Refactor OceanLOD and constants for improved LOD management and grid size adjustments
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@@ -9,13 +9,14 @@ export class OceanLOD {
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centerY: number;
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size: number;
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lodLevel: number;
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visible: boolean;
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}> = [];
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private readonly LOD_LEVELS = [
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{ distance: 2.0, gridSize: 256 }, // Closest - highest detail
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{ distance: 5.0, gridSize: 128 }, // Medium distance
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{ distance: 10.0, gridSize: 64 }, // Far distance
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{ distance: 20.0, gridSize: 32 }, // Very far - lowest detail
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{ distance: 2.0, gridSize: 128 }, // Closest - highest detail
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{ distance: 5.0, gridSize: 64 }, // Medium distance
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{ distance: 10.0, gridSize: 32 }, // Far distance
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{ distance: 20.0, gridSize: 16 }, // Very far - lowest detail
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];
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private readonly PATCH_SIZE = 2.0; // World size of each patch
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@@ -47,7 +48,8 @@ export class OceanLOD {
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centerX,
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centerY,
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size: this.PATCH_SIZE,
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lodLevel: 3
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lodLevel: 3,
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visible: true
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});
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}
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}
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@@ -77,14 +79,17 @@ export class OceanLOD {
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const dotProduct = vec3.dot(viewDir, toPatchDir);
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// Determine if patch is in front of camera and within view cone
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const isInFront = dotProduct > -0.2; // Slightly behind is ok for edge cases
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const isInFront = dotProduct > -0.3; // Slightly behind is ok for edge cases
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const isInViewCone = dotProduct > this.VIEW_CONE_COS;
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// Frustum culling - don't draw patches behind camera
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patch.visible = isInFront;
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// Calculate LOD level
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let newLodLevel = 3; // Default to lowest detail
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if (!isInFront) {
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// Behind camera - always lowest detail
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// Behind camera - skip (will not be drawn)
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newLodLevel = 3;
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} else if (isInViewCone) {
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// In view cone - use distance-based LOD
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@@ -125,8 +130,10 @@ export class OceanLOD {
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}
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draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
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for (const { grid } of this.grids) {
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grid.draw(gl, wireframe);
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for (const patch of this.grids) {
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if (patch.visible) {
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patch.grid.draw(gl, wireframe);
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}
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}
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}
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