Enhance OceanLOD to consider view direction in LOD updates and adjust grid size parameters
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@@ -1,7 +1,7 @@
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import { Grid } from './Grid';
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import { vec3 } from 'gl-matrix';
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/** Manages multiple ocean grid patches with LOD based on camera distance */
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/** Manages multiple ocean grid patches with LOD based on camera distance and view cone */
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export class OceanLOD {
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private grids: Array<{
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grid: Grid;
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@@ -12,14 +12,15 @@ export class OceanLOD {
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}> = [];
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private readonly LOD_LEVELS = [
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{ distance: 2.0, gridSize: 128 }, // Closest - highest detail
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{ distance: 5.0, gridSize: 64 }, // Medium distance
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{ distance: 10.0, gridSize: 32 }, // Far distance
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{ distance: 20.0, gridSize: 16 }, // Very far - lowest detail
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{ distance: 2.0, gridSize: 256 }, // Closest - highest detail
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{ distance: 5.0, gridSize: 128 }, // Medium distance
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{ distance: 10.0, gridSize: 64 }, // Far distance
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{ distance: 20.0, gridSize: 32 }, // Very far - lowest detail
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];
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private readonly PATCH_SIZE = 2.0; // World size of each patch
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private readonly PATCHES_PER_SIDE = 7; // 7x7 = 49 patches total
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private readonly VIEW_CONE_COS = Math.cos(Math.PI * 0.45); // ~81 degree half-angle (wider than typical FOV)
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constructor() {
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this.createGridPatches();
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@@ -52,22 +53,56 @@ export class OceanLOD {
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}
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}
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/** Update LOD based on camera position */
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updateLOD(gl: WebGL2RenderingContext, cameraPos: vec3): void {
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for (const patch of this.grids) {
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// Calculate distance from camera to patch center
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const dx = patch.centerX - cameraPos[0];
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const dy = patch.centerY - cameraPos[1];
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const distance = Math.sqrt(dx * dx + dy * dy);
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/** Update LOD based on camera position and view direction */
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updateLOD(gl: WebGL2RenderingContext, cameraPos: vec3, cameraTarget: vec3): void {
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// Calculate view direction (normalized)
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const viewDir = vec3.create();
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vec3.subtract(viewDir, cameraTarget, cameraPos);
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vec3.normalize(viewDir, viewDir);
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// Determine appropriate LOD level
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for (const patch of this.grids) {
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// Calculate vector from camera to patch center (on XY plane, Z=0 for ocean surface)
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const toPatch = vec3.fromValues(
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patch.centerX - cameraPos[0],
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patch.centerY - cameraPos[1],
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0 - cameraPos[2] // Ocean is at Z=0
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);
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const distance = vec3.length(toPatch);
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// Normalize direction to patch
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const toPatchDir = vec3.create();
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vec3.normalize(toPatchDir, toPatch);
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// Calculate dot product with view direction (how aligned is patch with where we're looking)
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const dotProduct = vec3.dot(viewDir, toPatchDir);
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// Determine if patch is in front of camera and within view cone
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const isInFront = dotProduct > -0.2; // Slightly behind is ok for edge cases
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const isInViewCone = dotProduct > this.VIEW_CONE_COS;
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// Calculate LOD level
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let newLodLevel = 3; // Default to lowest detail
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if (!isInFront) {
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// Behind camera - always lowest detail
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newLodLevel = 3;
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} else if (isInViewCone) {
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// In view cone - use distance-based LOD
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for (let i = 0; i < this.LOD_LEVELS.length; i++) {
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if (distance < this.LOD_LEVELS[i].distance) {
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newLodLevel = i;
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break;
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}
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}
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} else {
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// In front but outside view cone - reduce detail by 1-2 levels
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for (let i = 0; i < this.LOD_LEVELS.length; i++) {
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if (distance < this.LOD_LEVELS[i].distance) {
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newLodLevel = Math.min(i + 2, 3); // Reduce detail
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break;
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}
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}
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}
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// Only recreate grid if LOD level changed
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if (newLodLevel !== patch.lodLevel) {
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@@ -190,8 +190,8 @@ function drawScene() {
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camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
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var view = camera.getViewMatrix();
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// Update LOD based on camera position
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oceanLOD.updateLOD(gl, camera.pos);
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// Update LOD based on camera position and view direction
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oceanLOD.updateLOD(gl, camera.pos, camera.target);
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var model = mat4.create();
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mat4.identity(model);
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