Hello World rotating grid

This commit is contained in:
Julian
2020-01-24 17:33:16 +01:00
parent a79d670999
commit afe2edc8e1
3 changed files with 1297 additions and 24 deletions

View File

@@ -88,23 +88,17 @@
<script id="default-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec2 v_uv;
uniform sampler2D u_texture;
void main(void) {
gl_FragColor = texture2D(u_texture, v_uv);
//gl_FragColor = vec4(0.0,0.0,1.0,1.0);
gl_FragColor = vec4(0.0,0.0,1.0,1.0);
}
</script>
<script id="ndc-vs" type="x-shader/x-vertex">
attribute vec3 positionAttr;
attribute vec2 uv;
varying vec2 v_uv;
uniform mat4 MVP;
void main(void) {
gl_Position = vec4(positionAttr, 1.0);
v_uv = uv;
gl_Position = MVP * vec4(positionAttr, 1.0);
}
</script>
</header>

1280
package-lock.json generated Normal file

File diff suppressed because it is too large Load Diff

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@@ -1,3 +1,5 @@
import { vec3, mat4, glMatrix } from 'gl-matrix'
var gl: WebGL2RenderingContext;
var viewportWidth = 0;
var viewportHeight = 0;
@@ -216,7 +218,7 @@ function initFBO() {
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Reset to default framebuffer
}
/** Update/Draw function. Targeting 60UPS. */
/** Update/Draw function.*/
var timeSpent = 0.0;
/** Framerate measurement variables */
var lastTime = new Date().getTime();
@@ -238,8 +240,8 @@ function drawScene() {
// of a grid representing the water surface.
//--- First render pass -> Perlin Noise ---
{
//--- First render pass -> Perlin Noise (it updates the perlin noise texture)
/*{
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
gl.viewport(0, 0, perlinNoiseFBOWidth, ferlinNoiseFBOHeight);
@@ -263,7 +265,7 @@ function drawScene() {
let uTime = gl.getUniformLocation(<WebGLProgram>perlinNoiseProgram, "uTime");
gl.uniform1f(uTime, timeSpent);
gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw quadr
}
}*/
//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
{
@@ -271,21 +273,18 @@ function drawScene() {
gl.viewport(0, 0, viewportWidth, viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
gl.bindTexture(gl.TEXTURE_2D, textureFBO);
//gl.bindTexture(gl.TEXTURE_2D, textureFBO); //Binds the texture
// 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);
var mvp = mat4.create();
mat4.identity(mvp);
mat4.rotateY(mvp, mvp, timeSpent * 0.001);
gl.useProgram(textureProgram);
gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw two triangles
let loc = gl.getUniformLocation(<WebGLProgram>textureProgram, "MVP");
gl.uniformMatrix4fv(loc, false, mvp);
gl.bindVertexArray(gridVAO);
gl.drawElements(gl.TRIANGLES, gridIndices.length, gl.UNSIGNED_INT, 0);
}
requestAnimationFrame(drawScene);
}