4 Commits

6 changed files with 622 additions and 259 deletions

View File

@@ -243,6 +243,7 @@
varying vec3 v_normal; varying vec3 v_normal;
varying float v_waveHeight; varying float v_waveHeight;
varying float v_foamFactor; varying float v_foamFactor;
varying float v_distanceFade;
uniform vec3 eyePos; uniform vec3 eyePos;
uniform float uFoamIntensity; uniform float uFoamIntensity;
@@ -297,7 +298,7 @@
// Deep and shallow water colors // Deep and shallow water colors
vec3 deepColor = vec3(0.0, 0.08, 0.15); vec3 deepColor = vec3(0.0, 0.08, 0.15);
vec3 shallowColor = vec3(0.0, 0.35, 0.45); 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); vec3 foamColor = vec3(0.95, 0.98, 1.0);
// Blend between deep and shallow based on wave height // Blend between deep and shallow based on wave height
@@ -343,8 +344,8 @@
// Softer edge fade based on foam factor // Softer edge fade based on foam factor
foam *= smoothstep(0.0, 0.25, v_foamFactor); foam *= smoothstep(0.0, 0.25, v_foamFactor);
// Additional soft fade at foam edges // Additional soft fade at foam edges and fade out at distance
foam = pow(foam, 0.7) * uFoamIntensity; foam = pow(foam, 0.7) * uFoamIntensity * v_distanceFade;
// Combine all lighting // Combine all lighting
vec3 reflectedColor = mix(oceanColor, skyColor, fresnel); vec3 reflectedColor = mix(oceanColor, skyColor, fresnel);
@@ -353,28 +354,43 @@
// Blend foam on top with slight transparency variation // Blend foam on top with slight transparency variation
vec3 finalColor = mix(waterColor, foamColor * clamp(diffuse + 0.4, 0.0, 1.0), foam * 0.85); 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 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); gl_FragColor = vec4(finalColor, 1.0);
} }
</script> </script>
<script id="default-vs" type="x-shader/x-vertex"> <script id="default-vs" type="x-shader/x-vertex">
attribute vec3 positionAttr; precision mediump float;
attribute vec2 positionAttr; // Grid position in [0,1] range
uniform mat4 view; uniform mat4 view;
uniform mat4 model;
uniform mat4 projection; uniform mat4 projection;
uniform mat4 uProjectorMatrix; // Inverse projector view-proj
uniform mat4 uRangeMatrix; // Range conversion matrix
uniform float uTime; uniform float uTime;
uniform float uWaveHeight; uniform float uWaveHeight;
uniform float uWaveSpeed; uniform float uWaveSpeed;
uniform vec3 eyePos;
uniform float uHorizonClipY; // Y position of horizon in clip space [-1,1]
varying vec3 v_fragPos; varying vec3 v_fragPos;
varying vec3 v_normal; varying vec3 v_normal;
varying float v_waveHeight; varying float v_waveHeight;
varying float v_foamFactor; varying float v_foamFactor;
varying float v_distanceFade;
// Gerstner wave function - higher steepness = spikier waves // Gerstner wave function - higher steepness = spikier waves
vec3 gerstnerWave(vec2 pos, float time, vec2 direction, float steepness, float wavelength, out vec3 tangent, out vec3 binormal) { vec3 gerstnerWave(vec2 pos, float time, vec2 direction, float steepness, float wavelength, out vec3 tangent, out vec3 binormal) {
@@ -403,11 +419,96 @@
); );
} }
// Project grid point onto ocean plane using projector
vec3 projectToOcean(vec2 gridPos, out float horizonBlend, out vec3 rayDirection) {
// Transform grid position [0,1] through range matrix to projector space [-1,1]
vec4 clipPos = uRangeMatrix * vec4(gridPos, 0.0, 1.0);
// Get two points along the projection ray (near and far planes)
vec4 nearPoint = uProjectorMatrix * vec4(clipPos.xy, -1.0, 1.0);
vec4 farPoint = uProjectorMatrix * vec4(clipPos.xy, 1.0, 1.0);
// Perspective divide to get world positions
nearPoint /= nearPoint.w;
farPoint /= farPoint.w;
vec3 rayOrigin = nearPoint.xyz;
vec3 rayDir = normalize(farPoint.xyz - nearPoint.xyz);
rayDirection = rayDir;
// The skybox horizon is where rayDir.z = 0 (looking horizontally)
float angleToHorizon = -rayDir.z; // 0 at horizon, negative = looking up, positive = looking down
// If ray is pointing up or nearly horizontal, this vertex approaches horizon
if (angleToHorizon <= 0.001) {
horizonBlend = 1.0;
// Project in horizontal direction at ocean level
vec2 hDir = length(rayDir.xy) > 0.001 ? normalize(rayDir.xy) : vec2(1.0, 0.0);
return vec3(rayOrigin.xy + hDir * 5000.0, 0.0);
}
// Ray is pointing down - intersect with ocean plane (Z = 0)
float t = -rayOrigin.z / rayDir.z;
if (t < 0.0) {
horizonBlend = 1.0;
vec2 hDir = length(rayDir.xy) > 0.001 ? normalize(rayDir.xy) : vec2(1.0, 0.0);
return vec3(rayOrigin.xy + hDir * 5000.0, 0.0);
}
// Camera height affects max render distance
// Higher camera = need to limit distance more to avoid precision issues
float cameraHeight = max(eyePos.z, 0.5);
// Base max distance scales with camera height, but with diminishing returns
// At height 2: maxBase = ~200
// At height 10: maxBase = ~450
// At height 100: maxBase = ~1400
// At height 500: maxBase = ~3100
float maxBase = 100.0 * sqrt(cameraHeight);
// Also limit based on angle - shallow angles get much shorter max distance
float angleScale = smoothstep(0.001, 0.3, angleToHorizon); // 0 at horizon, 1 at ~17 degrees down
float maxT = maxBase * (0.1 + 0.9 * angleScale);
maxT = max(maxT, 50.0); // Minimum distance
// Smooth horizon blend based on angle AND distance
horizonBlend = 1.0 - smoothstep(0.001, 0.05, angleToHorizon);
// If t exceeds limit, increase horizon blend
if (t > maxT * 0.8) {
float distBlend = smoothstep(maxT * 0.8, maxT, t);
horizonBlend = max(horizonBlend, distBlend);
}
t = min(t, maxT);
// Compute world position
vec3 worldPos = rayOrigin + rayDir * t;
return worldPos;
}
void main(void) { void main(void) {
vec4 worldPos = model * vec4(positionAttr.xyz, 1.0); // Project grid point onto ocean plane
float horizonBlend;
vec3 rayDir;
vec3 worldPos3 = projectToOcean(positionAttr, horizonBlend, rayDir);
vec4 worldPos = vec4(worldPos3, 1.0);
// Grid is on XY plane, Z is up
vec2 pos = worldPos.xy; vec2 pos = worldPos.xy;
float time = uTime * 0.0004 * uWaveSpeed; float time = uTime * 0.0004 * uWaveSpeed;
float heightMod = uWaveHeight;
// Calculate distance from camera for wave fading
float distToCamera = length(worldPos.xyz - eyePos);
float waveFade = exp(-distToCamera * 0.015); // Gradual fade over distance
waveFade = clamp(waveFade, 0.0, 1.0);
// Fade out waves at horizon to prevent edge breakup
waveFade *= (1.0 - horizonBlend);
v_distanceFade = waveFade;
float heightMod = uWaveHeight * waveFade;
vec3 displacement = vec3(0.0); vec3 displacement = vec3(0.0);
vec3 tangent = vec3(1.0, 0.0, 0.0); vec3 tangent = vec3(1.0, 0.0, 0.0);
@@ -470,28 +571,83 @@
// Foam appears where wave is high AND rising (leading edge / crest) // Foam appears where wave is high AND rising (leading edge / crest)
v_foamFactor = clamp((foamFromHeight * waveRising * 1.2 + foamFromSlope * 0.3), 0.0, 1.0); v_foamFactor = clamp((foamFromHeight * waveRising * 1.2 + foamFromSlope * 0.3), 0.0, 1.0);
// Apply displacement // Apply displacement - Z is up, XY is horizontal plane
worldPos.x += displacement.x; worldPos.x += displacement.x;
worldPos.y += displacement.z; worldPos.y += displacement.z;
worldPos.z += displacement.y; worldPos.z += displacement.y; // Height displacement
// Calculate normal from tangent and binormal // Calculate normal from tangent and binormal
// Blend normal towards flat (0, 0, 1) based on distance
vec3 normal = normalize(cross(binormal, tangent)); vec3 normal = normalize(cross(binormal, tangent));
vec3 flatNormal = vec3(0.0, 0.0, 1.0);
normal = mix(flatNormal, normal, waveFade);
v_normal = vec3(normal.x, normal.z, normal.y); v_normal = vec3(normal.x, normal.z, normal.y);
// Project back to clip space
gl_Position = projection * view * worldPos; gl_Position = projection * view * worldPos;
v_fragPos = worldPos.xyz;
// For vertices near the horizon, smoothly blend Y towards the horizon line
// This ensures ocean meets skybox without gaps or discontinuities
if (horizonBlend > 0.0) {
float targetY = uHorizonClipY * gl_Position.w;
// Use squared blend for smoother transition
float smoothBlend = horizonBlend * horizonBlend;
gl_Position.y = mix(gl_Position.y, targetY, smoothBlend);
// Push depth towards far plane for horizon vertices
gl_Position.z = mix(gl_Position.z, gl_Position.w * 0.9999, smoothBlend);
} }
</script>
v_fragPos = worldPos.xyz;
} }
</script> </script>
<script id="sky-fs" type="x-shader/x-fragment"> <script id="sky-fs" type="x-shader/x-fragment">
precision mediump float; precision mediump float;
varying vec3 fragPos; varying vec3 v_rayDir;
uniform vec3 uSunDirection;
void main(void) { void main(void) {
gl_FragColor = vec4(fragPos,1.0); vec3 rayDir = normalize(v_rayDir);
// Use Z as up (matches world space where ocean is on XY plane)
float upAmount = rayDir.z;
// Sky gradient - from horizon to zenith
float horizonBlend = pow(1.0 - max(upAmount, 0.0), 2.0);
vec3 zenithColor = vec3(0.15, 0.35, 0.75); // Deep blue at top
vec3 horizonColor = vec3(0.55, 0.7, 0.9); // Light blue at horizon
vec3 skyColor = mix(zenithColor, horizonColor, horizonBlend);
// Add warm glow near horizon
float horizonGlow = pow(max(1.0 - abs(upAmount), 0.0), 6.0);
skyColor += vec3(0.4, 0.25, 0.1) * horizonGlow * 0.4;
// Sun direction already in correct coordinate system
vec3 sunDir = normalize(uSunDirection);
float sunAngle = max(dot(rayDir, sunDir), 0.0);
// Sun disk
float sunDisk = smoothstep(0.9993, 0.9998, sunAngle);
vec3 sunColor = vec3(1.0, 0.95, 0.85);
// Sun glow
float sunGlow = pow(sunAngle, 48.0) * 0.6;
float sunHalo = pow(sunAngle, 6.0) * 0.25;
// Combine sun effects
skyColor += sunColor * sunDisk * 3.0;
skyColor += vec3(1.0, 0.85, 0.5) * sunGlow;
skyColor += vec3(1.0, 0.9, 0.7) * sunHalo;
// Below horizon - fade to darker color
if (upAmount < 0.0) {
float depth = -upAmount;
vec3 deepColor = vec3(0.02, 0.08, 0.15);
skyColor = mix(horizonColor * 0.7, deepColor, smoothstep(0.0, 0.5, depth));
}
gl_FragColor = vec4(skyColor, 1.0);
} }
</script> </script>
<script id="sky-vs" type="x-shader/x-vertex"> <script id="sky-vs" type="x-shader/x-vertex">
@@ -499,14 +655,15 @@
uniform mat4 projection; uniform mat4 projection;
uniform mat4 view; uniform mat4 view;
uniform mat4 testModel;
varying vec3 fragPos; varying vec3 v_rayDir;
void main(void) { void main(void) {
gl_PointSize = 10.; v_rayDir = positionAttr;
gl_Position = projection * mat4(mat3(view)) * vec4(positionAttr, 1.0); // Remove translation from view matrix for skybox
fragPos = (view * vec4(positionAttr,1.0)).xyz; //This is wrong probably mat4 rotView = mat4(mat3(view));
vec4 pos = projection * rotView * vec4(positionAttr, 1.0);
gl_Position = pos;
} }
</script> </script>
</head> </head>

View File

@@ -1,62 +1,87 @@
import { vec3, mat4, vec4 } from 'gl-matrix'; 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 { export class Camera {
pos: vec3; pos: vec3;
target: vec3; target: vec3;
up: vec3; up: vec3;
xRot: number; // FPS camera angles (in radians)
yRot: number; pitch: number; // Up/down rotation
offset: number; yaw: number; // Left/right rotation
// Direction vectors
forward: vec3;
right: vec3;
constructor() { constructor() {
this.pos = vec3.create(); 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(); this.target = vec3.create();
vec3.set(this.target, 0.0, 0.0, 0.0);
this.up = vec3.create(); this.up = vec3.create();
vec3.set(this.up, 0.0, 1.0, 0.0); vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
this.xRot = 0.0; this.forward = vec3.create();
this.yRot = 0.0; this.right = vec3.create();
this.offset = 0.0; this.pitch = -0.3; // Looking slightly down
this.yaw = Math.PI / 2; // Looking toward +Y
this.updateVectors();
} }
setRotationX(rotX: number): void { /** Rotate camera by mouse delta */
this.xRot = rotX; rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
this.updatePos(); 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 { /** Move camera in the direction it's looking */
this.yRot = rotY; moveForward(amount: number): void {
this.updatePos(); vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
this.updateVectors();
} }
/** Sets the offset to world origin. */ moveRight(amount: number): void {
setOffset(off: number): void { vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
this.offset = off; this.updateVectors();
this.updatePos();
} }
/** Recalculates the position according to xy-rotation and offset. */ moveUp(amount: number): void {
private updatePos(): void { // Move along world Z axis
const transformation: mat4 = mat4.create(); this.pos[2] += amount;
mat4.identity(transformation); this.updateVectors();
}
//2. xy-Rotation /** Move in the actual look direction (including vertical) */
mat4.rotateX(transformation, transformation, this.xRot); moveInLookDirection(amount: number): void {
mat4.rotateY(transformation, transformation, this.yRot); vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
this.updateVectors();
}
//1. Translation /** Update direction vectors from pitch/yaw */
const translation = vec3.create(); private updateVectors(): void {
vec3.set(translation, 0.0, 0.0, this.offset); // Calculate forward vector from pitch and yaw
mat4.translate(transformation, transformation, translation); // 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);
const temp: vec4 = vec4.create(); // Right vector is perpendicular to forward and world up
vec4.set(temp, 0.0, 0.0, 0.0, 1.0); const worldUp = vec3.fromValues(0, 0, 1);
vec4.transformMat4(temp, temp, transformation); vec3.cross(this.right, this.forward, worldUp);
vec3.normalize(this.right, this.right);
vec3.set(this.pos, temp[0], temp[1], temp[2]); // 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 { getViewMatrix(): mat4 {
@@ -64,4 +89,9 @@ export class Camera {
mat4.lookAt(ret, this.pos, this.target, this.up); mat4.lookAt(ret, this.pos, this.target, this.up);
return ret; return ret;
} }
/** Get view direction for LOD calculations */
getViewDirection(): vec3 {
return vec3.clone(this.forward);
}
} }

View File

@@ -25,6 +25,7 @@ export class Grid {
for (let j = 0; j <= this.size; ++j) { for (let j = 0; j <= this.size; ++j) {
for (let i = 0; i <= this.size; ++i) { for (let i = 0; i <= this.size; ++i) {
// Generate Vertices normalized to 0-1, then scale and offset // Generate Vertices normalized to 0-1, then scale and offset
// Grid is on XY plane (horizontal), Z is up
const u = i / this.size; const u = i / this.size;
const v = j / this.size; const v = j / this.size;
const x = (u - 0.5) * this.scale + this.offsetX; const x = (u - 0.5) * this.scale + this.offsetX;

View File

@@ -1,160 +1,167 @@
import { Grid } from './Grid'; import { vec3, vec4, mat4 } from 'gl-matrix';
import { vec3 } from 'gl-matrix';
/** Manages multiple ocean grid patches with LOD based on camera distance and view cone */ /**
export class OceanLOD { * Projected Grid Ocean - Based on the projected grid algorithm.
private grids: Array<{ * Uses a separate projector that can be adjusted to avoid backfiring.
grid: Grid; * The grid is created in projector space and projected onto the ocean plane.
centerX: number; */
centerY: number; export class ProjectedOcean {
size: number; private vao: WebGLVertexArrayObject | null = null;
lodLevel: number; private lineVao: WebGLVertexArrayObject | null = null;
visible: boolean; private indexBuffer: WebGLBuffer | null = null;
}> = []; private vertexBuffer: WebGLBuffer | null = null;
private indexCount: number = 0;
private lineIndexCount: number = 0;
private readonly LOD_LEVELS = [ // Grid resolution
{ distance: 2.0, gridSize: 128 }, // Closest - highest detail private readonly GRID_SIZE_X = 400;
{ distance: 5.0, gridSize: 64 }, // Medium distance private readonly GRID_SIZE_Y = 400;
{ 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 // Ocean plane parameters (Z = 0 plane, normal pointing up)
private readonly PATCHES_PER_SIDE = 7; // 7x7 = 49 patches total private readonly OCEAN_LEVEL = 0.0;
private readonly VIEW_CONE_COS = Math.cos(Math.PI * 0.45); // ~81 degree half-angle (wider than typical FOV) private readonly MAX_WAVE_HEIGHT = 1.5; // Maximum displacement above ocean level
private readonly MIN_WAVE_HEIGHT = -0.5; // Maximum displacement below ocean level
constructor() { // Projector parameters
this.createGridPatches(); private readonly MIN_PROJECTOR_HEIGHT = 5.0; // Minimum height above upper bound
}
private createGridPatches(): void { // Matrices for the shader
const halfPatches = Math.floor(this.PATCHES_PER_SIDE / 2); public projectorMatrix: mat4 = mat4.create();
public rangeMatrix: mat4 = mat4.create();
for (let y = -halfPatches; y <= halfPatches; y++) { constructor() {}
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,
visible: true
});
}
}
}
/** Update LOD based on camera position and view direction */
updateLOD(gl: WebGL2RenderingContext, cameraPos: vec3, cameraTarget: vec3): void {
// Calculate view direction (normalized)
const viewDir = vec3.create();
vec3.subtract(viewDir, cameraTarget, cameraPos);
vec3.normalize(viewDir, viewDir);
for (const patch of this.grids) {
// Calculate vector from camera to patch center (on XY plane, Z=0 for ocean surface)
const toPatch = vec3.fromValues(
patch.centerX - cameraPos[0],
patch.centerY - cameraPos[1],
0 - cameraPos[2] // Ocean is at Z=0
);
const distance = vec3.length(toPatch);
// Normalize direction to patch
const toPatchDir = vec3.create();
vec3.normalize(toPatchDir, toPatch);
// Calculate dot product with view direction (how aligned is patch with where we're looking)
const dotProduct = vec3.dot(viewDir, toPatchDir);
// Determine if patch is in front of camera and within view cone
const isInFront = dotProduct > -0.3; // Slightly behind is ok for edge cases
const isInViewCone = dotProduct > this.VIEW_CONE_COS;
// Frustum culling - don't draw patches behind camera
patch.visible = isInFront;
// Calculate LOD level
let newLodLevel = 3; // Default to lowest detail
if (!isInFront) {
// Behind camera - skip (will not be drawn)
newLodLevel = 3;
} else if (isInViewCone) {
// In view cone - use distance-based LOD
for (let i = 0; i < this.LOD_LEVELS.length; i++) {
if (distance < this.LOD_LEVELS[i].distance) {
newLodLevel = i;
break;
}
}
} else {
// 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
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);
}
}
}
/** Generate the grid vertices (in [0,1] range) */
initVAO(gl: WebGL2RenderingContext): void { initVAO(gl: WebGL2RenderingContext): void {
for (const { grid } of this.grids) { const vertices: number[] = [];
grid.initVAO(gl); const indices: number[] = [];
// Create grid in [0,1] range - will be transformed by projector matrix
for (let y = 0; y <= this.GRID_SIZE_Y; y++) {
for (let x = 0; x <= this.GRID_SIZE_X; x++) {
const u = x / this.GRID_SIZE_X;
const v = y / this.GRID_SIZE_Y;
vertices.push(u, v);
} }
} }
// Create indices (counter-clockwise winding when viewed from above, Z up)
for (let y = 0; y < this.GRID_SIZE_Y; y++) {
for (let x = 0; x < this.GRID_SIZE_X; x++) {
const topLeft = y * (this.GRID_SIZE_X + 1) + x;
const topRight = topLeft + 1;
const bottomLeft = (y + 1) * (this.GRID_SIZE_X + 1) + x;
const bottomRight = bottomLeft + 1;
// CCW winding for front face visible from +Z (above)
indices.push(topLeft, topRight, bottomLeft);
indices.push(topRight, bottomRight, bottomLeft);
}
}
this.indexCount = indices.length;
// Create line indices for wireframe
const lineIndices: number[] = [];
for (let y = 0; y <= this.GRID_SIZE_Y; y++) {
for (let x = 0; x <= this.GRID_SIZE_X; x++) {
const currentVertex = y * (this.GRID_SIZE_X + 1) + x;
// Horizontal line
if (x < this.GRID_SIZE_X) {
lineIndices.push(currentVertex, currentVertex + 1);
}
// Vertical line
if (y < this.GRID_SIZE_Y) {
lineIndices.push(currentVertex, currentVertex + (this.GRID_SIZE_X + 1));
}
}
}
this.lineIndexCount = lineIndices.length;
// Create vertex buffer (shared between both VAOs)
this.vertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
// Create VAO for filled triangles
this.vao = gl.createVertexArray();
gl.bindVertexArray(this.vao);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
this.indexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(indices), gl.STATIC_DRAW);
gl.bindVertexArray(null);
// Create VAO for wireframe lines
this.lineVao = gl.createVertexArray();
gl.bindVertexArray(this.lineVao);
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
const lineIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, lineIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(lineIndices), gl.STATIC_DRAW);
gl.bindVertexArray(null);
}
/**
* Update the projector matrices based on camera position.
* We use the camera's own view-projection to ensure screen coverage.
*/
updateProjector(cameraPos: vec3, cameraForward: vec3, viewMatrix: mat4, projMatrix: mat4): void {
// Use camera's view-projection directly
const viewProj = mat4.create();
mat4.multiply(viewProj, projMatrix, viewMatrix);
// Invert to get unprojection matrix
mat4.invert(this.projectorMatrix, viewProj);
// Range matrix maps [0,1] grid to [-1,1] clip space
this.calculateRangeMatrix(cameraPos, viewMatrix, projMatrix, viewProj);
}
/**
* Calculate the range conversion matrix to focus geometry on visible area
* For simplicity and to ensure horizon coverage, we use the full clip space range
*/
private calculateRangeMatrix(
cameraPos: vec3,
viewMatrix: mat4,
projMatrix: mat4,
projectorViewProj: mat4
): void {
// Use full clip space [-1, 1] to ensure complete coverage including horizon
// The grid [0,1] maps to [-1,1] in projector clip space
mat4.identity(this.rangeMatrix);
this.rangeMatrix[0] = 2.0; // Scale X: [0,1] -> [0,2]
this.rangeMatrix[5] = 2.0; // Scale Y: [0,1] -> [0,2]
this.rangeMatrix[10] = 2.0; // Scale Z
this.rangeMatrix[12] = -1.0; // Translate X: [0,2] -> [-1,1]
this.rangeMatrix[13] = -1.0; // Translate Y: [0,2] -> [-1,1]
this.rangeMatrix[14] = -1.0; // Translate Z
}
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void { draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
for (const patch of this.grids) { if (wireframe && this.lineVao) {
if (patch.visible) { gl.bindVertexArray(this.lineVao);
patch.grid.draw(gl, wireframe); gl.drawElements(gl.LINES, this.lineIndexCount, gl.UNSIGNED_INT, 0);
} gl.bindVertexArray(null);
} else if (this.vao) {
gl.bindVertexArray(this.vao);
gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_INT, 0);
gl.bindVertexArray(null);
} }
} }
getGridCount(): number { getIndexCount(): number {
return this.grids.length; return this.indexCount;
}
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;
} }
} }

85
src/Skybox.ts Normal file
View File

@@ -0,0 +1,85 @@
/** Skybox cube for rendering the sky */
export class Skybox {
private vao: WebGLVertexArrayObject | null = null;
private vbo: WebGLBuffer | null = null;
private indexCount: number = 0;
constructor() {}
initVAO(gl: WebGL2RenderingContext): void {
// Cube vertices - positions only
const vertices = new Float32Array([
// Front face
-1, -1, 1,
1, -1, 1,
1, 1, 1,
-1, 1, 1,
// Back face
-1, -1, -1,
-1, 1, -1,
1, 1, -1,
1, -1, -1,
// Top face
-1, 1, -1,
-1, 1, 1,
1, 1, 1,
1, 1, -1,
// Bottom face
-1, -1, -1,
1, -1, -1,
1, -1, 1,
-1, -1, 1,
// Right face
1, -1, -1,
1, 1, -1,
1, 1, 1,
1, -1, 1,
// Left face
-1, -1, -1,
-1, -1, 1,
-1, 1, 1,
-1, 1, -1,
]);
const indices = new Uint16Array([
0, 2, 1, 0, 3, 2, // front
4, 6, 5, 4, 7, 6, // back
8, 10, 9, 8, 11, 10, // top
12, 14, 13, 12, 15, 14, // bottom
16, 18, 17, 16, 19, 18, // right
20, 22, 21, 20, 23, 22, // left
]);
this.indexCount = indices.length;
this.vao = gl.createVertexArray();
gl.bindVertexArray(this.vao);
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);
}
draw(gl: WebGL2RenderingContext): void {
if (!this.vao) return;
// Disable face culling for skybox (we're inside the cube)
gl.disable(gl.CULL_FACE);
gl.bindVertexArray(this.vao);
gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0);
gl.bindVertexArray(null);
gl.enable(gl.CULL_FACE);
}
}

View File

@@ -1,6 +1,7 @@
import { vec3, mat4 } from 'gl-matrix'; import { vec3, vec4, mat4 } from 'gl-matrix';
import { Camera } from './Camera'; import { Camera } from './Camera';
import { OceanLOD } from './OceanLOD'; import { ProjectedOcean } from './OceanLOD';
import { Skybox } from './Skybox';
import { createProgram } from './Shader'; import { createProgram } from './Shader';
import * as Config from './constants'; import * as Config from './constants';
@@ -89,10 +90,12 @@ function initGeometry() {
var perlinNoiseProgram: WebGLProgram | null; var perlinNoiseProgram: WebGLProgram | null;
var defaultProgram: WebGLProgram | null; var defaultProgram: WebGLProgram | null;
var textureProgram: WebGLProgram | null; var textureProgram: WebGLProgram | null;
var skyProgram: WebGLProgram | null;
function initShaders() { function initShaders() {
perlinNoiseProgram = createProgram(gl, "ndc-vs", "noise-fs", "Perlin Noise"); perlinNoiseProgram = createProgram(gl, "ndc-vs", "noise-fs", "Perlin Noise");
defaultProgram = createProgram(gl, "default-vs", "default-fs", "Default"); defaultProgram = createProgram(gl, "default-vs", "default-fs", "Default");
textureProgram = createProgram(gl, "texture-vs", "texture-fs", "Texture"); 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 */ /** Init an FBO used for the first render pass / perlin noise */
@@ -131,20 +134,18 @@ var lastTime = new Date().getTime();
var counter = 0.0; var counter = 0.0;
var fps = 0; var fps = 0;
var fpsDisplay: HTMLElement | null = null; var fpsDisplay: HTMLElement | null = null;
var lodStatsTimer = 0;
/** Input states*/ /** Input states*/
var mouseXVel = 0; var mouseXVel = 0;
var mouseYVel = 0; var mouseYVel = 0;
var keyboardRotationX = 0;
var keyboardRotationY = 0;
var keyboardZoom = 0;
var keysPressed: Set<string> = new Set(); var keysPressed: Set<string> = new Set();
/** Objects and states*/ /** Objects and states*/
var camera: Camera; var camera: Camera;
var oceanLOD: OceanLOD; var projectedOcean: ProjectedOcean;
var curRotX = Config.CAMERA_DEFAULT_ROT_X; var skybox: Skybox;
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
var wireframeMode = false; var wireframeMode = false;
/** Camera movement speed */
var moveSpeed = 0.15;
var fastMoveSpeed = 0.4;
/** Ocean shader settings */ /** Ocean shader settings */
var waveHeight = 1.0; var waveHeight = 1.0;
var waveSpeed = 1.0; var waveSpeed = 1.0;
@@ -155,7 +156,6 @@ function drawScene() {
let now = new Date(); let now = new Date();
let delta = now.getTime() - lastTime; let delta = now.getTime() - lastTime;
timeSpent += delta; timeSpent += delta;
lodStatsTimer += delta;
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) { if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
counter = 0; counter = 0;
@@ -164,46 +164,61 @@ function drawScene() {
} }
fps = 0; fps = 0;
} }
// 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(); lastTime = now.getTime();
// Single render pass with Gerstner waves computed in vertex shader
//--- Render pass -> Ocean with Gerstner wave displacement --- // Sun direction (matches the one in ocean shader)
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
vec3.normalize(sunDirection, sunDirection);
//--- Render pass -> Skybox first (no depth write) ---
{ {
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Bind default framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, viewportWidth, viewportHeight); gl.viewport(0, 0, viewportWidth, viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
var projection = mat4.create(); var projection = mat4.create();
mat4.identity(projection);
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE);
camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom); // Handle FPS camera movement
camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX)); handleCameraMovement();
camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
// Apply mouse rotation
if (mouseXVel !== 0 || mouseYVel !== 0) {
camera.rotate(mouseXVel, mouseYVel);
mouseXVel = 0;
mouseYVel = 0;
}
var view = camera.getViewMatrix(); var view = camera.getViewMatrix();
// Update LOD based on camera position and view direction // Draw skybox first with depth test disabled (always behind everything)
oceanLOD.updateLOD(gl, camera.pos, camera.target); gl.depthMask(false);
gl.disable(gl.DEPTH_TEST);
gl.useProgram(skyProgram);
var model = mat4.create(); let sky_view_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "view");
mat4.identity(model); gl.uniformMatrix4fv(sky_view_loc, false, view);
// No centering needed - grids are already positioned correctly in world space 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);
// Update projected ocean's projector matrices
projectedOcean.updateProjector(camera.pos, camera.forward, view, projection);
gl.useProgram(defaultProgram); gl.useProgram(defaultProgram);
let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view"); let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view");
gl.uniformMatrix4fv(view_loc, false, 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"); let projection_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "projection");
gl.uniformMatrix4fv(projection_loc, false, projection); gl.uniformMatrix4fv(projection_loc, false, projection);
let projectorMatrix_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uProjectorMatrix");
gl.uniformMatrix4fv(projectorMatrix_loc, false, projectedOcean.projectorMatrix);
let rangeMatrix_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uRangeMatrix");
gl.uniformMatrix4fv(rangeMatrix_loc, false, projectedOcean.rangeMatrix);
let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos"); let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos");
gl.uniform3fv(eye_loc, camera.pos); gl.uniform3fv(eye_loc, camera.pos);
let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime"); let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
@@ -219,33 +234,96 @@ function drawScene() {
let uGlitterIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uGlitterIntensity"); let uGlitterIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uGlitterIntensity");
gl.uniform1f(uGlitterIntensity_loc, glitterIntensity); gl.uniform1f(uGlitterIntensity_loc, glitterIntensity);
oceanLOD.draw(gl, wireframeMode); // Calculate horizon Y in clip space
// The skybox horizon is where rayDir.z = 0 (horizontal ray from camera)
// This is a point at infinity in a horizontal direction from the camera
// We need to find where this projects to in clip space
// Get a horizontal direction (camera forward projected onto XY plane)
const horizonDir = vec3.fromValues(camera.forward[0], camera.forward[1], 0);
if (vec3.length(horizonDir) > 0.001) {
vec3.normalize(horizonDir, horizonDir);
} else {
vec3.set(horizonDir, 1, 0, 0);
}
// Transform a direction vector (not a point) to clip space
// For a point at infinity in direction D, its clip space position is:
// lim(t->inf) ViewProj * (eye + t*D) / w
// Which equals ViewProj * D (as a vec4 with w=0), then we look at x/w, y/w
// But since w would be 0 for a direction, we use the view matrix only
// The horizon is where view-space Y = 0 for an infinite point
// In our Z-up system, the horizon is where the ray is horizontal (z=0 in world)
// Transform a horizontal direction through view matrix
const horizonDirView = vec4.fromValues(horizonDir[0], horizonDir[1], 0, 0);
vec4.transformMat4(horizonDirView, horizonDirView, view);
// The Y in clip space where this direction points is based on the view-space direction
// projected through the projection matrix
// For perspective: clipY/clipW = viewY/(-viewZ) * projectionScaleY
// For a horizontal ray at infinity, we can compute where it ends up
// Simpler approach: transform a point very far away in horizon direction
const farDist = 1000000.0;
const horizonPoint = vec4.fromValues(
camera.pos[0] + horizonDir[0] * farDist,
camera.pos[1] + horizonDir[1] * farDist,
camera.pos[2], // Same height as camera - this is the horizon!
1
);
const viewProj = mat4.create();
mat4.multiply(viewProj, projection, view);
vec4.transformMat4(horizonPoint, horizonPoint, viewProj);
const horizonClipY = horizonPoint[3] !== 0 ? horizonPoint[1] / horizonPoint[3] : 0;
let uHorizonClipY_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uHorizonClipY");
gl.uniform1f(uHorizonClipY_loc, horizonClipY);
// Enable backface culling so ocean isn't visible from below
gl.enable(gl.CULL_FACE);
gl.cullFace(gl.BACK);
gl.frontFace(gl.CCW);
projectedOcean.draw(gl, wireframeMode);
gl.disable(gl.CULL_FACE);
} }
requestAnimationFrame(drawScene); requestAnimationFrame(drawScene);
} }
/** Handle keyboard input for camera controls */ /** Handle FPS camera movement */
function handleKeyboardInput() { function handleCameraMovement() {
keyboardRotationX = 0; const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
keyboardRotationY = 0;
if (keysPressed.has('w') || keysPressed.has('W') || keysPressed.has('ArrowUp')) { // WASD for horizontal movement
keyboardRotationX = Config.KEYBOARD_ROTATION_SPEED; if (keysPressed.has('w') || keysPressed.has('W')) {
camera.moveForward(speed);
} }
if (keysPressed.has('s') || keysPressed.has('S') || keysPressed.has('ArrowDown')) { if (keysPressed.has('s') || keysPressed.has('S')) {
keyboardRotationX = -Config.KEYBOARD_ROTATION_SPEED; camera.moveForward(-speed);
} }
if (keysPressed.has('a') || keysPressed.has('A') || keysPressed.has('ArrowLeft')) { if (keysPressed.has('a') || keysPressed.has('A')) {
keyboardRotationY = Config.KEYBOARD_ROTATION_SPEED; camera.moveRight(-speed);
} }
if (keysPressed.has('d') || keysPressed.has('D') || keysPressed.has('ArrowRight')) { if (keysPressed.has('d') || keysPressed.has('D')) {
keyboardRotationY = -Config.KEYBOARD_ROTATION_SPEED; 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('-')) { if (keysPressed.has('e') || keysPressed.has('E')) {
keyboardZoom += Config.KEYBOARD_ZOOM_SPEED; camera.moveUp(speed);
}
// Space to go up, Ctrl to go down
if (keysPressed.has(' ')) {
camera.moveUp(speed);
}
if (keysPressed.has('Control')) {
camera.moveUp(-speed);
} }
} }
@@ -292,19 +370,20 @@ function main() {
// Keyboard controls // Keyboard controls
window.addEventListener('keydown', (evt) => { window.addEventListener('keydown', (evt) => {
keysPressed.add(evt.key); keysPressed.add(evt.key);
handleKeyboardInput();
// Reset camera on 'R' key // Reset camera on 'R' key
if (evt.key === 'r' || evt.key === 'R') { if (evt.key === 'r' || evt.key === 'R') {
curRotX = Config.CAMERA_DEFAULT_ROT_X; camera = new Camera(); // Reset to initial position
curRotY = Config.CAMERA_DEFAULT_ROT_Y; }
keyboardZoom = 0;
// Prevent default for space to avoid page scroll
if (evt.key === ' ') {
evt.preventDefault();
} }
}); });
window.addEventListener('keyup', (evt) => { window.addEventListener('keyup', (evt) => {
keysPressed.delete(evt.key); keysPressed.delete(evt.key);
handleKeyboardInput();
}); });
// Window resize handler // Window resize handler
@@ -343,9 +422,13 @@ function main() {
initGeometry(); initGeometry();
initFBO(); initFBO();
oceanLOD = new OceanLOD(); projectedOcean = new ProjectedOcean();
oceanLOD.initVAO(gl); projectedOcean.initVAO(gl);
console.log(`Ocean LOD initialized with ${oceanLOD.getGridCount()} patches`); console.log(`Projected ocean initialized with ${projectedOcean.getIndexCount()} indices`);
skybox = new Skybox();
skybox.initVAO(gl);
console.log('Skybox initialized');
camera = new Camera(); camera = new Camera();
//Check if any errors apeared during init. //Check if any errors apeared during init.