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372 changes: 23 additions & 349 deletions README.md

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88 changes: 88 additions & 0 deletions part1/simplex_wave.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,88 @@
<html>

<head>
<title>Vertex Wave</title>
<meta charset ="utf-8">
<meta http-equiv="X-UA-Compatible" content="chrome=1"> <!-- Use Chrome Frame in IE -->
</head>

<body>
<div id="message" style="position:absolute;top:100px"></div> <!-- Pixel offset to avoid FPS counter -->
<canvas id="canvas" style="border: none;" width="1024" height="768" tabindex="1"></canvas>

<script id="vs" type="x-shader/x-vertex">
attribute vec2 position;

uniform mat4 u_modelViewPerspective;
uniform float u_time;
varying vec3 color;

vec3 permute(vec3 x) {
x = ((x*34.0)+1.0)*x;
return x - floor(x * (1.0 / 289.0)) * 289.0;
}

float simplexNoise(vec2 v)
{
const vec4 C = vec4(0.211324865405187, 0.366025403784439, -0.577350269189626, 0.024390243902439);

vec2 i = floor(v + dot(v, C.yy) );
vec2 x0 = v - i + dot(i, C.xx);

vec2 i1;
i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);

vec4 x12 = x0.xyxy + C.xxzz;
x12.xy -= i1;

i = i - floor(i * (1.0 / 289.0)) * 289.0;

vec3 p = permute( permute( i.y + vec3(0.0, i1.y, 1.0 ))
+ i.x + vec3(0.0, i1.x, 1.0 ));

vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
m = m*m ;
m = m*m ;

vec3 x = 2.0 * fract(p * C.www) - 1.0;
vec3 h = abs(x) - 0.5;
vec3 ox = floor(x + 0.5);
vec3 a0 = x - ox;

m *= inversesqrt( a0*a0 + h*h );

vec3 g;
g.x = a0.x * x0.x + h.x * x0.y;
g.yz = a0.yz * x12.xz + h.yz * x12.yw;
return 130.0 * dot(m, g);
}

void main(void)
{
vec2 simplexVec = vec2(u_time, position);
float s_contrib = simplexNoise(simplexVec);
float t_contrib = simplexNoise(vec2(s_contrib,u_time));
float height = s_contrib*t_contrib;
color = mix(vec3(1.0,0.2,0.0), vec3(0.0,0.8,1.0), (height+1.0)/1.0);
gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0);
}

</script>

<script id="fs" type="x-shader/x-fragment">
precision mediump float;

varying vec3 color;

void main(void)
{
gl_FragColor = vec4(color, 1.0);
}
</script>

<script src ="gl-matrix.js" type ="text/javascript"></script>
<script src ="webGLUtility.js" type ="text/javascript"></script>
<script src ="vert_wave.js" type ="text/javascript"></script>
</body>

</html>
11 changes: 9 additions & 2 deletions part1/vert_wave.html
Original file line number Diff line number Diff line change
Expand Up @@ -14,20 +14,27 @@
attribute vec2 position;

uniform mat4 u_modelViewPerspective;
uniform float u_time;
varying vec3 color;

void main(void)
{
float height = 0.0;
float s_contrib = sin(position.x*2.0*3.14159 + u_time);
float t_contrib = cos(position.y*2.0*3.14159 + u_time);
float height = s_contrib*t_contrib;
color = mix(vec3(1.0,0.2,0.0), vec3(0.0,0.8,1.0), (height+1.0)/1.0);
gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0);
}
</script>

<script id="fs" type="x-shader/x-fragment">
precision mediump float;

varying vec3 color;

void main(void)
{
gl_FragColor = vec4(vec3(0.0), 1.0);
gl_FragColor = vec4(color, 1.0);
}
</script>

Expand Down
11 changes: 9 additions & 2 deletions part1/vert_wave.js
Original file line number Diff line number Diff line change
Expand Up @@ -3,8 +3,8 @@
/*global window,document,Float32Array,Uint16Array,mat4,vec3,snoise*/
/*global getShaderSource,createWebGLContext,createProgram*/

var NUM_WIDTH_PTS = 32;
var NUM_HEIGHT_PTS = 32;
var NUM_WIDTH_PTS = 100;
var NUM_HEIGHT_PTS = 100;

var message = document.getElementById("message");
var canvas = document.getElementById("canvas");
Expand All @@ -19,6 +19,8 @@
context.clearColor(1.0, 1.0, 1.0, 1.0);
context.enable(context.DEPTH_TEST);

var time = 0.0;

var persp = mat4.create();
mat4.perspective(45.0, 0.5, 0.1, 100.0, persp);

Expand All @@ -31,6 +33,7 @@
var positionLocation = 0;
var heightLocation = 1;
var u_modelViewPerspectiveLocation;
var u_time;

(function initializeShader() {
var program;
Expand All @@ -40,6 +43,7 @@
var program = createProgram(context, vs, fs, message);
context.bindAttribLocation(program, positionLocation, "position");
u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective");
u_time = context.getUniformLocation(program,"u_time");

context.useProgram(program);
})();
Expand Down Expand Up @@ -138,10 +142,13 @@
var mvp = mat4.create();
mat4.multiply(persp, mv, mvp);

time += 0.01;

///////////////////////////////////////////////////////////////////////////
// Render
context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT);

context.uniform1f(u_time, time);
context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp);
context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0);

Expand Down
46 changes: 46 additions & 0 deletions part1/vert_waveTEST.html
Original file line number Diff line number Diff line change
@@ -0,0 +1,46 @@
<html>

<head>
<title>Vertex Wave</title>
<meta charset ="utf-8">
<meta http-equiv="X-UA-Compatible" content="chrome=1"> <!-- Use Chrome Frame in IE -->
</head>

<body>
<div id="message" style="position:absolute;top:100px"></div> <!-- Pixel offset to avoid FPS counter -->
<canvas id="canvas" style="border: none;" width="1024" height="768" tabindex="1"></canvas>

<script id="vs" type="x-shader/x-vertex">
attribute vec2 position;

uniform mat4 u_modelViewPerspective;
uniform float u_time;
varying vec3 color;

void main(void)
{
float s_contrib = 1.0*sin(position.x*10.0*3.14159 + u_time);
float t_contrib = 1.0*cos(position.y*10.0*3.14159 + u_time);
float height = s_contrib*t_contrib;
color = mix(vec3(1.0,0.2,0.0), vec3(0.0,0.8,1.0), (height+1.0)/1.0);
gl_Position = u_modelViewPerspective * vec4(vec3(position, height), 1.0);
}
</script>

<script id="fs" type="x-shader/x-fragment">
precision mediump float;

varying vec3 color;

void main(void)
{
gl_FragColor = vec4(color, 1.0);
}
</script>

<script src ="gl-matrix.js" type ="text/javascript"></script>
<script src ="webGLUtility.js" type ="text/javascript"></script>
<script src ="vert_wave.js" type ="text/javascript"></script>
</body>

</html>
158 changes: 158 additions & 0 deletions part1/vert_waveTEST.js
Original file line number Diff line number Diff line change
@@ -0,0 +1,158 @@
(function() {
"use strict";
/*global window,document,Float32Array,Uint16Array,mat4,vec3,snoise*/
/*global getShaderSource,createWebGLContext,createProgram*/

var NUM_WIDTH_PTS = 1024;
var NUM_HEIGHT_PTS = 512;

var message = document.getElementById("message");
var canvas = document.getElementById("canvas");
var context = createWebGLContext(canvas, message);
if (!context) {
return;
}

///////////////////////////////////////////////////////////////////////////

context.viewport(0, 0, canvas.width, canvas.height);
context.clearColor(1.0, 1.0, 1.0, 1.0);
context.enable(context.DEPTH_TEST);

var time = 0.0;

var persp = mat4.create();
mat4.perspective(45.0, 0.5, 0.1, 100.0, persp);

var eye = [2.0, 1.0, 3.0];
var center = [0.0, 0.0, 0.0];
var up = [0.0, 0.0, 1.0];
var view = mat4.create();
mat4.lookAt(eye, center, up, view);

var positionLocation = 0;
var heightLocation = 1;
var u_modelViewPerspectiveLocation;
var u_time;

(function initializeShader() {
var program;
var vs = getShaderSource(document.getElementById("vs"));
var fs = getShaderSource(document.getElementById("fs"));

var program = createProgram(context, vs, fs, message);
context.bindAttribLocation(program, positionLocation, "position");
u_modelViewPerspectiveLocation = context.getUniformLocation(program,"u_modelViewPerspective");
u_time = context.getUniformLocation(program,"u_time");

context.useProgram(program);
})();

var heights;
var numberOfIndices;

(function initializeGrid() {
function uploadMesh(positions, heights, indices) {
// Positions
var positionsName = context.createBuffer();
context.bindBuffer(context.ARRAY_BUFFER, positionsName);
context.bufferData(context.ARRAY_BUFFER, positions, context.STATIC_DRAW);
context.vertexAttribPointer(positionLocation, 2, context.FLOAT, false, 0, 0);
context.enableVertexAttribArray(positionLocation);

if (heights)
{
// Heights
var heightsName = context.createBuffer();
context.bindBuffer(context.ARRAY_BUFFER, heightsName);
context.bufferData(context.ARRAY_BUFFER, heights.length * heights.BYTES_PER_ELEMENT, context.STREAM_DRAW);
context.vertexAttribPointer(heightLocation, 1, context.FLOAT, false, 0, 0);
context.enableVertexAttribArray(heightLocation);
}

// Indices
var indicesName = context.createBuffer();
context.bindBuffer(context.ELEMENT_ARRAY_BUFFER, indicesName);
context.bufferData(context.ELEMENT_ARRAY_BUFFER, indices, context.STATIC_DRAW);
}

var WIDTH_DIVISIONS = NUM_WIDTH_PTS - 1;
var HEIGHT_DIVISIONS = NUM_HEIGHT_PTS - 1;

var numberOfPositions = NUM_WIDTH_PTS * NUM_HEIGHT_PTS;

var positions = new Float32Array(2 * numberOfPositions);
var indices = new Uint16Array(2 * ((NUM_HEIGHT_PTS * (NUM_WIDTH_PTS - 1)) + (NUM_WIDTH_PTS * (NUM_HEIGHT_PTS - 1))));

var positionsIndex = 0;
var indicesIndex = 0;
var length;

for (var j = 0; j < NUM_WIDTH_PTS; ++j)
{
positions[positionsIndex++] = j /(NUM_WIDTH_PTS - 1);
positions[positionsIndex++] = 0.0;

if (j>=1)
{
length = positionsIndex / 2;
indices[indicesIndex++] = length - 2;
indices[indicesIndex++] = length - 1;
}
}

for (var i = 0; i < HEIGHT_DIVISIONS; ++i)
{
var v = (i + 1) / (NUM_HEIGHT_PTS - 1);
positions[positionsIndex++] = 0.0;
positions[positionsIndex++] = v;

length = (positionsIndex / 2);
indices[indicesIndex++] = length - 1;
indices[indicesIndex++] = length - 1 - NUM_WIDTH_PTS;

for (var k = 0; k < WIDTH_DIVISIONS; ++k)
{
positions[positionsIndex++] = (k + 1) / (NUM_WIDTH_PTS - 1);
positions[positionsIndex++] = v;

length = positionsIndex / 2;
var new_pt = length - 1;
indices[indicesIndex++] = new_pt - 1; // Previous side
indices[indicesIndex++] = new_pt;

indices[indicesIndex++] = new_pt - NUM_WIDTH_PTS; // Previous bottom
indices[indicesIndex++] = new_pt;
}
}

uploadMesh(positions, heights, indices);
numberOfIndices = indices.length;
})();

(function animate(){
///////////////////////////////////////////////////////////////////////////
// Update

var model = mat4.create();
mat4.identity(model);
mat4.translate(model, [-0.5, -0.5, 0.0]);
var mv = mat4.create();
mat4.multiply(view, model, mv);
var mvp = mat4.create();
mat4.multiply(persp, mv, mvp);

time += 0.01;

///////////////////////////////////////////////////////////////////////////
// Render
context.clear(context.COLOR_BUFFER_BIT | context.DEPTH_BUFFER_BIT);

context.uniform1f(u_time, time);
context.uniformMatrix4fv(u_modelViewPerspectiveLocation, false, mvp);
context.drawElements(context.LINES, numberOfIndices, context.UNSIGNED_SHORT,0);

window.requestAnimFrame(animate);
})();

}());
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