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var gridVertices = [];
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function genereateGrid(N: number) {
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for (let j = 0; j <= N; ++j)
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{
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for (let i = 0; i <= N; ++i)
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{
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//Generate Vertices
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let x = i / N;
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let y = j / N;
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let z = 0;
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/** Grid for the watersurface */
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var gridIndices: number[] = [];
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var gridVertices: number[] = [];
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function generateGrid(N: number) {
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for (let j = 0; j <= N; ++j) {
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for (let i = 0; i <= N; ++i) {
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//Generate Vertices
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let x = i / N;
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let y = j / N;
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let z = 0;
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gridVertices.push(x);
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gridVertices.push(y);
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gridVertices.push(z);
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//Generate Indices
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if (i < N && j < N) //Skip edges
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{
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let row1 = j * (N + 1);
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let row2 = (j + 1) * (N + 1);
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//Generate Indices
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if (i < N && j < N) //Skip edges
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{
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let row1 = j * (N + 1);
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let row2 = (j + 1) * (N + 1);
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// triangle 1
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// triangle 1
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gridIndices.push(row1 + i);
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gridIndices.push(row1 + i + 1);
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gridIndices.push(row2 + i + 1);
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// triangle 2
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// triangle 2
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gridIndices.push(row1 + i);
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gridIndices.push(row2 + i + 1);
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gridIndices.push(row2 + i);
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}
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}
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}
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}
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}
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}
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}
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var gridVAO: WebGLVertexArrayObject | null = null;
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function initGridVAO() {
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generateGrid(2);
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gridVAO = gl.createVertexArray();
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gl.bindVertexArray(gridVAO);
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let vboGrid: WebGLBuffer | null = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(gridVertices), gl.STATIC_DRAW);
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let iboGrid: WebGLBuffer | null = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboGrid);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(gridIndices), gl.STATIC_DRAW);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
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gl.enableVertexAttribArray(0);
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}
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/** Init Geomtry for an Triangle */
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@@ -173,7 +190,7 @@ function initShaders() {
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/** Init an FBO used for the first render pass / perlin noise */
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var perlinNoiseFBO: WebGLFramebuffer | null = null;
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var textureFBO : WebGLTexture | null = null;
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var textureFBO: WebGLTexture | null = null;
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var perlinNoiseFBOWidth = 256;
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var ferlinNoiseFBOHeight = 256;
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function initFBO() {
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@@ -249,7 +266,7 @@ function drawScene() {
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}
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//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
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{
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{
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gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Bind default framebuffer
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gl.viewport(0, 0, viewportWidth, viewportHeight);
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@@ -275,11 +292,11 @@ function drawScene() {
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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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initShaders();
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initGeometry();
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initFBO();
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initGridVAO();
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if (gl.getError() != gl.NO_ERROR) {
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console.log("OpenGL Error!: ");
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