3 Commits

6 changed files with 398 additions and 103 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);
@@ -353,15 +354,26 @@
// 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">
precision mediump float;
attribute vec3 positionAttr; attribute vec3 positionAttr;
uniform mat4 view; uniform mat4 view;
@@ -370,11 +382,13 @@
uniform float uTime; uniform float uTime;
uniform float uWaveHeight; uniform float uWaveHeight;
uniform float uWaveSpeed; uniform float uWaveSpeed;
uniform vec3 eyePos;
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) {
@@ -405,9 +419,17 @@
void main(void) { void main(void) {
vec4 worldPos = model * vec4(positionAttr.xyz, 1.0); vec4 worldPos = model * vec4(positionAttr.xyz, 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);
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);
@@ -470,16 +492,50 @@
// 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);
gl_Position = projection * view * worldPos; // Horizon projection: calculate where the world horizon would be in clip space
// The horizon is where z=0 plane meets the sky (at eye height)
// Project a point at the horizon in the same XY direction as this vertex
float horizonStretch = smoothstep(40.0, 100.0, distToCamera);
if (horizonStretch > 0.0) {
// Get direction from camera to vertex (XY only, on ocean plane)
vec2 toVertex = normalize(worldPos.xy - eyePos.xy);
// Create a horizon point far away in that direction at z=0
vec3 horizonPoint = vec3(
eyePos.xy + toVertex * 10000.0,
0.0
);
// Project horizon point to get true horizon clip position
vec4 horizonClip = projection * view * vec4(horizonPoint, 1.0);
// Get actual clip position
vec4 clipPos = projection * view * worldPos;
// Blend vertex toward the horizon point's clip position (normalized)
// Overshoot slightly past horizon to ensure no gap
float horizonY = horizonClip.y / horizonClip.w * clipPos.w;
float overshoot = 1.0 + horizonStretch * 0.1; // Push slightly past horizon
clipPos.y = mix(clipPos.y, horizonY * overshoot, horizonStretch);
gl_Position = clipPos;
} else {
gl_Position = projection * view * worldPos;
}
v_fragPos = worldPos.xyz; v_fragPos = worldPos.xyz;
} }
</script> </script>
@@ -488,10 +544,51 @@
<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 +596,15 @@
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);
const temp: vec4 = vec4.create(); this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
vec4.set(temp, 0.0, 0.0, 0.0, 1.0); this.forward[2] = Math.sin(this.pitch);
vec4.transformMat4(temp, temp, transformation); vec3.normalize(this.forward, this.forward);
vec3.set(this.pos, temp[0], temp[1], temp[2]); // 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 { 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

@@ -13,16 +13,22 @@ export class OceanLOD {
}> = []; }> = [];
private readonly LOD_LEVELS = [ private readonly LOD_LEVELS = [
{ distance: 2.0, gridSize: 128 }, // Closest - highest detail { distance: 3.0, gridSize: 256 }, // Very close - ultra detail
{ distance: 5.0, gridSize: 64 }, // Medium distance { distance: 8.0, gridSize: 128 }, // Close - high detail
{ distance: 10.0, gridSize: 32 }, // Far distance { distance: 20.0, gridSize: 64 }, // Medium distance
{ distance: 20.0, gridSize: 16 }, // Very far - lowest detail { distance: 40.0, gridSize: 16 }, // Far - low detail
{ distance: 80.0, gridSize: 8 }, // Very far - minimal
{ distance: Infinity, gridSize: 4 },// Horizon - lowest (will be stretched anyway)
]; ];
private readonly PATCH_SIZE = 2.0; // World size of each patch private readonly PATCH_SIZE = 10.0; // Larger patches = fewer needed
private readonly PATCHES_PER_SIDE = 7; // 7x7 = 49 patches total private readonly PATCHES_PER_SIDE = 21; // 21x21 = 441 patches (covers ~200 units)
private readonly VIEW_CONE_COS = Math.cos(Math.PI * 0.45); // ~81 degree half-angle (wider than typical FOV) private readonly VIEW_CONE_COS = Math.cos(Math.PI * 0.45); // ~81 degree half-angle (wider than typical FOV)
// Track the grid origin to re-center when camera moves
private gridOriginX: number = 0;
private gridOriginY: number = 0;
constructor() { constructor() {
this.createGridPatches(); this.createGridPatches();
} }
@@ -32,12 +38,12 @@ export class OceanLOD {
for (let y = -halfPatches; y <= halfPatches; y++) { for (let y = -halfPatches; y <= halfPatches; y++) {
for (let x = -halfPatches; x <= halfPatches; x++) { for (let x = -halfPatches; x <= halfPatches; x++) {
const centerX = x * this.PATCH_SIZE; const centerX = x * this.PATCH_SIZE + this.gridOriginX;
const centerY = y * this.PATCH_SIZE; const centerY = y * this.PATCH_SIZE + this.gridOriginY;
// Start with lowest detail - will be updated based on camera // Start with lowest detail - will be updated based on camera
const grid = new Grid( const grid = new Grid(
this.LOD_LEVELS[3].gridSize, this.LOD_LEVELS[5].gridSize,
centerX, centerX,
centerY, centerY,
this.PATCH_SIZE this.PATCH_SIZE
@@ -48,13 +54,39 @@ export class OceanLOD {
centerX, centerX,
centerY, centerY,
size: this.PATCH_SIZE, size: this.PATCH_SIZE,
lodLevel: 3, lodLevel: 5,
visible: true visible: true
}); });
} }
} }
} }
/** Re-center the grid around a new origin */
private recenterGrid(gl: WebGL2RenderingContext, newOriginX: number, newOriginY: number): void {
this.gridOriginX = newOriginX;
this.gridOriginY = newOriginY;
const halfPatches = Math.floor(this.PATCHES_PER_SIDE / 2);
let i = 0;
for (let y = -halfPatches; y <= halfPatches; y++) {
for (let x = -halfPatches; x <= halfPatches; x++) {
const patch = this.grids[i];
const newCenterX = x * this.PATCH_SIZE + this.gridOriginX;
const newCenterY = y * this.PATCH_SIZE + this.gridOriginY;
// Only update if patch position changed
if (patch.centerX !== newCenterX || patch.centerY !== newCenterY) {
patch.centerX = newCenterX;
patch.centerY = newCenterY;
// Force LOD recalculation
patch.lodLevel = -1;
}
i++;
}
}
}
/** Update LOD based on camera position and view direction */ /** Update LOD based on camera position and view direction */
updateLOD(gl: WebGL2RenderingContext, cameraPos: vec3, cameraTarget: vec3): void { updateLOD(gl: WebGL2RenderingContext, cameraPos: vec3, cameraTarget: vec3): void {
// Calculate view direction (normalized) // Calculate view direction (normalized)
@@ -62,6 +94,14 @@ export class OceanLOD {
vec3.subtract(viewDir, cameraTarget, cameraPos); vec3.subtract(viewDir, cameraTarget, cameraPos);
vec3.normalize(viewDir, viewDir); vec3.normalize(viewDir, viewDir);
// Check if we need to recenter the grid (camera moved more than one patch size from origin)
const cameraGridX = Math.floor(cameraPos[0] / this.PATCH_SIZE) * this.PATCH_SIZE;
const cameraGridY = Math.floor(cameraPos[1] / this.PATCH_SIZE) * this.PATCH_SIZE;
if (cameraGridX !== this.gridOriginX || cameraGridY !== this.gridOriginY) {
this.recenterGrid(gl, cameraGridX, cameraGridY);
}
for (const patch of this.grids) { for (const patch of this.grids) {
// Calculate vector from camera to patch center (on XY plane, Z=0 for ocean surface) // Calculate vector from camera to patch center (on XY plane, Z=0 for ocean surface)
const toPatch = vec3.fromValues( const toPatch = vec3.fromValues(
@@ -86,11 +126,11 @@ export class OceanLOD {
patch.visible = isInFront; patch.visible = isInFront;
// Calculate LOD level // Calculate LOD level
let newLodLevel = 3; // Default to lowest detail let newLodLevel = 5; // Default to lowest detail
if (!isInFront) { if (!isInFront) {
// Behind camera - skip (will not be drawn) // Behind camera - skip (will not be drawn)
newLodLevel = 3; newLodLevel = 5;
} else if (isInViewCone) { } else if (isInViewCone) {
// In view cone - use distance-based LOD // In view cone - use distance-based LOD
for (let i = 0; i < this.LOD_LEVELS.length; i++) { for (let i = 0; i < this.LOD_LEVELS.length; i++) {
@@ -103,7 +143,7 @@ export class OceanLOD {
// In front but outside view cone - reduce detail by 1-2 levels // In front but outside view cone - reduce detail by 1-2 levels
for (let i = 0; i < this.LOD_LEVELS.length; i++) { for (let i = 0; i < this.LOD_LEVELS.length; i++) {
if (distance < this.LOD_LEVELS[i].distance) { if (distance < this.LOD_LEVELS[i].distance) {
newLodLevel = Math.min(i + 2, 3); // Reduce detail newLodLevel = Math.min(i + 2, 5); // Reduce detail
break; break;
} }
} }
@@ -151,7 +191,7 @@ export class OceanLOD {
/** Get statistics about current LOD distribution */ /** Get statistics about current LOD distribution */
getLODStats(): { [key: number]: number } { 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) { for (const patch of this.grids) {
stats[patch.lodLevel]++; stats[patch.lodLevel]++;
} }

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, mat4 } from 'gl-matrix';
import { Camera } from './Camera'; import { Camera } from './Camera';
import { OceanLOD } from './OceanLOD'; import { OceanLOD } 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 */
@@ -135,16 +138,15 @@ 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 oceanLOD: OceanLOD;
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;
@@ -172,24 +174,48 @@ function drawScene() {
console.log(`LOD Stats - High:${stats[0]} Med:${stats[1]} Low:${stats[2]} VeryLow:${stats[3]}`); 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
// Sun direction (matches the one in ocean shader)
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
vec3.normalize(sunDirection, sunDirection);
//--- Render pass -> Ocean with Gerstner wave displacement --- //--- 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();
// Draw skybox first with depth test disabled (always behind everything)
gl.depthMask(false);
gl.disable(gl.DEPTH_TEST);
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);
// Update LOD based on camera position and view direction // Update LOD based on camera position and view direction
oceanLOD.updateLOD(gl, camera.pos, camera.target); oceanLOD.updateLOD(gl, camera.pos, camera.target);
@@ -224,28 +250,38 @@ function drawScene() {
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 +328,20 @@ 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
@@ -346,6 +383,10 @@ function main() {
oceanLOD = new OceanLOD(); oceanLOD = new OceanLOD();
oceanLOD.initVAO(gl); oceanLOD.initVAO(gl);
console.log(`Ocean LOD initialized with ${oceanLOD.getGridCount()} patches`); console.log(`Ocean LOD initialized with ${oceanLOD.getGridCount()} patches`);
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.