Files
WebOcean/src/main.ts
2020-01-29 21:23:25 +01:00

456 lines
15 KiB
TypeScript

import { vec3, mat4, vec4 } from 'gl-matrix'
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;
}
}
/** Init OpenGL and gets the viewport/canvas sizes */
function initGL(canvas: HTMLCanvasElement) {
var gltemp;
try {
gltemp = canvas.getContext("webgl2");
if (!gltemp)
gltemp = canvas.getContext("experimental-webgl2");
if (gltemp != null) {
viewportWidth = canvas.width;
viewportHeight = canvas.height;
}
} catch (e) {
}
// 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.");
}
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.");
} //allow 16bit texture as framebuffer target
gl.enable(gl.DEPTH_TEST);
}
/** 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);
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 */
var VBO: WebGLBuffer | null = null;
function initGeometry() {
VBO = gl.createBuffer();
//Vertex data represent fullscreen quad in NDC-Space
// X, Y, Z, U, V
let vertexData = [-1.0, -1.0, 0.0, /*BOTTOM LEFT*/ 0.0, 0.0,
1.0, -1.0, 0.0, /*BOTTOM RIGHT*/ 1.0, 0.0,
-1.0, 1.0, 0.0, /*TOP LEFT */ 0.0, 1.0,
1.0, -1.0, 0.0, /*BOTTOM RIGHT */ 1.0, 0.0,
-1.0, 1.0, 0.0, /*TOP LEFT */ 0.0, 1.0,
1.0, 1.0, 0.0, /*TOP RIGHT */ 1.0, 1.0
];
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
}
/** 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;
}
/** 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");
}
}
}
/** 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;
function initFBO() {
perlinNoiseFBO = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
// 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);
// set the filtering so we don't need mips
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureFBO, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
console.log("Framebuffer creation failed.");
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Reset to default framebuffer
}
/** Update/Draw function.*/
/** Framerate measurement variables */
var timeSpent = 0.0;
var lastTime = new Date().getTime();
var counter = 0.0;
var fps = 0;
/** Input states*/
var mouseXVel = 0;
var mouseYVel = 0;
/** Objects and states*/
var camera: Camera;
var curRotX = 1.1;
var curRotY = 0;
function drawScene() {
fps++;
let now = new Date();
let delta = now.getTime() - lastTime;
timeSpent += delta;
if ((counter += delta) >= 1000.) {
counter = 0;
console.log("FPS: " + fps);
fps = 0;
}
lastTime = now.getTime();
// Two Rendering passes. The first one generates a perlin noise
// texture. Second one uses the textur for vertex displacement
// of a grid representing the water surface.
//--- First render pass -> Perlin Noise (it updates the perlin noise texture)
{
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
gl.viewport(0, 0, perlinNoiseFBOWidth, ferlinNoiseFBOHeight);
//Clear buffer content
gl.clearColor(1.0, 1.0, 1.0, 1);
gl.clear(gl.COLOR_BUFFER_BIT); //No depth buffer
//draw a fullscreen quad
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
// 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);
gl.useProgram(perlinNoiseProgram);
let uTime = gl.getUniformLocation(<WebGLProgram>perlinNoiseProgram, "uTime");
gl.uniform1f(uTime, timeSpent);
gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw fullscreen quad
}
//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
{
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Bind default framebuffer
gl.viewport(0, 0, viewportWidth, viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.activeTexture(gl.TEXTURE0); //Binds the texture to 0
gl.bindTexture(gl.TEXTURE_2D, textureFBO);
var projection = mat4.create();
mat4.identity(projection);
mat4.perspective(projection, 1.0, viewportWidth / viewportHeight, 0.1, 1000.); //projection mode should actually be camera specific
camera.setOffset(1.2);
camera.setRotationX((curRotX += mouseYVel * 0.001));
camera.setRotationY((curRotY += mouseXVel * 0.001));
var view = camera.getViewMatrix();
var model = mat4.create();
mat4.identity(model);
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);
let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view");
gl.uniformMatrix4fv(view_loc, false, view);
let model_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "model");
gl.uniformMatrix4fv(model_loc, false, model);
let projection_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "projection");
gl.uniformMatrix4fv(projection_loc, false, projection);
let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos");
gl.uniform3fv(eye_loc, camera.pos);
//let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
//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);
}
requestAnimationFrame(drawScene);
}
function main() {
const canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById("window");
initGL(canvas);
var drag = false;
var previousPosX: number | null;
var previousPosY: number | null;
canvas.addEventListener('mousedown', function (evt) {
drag = true;
}, false);
canvas.addEventListener('mousemove', function (evt) {
if (drag) {
if (previousPosX == null || previousPosY == null) {
previousPosX = evt.x;
previousPosY = evt.y;
}
var mousePosX = evt.x;
var mousePosY = evt.y;
mouseXVel = (mousePosX - previousPosX);
mouseYVel = (mousePosY - previousPosY);
previousPosX = mousePosX;
previousPosY = mousePosY;
}
}, false);
var deactivateMouseMovement = function () {
previousPosX = null;
previousPosY = null;
mouseXVel = 0.0;
mouseYVel = 0.0;
drag = false;
}
canvas.addEventListener('mouseup', deactivateMouseMovement, false);
canvas.addEventListener('mouseleave', deactivateMouseMovement, false);
initShaders();
initGeometry();
initFBO();
initGridVAO();
camera = new Camera();
//Check if any errors apeared during init.
if (gl.getError() != gl.NO_ERROR) {
console.log("OpenGL Error!: ");
}
drawScene();
}
main();