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6 Commits
Background
...
109eafa90a
| Author | SHA1 | Date | |
|---|---|---|---|
| 109eafa90a | |||
| c19854aefc | |||
| e9512fb88a | |||
| d61c91a267 | |||
| dedcec547d | |||
| 0a7dc2f25f |
4
.gitignore
vendored
4
.gitignore
vendored
@@ -1,2 +1,6 @@
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||||
build/
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||||
dist/
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||||
node_modules/
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.vscode/
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||||
*.log
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||||
.DS_Store
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||||
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||||
@@ -1,6 +1,6 @@
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stages:
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||||
- build #first build
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- deploy #then deploy
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- build
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- deploy
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||||
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||||
build:
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||||
stage: build
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||||
@@ -9,19 +9,17 @@ build:
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- npm run build
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artifacts:
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||||
paths:
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- build
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- dist
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only:
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||||
- master
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- main
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||||
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||||
deploy_to_projects:
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stage: deploy
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||||
script:
|
||||
- mkdir -p /var/www/projects.rismer.de/$CI_PROJECT_NAME
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- cp index.html /var/www/projects.rismer.de/$CI_PROJECT_NAME
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||||
- mkdir -p /var/www/projects.rismer.de/$CI_PROJECT_NAME/build
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- cp build/app.js /var/www/projects.rismer.de/$CI_PROJECT_NAME/build
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- cp -r dist/* /var/www/projects.rismer.de/$CI_PROJECT_NAME/
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environment:
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name: deploy
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||||
url: https://projects.rismer.de/$CI_PROJECT_NAME
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only:
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- master
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||||
- main
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||||
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||||
516
index.html
516
index.html
@@ -1,7 +1,151 @@
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<!DOCTYPE html>
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<html>
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<header>
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||||
<head>
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<meta charset="UTF-8">
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||||
<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>Web Ocean</title>
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<style>
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* {
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margin: 0;
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padding: 0;
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box-sizing: border-box;
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||||
}
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||||
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||||
body {
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||||
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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||||
overflow: hidden;
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||||
background: #000;
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||||
}
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||||
|
||||
#window {
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||||
display: block;
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||||
width: 100vw;
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||||
height: 100vh;
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||||
cursor: move;
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||||
}
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||||
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||||
#controls {
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position: absolute;
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top: 20px;
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left: 20px;
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||||
background: rgba(0, 0, 0, 0.7);
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color: white;
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||||
padding: 15px 20px;
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||||
border-radius: 8px;
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||||
font-size: 14px;
|
||||
max-width: 300px;
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||||
backdrop-filter: blur(10px);
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||||
transition: opacity 0.3s;
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||||
}
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||||
|
||||
#controls.hidden {
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||||
opacity: 0;
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||||
pointer-events: none;
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||||
}
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||||
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||||
#controls h3 {
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||||
margin: 0 0 10px 0;
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||||
font-size: 16px;
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||||
font-weight: 600;
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||||
}
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||||
|
||||
#controls .control-group {
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||||
margin-bottom: 8px;
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||||
line-height: 1.6;
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||||
}
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||||
|
||||
#controls .key {
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||||
display: inline-block;
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||||
background: rgba(255, 255, 255, 0.2);
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||||
padding: 2px 8px;
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||||
border-radius: 3px;
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||||
font-family: 'Courier New', monospace;
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||||
font-size: 12px;
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margin: 0 2px;
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||||
}
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||||
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||||
#toggle-controls {
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position: absolute;
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top: 20px;
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right: 20px;
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background: rgba(0, 0, 0, 0.7);
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||||
color: white;
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||||
border: none;
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||||
padding: 10px 15px;
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||||
border-radius: 5px;
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||||
cursor: pointer;
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||||
font-size: 14px;
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||||
backdrop-filter: blur(10px);
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transition: background 0.3s;
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||||
}
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||||
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#toggle-controls:hover {
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background: rgba(0, 0, 0, 0.85);
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||||
}
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||||
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#fps-counter {
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position: absolute;
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bottom: 20px;
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left: 20px;
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background: rgba(0, 0, 0, 0.7);
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||||
color: #0f0;
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||||
padding: 8px 12px;
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||||
border-radius: 5px;
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||||
font-family: 'Courier New', monospace;
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||||
font-size: 14px;
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||||
backdrop-filter: blur(10px);
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||||
}
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||||
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||||
.slider-group {
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||||
margin: 8px 0;
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||||
}
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||||
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||||
.slider-group label {
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||||
display: flex;
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justify-content: space-between;
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align-items: center;
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||||
margin-bottom: 4px;
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||||
font-size: 13px;
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||||
}
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||||
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.slider-group input[type="range"] {
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width: 100%;
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height: 6px;
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||||
border-radius: 3px;
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||||
background: rgba(255, 255, 255, 0.2);
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||||
outline: none;
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||||
-webkit-appearance: none;
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appearance: none;
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||||
}
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||||
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||||
.slider-group input[type="range"]::-webkit-slider-thumb {
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||||
-webkit-appearance: none;
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||||
appearance: none;
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||||
width: 14px;
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||||
height: 14px;
|
||||
border-radius: 50%;
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||||
background: #4a9eff;
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||||
cursor: pointer;
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||||
}
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||||
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||||
.slider-group input[type="range"]::-moz-range-thumb {
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||||
width: 14px;
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||||
height: 14px;
|
||||
border-radius: 50%;
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||||
background: #4a9eff;
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||||
cursor: pointer;
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||||
border: none;
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||||
}
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||||
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||||
.slider-value {
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background: rgba(255, 255, 255, 0.15);
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padding: 2px 6px;
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||||
border-radius: 3px;
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||||
font-size: 11px;
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||||
min-width: 35px;
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text-align: center;
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||||
}
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||||
</style>
|
||||
<script id="noise-fs" type="x-shader/x-fragment">
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||||
precision mediump float;
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@@ -96,77 +240,125 @@
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precision mediump float;
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varying vec3 v_fragPos;
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varying vec2 v_uv;
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varying vec3 v_normal;
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varying float v_waveHeight;
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varying float v_foamFactor;
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uniform vec3 eyePos;
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uniform sampler2D displace_map;
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uniform float uFoamIntensity;
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uniform float uGlitterIntensity;
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vec3 lightPos = vec3(0.,0.,10.); //not used in diffuse. diffuse uses a directional light. It is only used for specular glittering.
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vec3 lightColor = vec3(1.0,1.0,1.0);
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// Simple hash function for noise
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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||||
}
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||||
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||||
//using forward difference
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||||
//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives
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// Value noise for foam texture
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f); // smoothstep
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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// Fractal noise for more detailed foam
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float foamNoise(vec2 p) {
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float n = 0.0;
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n += 0.5 * noise(p * 8.0);
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n += 0.25 * noise(p * 16.0);
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n += 0.125 * noise(p * 32.0);
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n += 0.0625 * noise(p * 64.0);
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return n;
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}
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void main(void) {
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vec4 displace = texture2D(displace_map, v_uv);
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//calculate normal
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float gridPointDelta = (1. / 256.);
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vec3 currPoint = vec3(0.0,0.0,displace.x);
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vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x*(1./1.));
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vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x*(1./1.));
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vec3 up = vec3(0.,gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y + gridPointDelta)).x*(1./1.));
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vec3 down = vec3(0.,-gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y - gridPointDelta)).x*(1./1.));
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vec3 lightColor = vec3(1.0, 1.0, 0.95);
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vec3 sunDirection = normalize(vec3(0.3, 0.5, 0.8));
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//vec3 tangent = normalize(right - currPoint);
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//vec3 biTangent = normalize(up - currPoint);
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vec3 tangent = normalize(vec3(gridPointDelta,0.,right.z-left.z));
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vec3 biTangent = normalize(vec3(0.,gridPointDelta,down.z-up.z));
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//vec3 normal = biTangent;
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vec3 normal = cross(tangent, biTangent);
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vec3 norm = normalize(v_normal);
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vec3 norm = normalize(normal);
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norm.y *= -1.; //Normal y direction is somehow inverted
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//vec3 lightDir = normalize(lightPos - v_fragPos);
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vec3 lightDir = normalize(-vec3(0.0,.0,-1.)); //sun shines in drection of -z
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// View direction
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vec3 viewDir = normalize(eyePos - v_fragPos);
|
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float diff = max(dot(norm,lightDir),0.0);
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// Diffuse lighting
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float diff = max(dot(norm, sunDirection), 0.0);
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vec3 diffuse = diff * lightColor;
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vec3 result = (diffuse) * vec3(0.0,0.0,1.0);
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//Old lightning
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vec3 toCameraVector = normalize(v_fragPos - eyePos);
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vec3 reflec = normalize(reflect(toCameraVector, norm));
|
||||
// Schlick's approximation to Fresnel factor
|
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float R0 = 0.02;
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float fresnel = R0 + (1.0 - R0) * pow(1.0 - max(dot(norm, viewDir), 0.0), 5.0);
|
||||
|
||||
//Schlicks approximation to Fresnelfactor
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float n1 = 1., n2 = 1.33333;
|
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float R0 = pow((n1-n2)/(n1+n2), 2.);
|
||||
float fresnel = R0 + (1. - R0)*pow((1.-dot(norm,reflec)),5.) ;
|
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// Deep and shallow water colors
|
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vec3 deepColor = vec3(0.0, 0.08, 0.15);
|
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vec3 shallowColor = vec3(0.0, 0.35, 0.45);
|
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vec3 skyColor = vec3(0.5, 0.7, 0.9);
|
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vec3 foamColor = vec3(0.95, 0.98, 1.0);
|
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//vec3 waterColor = vec3(34./255.,154./255.,211./255.);
|
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vec3 oceanColor = vec3(0,.4,.4); // under-sea colour
|
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vec3 skyColor = vec3(1.,1.,1.);
|
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// Blend between deep and shallow based on wave height
|
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float heightFactor = clamp(v_waveHeight * 2.0 + 0.5, 0.0, 1.0);
|
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vec3 oceanColor = mix(deepColor, shallowColor, heightFactor);
|
||||
|
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//Subsurface scattering
|
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vec3 sssSun = vec3(0.,-5.,-7.0);
|
||||
vec3 tosssSunVec = normalize(sssSun - v_fragPos);
|
||||
vec3 tosssSun = normalize(vec3(0.0,-100.,1.));
|
||||
float ssDistortion = 0.1;
|
||||
float sssIntensity = 1.;
|
||||
vec3 halfWay = normalize(tosssSun+norm*ssDistortion);
|
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float ssScateringCoef = pow(clamp(dot(toCameraVector,-halfWay),0.0,1.0),5.) * sssIntensity;
|
||||
//Sun glittering
|
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float glitterFactor = max(0.0,dot(tosssSunVec,reflect(-toCameraVector,norm)));
|
||||
if(!(glitterFactor > 0.98)) {
|
||||
glitterFactor = 0.0;
|
||||
}
|
||||
// Sun glitter - uses wave normals for natural sparkle from fine surface detail
|
||||
vec3 reflectDir = reflect(-sunDirection, norm);
|
||||
float specAngle = max(dot(viewDir, reflectDir), 0.0);
|
||||
|
||||
//gl_FragColor = vec4(oceanColor + lightColor * glitterFactor,1.0);
|
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//gl_FragColor=vec4(clamp(oceanColor + (oceanColor*ssScateringCoef),0.,1.0),1.0); //Display subsurfacecatterting component
|
||||
//gl_FragColor = vec4((mix(oceanColor,skyColor,fresnel).xyz), 1.); //Just display reflection component
|
||||
//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component
|
||||
//gl_FragColor = vec4(normal,1.0); //show Normal map
|
||||
//gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
|
||||
gl_FragColor = vec4((clamp(diffuse,0.97,1.0) * (mix(oceanColor + (oceanColor*ssScateringCoef),skyColor*0.8,fresnel).xyz))+ lightColor * glitterFactor, 1.0); //All combined
|
||||
// Smooth base specular
|
||||
float specBase = pow(specAngle, 64.0) * 0.4;
|
||||
// Medium highlights
|
||||
float specMid = pow(specAngle, 256.0) * 1.2;
|
||||
// Sharp glitter peaks
|
||||
float specSharp = pow(specAngle, 1024.0) * 3.0;
|
||||
|
||||
vec3 specular = (specBase + specMid + specSharp) * lightColor * uGlitterIntensity;
|
||||
|
||||
// Subsurface scattering
|
||||
float sssDot = max(dot(viewDir, -sunDirection), 0.0);
|
||||
float sssWaveContribution = clamp(v_waveHeight + 0.3, 0.0, 1.0);
|
||||
float sssNormalContribution = pow(1.0 - max(dot(norm, sunDirection), 0.0), 2.0);
|
||||
float sss = pow(sssDot, 3.0) * sssWaveContribution * sssNormalContribution * 1.5;
|
||||
vec3 sssColor = vec3(0.1, 0.6, 0.5) * sss;
|
||||
|
||||
// Rim SSS effect
|
||||
float rimSSS = pow(1.0 - max(dot(norm, viewDir), 0.0), 3.0) * 0.3;
|
||||
vec3 rimColor = vec3(0.0, 0.4, 0.4) * rimSSS * heightFactor;
|
||||
|
||||
// Foam with texture - foam persists longer
|
||||
vec2 foamUV = v_fragPos.xy * 1.5;
|
||||
float foamPattern = foamNoise(foamUV);
|
||||
|
||||
// Create foam patches with softer edges
|
||||
float foamThreshold = 1.0 - v_foamFactor * 1.2 * uFoamIntensity;
|
||||
float foam = smoothstep(foamThreshold, foamThreshold + 0.35, foamPattern);
|
||||
|
||||
// Add some bubble-like spots with softer transition
|
||||
float bubbles = smoothstep(0.65, 0.85, noise(foamUV * 15.0)) * v_foamFactor;
|
||||
foam = clamp(foam + bubbles * 0.3, 0.0, 1.0);
|
||||
|
||||
// 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;
|
||||
|
||||
// Combine all lighting
|
||||
vec3 reflectedColor = mix(oceanColor, skyColor, fresnel);
|
||||
vec3 waterColor = reflectedColor * clamp(diffuse, 0.3, 1.0) + specular + sssColor + rimColor;
|
||||
|
||||
// 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
|
||||
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);
|
||||
|
||||
gl_FragColor = vec4(finalColor, 1.0);
|
||||
}
|
||||
</script>
|
||||
<script id="default-vs" type="x-shader/x-vertex">
|
||||
@@ -175,17 +367,122 @@
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
uniform mat4 projection;
|
||||
uniform sampler2D displace_map;
|
||||
uniform float uTime;
|
||||
uniform float uWaveHeight;
|
||||
uniform float uWaveSpeed;
|
||||
|
||||
varying vec2 v_uv;
|
||||
varying vec3 v_fragPos;
|
||||
varying vec3 v_normal;
|
||||
varying float v_waveHeight;
|
||||
varying float v_foamFactor;
|
||||
|
||||
// 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) {
|
||||
float k = 2.0 * 3.14159 / wavelength;
|
||||
float c = sqrt(9.8 / k);
|
||||
vec2 d = normalize(direction);
|
||||
float f = k * (dot(d, pos) - c * time);
|
||||
float a = steepness / k;
|
||||
|
||||
tangent = vec3(
|
||||
1.0 - steepness * d.x * d.x * sin(f),
|
||||
steepness * d.x * cos(f),
|
||||
-steepness * d.x * d.y * sin(f)
|
||||
);
|
||||
|
||||
binormal = vec3(
|
||||
-steepness * d.x * d.y * sin(f),
|
||||
steepness * d.y * cos(f),
|
||||
1.0 - steepness * d.y * d.y * sin(f)
|
||||
);
|
||||
|
||||
return vec3(
|
||||
d.x * a * cos(f),
|
||||
a * sin(f),
|
||||
d.y * a * cos(f)
|
||||
);
|
||||
}
|
||||
|
||||
void main(void) {
|
||||
vec4 displace = texture2D(displace_map, vec2(positionAttr.x,positionAttr.y));
|
||||
vec4 worldPos = model * vec4(positionAttr.x,positionAttr.y,positionAttr.z + displace.x, 1.0);
|
||||
vec4 worldPos = model * vec4(positionAttr.xyz, 1.0);
|
||||
vec2 pos = worldPos.xy;
|
||||
float time = uTime * 0.0004 * uWaveSpeed;
|
||||
float heightMod = uWaveHeight;
|
||||
|
||||
vec3 displacement = vec3(0.0);
|
||||
vec3 tangent = vec3(1.0, 0.0, 0.0);
|
||||
vec3 binormal = vec3(0.0, 0.0, 1.0);
|
||||
vec3 t, b;
|
||||
|
||||
// === Large primary waves ===
|
||||
displacement += gerstnerWave(pos, time, vec2(1.0, 0.2), 0.42 * heightMod, 6.0, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
displacement += gerstnerWave(pos, time * 1.1, vec2(0.4, 1.0), 0.35 * heightMod, 5.0, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
// === Medium waves ===
|
||||
displacement += gerstnerWave(pos, time * 0.9, vec2(-0.6, 0.8), 0.25 * heightMod, 3.0, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
displacement += gerstnerWave(pos, time * 1.2, vec2(0.8, -0.5), 0.2 * heightMod, 2.2, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
displacement += gerstnerWave(pos, time, vec2(-0.3, -0.9), 0.18 * heightMod, 1.8, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
// === Small detail waves ===
|
||||
displacement += gerstnerWave(pos, time * 1.2, vec2(0.9, -0.4), 0.12 * heightMod, 1.2, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
displacement += gerstnerWave(pos, time * 0.9, vec2(-0.5, -0.7), 0.10 * heightMod, 1.0, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
displacement += gerstnerWave(pos, time * 1.3, vec2(0.3, 0.95), 0.08 * heightMod, 0.8, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
// === Tiny ripples ===
|
||||
displacement += gerstnerWave(pos, time * 2.0, vec2(0.9, 0.1), 0.05 * heightMod, 0.35, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
displacement += gerstnerWave(pos, time * 2.2, vec2(-0.2, 0.95), 0.04 * heightMod, 0.25, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
// === Micro ripples for fine surface detail ===
|
||||
displacement += gerstnerWave(pos, time * 2.5, vec2(0.7, -0.7), 0.03 * heightMod, 0.18, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
displacement += gerstnerWave(pos, time * 3.0, vec2(-0.8, 0.6), 0.025 * heightMod, 0.12, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
displacement += gerstnerWave(pos, time * 3.5, vec2(0.5, -0.9), 0.02 * heightMod, 0.08, t, b);
|
||||
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||
|
||||
// Store wave height for fragment shader
|
||||
v_waveHeight = displacement.y;
|
||||
|
||||
// Calculate foam factor - foam appears on the FRONT/leading edge of waves
|
||||
// When wave is rising (tangent.y > 0), that's where foam should appear
|
||||
float waveRising = smoothstep(0.0, 0.3, tangent.y + binormal.y);
|
||||
float foamFromHeight = smoothstep(0.0, 0.25, displacement.y);
|
||||
float waveSlope = length(vec2(tangent.y, binormal.y));
|
||||
float foamFromSlope = smoothstep(0.2, 0.6, waveSlope);
|
||||
// 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);
|
||||
|
||||
// Apply displacement
|
||||
worldPos.x += displacement.x;
|
||||
worldPos.y += displacement.z;
|
||||
worldPos.z += displacement.y;
|
||||
|
||||
// Calculate normal from tangent and binormal
|
||||
vec3 normal = normalize(cross(binormal, tangent));
|
||||
v_normal = vec3(normal.x, normal.z, normal.y);
|
||||
|
||||
gl_Position = projection * view * worldPos;
|
||||
v_fragPos = worldPos.xyz;
|
||||
v_uv = positionAttr.xy;
|
||||
}
|
||||
</script>
|
||||
}
|
||||
</script>
|
||||
<script id="sky-fs" type="x-shader/x-fragment">
|
||||
@@ -212,12 +509,99 @@
|
||||
fragPos = (view * vec4(positionAttr,1.0)).xyz; //This is wrong probably
|
||||
}
|
||||
</script>
|
||||
</header>
|
||||
</head>
|
||||
|
||||
<body>
|
||||
<canvas id="window" width="800" height="600"
|
||||
style="margin:0 auto; border: solid #000000 1px; display:block; cursor:move;"></canvas>
|
||||
<script src="build/app.js"></script>
|
||||
<canvas id="window"></canvas>
|
||||
|
||||
<div id="controls">
|
||||
<h3>🌊 Ocean Controls</h3>
|
||||
<div class="control-group">
|
||||
<strong>Camera Rotation:</strong><br>
|
||||
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrow Keys
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<strong>Zoom:</strong><br>
|
||||
<span class="key">Q</span> / <span class="key">E</span> or <span class="key">+</span> / <span class="key">-</span>
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<strong>Mouse:</strong> Click and drag to rotate
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<strong>Reset:</strong> <span class="key">R</span>
|
||||
</div>
|
||||
<div class="control-group">
|
||||
<strong>Toggle Help:</strong> <span class="key">H</span>
|
||||
</div>
|
||||
<div class="control-group" style="margin-top: 10px; padding-top: 10px; border-top: 1px solid rgba(255, 255, 255, 0.2);">
|
||||
<button id="wireframe-toggle" style="background: rgba(255, 255, 255, 0.2); color: white; border: none; padding: 8px 12px; border-radius: 4px; cursor: pointer; width: 100%; font-size: 13px;">Wireframe: OFF</button>
|
||||
</div>
|
||||
<div style="margin-top: 12px; padding-top: 12px; border-top: 1px solid rgba(255, 255, 255, 0.2);">
|
||||
<strong>Wave Settings</strong>
|
||||
<div class="slider-group">
|
||||
<label>Wave Height <span class="slider-value" id="wave-height-val">1.0</span></label>
|
||||
<input type="range" id="wave-height" min="0" max="2" step="0.1" value="1">
|
||||
</div>
|
||||
<div class="slider-group">
|
||||
<label>Wave Speed <span class="slider-value" id="wave-speed-val">1.0</span></label>
|
||||
<input type="range" id="wave-speed" min="0.1" max="3" step="0.1" value="1">
|
||||
</div>
|
||||
</div>
|
||||
<div style="margin-top: 12px; padding-top: 12px; border-top: 1px solid rgba(255, 255, 255, 0.2);">
|
||||
<strong>Foam & Glitter</strong>
|
||||
<div class="slider-group">
|
||||
<label>Foam Intensity <span class="slider-value" id="foam-intensity-val">1.0</span></label>
|
||||
<input type="range" id="foam-intensity" min="0" max="2" step="0.1" value="1">
|
||||
</div>
|
||||
<div class="slider-group">
|
||||
<label>Glitter Intensity <span class="slider-value" id="glitter-intensity-val">1.0</span></label>
|
||||
<input type="range" id="glitter-intensity" min="0" max="3" step="0.1" value="1">
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
|
||||
<button id="toggle-controls">Toggle Controls (H)</button>
|
||||
|
||||
<div id="fps-counter">FPS: 0</div>
|
||||
|
||||
<script type="module" src="/src/main.ts"></script>
|
||||
<script>
|
||||
// Toggle controls visibility
|
||||
const controls = document.getElementById('controls');
|
||||
const toggleBtn = document.getElementById('toggle-controls');
|
||||
|
||||
toggleBtn.addEventListener('click', () => {
|
||||
controls.classList.toggle('hidden');
|
||||
});
|
||||
|
||||
window.addEventListener('keydown', (evt) => {
|
||||
if (evt.key === 'h' || evt.key === 'H') {
|
||||
controls.classList.toggle('hidden');
|
||||
}
|
||||
});
|
||||
|
||||
// Wireframe toggle
|
||||
const wireframeBtn = document.getElementById('wireframe-toggle');
|
||||
wireframeBtn.addEventListener('click', () => {
|
||||
window.dispatchEvent(new CustomEvent('toggleWireframe'));
|
||||
});
|
||||
|
||||
// Slider controls
|
||||
function setupSlider(id, eventName) {
|
||||
const slider = document.getElementById(id);
|
||||
const valueDisplay = document.getElementById(id + '-val');
|
||||
slider.addEventListener('input', (e) => {
|
||||
const value = parseFloat(e.target.value);
|
||||
valueDisplay.textContent = value.toFixed(1);
|
||||
window.dispatchEvent(new CustomEvent(eventName, { detail: value }));
|
||||
});
|
||||
}
|
||||
|
||||
setupSlider('wave-height', 'waveHeightChange');
|
||||
setupSlider('wave-speed', 'waveSpeedChange');
|
||||
setupSlider('foam-intensity', 'foamIntensityChange');
|
||||
setupSlider('glitter-intensity', 'glitterIntensityChange');
|
||||
</script>
|
||||
</body>
|
||||
|
||||
</html>
|
||||
2343
package-lock.json
generated
2343
package-lock.json
generated
File diff suppressed because it is too large
Load Diff
20
package.json
20
package.json
@@ -2,13 +2,12 @@
|
||||
"name": "web-ocean",
|
||||
"version": "0.0.1",
|
||||
"description": "Simulating a ocean with typescript and webgl.",
|
||||
"main": "index.html",
|
||||
"type": "module",
|
||||
"scripts": {
|
||||
"livedev": "concurrently --kill-others \"npm-watch\"",
|
||||
"build:release": "tsc && browserify ./build/main.js | uglifyjs > ./build/app.js",
|
||||
"build:debug": "tsc && browserify --debug ./build/main.js -o ./build/app.js",
|
||||
"build:tsc": "tsc",
|
||||
"test": "echo \"Error: no test specified\" && exit 1"
|
||||
"dev": "vite",
|
||||
"build": "tsc && vite build",
|
||||
"preview": "vite preview",
|
||||
"build:legacy": "tsc && browserify ./build/main.js | uglifyjs > ./build/app.js"
|
||||
},
|
||||
"keywords": [
|
||||
"webgl",
|
||||
@@ -21,13 +20,10 @@
|
||||
"author": "Julian Niessner",
|
||||
"license": "ISC",
|
||||
"devDependencies": {
|
||||
"@types/gl-matrix": "^2.4.5",
|
||||
"browserify": "^16.5.0",
|
||||
"concurrently": "^5.1.0",
|
||||
"typescript": "^3.7.5",
|
||||
"uglifyjs": "^2.4.11"
|
||||
"typescript": "^5.9.3",
|
||||
"vite": "^6.0.7"
|
||||
},
|
||||
"dependencies": {
|
||||
"gl-matrix": "^3.1.0"
|
||||
"gl-matrix": "^3.4.4"
|
||||
}
|
||||
}
|
||||
|
||||
142
readme.md
142
readme.md
@@ -1,7 +1,141 @@
|
||||
Projekt bauen:
|
||||
# 🌊 WebOcean
|
||||
|
||||
```npm run build```
|
||||
An interactive 3D ocean simulation using WebGL2, TypeScript, and Perlin noise for realistic water wave generation.
|
||||
|
||||
und ausführen
|
||||

|
||||

|
||||

|
||||
|
||||
```index.html```
|
||||
## ✨ Features
|
||||
|
||||
- **Real-time Ocean Simulation** - Dynamic water surface with Perlin noise-based displacement
|
||||
- **Advanced Rendering Techniques**:
|
||||
- Fresnel reflection for realistic water appearance
|
||||
- Subsurface scattering for light penetration
|
||||
- Specular highlights for sun glitter effect
|
||||
- Dynamic normal mapping from displacement
|
||||
- **Interactive Camera Controls** - Mouse and keyboard navigation
|
||||
- **Responsive Design** - Automatically adapts to window size
|
||||
- **Performance Monitoring** - Real-time FPS counter
|
||||
|
||||
## 🎮 Controls
|
||||
|
||||
| Action | Keys |
|
||||
|--------|------|
|
||||
| **Rotate Camera** | `W` `A` `S` `D` or Arrow Keys |
|
||||
| **Zoom In/Out** | `Q` / `E` or `+` / `-` |
|
||||
| **Mouse Drag** | Click and drag to rotate |
|
||||
| **Reset Camera** | `R` |
|
||||
| **Toggle Help** | `H` |
|
||||
|
||||
## 🚀 Getting Started
|
||||
|
||||
### Prerequisites
|
||||
|
||||
- Node.js (v16 or higher)
|
||||
- npm or yarn
|
||||
|
||||
### Installation
|
||||
|
||||
```bash
|
||||
# Clone the repository
|
||||
git clone <repository-url>
|
||||
cd WebOcean
|
||||
|
||||
# Install dependencies
|
||||
npm install
|
||||
```
|
||||
|
||||
### Development
|
||||
|
||||
```bash
|
||||
# Start development server with hot reload
|
||||
npm run dev
|
||||
```
|
||||
|
||||
Open your browser at `http://localhost:3000`
|
||||
|
||||
### Build for Production
|
||||
|
||||
```bash
|
||||
# Build optimized production bundle
|
||||
npm run build
|
||||
|
||||
# Preview production build
|
||||
npm run preview
|
||||
```
|
||||
|
||||
The built files will be in the `dist/` directory.
|
||||
|
||||
## 🛠️ Technical Details
|
||||
|
||||
### Architecture
|
||||
|
||||
- **WebGL 2.0** - Hardware-accelerated 3D graphics
|
||||
- **TypeScript** - Type-safe development
|
||||
- **Vite** - Fast build tool and dev server
|
||||
- **gl-matrix** - High-performance matrix and vector operations
|
||||
|
||||
### Rendering Pipeline
|
||||
|
||||
1. **First Pass**: Generate Perlin noise texture for displacement
|
||||
2. **Second Pass**: Render ocean grid with:
|
||||
- Vertex displacement using noise texture
|
||||
- Dynamic normal calculation
|
||||
- Advanced lighting (Fresnel + subsurface scattering)
|
||||
- Specular highlights
|
||||
|
||||
### Project Structure
|
||||
|
||||
```
|
||||
WebOcean/
|
||||
├── src/
|
||||
│ └── main.ts # Main application code
|
||||
├── index.html # HTML entry point
|
||||
├── vite.config.ts # Vite configuration
|
||||
├── tsconfig.json # TypeScript configuration
|
||||
└── package.json # Project dependencies
|
||||
```
|
||||
|
||||
## 📝 Configuration
|
||||
|
||||
Water and rendering parameters can be modified in `src/main.ts`:
|
||||
|
||||
- `GRID_SIZE` - Resolution of water mesh (default: 128)
|
||||
- `NOISE_TEXTURE_WIDTH/HEIGHT` - Perlin noise resolution (default: 256x256)
|
||||
- `FOV` - Field of view
|
||||
- `OCEAN_COLOR` - Base water color
|
||||
- `MOUSE_SENSITIVITY` - Camera rotation sensitivity
|
||||
|
||||
## 🔧 Development Notes
|
||||
|
||||
### Browser Compatibility
|
||||
|
||||
Requires a browser with WebGL 2.0 support:
|
||||
- Chrome 56+
|
||||
- Firefox 51+
|
||||
- Edge 79+
|
||||
- Safari 15+
|
||||
|
||||
### Performance
|
||||
|
||||
- Target: 60 FPS on modern hardware
|
||||
- Grid complexity affects performance linearly
|
||||
- Noise texture resolution affects memory usage
|
||||
|
||||
## 📄 License
|
||||
|
||||
ISC License - see LICENSE file for details
|
||||
|
||||
## 👤 Author
|
||||
|
||||
Julian Niessner
|
||||
|
||||
## 🙏 Acknowledgments
|
||||
|
||||
- Perlin noise implementation based on [WebGL Perlin Noise tutorial](https://medium.com/neosavvy-labs/webgl-with-perlin-noise-part-1-a87b56bbc9fb)
|
||||
- Fresnel and lighting techniques from various WebGL resources
|
||||
|
||||
---
|
||||
|
||||
**Enjoy exploring the digital ocean! 🌊**
|
||||
|
||||
67
src/Camera.ts
Normal file
67
src/Camera.ts
Normal file
@@ -0,0 +1,67 @@
|
||||
import { vec3, mat4, vec4 } from 'gl-matrix';
|
||||
|
||||
/** A camera that always looks at the world origin. Can have an offset and be rotated. */
|
||||
export class Camera {
|
||||
pos: vec3;
|
||||
target: vec3;
|
||||
up: vec3;
|
||||
|
||||
xRot: number;
|
||||
yRot: number;
|
||||
offset: number;
|
||||
|
||||
constructor() {
|
||||
this.pos = vec3.create();
|
||||
vec3.set(this.pos, 0.0, 0.0, 0.0);
|
||||
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;
|
||||
}
|
||||
|
||||
setRotationX(rotX: number): void {
|
||||
this.xRot = rotX;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
setRotationY(rotY: number): void {
|
||||
this.yRot = rotY;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
/** Sets the offset to world origin. */
|
||||
setOffset(off: number): void {
|
||||
this.offset = off;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
/** Recalculates the position according to xy-rotation and offset. */
|
||||
private updatePos(): void {
|
||||
const transformation: mat4 = mat4.create();
|
||||
mat4.identity(transformation);
|
||||
|
||||
//2. xy-Rotation
|
||||
mat4.rotateX(transformation, transformation, this.xRot);
|
||||
mat4.rotateY(transformation, transformation, this.yRot);
|
||||
|
||||
//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]);
|
||||
}
|
||||
|
||||
getViewMatrix(): mat4 {
|
||||
const ret: mat4 = mat4.create();
|
||||
mat4.lookAt(ret, this.pos, this.target, this.up);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
112
src/Grid.ts
Normal file
112
src/Grid.ts
Normal file
@@ -0,0 +1,112 @@
|
||||
/** 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, 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 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);
|
||||
|
||||
if (i < this.size && j < this.size) { // Skip edges
|
||||
const row1 = j * (this.size + 1);
|
||||
const row2 = (j + 1) * (this.size + 1);
|
||||
|
||||
// triangle 1
|
||||
this.indices.push(row1 + i);
|
||||
this.indices.push(row1 + i + 1);
|
||||
this.indices.push(row2 + i + 1);
|
||||
|
||||
// triangle 2
|
||||
this.indices.push(row1 + i);
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
initVAO(gl: WebGL2RenderingContext): void {
|
||||
this.generate();
|
||||
|
||||
// Create VAO for filled triangles
|
||||
this.vao = gl.createVertexArray();
|
||||
gl.bindVertexArray(this.vao);
|
||||
|
||||
const vboGrid: WebGLBuffer | null = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vertices), gl.STATIC_DRAW);
|
||||
|
||||
const iboGrid: WebGLBuffer | null = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboGrid);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.indices), gl.STATIC_DRAW);
|
||||
|
||||
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, 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);
|
||||
}
|
||||
}
|
||||
|
||||
getIndexCount(): number {
|
||||
return this.indices.length;
|
||||
}
|
||||
}
|
||||
160
src/OceanLOD.ts
Normal file
160
src/OceanLOD.ts
Normal file
@@ -0,0 +1,160 @@
|
||||
import { Grid } from './Grid';
|
||||
import { vec3 } from 'gl-matrix';
|
||||
|
||||
/** Manages multiple ocean grid patches with LOD based on camera distance and view cone */
|
||||
export class OceanLOD {
|
||||
private grids: Array<{
|
||||
grid: Grid;
|
||||
centerX: number;
|
||||
centerY: number;
|
||||
size: number;
|
||||
lodLevel: number;
|
||||
visible: boolean;
|
||||
}> = [];
|
||||
|
||||
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
|
||||
private readonly VIEW_CONE_COS = Math.cos(Math.PI * 0.45); // ~81 degree half-angle (wider than typical FOV)
|
||||
|
||||
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,
|
||||
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);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
initVAO(gl: WebGL2RenderingContext): void {
|
||||
for (const { grid } of this.grids) {
|
||||
grid.initVAO(gl);
|
||||
}
|
||||
}
|
||||
|
||||
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
|
||||
for (const patch of this.grids) {
|
||||
if (patch.visible) {
|
||||
patch.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;
|
||||
}
|
||||
}
|
||||
65
src/Shader.ts
Normal file
65
src/Shader.ts
Normal file
@@ -0,0 +1,65 @@
|
||||
/** Get shader source by HTML-Element<id> */
|
||||
export function getShader(gl: WebGL2RenderingContext, id: string): WebGLShader | null {
|
||||
const script: any = document.getElementById(id);
|
||||
if (!script) {
|
||||
console.error(`Couldn't get shader source from HTML for id: ${id}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
let shader: WebGLShader | null;
|
||||
if (script.type == "x-shader/x-fragment") {
|
||||
shader = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
} else if (script.type == "x-shader/x-vertex") {
|
||||
shader = gl.createShader(gl.VERTEX_SHADER);
|
||||
} else {
|
||||
console.error(`Script type is wrong for id: ${id}`);
|
||||
return null;
|
||||
}
|
||||
|
||||
if (shader == null) {
|
||||
console.error("Cannot create Shaders!");
|
||||
return null;
|
||||
}
|
||||
|
||||
gl.shaderSource(shader, script.text);
|
||||
gl.compileShader(shader);
|
||||
|
||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||
console.error(`Shader compilation failed for ${id}:`, gl.getShaderInfoLog(shader));
|
||||
return null;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
|
||||
export function createProgram(
|
||||
gl: WebGL2RenderingContext,
|
||||
vertexShaderId: string,
|
||||
fragmentShaderId: string,
|
||||
programName: string
|
||||
): WebGLProgram | null {
|
||||
const vertexShader = getShader(gl, vertexShaderId);
|
||||
const fragmentShader = getShader(gl, fragmentShaderId);
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.error(`Didn't find ${programName} shader sources!`);
|
||||
return null;
|
||||
}
|
||||
|
||||
const program = gl.createProgram();
|
||||
if (program == null) {
|
||||
console.error(`${programName} program not created!`);
|
||||
return null;
|
||||
}
|
||||
|
||||
gl.attachShader(program, vertexShader);
|
||||
gl.attachShader(program, fragmentShader);
|
||||
gl.linkProgram(program);
|
||||
|
||||
if (!gl.getProgramParameter(program, gl.LINK_STATUS)) {
|
||||
console.error(`Could not initialize ${programName} shaders:`, gl.getProgramInfoLog(program));
|
||||
return null;
|
||||
}
|
||||
|
||||
return program;
|
||||
}
|
||||
24
src/constants.ts
Normal file
24
src/constants.ts
Normal file
@@ -0,0 +1,24 @@
|
||||
// Configuration Constants
|
||||
export const GRID_SIZE = 128;
|
||||
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;
|
||||
export const NEAR_PLANE = 0.1;
|
||||
export const FAR_PLANE = 1000.0;
|
||||
export const CAMERA_DEFAULT_OFFSET = 1.2;
|
||||
export const CAMERA_DEFAULT_ROT_X = 1.1;
|
||||
export const CAMERA_DEFAULT_ROT_Y = 0;
|
||||
export const MOUSE_SENSITIVITY = 0.001;
|
||||
export const KEYBOARD_ROTATION_SPEED = 0.02;
|
||||
export const KEYBOARD_ZOOM_SPEED = 0.05;
|
||||
export const FPS_UPDATE_INTERVAL = 1000;
|
||||
|
||||
// Ocean shader constants
|
||||
export const OCEAN_COLOR_R = 0.0;
|
||||
export const OCEAN_COLOR_G = 0.4;
|
||||
export const OCEAN_COLOR_B = 0.4;
|
||||
export const SKY_COLOR_R = 1.0;
|
||||
export const SKY_COLOR_G = 1.0;
|
||||
export const SKY_COLOR_B = 1.0;
|
||||
457
src/main.ts
457
src/main.ts
@@ -1,86 +1,42 @@
|
||||
import { vec3, mat4, vec4 } from 'gl-matrix'
|
||||
import { vec3, mat4 } from 'gl-matrix';
|
||||
import { Camera } from './Camera';
|
||||
import { OceanLOD } from './OceanLOD';
|
||||
import { createProgram } from './Shader';
|
||||
import * as Config from './constants';
|
||||
|
||||
var gl: WebGL2RenderingContext;
|
||||
var viewportWidth = 0;
|
||||
var viewportHeight = 0;
|
||||
|
||||
/** A camera that always looks at the world origin. Can have an offset and be rotated. */
|
||||
class Camera {
|
||||
pos: vec3;
|
||||
target: vec3;
|
||||
up: vec3;
|
||||
|
||||
xRot: number;
|
||||
yRot: number;
|
||||
offset: number;
|
||||
|
||||
constructor() {
|
||||
this.pos = vec3.create();
|
||||
vec3.set(this.pos, 0.0, 0.0, 0.0);
|
||||
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;
|
||||
}
|
||||
|
||||
setRotationX(rotX: number): void {
|
||||
this.xRot = rotX;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
setRotationY(rotY: number): void {
|
||||
this.yRot = rotY;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
/** Sets the offset to world origin. */
|
||||
setOffset(off: number): void {
|
||||
this.offset = off;
|
||||
this.updatePos();
|
||||
}
|
||||
|
||||
/** Reculcates the position according to xy-rotation and offset. */
|
||||
private updatePos(): void {
|
||||
var transformation: mat4 = mat4.create();
|
||||
mat4.identity(transformation);
|
||||
|
||||
//2. xy-Rotation
|
||||
mat4.rotateX(transformation, transformation, this.xRot);
|
||||
mat4.rotateY(transformation, transformation, this.yRot);
|
||||
|
||||
//1. Translation
|
||||
var translation = vec3.create();
|
||||
vec3.set(translation, 0.0, 0.0, this.offset);
|
||||
mat4.translate(transformation, transformation, translation);
|
||||
|
||||
var 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]);
|
||||
}
|
||||
|
||||
getViewMatrix(): mat4 {
|
||||
var ret: mat4;
|
||||
ret = mat4.create();
|
||||
mat4.lookAt(ret, this.pos, this.target, this.up);
|
||||
return ret;
|
||||
}
|
||||
}
|
||||
// Moved to Camera.ts
|
||||
|
||||
/** Init OpenGL and gets the viewport/canvas sizes */
|
||||
function initGL(canvas: HTMLCanvasElement) {
|
||||
// Helper function for canvas resize
|
||||
const updateCanvasSize = (canvas: HTMLCanvasElement) => {
|
||||
const displayWidth = window.innerWidth;
|
||||
const displayHeight = window.innerHeight;
|
||||
|
||||
if (canvas.width !== displayWidth || canvas.height !== displayHeight) {
|
||||
canvas.width = displayWidth;
|
||||
canvas.height = displayHeight;
|
||||
viewportWidth = displayWidth;
|
||||
viewportHeight = displayHeight;
|
||||
|
||||
if (gl) {
|
||||
gl.viewport(0, 0, viewportWidth, viewportHeight);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
var gltemp;
|
||||
try {
|
||||
gltemp = canvas.getContext("webgl2");
|
||||
if (!gltemp)
|
||||
gltemp = canvas.getContext("experimental-webgl2");
|
||||
if (gltemp != null) {
|
||||
viewportWidth = canvas.width;
|
||||
viewportHeight = canvas.height;
|
||||
updateCanvasSize(canvas);
|
||||
}
|
||||
|
||||
} catch (e) {
|
||||
@@ -88,70 +44,27 @@ function initGL(canvas: HTMLCanvasElement) {
|
||||
// Not the best error detection logic.
|
||||
// Redirect to http://get.webgl.org in failure case.
|
||||
if (gltemp == null) {
|
||||
alert("Unable to initialize WebGL2. Your browser or machine may not support it.");
|
||||
console.error("Unable to initialize WebGL2. Your browser or machine may not support it.");
|
||||
return;
|
||||
}
|
||||
gl = <WebGL2RenderingContext>gltemp;
|
||||
//WebGL2 supports floating point textures by default but it does not support filtering them or rendering to them by default. Note: 16bit filtering is included 32bit not
|
||||
if (!gl.getExtension('EXT_color_buffer_float')) {
|
||||
alert("32Bit/16Bit single Color render Buffers not available.");
|
||||
console.error("32Bit/16Bit single Color render Buffers not available.");
|
||||
} //allow 16bit texture as framebuffer target
|
||||
|
||||
gl.enable(gl.DEPTH_TEST);
|
||||
|
||||
return updateCanvasSize;
|
||||
}
|
||||
|
||||
/** Update canvas size to fill window */
|
||||
// Moved inline below
|
||||
|
||||
/** Grid for the watersurface */
|
||||
var gridIndices: number[] = [];
|
||||
var gridVertices: number[] = [];
|
||||
function generateGrid(N: number) {
|
||||
for (let j = 0; j <= N; ++j) {
|
||||
for (let i = 0; i <= N; ++i) {
|
||||
//Generate Vertices
|
||||
let x = i / N;
|
||||
let y = j / N;
|
||||
let z = 0;
|
||||
gridVertices.push(x);
|
||||
gridVertices.push(y);
|
||||
gridVertices.push(z);
|
||||
// Moved to Grid.ts
|
||||
|
||||
if (i < N && j < N) //Skip edges
|
||||
{
|
||||
let row1 = j * (N + 1);
|
||||
let row2 = (j + 1) * (N + 1);
|
||||
|
||||
// triangle 1
|
||||
gridIndices.push(row1 + i);
|
||||
gridIndices.push(row1 + i + 1);
|
||||
gridIndices.push(row2 + i + 1);
|
||||
|
||||
// triangle 2
|
||||
gridIndices.push(row1 + i);
|
||||
gridIndices.push(row2 + i + 1);
|
||||
gridIndices.push(row2 + i);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
var gridVAO: WebGLVertexArrayObject | null = null;
|
||||
function initGridVAO() {
|
||||
generateGrid(128);
|
||||
|
||||
gridVAO = gl.createVertexArray();
|
||||
gl.bindVertexArray(gridVAO);
|
||||
|
||||
let vboGrid: WebGLBuffer | null = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
|
||||
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(gridVertices), gl.STATIC_DRAW);
|
||||
|
||||
let iboGrid: WebGLBuffer | null = gl.createBuffer();
|
||||
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboGrid);
|
||||
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(gridIndices), gl.STATIC_DRAW);
|
||||
|
||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
|
||||
gl.enableVertexAttribArray(0);
|
||||
gl.bindVertexArray(null);
|
||||
}
|
||||
|
||||
/** Init Geomtry for an Triangle */
|
||||
/** Init Geometry for a Triangle */
|
||||
var VBO: WebGLBuffer | null = null;
|
||||
function initGeometry() {
|
||||
VBO = gl.createBuffer();
|
||||
@@ -170,117 +83,23 @@ function initGeometry() {
|
||||
}
|
||||
|
||||
/** Get shader source by HTML-Element<id> */
|
||||
function getShader(id: string) {
|
||||
var script: any = document.getElementById(id);
|
||||
if (!script) {
|
||||
console.log("Coudln't get shader source from HTML!");
|
||||
return null;
|
||||
}
|
||||
|
||||
var shader: WebGLShader | null;
|
||||
if (script.type == "x-shader/x-fragment") {
|
||||
shader = gl.createShader(gl.FRAGMENT_SHADER);
|
||||
} else if (script.type == "x-shader/x-vertex") {
|
||||
shader = gl.createShader(gl.VERTEX_SHADER);
|
||||
} else {
|
||||
console.log("Script type is wrong!");
|
||||
return null;
|
||||
}
|
||||
|
||||
if (shader == null) {
|
||||
console.log("Cannot create Shaders!")
|
||||
return null;
|
||||
}
|
||||
|
||||
gl.shaderSource(shader, script.text);
|
||||
gl.compileShader(shader);
|
||||
|
||||
if (!gl.getShaderParameter(shader, gl.COMPILE_STATUS)) {
|
||||
alert(gl.getShaderInfoLog(shader));
|
||||
return null;
|
||||
}
|
||||
|
||||
return shader;
|
||||
}
|
||||
// Moved to Shader.ts
|
||||
|
||||
/** Init all Shaders that are needed */
|
||||
var perlinNoiseProgram: WebGLProgram | null;
|
||||
var defaultProgram: WebGLProgram | null;
|
||||
var textureProgram: WebGLProgram | null;
|
||||
function initShaders() {
|
||||
{ //Get perlinNoiseProgram
|
||||
let vertexShader = getShader("ndc-vs");
|
||||
let fragmentShader = getShader("noise-fs");
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.log("Didn't find shader sources!")
|
||||
return null;
|
||||
}
|
||||
|
||||
perlinNoiseProgram = gl.createProgram();
|
||||
if (perlinNoiseProgram == null) {
|
||||
console.log("Program not created!")
|
||||
return null
|
||||
}
|
||||
gl.attachShader(perlinNoiseProgram, vertexShader);
|
||||
gl.attachShader(perlinNoiseProgram, fragmentShader);
|
||||
gl.linkProgram(perlinNoiseProgram);
|
||||
|
||||
if (!gl.getProgramParameter(perlinNoiseProgram, gl.LINK_STATUS)) {
|
||||
alert("Could not initialise shaders");
|
||||
}
|
||||
}
|
||||
{ //Get defaultShaders
|
||||
let vertexShader = getShader("default-vs");
|
||||
let fragmentShader = getShader("default-fs");
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.log("Didn't find shader sources!")
|
||||
return null;
|
||||
}
|
||||
defaultProgram = gl.createProgram();
|
||||
if (defaultProgram == null) {
|
||||
console.log("Program not created!")
|
||||
return null
|
||||
}
|
||||
|
||||
gl.attachShader(defaultProgram, vertexShader);
|
||||
gl.attachShader(defaultProgram, fragmentShader);
|
||||
gl.linkProgram(defaultProgram);
|
||||
|
||||
if (!gl.getProgramParameter(defaultProgram, gl.LINK_STATUS)) {
|
||||
alert("Could not initialise shaders");
|
||||
}
|
||||
}
|
||||
{ //Get textureShader
|
||||
let vertexShader = getShader("texture-vs");
|
||||
let fragmentShader = getShader("texture-fs");
|
||||
|
||||
if (vertexShader == null || fragmentShader == null) {
|
||||
console.log("Didn't find shader sources!")
|
||||
return null;
|
||||
}
|
||||
textureProgram = gl.createProgram();
|
||||
if (textureProgram == null) {
|
||||
console.log("Program not created!")
|
||||
return null
|
||||
}
|
||||
|
||||
gl.attachShader(textureProgram, vertexShader);
|
||||
gl.attachShader(textureProgram, fragmentShader);
|
||||
gl.linkProgram(textureProgram);
|
||||
|
||||
if (!gl.getProgramParameter(textureProgram, gl.LINK_STATUS)) {
|
||||
alert("Could not initialise shaders");
|
||||
}
|
||||
}
|
||||
perlinNoiseProgram = createProgram(gl, "ndc-vs", "noise-fs", "Perlin Noise");
|
||||
defaultProgram = createProgram(gl, "default-vs", "default-fs", "Default");
|
||||
textureProgram = createProgram(gl, "texture-vs", "texture-fs", "Texture");
|
||||
}
|
||||
|
||||
/** Init an FBO used for the first render pass / perlin noise */
|
||||
var perlinNoiseFBO: WebGLFramebuffer | null = null;
|
||||
var textureFBO: WebGLTexture | null = null;
|
||||
var perlinNoiseFBOWidth = 256;
|
||||
var ferlinNoiseFBOHeight = 256;
|
||||
var perlinNoiseFBOWidth = Config.NOISE_TEXTURE_WIDTH;
|
||||
var perlinNoiseFBOHeight = Config.NOISE_TEXTURE_HEIGHT;
|
||||
function initFBO() {
|
||||
perlinNoiseFBO = gl.createFramebuffer();
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
|
||||
@@ -288,13 +107,13 @@ function initFBO() {
|
||||
// Add attachments
|
||||
textureFBO = gl.createTexture();
|
||||
gl.bindTexture(gl.TEXTURE_2D, textureFBO); //last 3 parameter not intertesting becuase we are not supplying data
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.R16F, perlinNoiseFBOWidth, ferlinNoiseFBOHeight, 0, gl.RED, gl.HALF_FLOAT, null);
|
||||
gl.texImage2D(gl.TEXTURE_2D, 0, gl.R16F, perlinNoiseFBOWidth, perlinNoiseFBOHeight, 0, gl.RED, gl.HALF_FLOAT, null);
|
||||
|
||||
// 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);
|
||||
|
||||
@@ -311,79 +130,72 @@ var timeSpent = 0.0;
|
||||
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;
|
||||
var keyboardRotationX = 0;
|
||||
var keyboardRotationY = 0;
|
||||
var keyboardZoom = 0;
|
||||
var keysPressed: Set<string> = new Set();
|
||||
/** Objects and states*/
|
||||
var camera: Camera;
|
||||
var curRotX = 1.1;
|
||||
var curRotY = 0;
|
||||
var oceanLOD: OceanLOD;
|
||||
var curRotX = Config.CAMERA_DEFAULT_ROT_X;
|
||||
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
|
||||
var wireframeMode = false;
|
||||
/** Ocean shader settings */
|
||||
var waveHeight = 1.0;
|
||||
var waveSpeed = 1.0;
|
||||
var foamIntensity = 1.0;
|
||||
var glitterIntensity = 1.0;
|
||||
function drawScene() {
|
||||
fps++;
|
||||
let now = new Date();
|
||||
let delta = now.getTime() - lastTime;
|
||||
timeSpent += delta;
|
||||
if ((counter += delta) >= 1000.) {
|
||||
lodStatsTimer += delta;
|
||||
|
||||
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
|
||||
counter = 0;
|
||||
console.log("FPS: " + fps);
|
||||
if (fpsDisplay) {
|
||||
fpsDisplay.textContent = `FPS: ${fps}`;
|
||||
}
|
||||
fps = 0;
|
||||
}
|
||||
lastTime = now.getTime();
|
||||
// Two Rendering passes. The first one generates a perlin noise
|
||||
// texture. Second one uses the textur for vertex displacement
|
||||
// of a grid representing the water surface.
|
||||
|
||||
//--- First render pass -> Perlin Noise (it updates the perlin noise texture)
|
||||
{
|
||||
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
|
||||
gl.viewport(0, 0, perlinNoiseFBOWidth, ferlinNoiseFBOHeight);
|
||||
|
||||
//Clear buffer content
|
||||
gl.clearColor(1.0, 1.0, 1.0, 1);
|
||||
gl.clear(gl.COLOR_BUFFER_BIT); //No depth buffer
|
||||
|
||||
//draw a fullscreen quad
|
||||
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
|
||||
|
||||
// There are 7 floating-point values per vertex
|
||||
let stride = 5 * Float32Array.BYTES_PER_ELEMENT;
|
||||
|
||||
// Set up position stream
|
||||
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, stride, 0);
|
||||
gl.enableVertexAttribArray(0);
|
||||
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, stride, 3 * Float32Array.BYTES_PER_ELEMENT);
|
||||
gl.enableVertexAttribArray(1);
|
||||
|
||||
gl.useProgram(perlinNoiseProgram);
|
||||
let uTime = gl.getUniformLocation(<WebGLProgram>perlinNoiseProgram, "uTime");
|
||||
gl.uniform1f(uTime, timeSpent);
|
||||
gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw fullscreen quad
|
||||
// Log LOD stats every 5 seconds
|
||||
if (lodStatsTimer >= 5000) {
|
||||
lodStatsTimer = 0;
|
||||
const stats = oceanLOD.getLODStats();
|
||||
console.log(`LOD Stats - High:${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, 1.0, viewportWidth / viewportHeight, 0.1, 1000.); //projection mode should actually be camera specific
|
||||
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE);
|
||||
|
||||
camera.setOffset(1.2);
|
||||
camera.setRotationX((curRotX += mouseYVel * 0.001));
|
||||
camera.setRotationY((curRotY += mouseXVel * 0.001));
|
||||
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 and view direction
|
||||
oceanLOD.updateLOD(gl, camera.pos, camera.target);
|
||||
|
||||
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");
|
||||
@@ -394,20 +206,58 @@ 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
|
||||
gl.bindVertexArray(gridVAO);
|
||||
gl.drawElements(gl.TRIANGLES, gridIndices.length, gl.UNSIGNED_INT, 0);
|
||||
gl.bindVertexArray(null);
|
||||
let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
|
||||
gl.uniform1f(uTime_loc, timeSpent);
|
||||
|
||||
// Ocean shader settings
|
||||
let uWaveHeight_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uWaveHeight");
|
||||
gl.uniform1f(uWaveHeight_loc, waveHeight);
|
||||
let uWaveSpeed_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uWaveSpeed");
|
||||
gl.uniform1f(uWaveSpeed_loc, waveSpeed);
|
||||
let uFoamIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uFoamIntensity");
|
||||
gl.uniform1f(uFoamIntensity_loc, foamIntensity);
|
||||
let uGlitterIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uGlitterIntensity");
|
||||
gl.uniform1f(uGlitterIntensity_loc, glitterIntensity);
|
||||
|
||||
oceanLOD.draw(gl, wireframeMode);
|
||||
}
|
||||
requestAnimationFrame(drawScene);
|
||||
}
|
||||
|
||||
/** Handle keyboard input for camera controls */
|
||||
function handleKeyboardInput() {
|
||||
keyboardRotationX = 0;
|
||||
keyboardRotationY = 0;
|
||||
|
||||
if (keysPressed.has('w') || keysPressed.has('W') || keysPressed.has('ArrowUp')) {
|
||||
keyboardRotationX = Config.KEYBOARD_ROTATION_SPEED;
|
||||
}
|
||||
if (keysPressed.has('s') || keysPressed.has('S') || keysPressed.has('ArrowDown')) {
|
||||
keyboardRotationX = -Config.KEYBOARD_ROTATION_SPEED;
|
||||
}
|
||||
if (keysPressed.has('a') || keysPressed.has('A') || keysPressed.has('ArrowLeft')) {
|
||||
keyboardRotationY = Config.KEYBOARD_ROTATION_SPEED;
|
||||
}
|
||||
if (keysPressed.has('d') || keysPressed.has('D') || keysPressed.has('ArrowRight')) {
|
||||
keyboardRotationY = -Config.KEYBOARD_ROTATION_SPEED;
|
||||
}
|
||||
if (keysPressed.has('q') || keysPressed.has('Q') || keysPressed.has('+')) {
|
||||
keyboardZoom -= Config.KEYBOARD_ZOOM_SPEED;
|
||||
}
|
||||
if (keysPressed.has('e') || keysPressed.has('E') || keysPressed.has('-')) {
|
||||
keyboardZoom += Config.KEYBOARD_ZOOM_SPEED;
|
||||
}
|
||||
}
|
||||
|
||||
function main() {
|
||||
const canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById("window");
|
||||
initGL(canvas);
|
||||
fpsDisplay = document.getElementById("fps-counter");
|
||||
|
||||
const updateCanvasSize = initGL(canvas);
|
||||
if (!updateCanvasSize) {
|
||||
console.error("Failed to initialize WebGL");
|
||||
return;
|
||||
}
|
||||
|
||||
var drag = false;
|
||||
var previousPosX: number | null;
|
||||
@@ -439,10 +289,63 @@ function main() {
|
||||
canvas.addEventListener('mouseup', deactivateMouseMovement, false);
|
||||
canvas.addEventListener('mouseleave', deactivateMouseMovement, false);
|
||||
|
||||
// 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;
|
||||
}
|
||||
});
|
||||
|
||||
window.addEventListener('keyup', (evt) => {
|
||||
keysPressed.delete(evt.key);
|
||||
handleKeyboardInput();
|
||||
});
|
||||
|
||||
// Window resize handler
|
||||
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'}`);
|
||||
});
|
||||
|
||||
// Ocean settings sliders
|
||||
window.addEventListener('waveHeightChange', ((evt: CustomEvent) => {
|
||||
waveHeight = evt.detail;
|
||||
}) as EventListener);
|
||||
|
||||
window.addEventListener('waveSpeedChange', ((evt: CustomEvent) => {
|
||||
waveSpeed = evt.detail;
|
||||
}) as EventListener);
|
||||
|
||||
window.addEventListener('foamIntensityChange', ((evt: CustomEvent) => {
|
||||
foamIntensity = evt.detail;
|
||||
}) as EventListener);
|
||||
|
||||
window.addEventListener('glitterIntensityChange', ((evt: CustomEvent) => {
|
||||
glitterIntensity = evt.detail;
|
||||
}) as EventListener);
|
||||
|
||||
initShaders();
|
||||
initGeometry();
|
||||
initFBO();
|
||||
initGridVAO();
|
||||
|
||||
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.
|
||||
|
||||
@@ -1,63 +1,18 @@
|
||||
{
|
||||
"compilerOptions": {
|
||||
/* Basic Options */
|
||||
// "incremental": true, /* Enable incremental compilation */
|
||||
"target": "es6", /* Specify ECMAScript target version: 'ES3' (default), 'ES5', 'ES2015', 'ES2016', 'ES2017', 'ES2018', 'ES2019' or 'ESNEXT'. */
|
||||
"module": "commonjs", /* Specify module code generation: 'none', 'commonjs', 'amd', 'system', 'umd', 'es2015', or 'ESNext'. */
|
||||
// "lib": [], /* Specify library files to be included in the compilation. */
|
||||
// "allowJs": true, /* Allow javascript files to be compiled. */
|
||||
// "checkJs": true, /* Report errors in .js files. */
|
||||
// "jsx": "preserve", /* Specify JSX code generation: 'preserve', 'react-native', or 'react'. */
|
||||
// "declaration": true, /* Generates corresponding '.d.ts' file. */
|
||||
// "declarationMap": true, /* Generates a sourcemap for each corresponding '.d.ts' file. */
|
||||
"sourceMap": true, /* Generates corresponding '.map' file. */
|
||||
// "outFile": "./", /* Concatenate and emit output to single file. */
|
||||
"outDir": "./build/", /* Redirect output structure to the directory. */
|
||||
// "rootDir": "./src/", /* Specify the root directory of input files. Use to control the output directory structure with --outDir. */
|
||||
// "composite": true, /* Enable project compilation */
|
||||
// "tsBuildInfoFile": "./", /* Specify file to store incremental compilation information */
|
||||
// "removeComments": true, /* Do not emit comments to output. */
|
||||
// "noEmit": true, /* Do not emit outputs. */
|
||||
// "importHelpers": true, /* Import emit helpers from 'tslib'. */
|
||||
// "downlevelIteration": true, /* Provide full support for iterables in 'for-of', spread, and destructuring when targeting 'ES5' or 'ES3'. */
|
||||
// "isolatedModules": true, /* Transpile each file as a separate module (similar to 'ts.transpileModule'). */
|
||||
/* Strict Type-Checking Options */
|
||||
"strict": true, /* Enable all strict type-checking options. */
|
||||
// "noImplicitAny": true, /* Raise error on expressions and declarations with an implied 'any' type. */
|
||||
// "strictNullChecks": true, /* Enable strict null checks. */
|
||||
// "strictFunctionTypes": true, /* Enable strict checking of function types. */
|
||||
// "strictBindCallApply": true, /* Enable strict 'bind', 'call', and 'apply' methods on functions. */
|
||||
// "strictPropertyInitialization": true, /* Enable strict checking of property initialization in classes. */
|
||||
// "noImplicitThis": true, /* Raise error on 'this' expressions with an implied 'any' type. */
|
||||
// "alwaysStrict": true, /* Parse in strict mode and emit "use strict" for each source file. */
|
||||
/* Additional Checks */
|
||||
// "noUnusedLocals": true, /* Report errors on unused locals. */
|
||||
// "noUnusedParameters": true, /* Report errors on unused parameters. */
|
||||
// "noImplicitReturns": true, /* Report error when not all code paths in function return a value. */
|
||||
// "noFallthroughCasesInSwitch": true, /* Report errors for fallthrough cases in switch statement. */
|
||||
/* Module Resolution Options */
|
||||
// "moduleResolution": "node", /* Specify module resolution strategy: 'node' (Node.js) or 'classic' (TypeScript pre-1.6). */
|
||||
// "baseUrl": "./", /* Base directory to resolve non-absolute module names. */
|
||||
// "paths": {}, /* A series of entries which re-map imports to lookup locations relative to the 'baseUrl'. */
|
||||
// "rootDirs": [], /* List of root folders whose combined content represents the structure of the project at runtime. */
|
||||
// "typeRoots": [], /* List of folders to include type definitions from. */
|
||||
// "types": [], /* Type declaration files to be included in compilation. */
|
||||
// "allowSyntheticDefaultImports": true, /* Allow default imports from modules with no default export. This does not affect code emit, just typechecking. */
|
||||
"esModuleInterop": true, /* Enables emit interoperability between CommonJS and ES Modules via creation of namespace objects for all imports. Implies 'allowSyntheticDefaultImports'. */
|
||||
// "preserveSymlinks": true, /* Do not resolve the real path of symlinks. */
|
||||
// "allowUmdGlobalAccess": true, /* Allow accessing UMD globals from modules. */
|
||||
/* Source Map Options */
|
||||
// "sourceRoot": "", /* Specify the location where debugger should locate TypeScript files instead of source locations. */
|
||||
// "mapRoot": "", /* Specify the location where debugger should locate map files instead of generated locations. */
|
||||
// "inlineSourceMap": true, /* Emit a single file with source maps instead of having a separate file. */
|
||||
// "inlineSources": true, /* Emit the source alongside the sourcemaps within a single file; requires '--inlineSourceMap' or '--sourceMap' to be set. */
|
||||
/* Experimental Options */
|
||||
// "experimentalDecorators": true, /* Enables experimental support for ES7 decorators. */
|
||||
// "emitDecoratorMetadata": true, /* Enables experimental support for emitting type metadata for decorators. */
|
||||
/* Advanced Options */
|
||||
"forceConsistentCasingInFileNames": true /* Disallow inconsistently-cased references to the same file. */
|
||||
"target": "ES2020",
|
||||
"module": "ESNext",
|
||||
"lib": ["ES2020", "DOM", "DOM.Iterable"],
|
||||
"sourceMap": true,
|
||||
"outDir": "./build/",
|
||||
"strict": true,
|
||||
"moduleResolution": "bundler",
|
||||
"resolveJsonModule": true,
|
||||
"esModuleInterop": true,
|
||||
"allowSyntheticDefaultImports": true,
|
||||
"forceConsistentCasingInFileNames": true,
|
||||
"skipLibCheck": true
|
||||
},
|
||||
"files": [
|
||||
"src/main.ts"
|
||||
]
|
||||
"include": ["src/**/*"],
|
||||
"exclude": ["node_modules", "dist", "build"]
|
||||
}
|
||||
15
vite.config.ts
Normal file
15
vite.config.ts
Normal file
@@ -0,0 +1,15 @@
|
||||
import { defineConfig } from 'vite';
|
||||
|
||||
export default defineConfig({
|
||||
base: './',
|
||||
build: {
|
||||
outDir: 'dist',
|
||||
sourcemap: true,
|
||||
minify: 'esbuild',
|
||||
target: 'es2020',
|
||||
},
|
||||
server: {
|
||||
port: 3000,
|
||||
open: true,
|
||||
},
|
||||
});
|
||||
Reference in New Issue
Block a user