Implement Ocean LOD management and enhance grid generation with wireframe support

This commit is contained in:
2026-01-31 22:22:00 +01:00
parent dedcec547d
commit d61c91a267
5 changed files with 307 additions and 121 deletions

View File

@@ -1,23 +1,34 @@
/** Grid for the water surface */
export class Grid {
private indices: number[] = [];
private lineIndices: number[] = [];
private vertices: number[] = [];
private vao: WebGLVertexArrayObject | null = null;
private lineVao: WebGLVertexArrayObject | null = null;
private size: number;
private offsetX: number;
private offsetY: number;
private scale: number;
constructor(size: number = 128) {
constructor(size: number = 128, offsetX: number = 0, offsetY: number = 0, scale: number = 1) {
this.size = size;
this.offsetX = offsetX;
this.offsetY = offsetY;
this.scale = scale;
}
generate(): void {
this.indices = [];
this.lineIndices = [];
this.vertices = [];
for (let j = 0; j <= this.size; ++j) {
for (let i = 0; i <= this.size; ++i) {
// Generate Vertices
const x = i / this.size;
const y = j / this.size;
// Generate Vertices normalized to 0-1, then scale and offset
const u = i / this.size;
const v = j / this.size;
const x = (u - 0.5) * this.scale + this.offsetX;
const y = (v - 0.5) * this.scale + this.offsetY;
const z = 0;
this.vertices.push(x, y, z);
@@ -35,6 +46,16 @@ export class Grid {
this.indices.push(row2 + i + 1);
this.indices.push(row2 + i);
}
// Generate line indices for wireframe
if (i < this.size) {
const currentVertex = j * (this.size + 1) + i;
this.lineIndices.push(currentVertex, currentVertex + 1);
}
if (j < this.size) {
const currentVertex = j * (this.size + 1) + i;
this.lineIndices.push(currentVertex, currentVertex + (this.size + 1));
}
}
}
}
@@ -42,6 +63,7 @@ export class Grid {
initVAO(gl: WebGL2RenderingContext): void {
this.generate();
// Create VAO for filled triangles
this.vao = gl.createVertexArray();
gl.bindVertexArray(this.vao);
@@ -56,10 +78,28 @@ export class Grid {
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.enableVertexAttribArray(0);
gl.bindVertexArray(null);
// Create VAO for wireframe lines
this.lineVao = gl.createVertexArray();
gl.bindVertexArray(this.lineVao);
gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
const iboLine: WebGLBuffer | null = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboLine);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.lineIndices), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.enableVertexAttribArray(0);
gl.bindVertexArray(null);
}
draw(gl: WebGL2RenderingContext): void {
if (this.vao) {
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
if (wireframe && this.lineVao) {
gl.bindVertexArray(this.lineVao);
gl.drawElements(gl.LINES, this.lineIndices.length, gl.UNSIGNED_INT, 0);
gl.bindVertexArray(null);
} else if (this.vao) {
gl.bindVertexArray(this.vao);
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
gl.bindVertexArray(null);

118
src/OceanLOD.ts Normal file
View File

@@ -0,0 +1,118 @@
import { Grid } from './Grid';
import { vec3 } from 'gl-matrix';
/** Manages multiple ocean grid patches with LOD based on camera distance */
export class OceanLOD {
private grids: Array<{
grid: Grid;
centerX: number;
centerY: number;
size: number;
lodLevel: number;
}> = [];
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
];
private readonly PATCH_SIZE = 2.0; // World size of each patch
private readonly PATCHES_PER_SIDE = 7; // 7x7 = 49 patches total
constructor() {
this.createGridPatches();
}
private createGridPatches(): void {
const halfPatches = Math.floor(this.PATCHES_PER_SIDE / 2);
for (let y = -halfPatches; y <= halfPatches; y++) {
for (let x = -halfPatches; x <= halfPatches; x++) {
const centerX = x * this.PATCH_SIZE;
const centerY = y * this.PATCH_SIZE;
// Start with lowest detail - will be updated based on camera
const grid = new Grid(
this.LOD_LEVELS[3].gridSize,
centerX,
centerY,
this.PATCH_SIZE
);
this.grids.push({
grid,
centerX,
centerY,
size: this.PATCH_SIZE,
lodLevel: 3
});
}
}
}
/** Update LOD based on camera position */
updateLOD(gl: WebGL2RenderingContext, cameraPos: vec3): void {
for (const patch of this.grids) {
// Calculate distance from camera to patch center
const dx = patch.centerX - cameraPos[0];
const dy = patch.centerY - cameraPos[1];
const distance = Math.sqrt(dx * dx + dy * dy);
// Determine appropriate LOD level
let newLodLevel = 3; // Default to lowest detail
for (let i = 0; i < this.LOD_LEVELS.length; i++) {
if (distance < this.LOD_LEVELS[i].distance) {
newLodLevel = i;
break;
}
}
// Only recreate grid if LOD level changed
if (newLodLevel !== patch.lodLevel) {
patch.lodLevel = newLodLevel;
patch.grid = new Grid(
this.LOD_LEVELS[newLodLevel].gridSize,
patch.centerX,
patch.centerY,
patch.size
);
patch.grid.initVAO(gl);
}
}
}
initVAO(gl: WebGL2RenderingContext): void {
for (const { grid } of this.grids) {
grid.initVAO(gl);
}
}
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
for (const { grid } of this.grids) {
grid.draw(gl, wireframe);
}
}
getGridCount(): number {
return this.grids.length;
}
getTotalVertexCount(): number {
let total = 0;
for (const { grid } of this.grids) {
total += grid.getIndexCount() / 3;
}
return total;
}
/** Get statistics about current LOD distribution */
getLODStats(): { [key: number]: number } {
const stats: { [key: number]: number } = { 0: 0, 1: 0, 2: 0, 3: 0 };
for (const patch of this.grids) {
stats[patch.lodLevel]++;
}
return stats;
}
}

View File

@@ -1,7 +1,7 @@
// Configuration Constants
export const GRID_SIZE = 128;
export const NOISE_TEXTURE_WIDTH = 256;
export const NOISE_TEXTURE_HEIGHT = 256;
export const NOISE_TEXTURE_WIDTH = 1024;
export const NOISE_TEXTURE_HEIGHT = 1024;
export const CANVAS_WIDTH = 800;
export const CANVAS_HEIGHT = 600;
export const FOV = 1.0;

View File

@@ -1,6 +1,6 @@
import { vec3, mat4 } from 'gl-matrix';
import { Camera } from './Camera';
import { Grid } from './Grid';
import { OceanLOD } from './OceanLOD';
import { createProgram } from './Shader';
import * as Config from './constants';
@@ -112,8 +112,8 @@ function initFBO() {
// 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.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureFBO, 0);
@@ -131,6 +131,7 @@ var lastTime = new Date().getTime();
var counter = 0.0;
var fps = 0;
var fpsDisplay: HTMLElement | null = null;
var lodStatsTimer = 0;
/** Input states*/
var mouseXVel = 0;
var mouseYVel = 0;
@@ -140,14 +141,17 @@ var keyboardZoom = 0;
var keysPressed: Set<string> = new Set();
/** Objects and states*/
var camera: Camera;
var oceanGrid: Grid;
var oceanLOD: OceanLOD;
var curRotX = Config.CAMERA_DEFAULT_ROT_X;
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
var wireframeMode = false;
function drawScene() {
fps++;
let now = new Date();
let delta = now.getTime() - lastTime;
timeSpent += delta;
lodStatsTimer += delta;
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
counter = 0;
if (fpsDisplay) {
@@ -155,62 +159,38 @@ function drawScene() {
}
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
//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
// Log LOD stats every 5 seconds
if (lodStatsTimer >= 5000) {
lodStatsTimer = 0;
const stats = oceanLOD.getLODStats();
console.log(`LOD Stats - High:${stats[0]} Med:${stats[1]} Low:${stats[2]} VeryLow:${stats[3]}`);
}
lastTime = now.getTime();
// Single render pass with Gerstner waves computed in vertex shader
//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
//--- Render pass -> Ocean with Gerstner wave displacement ---
{
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
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));
var view = camera.getViewMatrix();
// Update LOD based on camera position
oceanLOD.updateLOD(gl, camera.pos);
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.
// No centering needed - grids are already positioned correctly in world space
gl.useProgram(defaultProgram);
let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view");
@@ -221,11 +201,9 @@ function drawScene() {
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
oceanGrid.draw(gl);
let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
gl.uniform1f(uTime_loc, timeSpent);
oceanLOD.draw(gl, wireframeMode);
}
requestAnimationFrame(drawScene);
}
@@ -317,13 +295,24 @@ function main() {
window.addEventListener('resize', () => {
updateCanvasSize(canvas);
});
// Wireframe toggle handler
window.addEventListener('toggleWireframe', () => {
wireframeMode = !wireframeMode;
const wireframeBtn = document.getElementById('wireframe-toggle');
if (wireframeBtn) {
wireframeBtn.textContent = `Wireframe: ${wireframeMode ? 'ON' : 'OFF'}`;
}
console.log(`Wireframe mode: ${wireframeMode ? 'ON' : 'OFF'}`);
});
initShaders();
initGeometry();
initFBO();
oceanGrid = new Grid(Config.GRID_SIZE);
oceanGrid.initVAO(gl);
oceanLOD = new OceanLOD();
oceanLOD.initVAO(gl);
console.log(`Ocean LOD initialized with ${oceanLOD.getGridCount()} patches`);
camera = new Camera();
//Check if any errors apeared during init.