adjustments
This commit is contained in:
67
src/Camera.ts
Normal file
67
src/Camera.ts
Normal file
@@ -0,0 +1,67 @@
|
||||
import { vec3, mat4, vec4 } from 'gl-matrix';
|
||||
|
||||
/** A camera that always looks at the world origin. Can have an offset and be rotated. */
|
||||
export class Camera {
|
||||
pos: vec3;
|
||||
target: vec3;
|
||||
up: vec3;
|
||||
|
||||
xRot: number;
|
||||
yRot: number;
|
||||
offset: number;
|
||||
|
||||
constructor() {
|
||||
this.pos = vec3.create();
|
||||
vec3.set(this.pos, 0.0, 0.0, 0.0);
|
||||
this.target = vec3.create();
|
||||
vec3.set(this.target, 0.0, 0.0, 0.0);
|
||||
this.up = vec3.create();
|
||||
vec3.set(this.up, 0.0, 1.0, 0.0);
|
||||
this.xRot = 0.0;
|
||||
this.yRot = 0.0;
|
||||
this.offset = 0.0;
|
||||
}
|
||||
|
||||
setRotationX(rotX: number): void {
|
||||
this.xRot = rotX;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
setRotationY(rotY: number): void {
|
||||
this.yRot = rotY;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
/** Sets the offset to world origin. */
|
||||
setOffset(off: number): void {
|
||||
this.offset = off;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
/** Recalculates the position according to xy-rotation and offset. */
|
||||
private updatePos(): void {
|
||||
const transformation: mat4 = mat4.create();
|
||||
mat4.identity(transformation);
|
||||
|
||||
//2. xy-Rotation
|
||||
mat4.rotateX(transformation, transformation, this.xRot);
|
||||
mat4.rotateY(transformation, transformation, this.yRot);
|
||||
|
||||
//1. Translation
|
||||
const translation = vec3.create();
|
||||
vec3.set(translation, 0.0, 0.0, this.offset);
|
||||
mat4.translate(transformation, transformation, translation);
|
||||
|
||||
const temp: vec4 = vec4.create();
|
||||
vec4.set(temp, 0.0, 0.0, 0.0, 1.0);
|
||||
vec4.transformMat4(temp, temp, transformation);
|
||||
|
||||
vec3.set(this.pos, temp[0], temp[1], temp[2]);
|
||||
}
|
||||
|
||||
getViewMatrix(): mat4 {
|
||||
const ret: mat4 = mat4.create();
|
||||
mat4.lookAt(ret, this.pos, this.target, this.up);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
72
src/Grid.ts
Normal file
72
src/Grid.ts
Normal file
@@ -0,0 +1,72 @@
|
||||
/** Grid for the water surface */
|
||||
export class Grid {
|
||||
private indices: number[] = [];
|
||||
private vertices: number[] = [];
|
||||
private vao: WebGLVertexArrayObject | null = null;
|
||||
private size: number;
|
||||
|
||||
constructor(size: number = 128) {
|
||||
this.size = size;
|
||||
}
|
||||
|
||||
generate(): void {
|
||||
this.indices = [];
|
||||
this.vertices = [];
|
||||
|
||||
for (let j = 0; j <= this.size; ++j) {
|
||||
for (let i = 0; i <= this.size; ++i) {
|
||||
// Generate Vertices
|
||||
const x = i / this.size;
|
||||
const y = j / this.size;
|
||||
const z = 0;
|
||||
this.vertices.push(x, y, z);
|
||||
|
||||
if (i < this.size && j < this.size) { // Skip edges
|
||||
const row1 = j * (this.size + 1);
|
||||
const row2 = (j + 1) * (this.size + 1);
|
||||
|
||||
// triangle 1
|
||||
this.indices.push(row1 + i);
|
||||
this.indices.push(row1 + i + 1);
|
||||
this.indices.push(row2 + i + 1);
|
||||
|
||||
// triangle 2
|
||||
this.indices.push(row1 + i);
|
||||
this.indices.push(row2 + i + 1);
|
||||
this.indices.push(row2 + i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
initVAO(gl: WebGL2RenderingContext): void {
|
||||
this.generate();
|
||||
|
||||
this.vao = gl.createVertexArray();
|
||||
gl.bindVertexArray(this.vao);
|
||||
|
||||
const vboGrid: WebGLBuffer | null = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vertices), gl.STATIC_DRAW);
|
||||
|
||||
const iboGrid: WebGLBuffer | null = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboGrid);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.indices), gl.STATIC_DRAW);
|
||||
|
||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
|
||||
gl.enableVertexAttribArray(0);
|
||||
gl.bindVertexArray(null);
|
||||
}
|
||||
|
||||
draw(gl: WebGL2RenderingContext): void {
|
||||
if (this.vao) {
|
||||
gl.bindVertexArray(this.vao);
|
||||
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
|
||||
gl.bindVertexArray(null);
|
||||
}
|
||||
}
|
||||
|
||||
getIndexCount(): number {
|
||||
return this.indices.length;
|
||||
}
|
||||
}
|
||||
65
src/Shader.ts
Normal file
65
src/Shader.ts
Normal file
@@ -0,0 +1,65 @@
|
||||
/** Get shader source by HTML-Element<id> */
|
||||
export function getShader(gl: WebGL2RenderingContext, id: string): WebGLShader | null {
|
||||
const script: any = document.getElementById(id);
|
||||
if (!script) {
|
||||
console.error(`Couldn't get shader source from HTML for id: ${id}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
let shader: WebGLShader | null;
|
||||
if (script.type == "x-shader/x-fragment") {
|
||||
shader = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
} else if (script.type == "x-shader/x-vertex") {
|
||||
shader = gl.createShader(gl.VERTEX_SHADER);
|
||||
} else {
|
||||
console.error(`Script type is wrong for id: ${id}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
if (shader == null) {
|
||||
console.error("Cannot create Shaders!");
|
||||
return null;
|
||||
}
|
||||
|
||||
gl.shaderSource(shader, script.text);
|
||||
gl.compileShader(shader);
|
||||
|
||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||
console.error(`Shader compilation failed for ${id}:`, gl.getShaderInfoLog(shader));
|
||||
return null;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
export function createProgram(
|
||||
gl: WebGL2RenderingContext,
|
||||
vertexShaderId: string,
|
||||
fragmentShaderId: string,
|
||||
programName: string
|
||||
): WebGLProgram | null {
|
||||
const vertexShader = getShader(gl, vertexShaderId);
|
||||
const fragmentShader = getShader(gl, fragmentShaderId);
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.error(`Didn't find ${programName} shader sources!`);
|
||||
return null;
|
||||
}
|
||||
|
||||
const program = gl.createProgram();
|
||||
if (program == null) {
|
||||
console.error(`${programName} program not created!`);
|
||||
return null;
|
||||
}
|
||||
|
||||
gl.attachShader(program, vertexShader);
|
||||
gl.attachShader(program, fragmentShader);
|
||||
gl.linkProgram(program);
|
||||
|
||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
||||
console.error(`Could not initialize ${programName} shaders:`, gl.getProgramInfoLog(program));
|
||||
return null;
|
||||
}
|
||||
|
||||
return program;
|
||||
}
|
||||
24
src/constants.ts
Normal file
24
src/constants.ts
Normal file
@@ -0,0 +1,24 @@
|
||||
// Configuration Constants
|
||||
export const GRID_SIZE = 128;
|
||||
export const NOISE_TEXTURE_WIDTH = 256;
|
||||
export const NOISE_TEXTURE_HEIGHT = 256;
|
||||
export const CANVAS_WIDTH = 800;
|
||||
export const CANVAS_HEIGHT = 600;
|
||||
export const FOV = 1.0;
|
||||
export const NEAR_PLANE = 0.1;
|
||||
export const FAR_PLANE = 1000.0;
|
||||
export const CAMERA_DEFAULT_OFFSET = 1.2;
|
||||
export const CAMERA_DEFAULT_ROT_X = 1.1;
|
||||
export const CAMERA_DEFAULT_ROT_Y = 0;
|
||||
export const MOUSE_SENSITIVITY = 0.001;
|
||||
export const KEYBOARD_ROTATION_SPEED = 0.02;
|
||||
export const KEYBOARD_ZOOM_SPEED = 0.05;
|
||||
export const FPS_UPDATE_INTERVAL = 1000;
|
||||
|
||||
// Ocean shader constants
|
||||
export const OCEAN_COLOR_R = 0.0;
|
||||
export const OCEAN_COLOR_G = 0.4;
|
||||
export const OCEAN_COLOR_B = 0.4;
|
||||
export const SKY_COLOR_R = 1.0;
|
||||
export const SKY_COLOR_G = 1.0;
|
||||
export const SKY_COLOR_B = 1.0;
|
||||
353
src/main.ts
353
src/main.ts
@@ -1,86 +1,42 @@
|
||||
import { vec3, mat4, vec4 } from 'gl-matrix'
|
||||
import { vec3, mat4 } from 'gl-matrix';
|
||||
import { Camera } from './Camera';
|
||||
import { Grid } from './Grid';
|
||||
import { createProgram } from './Shader';
|
||||
import * as Config from './constants';
|
||||
|
||||
var gl: WebGL2RenderingContext;
|
||||
var viewportWidth = 0;
|
||||
var viewportHeight = 0;
|
||||
|
||||
/** A camera that always looks at the world origin. Can have an offset and be rotated. */
|
||||
class Camera {
|
||||
pos: vec3;
|
||||
target: vec3;
|
||||
up: vec3;
|
||||
|
||||
xRot: number;
|
||||
yRot: number;
|
||||
offset: number;
|
||||
|
||||
constructor() {
|
||||
this.pos = vec3.create();
|
||||
vec3.set(this.pos, 0.0, 0.0, 0.0);
|
||||
this.target = vec3.create();
|
||||
vec3.set(this.target, 0.0, 0.0, 0.0);
|
||||
this.up = vec3.create();
|
||||
vec3.set(this.up, 0.0, 1.0, 0.0);
|
||||
this.xRot = 0.0;
|
||||
this.yRot = 0.0;
|
||||
this.offset = 0.0;
|
||||
}
|
||||
|
||||
setRotationX(rotX: number): void {
|
||||
this.xRot = rotX;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
setRotationY(rotY: number): void {
|
||||
this.yRot = rotY;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
/** Sets the offset to world origin. */
|
||||
setOffset(off: number): void {
|
||||
this.offset = off;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
/** Reculcates the position according to xy-rotation and offset. */
|
||||
private updatePos(): void {
|
||||
var transformation: mat4 = mat4.create();
|
||||
mat4.identity(transformation);
|
||||
|
||||
//2. xy-Rotation
|
||||
mat4.rotateX(transformation, transformation, this.xRot);
|
||||
mat4.rotateY(transformation, transformation, this.yRot);
|
||||
|
||||
//1. Translation
|
||||
var translation = vec3.create();
|
||||
vec3.set(translation, 0.0, 0.0, this.offset);
|
||||
mat4.translate(transformation, transformation, translation);
|
||||
|
||||
var temp: vec4 = vec4.create();
|
||||
vec4.set(temp, 0.0, 0.0, 0.0, 1.0);
|
||||
vec4.transformMat4(temp, temp, transformation);
|
||||
|
||||
vec3.set(this.pos, temp[0], temp[1], temp[2]);
|
||||
}
|
||||
|
||||
getViewMatrix(): mat4 {
|
||||
var ret: mat4;
|
||||
ret = mat4.create();
|
||||
mat4.lookAt(ret, this.pos, this.target, this.up);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
// Moved to Camera.ts
|
||||
|
||||
/** Init OpenGL and gets the viewport/canvas sizes */
|
||||
function initGL(canvas: HTMLCanvasElement) {
|
||||
// Helper function for canvas resize
|
||||
const updateCanvasSize = (canvas: HTMLCanvasElement) => {
|
||||
const displayWidth = window.innerWidth;
|
||||
const displayHeight = window.innerHeight;
|
||||
|
||||
if (canvas.width !== displayWidth || canvas.height !== displayHeight) {
|
||||
canvas.width = displayWidth;
|
||||
canvas.height = displayHeight;
|
||||
viewportWidth = displayWidth;
|
||||
viewportHeight = displayHeight;
|
||||
|
||||
if (gl) {
|
||||
gl.viewport(0, 0, viewportWidth, viewportHeight);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
var gltemp;
|
||||
try {
|
||||
gltemp = canvas.getContext("webgl2");
|
||||
if (!gltemp)
|
||||
gltemp = canvas.getContext("experimental-webgl2");
|
||||
if (gltemp != null) {
|
||||
viewportWidth = canvas.width;
|
||||
viewportHeight = canvas.height;
|
||||
updateCanvasSize(canvas);
|
||||
}
|
||||
|
||||
} catch (e) {
|
||||
@@ -88,70 +44,27 @@ function initGL(canvas: HTMLCanvasElement) {
|
||||
// Not the best error detection logic.
|
||||
// Redirect to http://get.webgl.org in failure case.
|
||||
if (gltemp == null) {
|
||||
alert("Unable to initialize WebGL2. Your browser or machine may not support it.");
|
||||
console.error("Unable to initialize WebGL2. Your browser or machine may not support it.");
|
||||
return;
|
||||
}
|
||||
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 32bit not
|
||||
if (!gl.getExtension('EXT_color_buffer_float')) {
|
||||
alert("32Bit/16Bit single Color render Buffers not available.");
|
||||
console.error("32Bit/16Bit single Color render Buffers not available.");
|
||||
} //allow 16bit texture as framebuffer target
|
||||
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
|
||||
return updateCanvasSize;
|
||||
}
|
||||
|
||||
/** Update canvas size to fill window */
|
||||
// Moved inline below
|
||||
|
||||
/** Grid for the watersurface */
|
||||
var gridIndices: number[] = [];
|
||||
var gridVertices: number[] = [];
|
||||
function generateGrid(N: number) {
|
||||
for (let j = 0; j <= N; ++j) {
|
||||
for (let i = 0; i <= N; ++i) {
|
||||
//Generate Vertices
|
||||
let x = i / N;
|
||||
let y = j / N;
|
||||
let z = 0;
|
||||
gridVertices.push(x);
|
||||
gridVertices.push(y);
|
||||
gridVertices.push(z);
|
||||
// Moved to Grid.ts
|
||||
|
||||
if (i < N && j < N) //Skip edges
|
||||
{
|
||||
let row1 = j * (N + 1);
|
||||
let row2 = (j + 1) * (N + 1);
|
||||
|
||||
// triangle 1
|
||||
gridIndices.push(row1 + i);
|
||||
gridIndices.push(row1 + i + 1);
|
||||
gridIndices.push(row2 + i + 1);
|
||||
|
||||
// triangle 2
|
||||
gridIndices.push(row1 + i);
|
||||
gridIndices.push(row2 + i + 1);
|
||||
gridIndices.push(row2 + i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
var gridVAO: WebGLVertexArrayObject | null = null;
|
||||
function initGridVAO() {
|
||||
generateGrid(128);
|
||||
|
||||
gridVAO = gl.createVertexArray();
|
||||
gl.bindVertexArray(gridVAO);
|
||||
|
||||
let vboGrid: WebGLBuffer | null = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(gridVertices), gl.STATIC_DRAW);
|
||||
|
||||
let iboGrid: WebGLBuffer | null = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboGrid);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(gridIndices), gl.STATIC_DRAW);
|
||||
|
||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
|
||||
gl.enableVertexAttribArray(0);
|
||||
gl.bindVertexArray(null);
|
||||
}
|
||||
|
||||
/** Init Geomtry for an Triangle */
|
||||
/** Init Geometry for a Triangle */
|
||||
var VBO: WebGLBuffer | null = null;
|
||||
function initGeometry() {
|
||||
VBO = gl.createBuffer();
|
||||
@@ -170,117 +83,23 @@ function initGeometry() {
|
||||
}
|
||||
|
||||
/** Get shader source by HTML-Element<id> */
|
||||
function getShader(id: string) {
|
||||
var script: any = document.getElementById(id);
|
||||
if (!script) {
|
||||
console.log("Coudln't get shader source from HTML!");
|
||||
return null;
|
||||
}
|
||||
|
||||
var shader: WebGLShader | null;
|
||||
if (script.type == "x-shader/x-fragment") {
|
||||
shader = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
} else if (script.type == "x-shader/x-vertex") {
|
||||
shader = gl.createShader(gl.VERTEX_SHADER);
|
||||
} else {
|
||||
console.log("Script type is wrong!");
|
||||
return null;
|
||||
}
|
||||
|
||||
if (shader == null) {
|
||||
console.log("Cannot create Shaders!")
|
||||
return null;
|
||||
}
|
||||
|
||||
gl.shaderSource(shader, script.text);
|
||||
gl.compileShader(shader);
|
||||
|
||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||
alert(gl.getShaderInfoLog(shader));
|
||||
return null;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
// Moved to Shader.ts
|
||||
|
||||
/** Init all Shaders that are needed */
|
||||
var perlinNoiseProgram: WebGLProgram | null;
|
||||
var defaultProgram: WebGLProgram | null;
|
||||
var textureProgram: WebGLProgram | null;
|
||||
function initShaders() {
|
||||
{ //Get perlinNoiseProgram
|
||||
let vertexShader = getShader("ndc-vs");
|
||||
let fragmentShader = getShader("noise-fs");
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.log("Didn't find shader sources!")
|
||||
return null;
|
||||
}
|
||||
|
||||
perlinNoiseProgram = gl.createProgram();
|
||||
if (perlinNoiseProgram == null) {
|
||||
console.log("Program not created!")
|
||||
return null
|
||||
}
|
||||
gl.attachShader(perlinNoiseProgram, vertexShader);
|
||||
gl.attachShader(perlinNoiseProgram, fragmentShader);
|
||||
gl.linkProgram(perlinNoiseProgram);
|
||||
|
||||
if (!gl.getProgramParameter(perlinNoiseProgram, gl.LINK_STATUS)) {
|
||||
alert("Could not initialise shaders");
|
||||
}
|
||||
}
|
||||
{ //Get defaultShaders
|
||||
let vertexShader = getShader("default-vs");
|
||||
let fragmentShader = getShader("default-fs");
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.log("Didn't find shader sources!")
|
||||
return null;
|
||||
}
|
||||
defaultProgram = gl.createProgram();
|
||||
if (defaultProgram == null) {
|
||||
console.log("Program not created!")
|
||||
return null
|
||||
}
|
||||
|
||||
gl.attachShader(defaultProgram, vertexShader);
|
||||
gl.attachShader(defaultProgram, fragmentShader);
|
||||
gl.linkProgram(defaultProgram);
|
||||
|
||||
if (!gl.getProgramParameter(defaultProgram, gl.LINK_STATUS)) {
|
||||
alert("Could not initialise shaders");
|
||||
}
|
||||
}
|
||||
{ //Get textureShader
|
||||
let vertexShader = getShader("texture-vs");
|
||||
let fragmentShader = getShader("texture-fs");
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.log("Didn't find shader sources!")
|
||||
return null;
|
||||
}
|
||||
textureProgram = gl.createProgram();
|
||||
if (textureProgram == null) {
|
||||
console.log("Program not created!")
|
||||
return null
|
||||
}
|
||||
|
||||
gl.attachShader(textureProgram, vertexShader);
|
||||
gl.attachShader(textureProgram, fragmentShader);
|
||||
gl.linkProgram(textureProgram);
|
||||
|
||||
if (!gl.getProgramParameter(textureProgram, gl.LINK_STATUS)) {
|
||||
alert("Could not initialise shaders");
|
||||
}
|
||||
}
|
||||
perlinNoiseProgram = createProgram(gl, "ndc-vs", "noise-fs", "Perlin Noise");
|
||||
defaultProgram = createProgram(gl, "default-vs", "default-fs", "Default");
|
||||
textureProgram = createProgram(gl, "texture-vs", "texture-fs", "Texture");
|
||||
}
|
||||
|
||||
/** Init an FBO used for the first render pass / perlin noise */
|
||||
var perlinNoiseFBO: WebGLFramebuffer | null = null;
|
||||
var textureFBO: WebGLTexture | null = null;
|
||||
var perlinNoiseFBOWidth = 256;
|
||||
var ferlinNoiseFBOHeight = 256;
|
||||
var perlinNoiseFBOWidth = Config.NOISE_TEXTURE_WIDTH;
|
||||
var perlinNoiseFBOHeight = Config.NOISE_TEXTURE_HEIGHT;
|
||||
function initFBO() {
|
||||
perlinNoiseFBO = gl.createFramebuffer();
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
|
||||
@@ -288,7 +107,7 @@ function initFBO() {
|
||||
// Add attachments
|
||||
textureFBO = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, textureFBO); //last 3 parameter not intertesting becuase we are not supplying data
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.R16F, perlinNoiseFBOWidth, ferlinNoiseFBOHeight, 0, gl.RED, gl.HALF_FLOAT, null);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.R16F, perlinNoiseFBOWidth, perlinNoiseFBOHeight, 0, gl.RED, gl.HALF_FLOAT, null);
|
||||
|
||||
// set the filtering so we don't need mips
|
||||
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
|
||||
@@ -311,21 +130,29 @@ var timeSpent = 0.0;
|
||||
var lastTime = new Date().getTime();
|
||||
var counter = 0.0;
|
||||
var fps = 0;
|
||||
var fpsDisplay: HTMLElement | null = null;
|
||||
/** Input states*/
|
||||
var mouseXVel = 0;
|
||||
var mouseYVel = 0;
|
||||
var keyboardRotationX = 0;
|
||||
var keyboardRotationY = 0;
|
||||
var keyboardZoom = 0;
|
||||
var keysPressed: Set<string> = new Set();
|
||||
/** Objects and states*/
|
||||
var camera: Camera;
|
||||
var curRotX = 1.1;
|
||||
var curRotY = 0;
|
||||
var oceanGrid: Grid;
|
||||
var curRotX = Config.CAMERA_DEFAULT_ROT_X;
|
||||
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
|
||||
function drawScene() {
|
||||
fps++;
|
||||
let now = new Date();
|
||||
let delta = now.getTime() - lastTime;
|
||||
timeSpent += delta;
|
||||
if ((counter += delta) >= 1000.) {
|
||||
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
|
||||
counter = 0;
|
||||
console.log("FPS: " + fps);
|
||||
if (fpsDisplay) {
|
||||
fpsDisplay.textContent = `FPS: ${fps}`;
|
||||
}
|
||||
fps = 0;
|
||||
}
|
||||
lastTime = now.getTime();
|
||||
@@ -336,7 +163,7 @@ function drawScene() {
|
||||
//--- First render pass -> Perlin Noise (it updates the perlin noise texture)
|
||||
{
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
|
||||
gl.viewport(0, 0, perlinNoiseFBOWidth, ferlinNoiseFBOHeight);
|
||||
gl.viewport(0, 0, perlinNoiseFBOWidth, perlinNoiseFBOHeight);
|
||||
|
||||
//Clear buffer content
|
||||
gl.clearColor(1.0, 1.0, 1.0, 1);
|
||||
@@ -372,11 +199,11 @@ function drawScene() {
|
||||
|
||||
var projection = mat4.create();
|
||||
mat4.identity(projection);
|
||||
mat4.perspective(projection, 1.0, viewportWidth / viewportHeight, 0.1, 1000.); //projection mode should actually be camera specific
|
||||
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
|
||||
|
||||
camera.setOffset(1.2);
|
||||
camera.setRotationX((curRotX += mouseYVel * 0.001));
|
||||
camera.setRotationY((curRotY += mouseXVel * 0.001));
|
||||
camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
|
||||
camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
|
||||
camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
|
||||
var view = camera.getViewMatrix();
|
||||
|
||||
var model = mat4.create();
|
||||
@@ -398,16 +225,45 @@ function drawScene() {
|
||||
//gl.uniform1f(uTime_loc, timeSpent);
|
||||
let displacementMap_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "displace_map");
|
||||
gl.uniform1i(displacementMap_loc, 0); //Get texture from slot 0
|
||||
gl.bindVertexArray(gridVAO);
|
||||
gl.drawElements(gl.TRIANGLES, gridIndices.length, gl.UNSIGNED_INT, 0);
|
||||
gl.bindVertexArray(null);
|
||||
oceanGrid.draw(gl);
|
||||
}
|
||||
requestAnimationFrame(drawScene);
|
||||
}
|
||||
|
||||
/** Handle keyboard input for camera controls */
|
||||
function handleKeyboardInput() {
|
||||
keyboardRotationX = 0;
|
||||
keyboardRotationY = 0;
|
||||
|
||||
if (keysPressed.has('w') || keysPressed.has('W') || keysPressed.has('ArrowUp')) {
|
||||
keyboardRotationX = Config.KEYBOARD_ROTATION_SPEED;
|
||||
}
|
||||
if (keysPressed.has('s') || keysPressed.has('S') || keysPressed.has('ArrowDown')) {
|
||||
keyboardRotationX = -Config.KEYBOARD_ROTATION_SPEED;
|
||||
}
|
||||
if (keysPressed.has('a') || keysPressed.has('A') || keysPressed.has('ArrowLeft')) {
|
||||
keyboardRotationY = Config.KEYBOARD_ROTATION_SPEED;
|
||||
}
|
||||
if (keysPressed.has('d') || keysPressed.has('D') || keysPressed.has('ArrowRight')) {
|
||||
keyboardRotationY = -Config.KEYBOARD_ROTATION_SPEED;
|
||||
}
|
||||
if (keysPressed.has('q') || keysPressed.has('Q') || keysPressed.has('+')) {
|
||||
keyboardZoom -= Config.KEYBOARD_ZOOM_SPEED;
|
||||
}
|
||||
if (keysPressed.has('e') || keysPressed.has('E') || keysPressed.has('-')) {
|
||||
keyboardZoom += Config.KEYBOARD_ZOOM_SPEED;
|
||||
}
|
||||
}
|
||||
|
||||
function main() {
|
||||
const canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById("window");
|
||||
initGL(canvas);
|
||||
fpsDisplay = document.getElementById("fps-counter");
|
||||
|
||||
const updateCanvasSize = initGL(canvas);
|
||||
if (!updateCanvasSize) {
|
||||
console.error("Failed to initialize WebGL");
|
||||
return;
|
||||
}
|
||||
|
||||
var drag = false;
|
||||
var previousPosX: number | null;
|
||||
@@ -439,10 +295,35 @@ function main() {
|
||||
canvas.addEventListener('mouseup', deactivateMouseMovement, false);
|
||||
canvas.addEventListener('mouseleave', deactivateMouseMovement, false);
|
||||
|
||||
// Keyboard controls
|
||||
window.addEventListener('keydown', (evt) => {
|
||||
keysPressed.add(evt.key);
|
||||
handleKeyboardInput();
|
||||
|
||||
// Reset camera on 'R' key
|
||||
if (evt.key === 'r' || evt.key === 'R') {
|
||||
curRotX = Config.CAMERA_DEFAULT_ROT_X;
|
||||
curRotY = Config.CAMERA_DEFAULT_ROT_Y;
|
||||
keyboardZoom = 0;
|
||||
}
|
||||
});
|
||||
|
||||
window.addEventListener('keyup', (evt) => {
|
||||
keysPressed.delete(evt.key);
|
||||
handleKeyboardInput();
|
||||
});
|
||||
|
||||
// Window resize handler
|
||||
window.addEventListener('resize', () => {
|
||||
updateCanvasSize(canvas);
|
||||
});
|
||||
|
||||
initShaders();
|
||||
initGeometry();
|
||||
initFBO();
|
||||
initGridVAO();
|
||||
|
||||
oceanGrid = new Grid(Config.GRID_SIZE);
|
||||
oceanGrid.initVAO(gl);
|
||||
|
||||
camera = new Camera();
|
||||
//Check if any errors apeared during init.
|
||||
|
||||
Reference in New Issue
Block a user