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:
164
WEBGPU_MIGRATION.md
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164
WEBGPU_MIGRATION.md
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# WebGPU Migration Complete
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## Overview
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Successfully migrated the WebOcean project from WebGL2 to WebGPU to enable future tessellation support for the ocean grid system.
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## What Changed
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### Files Converted to WebGPU:
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1. **Grid.ts**
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- Replaced WebGL VAO/VBO with GPUBuffer
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- Updated `initVAO()` → `initBuffers(gpuContext: WebGPUContext)`
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- Changed `draw(gl: WebGL2RenderingContext)` → `draw(renderPass: GPURenderPassEncoder)`
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- Uses `mappedAtCreation` pattern for buffer initialization
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2. **Skybox.ts**
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- Same conversion pattern as Grid
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- Replaced WebGL buffers with GPUBuffer
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- Updated draw method signature for WebGPU
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3. **main.ts** (renamed from main_webgpu.ts)
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- Replaced `initGL()` with async `initWebGPU()`
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- Created three render pipelines:
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* Noise generation pipeline (renders Perlin noise to texture)
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* Ocean rendering pipeline (vertex displacement from noise texture)
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* Skybox pipeline (gradient sky with sun)
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- Converted FBO to GPUTexture for render-to-texture
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- Updated all shader bindings to use WebGPU bind groups
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- Maintains all existing features:
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* Dual camera system (Orbital + FPS)
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* Animation controls (P pause, 0-5 speed)
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* Wireframe toggle (F key)
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* Camera switching (C key)
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* Full WASD + mouse controls
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### New Files Created:
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1. **WebGPUContext.ts**
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- Centralized GPU device/adapter/context management
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- Provides helper methods for creating buffers, textures, pipelines
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- Handles WebGPU initialization and configuration
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2. **shaders.wgsl.ts**
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- All GLSL shaders converted to WGSL format
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- Exports 6 shader strings:
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* `noiseVertexShader` - fullscreen quad for noise generation
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* `noiseFragmentShader` - 5-octave Perlin noise
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* `oceanVertexShader` - vertex displacement from texture
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* `oceanFragmentShader` - normal calculation, Fresnel, SSS, glitter
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* `skyboxVertexShader` - skybox cube rendering
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* `skyboxFragmentShader` - gradient sky with sun
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### Preserved Files:
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1. **main_webgl.ts** (backup)
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- Original WebGL2 implementation preserved for reference
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- Excluded from TypeScript compilation
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### Configuration Updates:
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1. **tsconfig.json**
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- Added `"types": ["@webgpu/types"]` for WebGPU type definitions
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- Excluded `main_webgl.ts` from compilation
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2. **package.json**
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- Added `@webgpu/types` dev dependency
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3. **index.html**
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- Added frame time display (`<div id="frame-time">`)
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- Kept GLSL shader script tags (not used, can be removed later)
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## WebGPU vs WebGL2 Architecture
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### Key Differences:
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| Aspect | WebGL2 | WebGPU |
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|--------|--------|--------|
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| **Buffers** | VAO/VBO with gl.createVertexArray() | GPUBuffer with device.createBuffer() |
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| **Shaders** | GLSL with gl.createProgram() | WGSL with device.createShaderModule() |
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| **Rendering** | Direct gl.drawArrays() calls | Command encoder → render pass → submit |
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| **Textures** | gl.createTexture() + gl.texImage2D() | device.createTexture() |
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| **State** | Implicit state machine (gl.enable/disable) | Explicit pipeline state in descriptors |
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| **Uniforms** | gl.uniformMatrix4fv() per draw | Uniform buffers + bind groups |
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### Rendering Pipeline:
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**Pass 1: Noise Generation**
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```
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1. Write time uniform to buffer
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2. Create command encoder
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3. Begin render pass with noiseTexture as target
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4. Set noise pipeline
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5. Set noise bind group (contains time uniform)
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6. Draw fullscreen quad (6 vertices)
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7. End pass and submit commands
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```
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**Pass 2: Scene Rendering**
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```
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1. Update camera uniforms (view, model, projection, eyePos)
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2. Update skybox uniforms (view, projection, sunDir)
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3. Create command encoder
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4. Begin render pass with canvas + depth texture
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5. Draw skybox:
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- Set skybox pipeline (no depth write, no culling)
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- Set skybox bind group
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- Draw skybox geometry
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6. Draw ocean:
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- Set ocean pipeline (depth write, back-face culling)
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- Set ocean bind group (contains uniforms + noise texture + sampler)
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- Draw ocean grid (wireframe or solid)
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7. End pass and submit commands
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```
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## Browser Compatibility
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- **Requires**: Chrome/Edge 113+, Firefox 130+ (with flag)
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- **Not supported**: Safari (as of December 2024)
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- Shows error alert if WebGPU not available
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## Testing Checklist
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✅ Build succeeds without TypeScript errors
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✅ Dev server starts successfully
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✅ WebGPU initialization completes
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✅ Dual camera system functional
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✅ Animation controls work (pause/play/speed)
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✅ Wireframe toggle functional
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✅ Mouse camera controls responsive
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✅ Keyboard FPS camera controls work
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## Next Steps - Tessellation
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Now that WebGPU migration is complete, tessellation can be implemented:
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1. **Hull Shader** - Define tessellation factors based on camera distance
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2. **Domain Shader** - Interpolate tessellated vertices
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3. **Dynamic LOD** - Increase subdivision near camera, reduce far away
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4. **Adaptive Tessellation** - More detail in areas with high wave displacement
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This will provide:
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- Smoother ocean surface at all zoom levels
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- Better performance (fewer vertices far from camera)
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- More geometric detail for displacement mapping
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- Hardware-accelerated mesh subdivision
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## Files Modified Summary
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- ✅ [Grid.ts](Grid.ts) - WebGPU buffer conversion
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- ✅ [Skybox.ts](Skybox.ts) - WebGPU buffer conversion
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- ✅ [main.ts](main.ts) - Complete WebGPU rendering pipeline
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- ✅ [WebGPUContext.ts](WebGPUContext.ts) - New GPU management class
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- ✅ [shaders.wgsl.ts](shaders.wgsl.ts) - New WGSL shader definitions
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- ✅ [tsconfig.json](../tsconfig.json) - Added WebGPU types
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- ✅ [index.html](../index.html) - Added frame time display
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- 📦 main_webgl.ts - Backup (excluded from build)
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## Performance Notes
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- FPS display shows frame rate
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- Frame time display shows milliseconds per frame
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- Animation speed control (1x-5x)
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- Pause/play functionality preserved
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- WebGPU generally faster than WebGL2 for complex scenes
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14
index.html
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index.html
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font-size: 14px;
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backdrop-filter: blur(10px);
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}
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#frame-time {
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position: absolute;
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bottom: 20px;
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left: 100px;
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background: rgba(0, 0, 0, 0.7);
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color: #0ff;
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padding: 8px 12px;
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border-radius: 5px;
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font-family: 'Courier New', monospace;
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font-size: 14px;
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backdrop-filter: blur(10px);
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}
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</style>
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<script id="noise-fs" type="x-shader/x-fragment">
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precision mediump float;
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@@ -389,6 +402,7 @@
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<button id="toggle-controls">Toggle Controls (H)</button>
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<div id="fps-counter">FPS: 0</div>
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<div id="frame-time">Frame: 0.00ms</div>
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<script type="module" src="/src/main.ts"></script>
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<script>
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8
package-lock.json
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package-lock.json
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"gl-matrix": "^3.4.4"
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},
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"devDependencies": {
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"@webgpu/types": "^0.1.69",
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"typescript": "^5.9.3",
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"vite": "^6.0.7"
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}
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@@ -815,6 +816,13 @@
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"dev": true,
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"license": "MIT"
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},
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"node_modules/@webgpu/types": {
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"version": "0.1.69",
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"resolved": "https://registry.npmjs.org/@webgpu/types/-/types-0.1.69.tgz",
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"integrity": "sha512-RPmm6kgRbI8e98zSD3RVACvnuktIja5+yLgDAkTmxLr90BEwdTXRQWNLF3ETTTyH/8mKhznZuN5AveXYFEsMGQ==",
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"dev": true,
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"license": "BSD-3-Clause"
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},
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"node_modules/esbuild": {
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"version": "0.25.12",
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"resolved": "https://registry.npmjs.org/esbuild/-/esbuild-0.25.12.tgz",
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@@ -20,6 +20,7 @@
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"author": "Julian Niessner",
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"license": "ISC",
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"devDependencies": {
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"@webgpu/types": "^0.1.69",
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"typescript": "^5.9.3",
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"vite": "^6.0.7"
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},
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54
readme.md
54
readme.md
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# 🌊 WebOcean
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An interactive 3D ocean simulation using WebGL2, TypeScript, and Perlin noise for realistic water wave generation.
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An interactive 3D ocean simulation using **WebGPU**, TypeScript, and Perlin noise for realistic water wave generation.
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## ✨ Features
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- **Real-time Ocean Simulation** - Dynamic water surface with Perlin noise-based displacement
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- **WebGPU Rendering** - Modern GPU API for optimal performance and future tessellation support
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- **Advanced Rendering Techniques**:
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- Fresnel reflection for realistic water appearance
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- Subsurface scattering for light penetration
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- Specular highlights for sun glitter effect
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- Dynamic normal mapping from displacement
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- **Interactive Camera Controls** - Mouse and keyboard navigation
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- Gradient skybox with sun rendering
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- **Dual Camera System**:
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- **Orbital Camera** - Rotate around the ocean surface
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- **FPS Camera** - Free-flying first-person exploration
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- **Animation Controls**:
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- Pause/play ocean animation
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- Adjustable speed (1x-5x)
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- **Rendering Modes**:
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- Wireframe toggle for mesh visualization
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- **Responsive Design** - Automatically adapts to window size
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- **Performance Monitoring** - Real-time FPS counter
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- **Performance Monitoring** - Real-time FPS counter and frame time
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## 🎮 Controls
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### Camera Controls
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| Action | Keys |
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|--------|------|
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| **Rotate Camera** | `W` `A` `S` `D` or Arrow Keys |
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| **Zoom In/Out** | `Q` / `E` or `+` / `-` |
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| **Mouse Drag** | Click and drag to rotate |
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| **Toggle Camera Mode** | `C` |
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| **Reset Camera** | `R` |
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| **Toggle Help** | `H` |
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| **Mouse Drag** | Click and drag to rotate camera |
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### Orbital Camera Mode (Default)
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| Action | Keys |
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|--------|------|
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| **Rotate** | `W` `A` `S` `D` or Arrow Keys |
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| **Zoom In/Out** | `Q` / `E` or `+` / `-` |
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### FPS Camera Mode
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| Action | Keys |
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|--------|------|
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| **Move Forward/Back** | `W` / `S` |
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| **Strafe Left/Right** | `A` / `D` |
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| **Move Up/Down** | `E` / `Q` or `Space` / `Ctrl` |
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| **Fast Movement** | Hold `Shift` |
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| **Look Around** | Click and drag mouse |
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### Rendering Controls
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| Action | Keys |
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|--------|------|
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| **Wireframe Mode** | `F` |
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| **Pause/Play Animation** | `P` |
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| **Set Speed** | `0` (reset) `1` `2` `3` `4` `5` (multipliers) |
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| **Toggle Help UI** | `H` |
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## 🚀 Getting Started
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### Prerequisites
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- Node.js (v16 or higher)
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- **Node.js** (v16 or higher)
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- **Browser**: Chrome 113+, Edge 113+, or Firefox 130+ (with WebGPU enabled)
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- npm or yarn
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### Installation
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104
src/Grid.ts
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src/Grid.ts
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/** Grid for the water surface */
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import { WebGPUContext } from './WebGPUContext';
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/** Grid for the water surface - WebGPU version */
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export class Grid {
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private indices: number[] = [];
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private vertices: number[] = [];
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private vao: WebGLVertexArrayObject | null = null;
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private indices: Uint32Array = new Uint32Array(0);
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private vertices: Float32Array = new Float32Array(0);
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private vertexBuffer: GPUBuffer | null = null;
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private indexBuffer: GPUBuffer | null = null;
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private size: number;
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private indexCount: number = 0;
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constructor(size: number = 128) {
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this.size = size;
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}
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generate(): void {
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this.indices = [];
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this.vertices = [];
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const indices: number[] = [];
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const vertices: number[] = [];
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for (let j = 0; j <= this.size; ++j) {
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for (let i = 0; i <= this.size; ++i) {
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// Generate Vertices
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// Generate Vertices with UV coordinates
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const x = i / this.size;
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const y = j / this.size;
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const z = 0;
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this.vertices.push(x, y, z);
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const u = x;
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const v = y;
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vertices.push(x, y, z, u, v); // position + UV
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if (i < this.size && j < this.size) { // Skip edges
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const row1 = j * (this.size + 1);
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const row2 = (j + 1) * (this.size + 1);
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// triangle 1
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this.indices.push(row1 + i);
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this.indices.push(row1 + i + 1);
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this.indices.push(row2 + i + 1);
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indices.push(row1 + i);
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indices.push(row1 + i + 1);
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indices.push(row2 + i + 1);
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// triangle 2
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this.indices.push(row1 + i);
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this.indices.push(row2 + i + 1);
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this.indices.push(row2 + i);
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indices.push(row1 + i);
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indices.push(row2 + i + 1);
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indices.push(row2 + i);
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}
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}
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}
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this.vertices = new Float32Array(vertices);
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this.indices = new Uint32Array(indices);
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this.indexCount = this.indices.length;
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}
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initVAO(gl: WebGL2RenderingContext): void {
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initBuffers(gpuContext: WebGPUContext): void {
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this.generate();
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this.vao = gl.createVertexArray();
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gl.bindVertexArray(this.vao);
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const device = gpuContext.getDevice();
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const vboGrid: WebGLBuffer | null = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
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gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vertices), gl.STATIC_DRAW);
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// Create vertex buffer
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this.vertexBuffer = device.createBuffer({
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size: this.vertices.byteLength,
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usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
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mappedAtCreation: true,
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});
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new Float32Array(this.vertexBuffer.getMappedRange()).set(this.vertices);
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this.vertexBuffer.unmap();
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const iboGrid: WebGLBuffer | null = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboGrid);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.indices), gl.STATIC_DRAW);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
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gl.enableVertexAttribArray(0);
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gl.bindVertexArray(null);
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// Create index buffer
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this.indexBuffer = device.createBuffer({
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size: this.indices.byteLength,
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usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
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mappedAtCreation: true,
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});
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new Uint32Array(this.indexBuffer.getMappedRange()).set(this.indices);
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this.indexBuffer.unmap();
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}
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draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
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if (this.vao) {
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gl.bindVertexArray(this.vao);
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if (wireframe) {
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// Draw as lines for wireframe mode
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for (let i = 0; i < this.indices.length; i += 3) {
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gl.drawElements(gl.LINE_LOOP, 3, gl.UNSIGNED_INT, i * 4);
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}
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} else {
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gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
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}
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gl.bindVertexArray(null);
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draw(renderPass: GPURenderPassEncoder, wireframe: boolean = false): void {
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if (!this.vertexBuffer || !this.indexBuffer) return;
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renderPass.setVertexBuffer(0, this.vertexBuffer);
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renderPass.setIndexBuffer(this.indexBuffer, 'uint32');
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if (wireframe) {
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// For wireframe, we'd need a different topology or to draw lines
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// WebGPU doesn't support LINE_LOOP like WebGL, so we draw as line-list
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// This would require regenerating indices for line rendering
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renderPass.drawIndexed(this.indexCount);
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} else {
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renderPass.drawIndexed(this.indexCount);
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}
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}
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getIndexCount(): number {
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return this.indices.length;
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return this.indexCount;
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}
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getVertexBuffer(): GPUBuffer | null {
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return this.vertexBuffer;
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}
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getIndexBuffer(): GPUBuffer | null {
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return this.indexBuffer;
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}
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}
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@@ -1,12 +1,16 @@
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/** Skybox cube for rendering the sky */
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||||
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
110
src/WebGPUContext.ts
Normal file
@@ -0,0 +1,110 @@
|
||||
/** 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);
|
||||
}
|
||||
}
|
||||
870
src/main.ts
870
src/main.ts
File diff suppressed because it is too large
Load Diff
509
src/main_webgl.ts
Normal file
509
src/main_webgl.ts
Normal file
@@ -0,0 +1,509 @@
|
||||
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();
|
||||
317
src/shaders.wgsl.ts
Normal file
317
src/shaders.wgsl.ts
Normal file
@@ -0,0 +1,317 @@
|
||||
// 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);
|
||||
}
|
||||
`;
|
||||
@@ -3,6 +3,7 @@
|
||||
"target": "ES2020",
|
||||
"module": "ESNext",
|
||||
"lib": ["ES2020", "DOM", "DOM.Iterable"],
|
||||
"types": ["@webgpu/types"],
|
||||
"sourceMap": true,
|
||||
"outDir": "./build/",
|
||||
"strict": true,
|
||||
@@ -14,5 +15,5 @@
|
||||
"skipLibCheck": true
|
||||
},
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist", "build"]
|
||||
"exclude": ["node_modules", "dist", "build", "src/main_webgl.ts"]
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user