diff --git a/index.html b/index.html
index b69309d..a3fb7de 100644
--- a/index.html
+++ b/index.html
@@ -243,6 +243,7 @@
varying vec3 v_normal;
varying float v_waveHeight;
varying float v_foamFactor;
+ varying float v_distanceFade;
uniform vec3 eyePos;
uniform float uFoamIntensity;
@@ -297,7 +298,7 @@
// Deep and shallow water colors
vec3 deepColor = vec3(0.0, 0.08, 0.15);
vec3 shallowColor = vec3(0.0, 0.35, 0.45);
- vec3 skyColor = vec3(0.5, 0.7, 0.9);
+ vec3 skyColor = vec3(0.55, 0.7, 0.9); // Match skybox horizon color
vec3 foamColor = vec3(0.95, 0.98, 1.0);
// Blend between deep and shallow based on wave height
@@ -343,8 +344,8 @@
// Softer edge fade based on foam factor
foam *= smoothstep(0.0, 0.25, v_foamFactor);
- // Additional soft fade at foam edges
- foam = pow(foam, 0.7) * uFoamIntensity;
+ // Additional soft fade at foam edges and fade out at distance
+ foam = pow(foam, 0.7) * uFoamIntensity * v_distanceFade;
// Combine all lighting
vec3 reflectedColor = mix(oceanColor, skyColor, fresnel);
@@ -353,15 +354,26 @@
// Blend foam on top with slight transparency variation
vec3 finalColor = mix(waterColor, foamColor * clamp(diffuse + 0.4, 0.0, 1.0), foam * 0.85);
- // Slight fog for distant water
+ // Atmospheric fog for distant water - blends to horizon
float dist = length(eyePos - v_fragPos);
- float fog = 1.0 - clamp(dist * 0.015, 0.0, 0.6);
- finalColor = mix(skyColor * 0.85, finalColor, fog);
+
+ // Exponential fog with aggressive horizon fade
+ float fogFactor = exp(-dist * 0.04);
+ // Fully fade at stretched horizon vertices
+ float horizonFade = smoothstep(40.0, 80.0, dist);
+ fogFactor *= (1.0 - horizonFade);
+ fogFactor = clamp(fogFactor, 0.0, 1.0);
+
+ // Horizon color must exactly match skybox horizon
+ vec3 horizonColor = vec3(0.55, 0.7, 0.9);
+ finalColor = mix(horizonColor, finalColor, fogFactor);
gl_FragColor = vec4(finalColor, 1.0);
}
diff --git a/src/Camera.ts b/src/Camera.ts
index 742d15e..47c55ce 100644
--- a/src/Camera.ts
+++ b/src/Camera.ts
@@ -1,62 +1,87 @@
import { vec3, mat4, vec4 } from 'gl-matrix';
-/** A camera that always looks at the world origin. Can have an offset and be rotated. */
+/** FPS-style flight camera with free movement */
export class Camera {
pos: vec3;
target: vec3;
up: vec3;
-
- xRot: number;
- yRot: number;
- offset: number;
+
+ // FPS camera angles (in radians)
+ pitch: number; // Up/down rotation
+ yaw: number; // Left/right rotation
+
+ // Direction vectors
+ forward: vec3;
+ right: vec3;
constructor() {
this.pos = vec3.create();
- vec3.set(this.pos, 0.0, 0.0, 0.0);
+ vec3.set(this.pos, 0.0, -3.0, 2.0); // Start above and behind origin
this.target = vec3.create();
- vec3.set(this.target, 0.0, 0.0, 0.0);
this.up = vec3.create();
- vec3.set(this.up, 0.0, 1.0, 0.0);
- this.xRot = 0.0;
- this.yRot = 0.0;
- this.offset = 0.0;
+ vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
+ this.forward = vec3.create();
+ this.right = vec3.create();
+ this.pitch = -0.3; // Looking slightly down
+ this.yaw = Math.PI / 2; // Looking toward +Y
+ this.updateVectors();
}
- setRotationX(rotX: number): void {
- this.xRot = rotX;
- this.updatePos();
+ /** Rotate camera by mouse delta */
+ rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
+ this.yaw -= deltaX * sensitivity;
+ this.pitch -= deltaY * sensitivity;
+
+ // Clamp pitch to avoid flipping
+ const maxPitch = Math.PI / 2 - 0.01;
+ this.pitch = Math.max(-maxPitch, Math.min(maxPitch, this.pitch));
+
+ this.updateVectors();
}
- setRotationY(rotY: number): void {
- this.yRot = rotY;
- this.updatePos();
+ /** Move camera in the direction it's looking */
+ moveForward(amount: number): void {
+ vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
+ this.updateVectors();
}
- /** Sets the offset to world origin. */
- setOffset(off: number): void {
- this.offset = off;
- this.updatePos();
+ moveRight(amount: number): void {
+ vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
+ this.updateVectors();
}
- /** Recalculates the position according to xy-rotation and offset. */
- private updatePos(): void {
- const transformation: mat4 = mat4.create();
- mat4.identity(transformation);
+ moveUp(amount: number): void {
+ // Move along world Z axis
+ this.pos[2] += amount;
+ this.updateVectors();
+ }
- //2. xy-Rotation
- mat4.rotateX(transformation, transformation, this.xRot);
- mat4.rotateY(transformation, transformation, this.yRot);
+ /** Move in the actual look direction (including vertical) */
+ moveInLookDirection(amount: number): void {
+ vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
+ this.updateVectors();
+ }
- //1. Translation
- const translation = vec3.create();
- vec3.set(translation, 0.0, 0.0, this.offset);
- mat4.translate(transformation, transformation, translation);
-
- const temp: vec4 = vec4.create();
- vec4.set(temp, 0.0, 0.0, 0.0, 1.0);
- vec4.transformMat4(temp, temp, transformation);
-
- vec3.set(this.pos, temp[0], temp[1], temp[2]);
+ /** Update direction vectors from pitch/yaw */
+ private updateVectors(): void {
+ // Calculate forward vector from pitch and yaw
+ // Z is up, so we use different axis mapping
+ this.forward[0] = Math.cos(this.pitch) * Math.cos(this.yaw);
+ this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
+ this.forward[2] = Math.sin(this.pitch);
+ vec3.normalize(this.forward, this.forward);
+
+ // Right vector is perpendicular to forward and world up
+ const worldUp = vec3.fromValues(0, 0, 1);
+ vec3.cross(this.right, this.forward, worldUp);
+ vec3.normalize(this.right, this.right);
+
+ // Camera up is perpendicular to forward and right
+ vec3.cross(this.up, this.right, this.forward);
+ vec3.normalize(this.up, this.up);
+
+ // Update target
+ vec3.add(this.target, this.pos, this.forward);
}
getViewMatrix(): mat4 {
@@ -64,4 +89,9 @@ export class Camera {
mat4.lookAt(ret, this.pos, this.target, this.up);
return ret;
}
+
+ /** Get view direction for LOD calculations */
+ getViewDirection(): vec3 {
+ return vec3.clone(this.forward);
+ }
}
diff --git a/src/OceanLOD.ts b/src/OceanLOD.ts
index ad2f579..a6118e6 100644
--- a/src/OceanLOD.ts
+++ b/src/OceanLOD.ts
@@ -13,14 +13,16 @@ export class OceanLOD {
}> = [];
private readonly LOD_LEVELS = [
- { distance: 2.0, gridSize: 128 }, // Closest - highest detail
- { distance: 5.0, gridSize: 64 }, // Medium distance
- { distance: 10.0, gridSize: 32 }, // Far distance
- { distance: 20.0, gridSize: 16 }, // Very far - lowest detail
+ { distance: 5.0, gridSize: 128 }, // Closest - highest detail
+ { distance: 15.0, gridSize: 64 }, // Medium distance
+ { distance: 40.0, gridSize: 32 }, // Far distance
+ { distance: 80.0, gridSize: 16 }, // Very far
+ { distance: 150.0, gridSize: 8 }, // Horizon - minimal detail
+ { distance: Infinity, gridSize: 4 },// Beyond horizon - lowest detail
];
- private readonly PATCH_SIZE = 2.0; // World size of each patch
- private readonly PATCHES_PER_SIDE = 7; // 7x7 = 49 patches total
+ private readonly PATCH_SIZE = 8.0; // World size of each patch (larger for horizon coverage)
+ private readonly PATCHES_PER_SIDE = 51; // 51x51 = 2601 patches (covers ~200 units in each direction)
private readonly VIEW_CONE_COS = Math.cos(Math.PI * 0.45); // ~81 degree half-angle (wider than typical FOV)
constructor() {
@@ -37,7 +39,7 @@ export class OceanLOD {
// Start with lowest detail - will be updated based on camera
const grid = new Grid(
- this.LOD_LEVELS[3].gridSize,
+ this.LOD_LEVELS[5].gridSize,
centerX,
centerY,
this.PATCH_SIZE
@@ -48,7 +50,7 @@ export class OceanLOD {
centerX,
centerY,
size: this.PATCH_SIZE,
- lodLevel: 3,
+ lodLevel: 5,
visible: true
});
}
@@ -86,11 +88,11 @@ export class OceanLOD {
patch.visible = isInFront;
// Calculate LOD level
- let newLodLevel = 3; // Default to lowest detail
+ let newLodLevel = 5; // Default to lowest detail
if (!isInFront) {
// Behind camera - skip (will not be drawn)
- newLodLevel = 3;
+ newLodLevel = 5;
} else if (isInViewCone) {
// In view cone - use distance-based LOD
for (let i = 0; i < this.LOD_LEVELS.length; i++) {
@@ -103,7 +105,7 @@ export class OceanLOD {
// In front but outside view cone - reduce detail by 1-2 levels
for (let i = 0; i < this.LOD_LEVELS.length; i++) {
if (distance < this.LOD_LEVELS[i].distance) {
- newLodLevel = Math.min(i + 2, 3); // Reduce detail
+ newLodLevel = Math.min(i + 2, 5); // Reduce detail
break;
}
}
@@ -151,7 +153,7 @@ export class OceanLOD {
/** Get statistics about current LOD distribution */
getLODStats(): { [key: number]: number } {
- const stats: { [key: number]: number } = { 0: 0, 1: 0, 2: 0, 3: 0 };
+ const stats: { [key: number]: number } = { 0: 0, 1: 0, 2: 0, 3: 0, 4: 0, 5: 0 };
for (const patch of this.grids) {
stats[patch.lodLevel]++;
}
diff --git a/src/main.ts b/src/main.ts
index 7526cc6..bc5e325 100644
--- a/src/main.ts
+++ b/src/main.ts
@@ -138,17 +138,15 @@ var lodStatsTimer = 0;
/** Input states*/
var mouseXVel = 0;
var mouseYVel = 0;
-var keyboardRotationX = 0;
-var keyboardRotationY = 0;
-var keyboardZoom = 0;
var keysPressed: Set = new Set();
/** Objects and states*/
var camera: Camera;
var oceanLOD: OceanLOD;
var skybox: Skybox;
-var curRotX = Config.CAMERA_DEFAULT_ROT_X;
-var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
var wireframeMode = false;
+/** Camera movement speed */
+var moveSpeed = 0.15;
+var fastMoveSpeed = 0.4;
/** Ocean shader settings */
var waveHeight = 1.0;
var waveSpeed = 1.0;
@@ -190,9 +188,16 @@ function drawScene() {
var projection = mat4.create();
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE);
- camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
- camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
- camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
+ // Handle FPS camera movement
+ handleCameraMovement();
+
+ // Apply mouse rotation
+ if (mouseXVel !== 0 || mouseYVel !== 0) {
+ camera.rotate(mouseXVel, mouseYVel);
+ mouseXVel = 0;
+ mouseYVel = 0;
+ }
+
var view = camera.getViewMatrix();
// Draw skybox first with depth test disabled (always behind everything)
@@ -245,28 +250,38 @@ function drawScene() {
requestAnimationFrame(drawScene);
}
-/** Handle keyboard input for camera controls */
-function handleKeyboardInput() {
- keyboardRotationX = 0;
- keyboardRotationY = 0;
+/** Handle FPS camera movement */
+function handleCameraMovement() {
+ const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
- if (keysPressed.has('w') || keysPressed.has('W') || keysPressed.has('ArrowUp')) {
- keyboardRotationX = Config.KEYBOARD_ROTATION_SPEED;
+ // WASD for horizontal movement
+ if (keysPressed.has('w') || keysPressed.has('W')) {
+ camera.moveForward(speed);
}
- if (keysPressed.has('s') || keysPressed.has('S') || keysPressed.has('ArrowDown')) {
- keyboardRotationX = -Config.KEYBOARD_ROTATION_SPEED;
+ if (keysPressed.has('s') || keysPressed.has('S')) {
+ camera.moveForward(-speed);
}
- if (keysPressed.has('a') || keysPressed.has('A') || keysPressed.has('ArrowLeft')) {
- keyboardRotationY = Config.KEYBOARD_ROTATION_SPEED;
+ if (keysPressed.has('a') || keysPressed.has('A')) {
+ camera.moveRight(-speed);
}
- if (keysPressed.has('d') || keysPressed.has('D') || keysPressed.has('ArrowRight')) {
- keyboardRotationY = -Config.KEYBOARD_ROTATION_SPEED;
+ if (keysPressed.has('d') || keysPressed.has('D')) {
+ camera.moveRight(speed);
}
- if (keysPressed.has('q') || keysPressed.has('Q') || keysPressed.has('+')) {
- keyboardZoom -= Config.KEYBOARD_ZOOM_SPEED;
+
+ // Q/E for vertical movement
+ if (keysPressed.has('q') || keysPressed.has('Q')) {
+ camera.moveUp(-speed);
}
- if (keysPressed.has('e') || keysPressed.has('E') || keysPressed.has('-')) {
- keyboardZoom += Config.KEYBOARD_ZOOM_SPEED;
+ if (keysPressed.has('e') || keysPressed.has('E')) {
+ camera.moveUp(speed);
+ }
+
+ // Space to go up, Ctrl to go down
+ if (keysPressed.has(' ')) {
+ camera.moveUp(speed);
+ }
+ if (keysPressed.has('Control')) {
+ camera.moveUp(-speed);
}
}
@@ -313,19 +328,20 @@ function main() {
// Keyboard controls
window.addEventListener('keydown', (evt) => {
keysPressed.add(evt.key);
- handleKeyboardInput();
// Reset camera on 'R' key
if (evt.key === 'r' || evt.key === 'R') {
- curRotX = Config.CAMERA_DEFAULT_ROT_X;
- curRotY = Config.CAMERA_DEFAULT_ROT_Y;
- keyboardZoom = 0;
+ camera = new Camera(); // Reset to initial position
+ }
+
+ // Prevent default for space to avoid page scroll
+ if (evt.key === ' ') {
+ evt.preventDefault();
}
});
window.addEventListener('keyup', (evt) => {
keysPressed.delete(evt.key);
- handleKeyboardInput();
});
// Window resize handler