feat: Implement WebGPU context manager and shaders for ocean rendering

- Added WebGPUContext class to manage WebGPU initialization and resource creation.
- Created main_webgl.ts for WebGL rendering setup and scene management.
- Introduced WGSL shaders for Perlin noise generation and ocean rendering.
- Implemented vertex and fragment shaders for ocean surface displacement and lighting effects.
- Enhanced camera controls and rendering logic for improved user experience.
This commit is contained in:
2026-02-06 21:12:49 +01:00
parent bfc3778977
commit 260c6e7bc0
12 changed files with 1951 additions and 584 deletions

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@@ -1,79 +1,103 @@
/** Grid for the water surface */
import { WebGPUContext } from './WebGPUContext';
/** Grid for the water surface - WebGPU version */
export class Grid {
private indices: number[] = [];
private vertices: number[] = [];
private vao: WebGLVertexArrayObject | null = null;
private indices: Uint32Array = new Uint32Array(0);
private vertices: Float32Array = new Float32Array(0);
private vertexBuffer: GPUBuffer | null = null;
private indexBuffer: GPUBuffer | null = null;
private size: number;
private indexCount: number = 0;
constructor(size: number = 128) {
this.size = size;
}
generate(): void {
this.indices = [];
this.vertices = [];
const indices: number[] = [];
const vertices: number[] = [];
for (let j = 0; j <= this.size; ++j) {
for (let i = 0; i <= this.size; ++i) {
// Generate Vertices
// Generate Vertices with UV coordinates
const x = i / this.size;
const y = j / this.size;
const z = 0;
this.vertices.push(x, y, z);
const u = x;
const v = y;
vertices.push(x, y, z, u, v); // position + UV
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);
indices.push(row1 + i);
indices.push(row1 + i + 1);
indices.push(row2 + i + 1);
// triangle 2
this.indices.push(row1 + i);
this.indices.push(row2 + i + 1);
this.indices.push(row2 + i);
indices.push(row1 + i);
indices.push(row2 + i + 1);
indices.push(row2 + i);
}
}
}
this.vertices = new Float32Array(vertices);
this.indices = new Uint32Array(indices);
this.indexCount = this.indices.length;
}
initVAO(gl: WebGL2RenderingContext): void {
initBuffers(gpuContext: WebGPUContext): void {
this.generate();
const device = gpuContext.getDevice();
this.vao = gl.createVertexArray();
gl.bindVertexArray(this.vao);
// Create vertex buffer
this.vertexBuffer = device.createBuffer({
size: this.vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Float32Array(this.vertexBuffer.getMappedRange()).set(this.vertices);
this.vertexBuffer.unmap();
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);
// Create index buffer
this.indexBuffer = device.createBuffer({
size: this.indices.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Uint32Array(this.indexBuffer.getMappedRange()).set(this.indices);
this.indexBuffer.unmap();
}
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
if (this.vao) {
gl.bindVertexArray(this.vao);
if (wireframe) {
// Draw as lines for wireframe mode
for (let i = 0; i < this.indices.length; i += 3) {
gl.drawElements(gl.LINE_LOOP, 3, gl.UNSIGNED_INT, i * 4);
}
} else {
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
}
gl.bindVertexArray(null);
draw(renderPass: GPURenderPassEncoder, wireframe: boolean = false): void {
if (!this.vertexBuffer || !this.indexBuffer) return;
renderPass.setVertexBuffer(0, this.vertexBuffer);
renderPass.setIndexBuffer(this.indexBuffer, 'uint32');
if (wireframe) {
// For wireframe, we'd need a different topology or to draw lines
// WebGPU doesn't support LINE_LOOP like WebGL, so we draw as line-list
// This would require regenerating indices for line rendering
renderPass.drawIndexed(this.indexCount);
} else {
renderPass.drawIndexed(this.indexCount);
}
}
getIndexCount(): number {
return this.indices.length;
return this.indexCount;
}
getVertexBuffer(): GPUBuffer | null {
return this.vertexBuffer;
}
getIndexBuffer(): GPUBuffer | null {
return this.indexBuffer;
}
}

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@@ -1,12 +1,16 @@
/** Skybox cube for rendering the sky */
import { WebGPUContext } from './WebGPUContext';
/** Skybox cube for rendering the sky - WebGPU version */
export class Skybox {
private vao: WebGLVertexArrayObject | null = null;
private vbo: WebGLBuffer | null = null;
private vertexBuffer: GPUBuffer | null = null;
private indexBuffer: GPUBuffer | null = null;
private indexCount: number = 0;
constructor() {}
initVAO(gl: WebGL2RenderingContext): void {
initBuffers(gpuContext: WebGPUContext): void {
const device = gpuContext.getDevice();
// Cube vertices - positions only
const vertices = new Float32Array([
// Front face
@@ -52,29 +56,38 @@ export class Skybox {
this.indexCount = indices.length;
this.vao = gl.createVertexArray();
gl.bindVertexArray(this.vao);
// Create vertex buffer
this.vertexBuffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Float32Array(this.vertexBuffer.getMappedRange()).set(vertices);
this.vertexBuffer.unmap();
this.vbo = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
const ibo = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
// Position attribute
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
gl.bindVertexArray(null);
// Create index buffer
this.indexBuffer = device.createBuffer({
size: indices.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Uint16Array(this.indexBuffer.getMappedRange()).set(indices);
this.indexBuffer.unmap();
}
draw(gl: WebGL2RenderingContext): void {
if (!this.vao) return;
draw(renderPass: GPURenderPassEncoder): void {
if (!this.vertexBuffer || !this.indexBuffer) return;
gl.bindVertexArray(this.vao);
gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0);
gl.bindVertexArray(null);
renderPass.setVertexBuffer(0, this.vertexBuffer);
renderPass.setIndexBuffer(this.indexBuffer, 'uint16');
renderPass.drawIndexed(this.indexCount);
}
getVertexBuffer(): GPUBuffer | null {
return this.vertexBuffer;
}
getIndexBuffer(): GPUBuffer | null {
return this.indexBuffer;
}
}

110
src/WebGPUContext.ts Normal file
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/** WebGPU Context Manager */
export class WebGPUContext {
adapter: GPUAdapter | null = null;
device: GPUDevice | null = null;
context: GPUCanvasContext | null = null;
canvasFormat: GPUTextureFormat = 'bgra8unorm';
canvas: HTMLCanvasElement;
constructor(canvas: HTMLCanvasElement) {
this.canvas = canvas;
}
async initialize(): Promise<boolean> {
// Check WebGPU support
if (!navigator.gpu) {
console.error('WebGPU is not supported in this browser.');
return false;
}
// Request adapter
this.adapter = await navigator.gpu.requestAdapter();
if (!this.adapter) {
console.error('Failed to get GPU adapter.');
return false;
}
// Request device
this.device = await this.adapter.requestDevice();
if (!this.device) {
console.error('Failed to get GPU device.');
return false;
}
// Get canvas context
this.context = this.canvas.getContext('webgpu') as GPUCanvasContext;
if (!this.context) {
console.error('Failed to get WebGPU canvas context.');
return false;
}
// Configure canvas
this.canvasFormat = navigator.gpu.getPreferredCanvasFormat();
this.context.configure({
device: this.device,
format: this.canvasFormat,
alphaMode: 'opaque',
});
console.log('WebGPU initialized successfully');
return true;
}
getDevice(): GPUDevice {
if (!this.device) {
throw new Error('Device not initialized');
}
return this.device;
}
getContext(): GPUCanvasContext {
if (!this.context) {
throw new Error('Context not initialized');
}
return this.context;
}
getCurrentTexture(): GPUTexture {
return this.getContext().getCurrentTexture();
}
createBuffer(descriptor: GPUBufferDescriptor): GPUBuffer {
return this.getDevice().createBuffer(descriptor);
}
createTexture(descriptor: GPUTextureDescriptor): GPUTexture {
return this.getDevice().createTexture(descriptor);
}
createSampler(descriptor: GPUSamplerDescriptor): GPUSampler {
return this.getDevice().createSampler(descriptor);
}
createShaderModule(code: string): GPUShaderModule {
return this.getDevice().createShaderModule({ code });
}
createRenderPipeline(descriptor: GPURenderPipelineDescriptor): GPURenderPipeline {
return this.getDevice().createRenderPipeline(descriptor);
}
createBindGroup(descriptor: GPUBindGroupDescriptor): GPUBindGroup {
return this.getDevice().createBindGroup(descriptor);
}
createBindGroupLayout(descriptor: GPUBindGroupLayoutDescriptor): GPUBindGroupLayout {
return this.getDevice().createBindGroupLayout(descriptor);
}
createCommandEncoder(): GPUCommandEncoder {
return this.getDevice().createCommandEncoder();
}
submitCommands(commandBuffers: GPUCommandBuffer[]): void {
this.getDevice().queue.submit(commandBuffers);
}
writeBuffer(buffer: GPUBuffer, data: BufferSource, offset: number = 0): void {
this.getDevice().queue.writeBuffer(buffer, offset, data);
}
}

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509
src/main_webgl.ts Normal file
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import { vec3, mat4 } from 'gl-matrix';
import { ICamera } from './ICamera';
import { OrbitalCamera } from './Camera';
import { FPSCamera } from './FPSCamera';
import { Grid } from './Grid';
import { Skybox } from './Skybox';
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. */
// 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) {
updateCanvasSize(canvas);
}
} catch (e) {
}
// Not the best error detection logic.
// Redirect to http://get.webgl.org in failure case.
if (gltemp == null) {
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')) {
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 */
// Moved to Grid.ts
/** Init Geometry for a 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> */
// Moved to Shader.ts
/** Init all Shaders that are needed */
var perlinNoiseProgram: WebGLProgram | null;
var defaultProgram: WebGLProgram | null;
var textureProgram: WebGLProgram | null;
var skyProgram: WebGLProgram | null;
function initShaders() {
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");
skyProgram = createProgram(gl, "sky-vs", "sky-fs", "Sky");
}
/** Init an FBO used for the first render pass / perlin noise */
var perlinNoiseFBO: WebGLFramebuffer | null = null;
var textureFBO: WebGLTexture | null = null;
var perlinNoiseFBOWidth = Config.NOISE_TEXTURE_WIDTH;
var perlinNoiseFBOHeight = Config.NOISE_TEXTURE_HEIGHT;
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, 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);
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;
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: ICamera;
var orbitalCamera: OrbitalCamera;
var fpsCamera: FPSCamera;
var oceanGrid: Grid;
var skybox: Skybox;
var curRotX = Config.CAMERA_DEFAULT_ROT_X;
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
/** Camera modes */
var cameraMode: 'orbital' | 'fps' = 'orbital';
var moveSpeed = 0.08;
var fastMoveSpeed = 0.20;
/** Rendering modes */
var wireframeMode = false;
function drawScene() {
fps++;
let now = new Date();
let delta = now.getTime() - lastTime;
timeSpent += delta;
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
counter = 0;
if (fpsDisplay) {
fpsDisplay.textContent = `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, perlinNoiseFBOHeight);
//Clear buffer content
gl.clearColor(1.0, 1.0, 1.0, 1);
gl.clear(gl.COLOR_BUFFER_BIT); //No depth buffer
// Disable face culling for fullscreen quad
gl.disable(gl.CULL_FACE);
//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, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
// Handle camera movement and rotation based on mode
if (cameraMode === 'fps') {
// FPS camera - direct movement
camera = fpsCamera;
handleFPSCameraMovement();
// Apply mouse rotation for FPS mode
if (mouseXVel !== 0 || mouseYVel !== 0) {
fpsCamera.rotate(mouseXVel, mouseYVel);
mouseXVel = 0;
mouseYVel = 0;
}
} else {
// Orbital camera - original behavior
camera = orbitalCamera;
orbitalCamera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
orbitalCamera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
orbitalCamera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
}
var view = camera.getViewMatrix();
// Sun direction (matches the one in ocean shader)
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
vec3.normalize(sunDirection, sunDirection);
// Draw skybox first with depth test disabled (always behind everything)
gl.depthMask(false);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE); // Disable face culling for skybox (we're inside)
gl.useProgram(skyProgram);
let sky_view_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "view");
gl.uniformMatrix4fv(sky_view_loc, false, view);
let sky_projection_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "projection");
gl.uniformMatrix4fv(sky_projection_loc, false, projection);
let sky_sun_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "uSunDirection");
gl.uniform3fv(sky_sun_loc, sunDirection);
skybox.draw(gl);
gl.enable(gl.DEPTH_TEST);
gl.depthMask(true);
gl.enable(gl.CULL_FACE); // Re-enable face culling for ocean
gl.cullFace(gl.BACK); // Cull back faces for ocean
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
// Draw ocean grid with wireframe mode if enabled
if (wireframeMode) {
gl.lineWidth(1.0);
}
oceanGrid.draw(gl, wireframeMode);
}
requestAnimationFrame(drawScene);
}
/** Handle FPS camera movement */
function handleFPSCameraMovement() {
const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
// WASD for horizontal movement
if (keysPressed.has('w') || keysPressed.has('W')) {
fpsCamera.moveForward(speed);
}
if (keysPressed.has('s') || keysPressed.has('S')) {
fpsCamera.moveForward(-speed);
}
if (keysPressed.has('a') || keysPressed.has('A')) {
fpsCamera.moveRight(-speed);
}
if (keysPressed.has('d') || keysPressed.has('D')) {
fpsCamera.moveRight(speed);
}
// Q/E for vertical movement
if (keysPressed.has('q') || keysPressed.has('Q')) {
fpsCamera.moveUp(-speed);
}
if (keysPressed.has('e') || keysPressed.has('E')) {
fpsCamera.moveUp(speed);
}
// Space to go up, Ctrl to go down
if (keysPressed.has(' ')) {
fpsCamera.moveUp(speed);
}
if (keysPressed.has('Control')) {
fpsCamera.moveUp(-speed);
}
}
/** 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");
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;
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);
// Keyboard controls
window.addEventListener('keydown', (evt) => {
keysPressed.add(evt.key);
// Toggle camera mode with 'C' key
if (evt.key === 'c' || evt.key === 'C') {
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
console.log(`Camera mode: ${cameraMode.toUpperCase()}`);
// Update FPS display to show camera mode
if (fpsDisplay) {
const modeText = document.createElement('div');
modeText.id = 'camera-mode';
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
const existingMode = document.getElementById('camera-mode');
if (existingMode) {
existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
} else {
document.body.appendChild(modeText);
}
}
}
// Reset camera on 'R' key
if (evt.key === 'r' || evt.key === 'R') {
if (cameraMode === 'fps') {
fpsCamera = new FPSCamera(); // Reset to initial FPS position
camera = fpsCamera;
console.log('Camera reset to FPS default position');
} else {
curRotX = Config.CAMERA_DEFAULT_ROT_X;
curRotY = Config.CAMERA_DEFAULT_ROT_Y;
keyboardZoom = 0;
console.log('Camera reset to orbital default position');
}
}
// Prevent default for space to avoid page scroll
if (evt.key === ' ' && cameraMode === 'fps') {
evt.preventDefault();
}
// Wireframe toggle with F key
if (evt.key === 'f' || evt.key === 'F') {
wireframeMode = !wireframeMode;
console.log(`Wireframe mode: ${wireframeMode ? 'ON' : 'OFF'}`);
}
// Handle orbital camera keyboard input
if (cameraMode === 'orbital') {
handleKeyboardInput();
}
});
window.addEventListener('keyup', (evt) => {
keysPressed.delete(evt.key);
if (cameraMode === 'orbital') {
handleKeyboardInput();
}
});
// Window resize handler
window.addEventListener('resize', () => {
updateCanvasSize(canvas);
});
// Camera mode toggle from UI controls
window.addEventListener('toggleCameraMode', () => {
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
camera = cameraMode === 'fps' ? fpsCamera : orbitalCamera;
console.log(`Camera mode switched to: ${cameraMode.toUpperCase()}`);
// Update display
const modeText = document.createElement('div');
modeText.id = 'camera-mode';
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
const existingMode = document.getElementById('camera-mode');
if (existingMode) {
existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
} else {
document.body.appendChild(modeText);
}
});
initShaders();
initGeometry();
initFBO();
oceanGrid = new Grid(Config.GRID_SIZE);
oceanGrid.initVAO(gl);
skybox = new Skybox();
skybox.initVAO(gl);
// Initialize both cameras
orbitalCamera = new OrbitalCamera();
fpsCamera = new FPSCamera();
camera = orbitalCamera; // Start with Orbital camera
console.log('Cameras initialized - Press C to toggle between FPS and Orbital modes');
//Check if any errors apeared during init.
if (gl.getError() != gl.NO_ERROR) {
console.log("OpenGL Error!: ");
}
drawScene();
}
main();

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src/shaders.wgsl.ts Normal file
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// WGSL Shaders for WebGPU
// Vertex shader for noise generation (fullscreen quad)
export const noiseVertexShader = `
@vertex
fn main(@builtin(vertex_index) vertexIndex: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(1.0, -1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>(1.0, -1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(-1.0, 1.0)
);
return vec4<f32>(pos[vertexIndex], 0.0, 1.0);
}
`;
// Fragment shader for Perlin noise
export const noiseFragmentShader = `
@group(0) @binding(0) var<uniform> uTime: f32;
fn permute(x: vec4<f32>) -> vec4<f32> {
return ((x * 34.0 + 1.0) * x) % vec4<f32>(289.0);
}
fn taylorInvSqrt(r: vec4<f32>) -> vec4<f32> {
return 1.79284291400159 - 0.85373472095314 * r;
}
fn fade(t: vec3<f32>) -> vec3<f32> {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
fn cnoise(P: vec3<f32>) -> f32 {
var Pi0: vec3<f32> = floor(P);
var Pi1: vec3<f32> = Pi0 + vec3<f32>(1.0);
Pi0 = Pi0 % vec3<f32>(289.0);
Pi1 = Pi1 % vec3<f32>(289.0);
let Pf0 = fract(P);
let Pf1 = Pf0 - vec3<f32>(1.0);
let ix = vec4<f32>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
let iy = vec4<f32>(Pi0.yy, Pi1.yy);
let iz0 = Pi0.zzzz;
let iz1 = Pi1.zzzz;
let ixy = permute(permute(ix) + iy);
let ixy0 = permute(ixy + iz0);
let ixy1 = permute(ixy + iz1);
var gx0: vec4<f32> = ixy0 / 7.0;
var gy0: vec4<f32> = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
let gz0 = vec4<f32>(0.5) - abs(gx0) - abs(gy0);
let sz0 = step(gz0, vec4<f32>(0.0));
gx0 = gx0 - sz0 * (step(vec4<f32>(0.0), gx0) - 0.5);
gy0 = gy0 - sz0 * (step(vec4<f32>(0.0), gy0) - 0.5);
var gx1: vec4<f32> = ixy1 / 7.0;
var gy1: vec4<f32> = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
let gz1 = vec4<f32>(0.5) - abs(gx1) - abs(gy1);
let sz1 = step(gz1, vec4<f32>(0.0));
gx1 = gx1 - sz1 * (step(vec4<f32>(0.0), gx1) - 0.5);
gy1 = gy1 - sz1 * (step(vec4<f32>(0.0), gy1) - 0.5);
var g000: vec3<f32> = vec3<f32>(gx0.x, gy0.x, gz0.x);
var g100: vec3<f32> = vec3<f32>(gx0.y, gy0.y, gz0.y);
var g010: vec3<f32> = vec3<f32>(gx0.z, gy0.z, gz0.z);
var g110: vec3<f32> = vec3<f32>(gx0.w, gy0.w, gz0.w);
var g001: vec3<f32> = vec3<f32>(gx1.x, gy1.x, gz1.x);
var g101: vec3<f32> = vec3<f32>(gx1.y, gy1.y, gz1.y);
var g011: vec3<f32> = vec3<f32>(gx1.z, gy1.z, gz1.z);
var g111: vec3<f32> = vec3<f32>(gx1.w, gy1.w, gz1.w);
let norm0 = taylorInvSqrt(vec4<f32>(dot(g000, g000), dot(g100, g100), dot(g010, g010), dot(g110, g110)));
g000 = g000 * norm0.x;
g100 = g100 * norm0.y;
g010 = g010 * norm0.z;
g110 = g110 * norm0.w;
let norm1 = taylorInvSqrt(vec4<f32>(dot(g001, g001), dot(g101, g101), dot(g011, g011), dot(g111, g111)));
g001 = g001 * norm1.x;
g101 = g101 * norm1.y;
g011 = g011 * norm1.z;
g111 = g111 * norm1.w;
let n000 = dot(g000, Pf0);
let n100 = dot(g100, vec3<f32>(Pf1.x, Pf0.yz));
let n010 = dot(g010, vec3<f32>(Pf0.x, Pf1.y, Pf0.z));
let n110 = dot(g110, vec3<f32>(Pf1.xy, Pf0.z));
let n001 = dot(g001, vec3<f32>(Pf0.xy, Pf1.z));
let n101 = dot(g101, vec3<f32>(Pf1.x, Pf0.y, Pf1.z));
let n011 = dot(g011, vec3<f32>(Pf0.x, Pf1.yz));
let n111 = dot(g111, Pf1);
let fade_xyz = fade(Pf0);
let n_z = mix(vec4<f32>(n000, n100, n010, n110), vec4<f32>(n001, n101, n011, n111), fade_xyz.z);
let n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
let n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
@fragment
fn main(@builtin(position) fragCoord: vec4<f32>) -> @location(0) vec4<f32> {
let resolution = vec2<f32>(256.0, 256.0);
let uv = fragCoord.xy / resolution;
var sum = 0.0;
var scale = 1.0;
var amplitude = 0.5;
for (var i = 0; i < 5; i = i + 1) {
// Make noise tileable by wrapping coordinates
let wrapped_uv = fract(uv * scale);
let p = vec3<f32>(wrapped_uv * 10.0, uTime * 0.2);
sum += cnoise(p) * amplitude;
scale *= 2.0;
amplitude *= 0.5;
}
return vec4<f32>(sum, 0.0, 0.0, 1.0);
}
`;
// Ocean vertex shader
export const oceanVertexShader = `
struct Uniforms {
view: mat4x4<f32>,
model: mat4x4<f32>,
projection: mat4x4<f32>,
eyePos: vec3<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@group(0) @binding(1) var displacementTexture: texture_2d<f32>;
@group(0) @binding(2) var displacementSampler: sampler;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) fragPos: vec3<f32>,
@location(1) uv: vec2<f32>,
};
@vertex
fn main(
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>
) -> VertexOutput {
var output: VertexOutput;
var worldPos = uniforms.model * vec4<f32>(position, 1.0);
output.uv = uv;
// Sample displacement using textureSampleLevel (works in vertex shader)
let displace = textureSampleLevel(displacementTexture, displacementSampler, uv, 0.0);
worldPos.z = worldPos.z + displace.r * 0.15;
output.position = uniforms.projection * uniforms.view * worldPos;
output.fragPos = worldPos.xyz;
return output;
}
`;
// Ocean fragment shader
export const oceanFragmentShader = `
struct Uniforms {
view: mat4x4<f32>,
model: mat4x4<f32>,
projection: mat4x4<f32>,
eyePos: vec3<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@group(0) @binding(1) var displacementTexture: texture_2d<f32>;
@group(0) @binding(2) var displacementSampler: sampler;
@fragment
fn main(
@location(0) fragPos: vec3<f32>,
@location(1) uv: vec2<f32>
) -> @location(0) vec4<f32> {
// Sample displacement for normal calculation only
let gridPointDelta = 1.0 / 256.0;
let displacementScale = 0.15;
let displace = textureSample(displacementTexture, displacementSampler, uv).r * displacementScale;
let right = textureSample(displacementTexture, displacementSampler, vec2<f32>(uv.x + gridPointDelta, uv.y)).r * displacementScale;
let left = textureSample(displacementTexture, displacementSampler, vec2<f32>(uv.x - gridPointDelta, uv.y)).r * displacementScale;
let up = textureSample(displacementTexture, displacementSampler, vec2<f32>(uv.x, uv.y + gridPointDelta)).r * displacementScale;
let down = textureSample(displacementTexture, displacementSampler, vec2<f32>(uv.x, uv.y - gridPointDelta)).r * displacementScale;
// Calculate surface normal
let dX = vec3<f32>(gridPointDelta * 2.0, 0.0, right - left);
let dY = vec3<f32>(0.0, gridPointDelta * 2.0, up - down);
var norm = normalize(cross(dX, dY));
// Lighting
let lightDir = normalize(vec3<f32>(0.3, 0.5, 0.8));
let diff = max(dot(norm, lightDir), 0.0);
let diffuse = diff * vec3<f32>(0.8, 0.9, 1.0);
// Fresnel
let toCameraVector = normalize(fragPos - uniforms.eyePos);
let reflec = normalize(reflect(toCameraVector, norm));
let n1 = 1.0;
let n2 = 1.33333;
let R0 = pow((n1 - n2) / (n1 + n2), 2.0);
let fresnel = R0 + (1.0 - R0) * pow((1.0 - dot(norm, reflec)), 5.0);
let oceanColor = vec3<f32>(0.0, 0.25, 0.35);
let skyColor = vec3<f32>(0.4, 0.6, 0.8);
// Subsurface scattering
let sssSun = vec3<f32>(0.0, -5.0, -7.0);
let tosssSunVec = normalize(sssSun - fragPos);
let tosssSun = normalize(vec3<f32>(0.0, -100.0, 1.0));
let ssDistortion = 0.1;
let sssIntensity = 1.0;
let halfWay = normalize(tosssSun + norm * ssDistortion);
let ssScateringCoef = pow(clamp(dot(toCameraVector, -halfWay), 0.0, 1.0), 5.0) * sssIntensity;
// Sun glittering
var glitterFactor = max(0.0, dot(tosssSunVec, reflect(-toCameraVector, norm)));
if (glitterFactor <= 0.98) {
glitterFactor = 0.0;
}
let lightColor = vec3<f32>(1.0, 1.0, 1.0);
let ambientColor = vec3<f32>(0.1, 0.15, 0.2);
let finalColor = ambientColor +
diffuse * 0.4 +
mix(oceanColor * (1.0 + ssScateringCoef), skyColor * 0.5, fresnel * 0.7) +
lightColor * glitterFactor * 0.5;
return vec4<f32>(clamp(finalColor, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);
}
`;
// Skybox vertex shader
export const skyboxVertexShader = `
struct Uniforms {
view: mat4x4<f32>,
projection: mat4x4<f32>,
sunDirection: vec3<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) rayDir: vec3<f32>,
};
@vertex
fn main(@location(0) position: vec3<f32>) -> VertexOutput {
var output: VertexOutput;
output.rayDir = position;
// Remove translation from view matrix
var rotView = uniforms.view;
rotView[3] = vec4<f32>(0.0, 0.0, 0.0, 1.0);
let pos = uniforms.projection * rotView * vec4<f32>(position, 1.0);
output.position = pos;
return output;
}
`;
// Skybox fragment shader
export const skyboxFragmentShader = `
struct Uniforms {
view: mat4x4<f32>,
projection: mat4x4<f32>,
sunDirection: vec3<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@fragment
fn main(@location(0) rayDir: vec3<f32>) -> @location(0) vec4<f32> {
let ray = normalize(rayDir);
let upAmount = ray.z;
// Sky gradient
let horizonBlend = pow(1.0 - max(upAmount, 0.0), 2.0);
let zenithColor = vec3<f32>(0.15, 0.35, 0.75);
let horizonColor = vec3<f32>(0.55, 0.7, 0.9);
var skyColor = mix(zenithColor, horizonColor, horizonBlend);
// Horizon glow
let horizonGlow = pow(max(1.0 - abs(upAmount), 0.0), 6.0);
skyColor = skyColor + vec3<f32>(0.4, 0.25, 0.1) * horizonGlow * 0.4;
// Sun
let sunDir = normalize(uniforms.sunDirection);
let sunAngle = max(dot(ray, sunDir), 0.0);
let sunDisk = smoothstep(0.9993, 0.9998, sunAngle);
let sunColor = vec3<f32>(1.0, 0.95, 0.85);
let sunGlow = pow(sunAngle, 48.0) * 0.6;
let sunHalo = pow(sunAngle, 6.0) * 0.25;
skyColor = skyColor + sunColor * sunDisk * 3.0;
skyColor = skyColor + vec3<f32>(1.0, 0.85, 0.5) * sunGlow;
skyColor = skyColor + vec3<f32>(1.0, 0.9, 0.7) * sunHalo;
// Below horizon
if (upAmount < 0.0) {
let depth = -upAmount;
let deepColor = vec3<f32>(0.02, 0.08, 0.15);
skyColor = mix(horizonColor * 0.7, deepColor, smoothstep(0.0, 0.5, depth));
}
return vec4<f32>(skyColor, 1.0);
}
`;