9 Commits

Author SHA1 Message Date
503435bdf7 Refactor OceanLOD LOD levels and patch management; implement grid recentering based on camera movement 2026-01-31 23:21:19 +01:00
5677f03dc2 Refactor Camera and OceanLOD for improved movement and LOD management; enhance shader effects for better visual fidelity 2026-01-31 23:16:31 +01:00
b576d6a8cf Add Skybox class for rendering sky and update shaders for sky rendering 2026-01-31 23:00:40 +01:00
109eafa90a Refactor OceanLOD and constants for improved LOD management and grid size adjustments 2026-01-31 22:52:30 +01:00
c19854aefc Enhance OceanLOD to consider view direction in LOD updates and adjust grid size parameters 2026-01-31 22:50:05 +01:00
e9512fb88a Add ocean shader settings and control sliders for wave properties 2026-01-31 22:47:20 +01:00
d61c91a267 Implement Ocean LOD management and enhance grid generation with wireframe support 2026-01-31 22:22:00 +01:00
dedcec547d adjustments 2026-01-31 21:25:25 +01:00
0a7dc2f25f Update dependencies and enhance installation instructions in README
- Updated devDependencies in package.json:
  - Upgraded browserify to version 17.0.1
  - Upgraded concurrently to version 9.2.1
  - Upgraded typescript to version 5.9.3
  - Upgraded uglify-js to version 3.19.3
- Updated gl-matrix dependency to version 3.4.4
- Added installation instructions to README
2026-01-31 21:00:12 +01:00
15 changed files with 2656 additions and 1695 deletions

4
.gitignore vendored
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@@ -1,2 +1,6 @@
build/ build/
dist/
node_modules/ node_modules/
.vscode/
*.log
.DS_Store

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@@ -1,6 +1,6 @@
stages: stages:
- build #first build - build
- deploy #then deploy - deploy
build: build:
stage: build stage: build
@@ -9,19 +9,17 @@ build:
- npm run build - npm run build
artifacts: artifacts:
paths: paths:
- build - dist
only: only:
- master - main
deploy_to_projects: deploy_to_projects:
stage: deploy stage: deploy
script: script:
- mkdir -p /var/www/projects.rismer.de/$CI_PROJECT_NAME - mkdir -p /var/www/projects.rismer.de/$CI_PROJECT_NAME
- cp index.html /var/www/projects.rismer.de/$CI_PROJECT_NAME - cp -r dist/* /var/www/projects.rismer.de/$CI_PROJECT_NAME/
- mkdir -p /var/www/projects.rismer.de/$CI_PROJECT_NAME/build
- cp build/app.js /var/www/projects.rismer.de/$CI_PROJECT_NAME/build
environment: environment:
name: deploy name: deploy
url: https://projects.rismer.de/$CI_PROJECT_NAME url: https://projects.rismer.de/$CI_PROJECT_NAME
only: only:
- master - main

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@@ -1,7 +1,151 @@
<!DOCTYPE html> <!DOCTYPE html>
<html> <html>
<header> <head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
<title>Web Ocean</title> <title>Web Ocean</title>
<style>
* {
margin: 0;
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
overflow: hidden;
background: #000;
}
#window {
display: block;
width: 100vw;
height: 100vh;
cursor: move;
}
#controls {
position: absolute;
top: 20px;
left: 20px;
background: rgba(0, 0, 0, 0.7);
color: white;
padding: 15px 20px;
border-radius: 8px;
font-size: 14px;
max-width: 300px;
backdrop-filter: blur(10px);
transition: opacity 0.3s;
}
#controls.hidden {
opacity: 0;
pointer-events: none;
}
#controls h3 {
margin: 0 0 10px 0;
font-size: 16px;
font-weight: 600;
}
#controls .control-group {
margin-bottom: 8px;
line-height: 1.6;
}
#controls .key {
display: inline-block;
background: rgba(255, 255, 255, 0.2);
padding: 2px 8px;
border-radius: 3px;
font-family: 'Courier New', monospace;
font-size: 12px;
margin: 0 2px;
}
#toggle-controls {
position: absolute;
top: 20px;
right: 20px;
background: rgba(0, 0, 0, 0.7);
color: white;
border: none;
padding: 10px 15px;
border-radius: 5px;
cursor: pointer;
font-size: 14px;
backdrop-filter: blur(10px);
transition: background 0.3s;
}
#toggle-controls:hover {
background: rgba(0, 0, 0, 0.85);
}
#fps-counter {
position: absolute;
bottom: 20px;
left: 20px;
background: rgba(0, 0, 0, 0.7);
color: #0f0;
padding: 8px 12px;
border-radius: 5px;
font-family: 'Courier New', monospace;
font-size: 14px;
backdrop-filter: blur(10px);
}
.slider-group {
margin: 8px 0;
}
.slider-group label {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 4px;
font-size: 13px;
}
.slider-group input[type="range"] {
width: 100%;
height: 6px;
border-radius: 3px;
background: rgba(255, 255, 255, 0.2);
outline: none;
-webkit-appearance: none;
appearance: none;
}
.slider-group input[type="range"]::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 14px;
height: 14px;
border-radius: 50%;
background: #4a9eff;
cursor: pointer;
}
.slider-group input[type="range"]::-moz-range-thumb {
width: 14px;
height: 14px;
border-radius: 50%;
background: #4a9eff;
cursor: pointer;
border: none;
}
.slider-value {
background: rgba(255, 255, 255, 0.15);
padding: 2px 6px;
border-radius: 3px;
font-size: 11px;
min-width: 35px;
text-align: center;
}
</style>
<script id="noise-fs" type="x-shader/x-fragment"> <script id="noise-fs" type="x-shader/x-fragment">
precision mediump float; precision mediump float;
@@ -96,105 +240,355 @@
precision mediump float; precision mediump float;
varying vec3 v_fragPos; varying vec3 v_fragPos;
varying vec2 v_uv; varying vec3 v_normal;
varying float v_waveHeight;
varying float v_foamFactor;
varying float v_distanceFade;
uniform vec3 eyePos; uniform vec3 eyePos;
uniform sampler2D displace_map; uniform float uFoamIntensity;
uniform float uGlitterIntensity;
vec3 lightPos = vec3(0.,0.,10.); //not used in diffuse. diffuse uses a directional light. It is only used for specular glittering. // Simple hash function for noise
vec3 lightColor = vec3(1.0,1.0,1.0); float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
//using forward difference
//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives
void main(void) {
vec4 displace = texture2D(displace_map, v_uv);
//calculate normal
float gridPointDelta = (1. / 256.);
vec3 currPoint = vec3(0.0,0.0,displace.x);
vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x*(1./1.));
vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x*(1./1.));
vec3 up = vec3(0.,gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y + gridPointDelta)).x*(1./1.));
vec3 down = vec3(0.,-gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y - gridPointDelta)).x*(1./1.));
//vec3 tangent = normalize(right - currPoint);
//vec3 biTangent = normalize(up - currPoint);
vec3 tangent = normalize(vec3(gridPointDelta,0.,right.z-left.z));
vec3 biTangent = normalize(vec3(0.,gridPointDelta,down.z-up.z));
//vec3 normal = biTangent;
vec3 normal = cross(tangent, biTangent);
vec3 norm = normalize(normal);
norm.y *= -1.; //Normal y direction is somehow inverted
//vec3 lightDir = normalize(lightPos - v_fragPos);
vec3 lightDir = normalize(-vec3(0.0,.0,-1.)); //sun shines in drection of -z
float diff = max(dot(norm,lightDir),0.0);
vec3 diffuse = diff * lightColor;
vec3 result = (diffuse) * vec3(0.0,0.0,1.0);
//Old lightning
vec3 toCameraVector = normalize(v_fragPos - eyePos);
vec3 reflec = normalize(reflect(toCameraVector, norm));
//Schlicks approximation to Fresnelfactor
float n1 = 1., n2 = 1.33333;
float R0 = pow((n1-n2)/(n1+n2), 2.);
float fresnel = R0 + (1. - R0)*pow((1.-dot(norm,reflec)),5.) ;
//vec3 waterColor = vec3(34./255.,154./255.,211./255.);
vec3 oceanColor = vec3(0,.4,.4); // under-sea colour
vec3 skyColor = vec3(1.,1.,1.);
//Subsurface scattering
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);
float ssScateringCoef = pow(clamp(dot(toCameraVector,-halfWay),0.0,1.0),5.) * sssIntensity;
//Sun glittering
float glitterFactor = max(0.0,dot(tosssSunVec,reflect(-toCameraVector,norm)));
if(!(glitterFactor > 0.98)) {
glitterFactor = 0.0;
} }
//gl_FragColor = vec4(oceanColor + lightColor * glitterFactor,1.0); // Value noise for foam texture
//gl_FragColor=vec4(clamp(oceanColor + (oceanColor*ssScateringCoef),0.,1.0),1.0); //Display subsurfacecatterting component float noise(vec2 p) {
//gl_FragColor = vec4((mix(oceanColor,skyColor,fresnel).xyz), 1.); //Just display reflection component vec2 i = floor(p);
//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component vec2 f = fract(p);
//gl_FragColor = vec4(normal,1.0); //show Normal map f = f * f * (3.0 - 2.0 * f); // smoothstep
//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 float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
// Fractal noise for more detailed foam
float foamNoise(vec2 p) {
float n = 0.0;
n += 0.5 * noise(p * 8.0);
n += 0.25 * noise(p * 16.0);
n += 0.125 * noise(p * 32.0);
n += 0.0625 * noise(p * 64.0);
return n;
}
void main(void) {
vec3 lightColor = vec3(1.0, 1.0, 0.95);
vec3 sunDirection = normalize(vec3(0.3, 0.5, 0.8));
vec3 norm = normalize(v_normal);
// View direction
vec3 viewDir = normalize(eyePos - v_fragPos);
// Diffuse lighting
float diff = max(dot(norm, sunDirection), 0.0);
vec3 diffuse = diff * lightColor;
// Schlick's approximation to Fresnel factor
float R0 = 0.02;
float fresnel = R0 + (1.0 - R0) * pow(1.0 - max(dot(norm, viewDir), 0.0), 5.0);
// Deep and shallow water colors
vec3 deepColor = vec3(0.0, 0.08, 0.15);
vec3 shallowColor = vec3(0.0, 0.35, 0.45);
vec3 skyColor = vec3(0.55, 0.7, 0.9); // Match skybox horizon color
vec3 foamColor = vec3(0.95, 0.98, 1.0);
// Blend between deep and shallow based on wave height
float heightFactor = clamp(v_waveHeight * 2.0 + 0.5, 0.0, 1.0);
vec3 oceanColor = mix(deepColor, shallowColor, heightFactor);
// 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);
// 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 and fade out at distance
foam = pow(foam, 0.7) * uFoamIntensity * v_distanceFade;
// 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);
// Atmospheric fog for distant water - blends to horizon
float dist = length(eyePos - v_fragPos);
// 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);
} }
</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;
uniform mat4 model; uniform mat4 model;
uniform mat4 projection; uniform mat4 projection;
uniform sampler2D displace_map; uniform float uTime;
uniform float uWaveHeight;
uniform float uWaveSpeed;
uniform vec3 eyePos;
varying vec2 v_uv;
varying vec3 v_fragPos; varying vec3 v_fragPos;
varying vec3 v_normal;
varying float v_waveHeight;
varying float v_foamFactor;
varying float v_distanceFade;
// 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) { void main(void) {
vec4 displace = texture2D(displace_map, vec2(positionAttr.x,positionAttr.y)); vec4 worldPos = model * vec4(positionAttr.xyz, 1.0);
vec4 worldPos = model * vec4(positionAttr.x,positionAttr.y,positionAttr.z + displace.x, 1.0); // Grid is on XY plane, Z is up
vec2 pos = worldPos.xy;
float time = uTime * 0.0004 * uWaveSpeed;
// 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 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 - Z is up, XY is horizontal plane
worldPos.x += displacement.x;
worldPos.y += displacement.z;
worldPos.z += displacement.y; // Height displacement
// Calculate normal from tangent and binormal
// Blend normal towards flat (0, 0, 1) based on distance
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);
// 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; gl_Position = projection * view * worldPos;
}
v_fragPos = worldPos.xyz; v_fragPos = worldPos.xyz;
v_uv = positionAttr.xy; }
</script>
} }
</script> </script>
<script id="sky-fs" type="x-shader/x-fragment"> <script id="sky-fs" type="x-shader/x-fragment">
precision mediump float; precision mediump float;
varying vec3 fragPos; varying vec3 v_rayDir;
uniform vec3 uSunDirection;
void main(void) { void main(void) {
gl_FragColor = vec4(fragPos,1.0); vec3 rayDir = normalize(v_rayDir);
// Use Z as up (matches world space where ocean is on XY plane)
float upAmount = rayDir.z;
// Sky gradient - from horizon to zenith
float horizonBlend = pow(1.0 - max(upAmount, 0.0), 2.0);
vec3 zenithColor = vec3(0.15, 0.35, 0.75); // Deep blue at top
vec3 horizonColor = vec3(0.55, 0.7, 0.9); // Light blue at horizon
vec3 skyColor = mix(zenithColor, horizonColor, horizonBlend);
// Add warm glow near horizon
float horizonGlow = pow(max(1.0 - abs(upAmount), 0.0), 6.0);
skyColor += vec3(0.4, 0.25, 0.1) * horizonGlow * 0.4;
// Sun direction already in correct coordinate system
vec3 sunDir = normalize(uSunDirection);
float sunAngle = max(dot(rayDir, sunDir), 0.0);
// Sun disk
float sunDisk = smoothstep(0.9993, 0.9998, sunAngle);
vec3 sunColor = vec3(1.0, 0.95, 0.85);
// Sun glow
float sunGlow = pow(sunAngle, 48.0) * 0.6;
float sunHalo = pow(sunAngle, 6.0) * 0.25;
// Combine sun effects
skyColor += sunColor * sunDisk * 3.0;
skyColor += vec3(1.0, 0.85, 0.5) * sunGlow;
skyColor += vec3(1.0, 0.9, 0.7) * sunHalo;
// Below horizon - fade to darker color
if (upAmount < 0.0) {
float depth = -upAmount;
vec3 deepColor = vec3(0.02, 0.08, 0.15);
skyColor = mix(horizonColor * 0.7, deepColor, smoothstep(0.0, 0.5, depth));
}
gl_FragColor = vec4(skyColor, 1.0);
} }
</script> </script>
<script id="sky-vs" type="x-shader/x-vertex"> <script id="sky-vs" type="x-shader/x-vertex">
@@ -202,22 +596,110 @@
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>
</header> </head>
<body> <body>
<canvas id="window" width="800" height="600" <canvas id="window"></canvas>
style="margin:0 auto; border: solid #000000 1px; display:block; cursor:move;"></canvas>
<script src="build/app.js"></script> <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> </body>
</html> </html>

2331
package-lock.json generated

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@@ -2,13 +2,12 @@
"name": "web-ocean", "name": "web-ocean",
"version": "0.0.1", "version": "0.0.1",
"description": "Simulating a ocean with typescript and webgl.", "description": "Simulating a ocean with typescript and webgl.",
"main": "index.html", "type": "module",
"scripts": { "scripts": {
"livedev": "concurrently --kill-others \"npm-watch\"", "dev": "vite",
"build:release": "tsc && browserify ./build/main.js | uglifyjs > ./build/app.js", "build": "tsc && vite build",
"build:debug": "tsc && browserify --debug ./build/main.js -o ./build/app.js", "preview": "vite preview",
"build:tsc": "tsc", "build:legacy": "tsc && browserify ./build/main.js | uglifyjs > ./build/app.js"
"test": "echo \"Error: no test specified\" && exit 1"
}, },
"keywords": [ "keywords": [
"webgl", "webgl",
@@ -21,13 +20,10 @@
"author": "Julian Niessner", "author": "Julian Niessner",
"license": "ISC", "license": "ISC",
"devDependencies": { "devDependencies": {
"@types/gl-matrix": "^2.4.5", "typescript": "^5.9.3",
"browserify": "^16.5.0", "vite": "^6.0.7"
"concurrently": "^5.1.0",
"typescript": "^3.7.5",
"uglifyjs": "^2.4.11"
}, },
"dependencies": { "dependencies": {
"gl-matrix": "^3.1.0" "gl-matrix": "^3.4.4"
} }
} }

142
readme.md
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@@ -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 ![WebGL](https://img.shields.io/badge/WebGL-2.0-990000?style=flat-square)
![TypeScript](https://img.shields.io/badge/TypeScript-5.9-3178C6?style=flat-square)
![Vite](https://img.shields.io/badge/Vite-6.0-646CFF?style=flat-square)
```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! 🌊**

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src/Camera.ts Normal file
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import { vec3, mat4, vec4 } from 'gl-matrix';
/** FPS-style flight camera with free movement */
export class Camera {
pos: vec3;
target: vec3;
up: vec3;
// FPS camera angles (in radians)
pitch: number; // Up/down rotation
yaw: number; // Left/right rotation
// Direction vectors
forward: vec3;
right: vec3;
constructor() {
this.pos = vec3.create();
vec3.set(this.pos, 0.0, -3.0, 2.0); // Start above and behind origin
this.target = vec3.create();
this.up = vec3.create();
vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
this.forward = vec3.create();
this.right = vec3.create();
this.pitch = -0.3; // Looking slightly down
this.yaw = Math.PI / 2; // Looking toward +Y
this.updateVectors();
}
/** Rotate camera by mouse delta */
rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
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();
}
/** Move camera in the direction it's looking */
moveForward(amount: number): void {
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
this.updateVectors();
}
moveRight(amount: number): void {
vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
this.updateVectors();
}
moveUp(amount: number): void {
// Move along world Z axis
this.pos[2] += amount;
this.updateVectors();
}
/** Move in the actual look direction (including vertical) */
moveInLookDirection(amount: number): void {
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
this.updateVectors();
}
/** Update direction vectors from pitch/yaw */
private updateVectors(): void {
// Calculate forward vector from pitch and yaw
// Z is up, so we use different axis mapping
this.forward[0] = Math.cos(this.pitch) * Math.cos(this.yaw);
this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
this.forward[2] = Math.sin(this.pitch);
vec3.normalize(this.forward, this.forward);
// 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 {
const ret: mat4 = mat4.create();
mat4.lookAt(ret, this.pos, this.target, this.up);
return ret;
}
/** Get view direction for LOD calculations */
getViewDirection(): vec3 {
return vec3.clone(this.forward);
}
}

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/** 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
// Grid is on XY plane (horizontal), Z is up
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;
}
}

200
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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: 3.0, gridSize: 256 }, // Very close - ultra detail
{ distance: 8.0, gridSize: 128 }, // Close - high detail
{ distance: 20.0, gridSize: 64 }, // Medium distance
{ 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 = 10.0; // Larger patches = fewer needed
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)
// Track the grid origin to re-center when camera moves
private gridOriginX: number = 0;
private gridOriginY: number = 0;
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 + this.gridOriginX;
const centerY = y * this.PATCH_SIZE + this.gridOriginY;
// Start with lowest detail - will be updated based on camera
const grid = new Grid(
this.LOD_LEVELS[5].gridSize,
centerX,
centerY,
this.PATCH_SIZE
);
this.grids.push({
grid,
centerX,
centerY,
size: this.PATCH_SIZE,
lodLevel: 5,
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 */
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);
// 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) {
// 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 = 5; // Default to lowest detail
if (!isInFront) {
// Behind camera - skip (will not be drawn)
newLodLevel = 5;
} 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, 5); // 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, 4: 0, 5: 0 };
for (const patch of this.grids) {
stats[patch.lodLevel]++;
}
return stats;
}
}

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/** 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;
}

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);
}
}

24
src/constants.ts Normal file
View 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;

View File

@@ -1,86 +1,43 @@
import { vec3, mat4, vec4 } from 'gl-matrix' import { vec3, mat4 } from 'gl-matrix';
import { Camera } from './Camera';
import { OceanLOD } from './OceanLOD';
import { Skybox } from './Skybox';
import { createProgram } from './Shader';
import * as Config from './constants';
var gl: WebGL2RenderingContext; var gl: WebGL2RenderingContext;
var viewportWidth = 0; var viewportWidth = 0;
var viewportHeight = 0; var viewportHeight = 0;
/** A camera that always looks at the world origin. Can have an offset and be rotated. */ /** A camera that always looks at the world origin. Can have an offset and be rotated. */
class Camera { // Moved to Camera.ts
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;
}
}
/** Init OpenGL and gets the viewport/canvas sizes */ /** Init OpenGL and gets the viewport/canvas sizes */
function initGL(canvas: HTMLCanvasElement) { 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; var gltemp;
try { try {
gltemp = canvas.getContext("webgl2"); gltemp = canvas.getContext("webgl2");
if (!gltemp) if (!gltemp)
gltemp = canvas.getContext("experimental-webgl2"); gltemp = canvas.getContext("experimental-webgl2");
if (gltemp != null) { if (gltemp != null) {
viewportWidth = canvas.width; updateCanvasSize(canvas);
viewportHeight = canvas.height;
} }
} catch (e) { } catch (e) {
@@ -88,70 +45,27 @@ function initGL(canvas: HTMLCanvasElement) {
// Not the best error detection logic. // Not the best error detection logic.
// Redirect to http://get.webgl.org in failure case. // Redirect to http://get.webgl.org in failure case.
if (gltemp == null) { 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; 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 //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')) { 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 } //allow 16bit texture as framebuffer target
gl.enable(gl.DEPTH_TEST); gl.enable(gl.DEPTH_TEST);
return updateCanvasSize;
} }
/** Update canvas size to fill window */
// Moved inline below
/** Grid for the watersurface */ /** Grid for the watersurface */
var gridIndices: number[] = []; // Moved to Grid.ts
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);
if (i < N && j < N) //Skip edges /** Init Geometry for a Triangle */
{
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 */
var VBO: WebGLBuffer | null = null; var VBO: WebGLBuffer | null = null;
function initGeometry() { function initGeometry() {
VBO = gl.createBuffer(); VBO = gl.createBuffer();
@@ -170,117 +84,25 @@ function initGeometry() {
} }
/** Get shader source by HTML-Element<id> */ /** Get shader source by HTML-Element<id> */
function getShader(id: string) { // Moved to Shader.ts
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;
}
/** Init all Shaders that are needed */ /** Init all Shaders that are needed */
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() {
{ //Get perlinNoiseProgram perlinNoiseProgram = createProgram(gl, "ndc-vs", "noise-fs", "Perlin Noise");
let vertexShader = getShader("ndc-vs"); defaultProgram = createProgram(gl, "default-vs", "default-fs", "Default");
let fragmentShader = getShader("noise-fs"); textureProgram = createProgram(gl, "texture-vs", "texture-fs", "Texture");
skyProgram = createProgram(gl, "sky-vs", "sky-fs", "Sky");
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");
}
}
} }
/** Init an FBO used for the first render pass / perlin noise */ /** Init an FBO used for the first render pass / perlin noise */
var perlinNoiseFBO: WebGLFramebuffer | null = null; var perlinNoiseFBO: WebGLFramebuffer | null = null;
var textureFBO: WebGLTexture | null = null; var textureFBO: WebGLTexture | null = null;
var perlinNoiseFBOWidth = 256; var perlinNoiseFBOWidth = Config.NOISE_TEXTURE_WIDTH;
var ferlinNoiseFBOHeight = 256; var perlinNoiseFBOHeight = Config.NOISE_TEXTURE_HEIGHT;
function initFBO() { function initFBO() {
perlinNoiseFBO = gl.createFramebuffer(); perlinNoiseFBO = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO); gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
@@ -288,13 +110,13 @@ function initFBO() {
// Add attachments // Add attachments
textureFBO = gl.createTexture(); textureFBO = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, textureFBO); //last 3 parameter not intertesting becuase we are not supplying data 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 // 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_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_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_S, gl.REPEAT);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE); gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureFBO, 0); gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureFBO, 0);
@@ -311,79 +133,95 @@ var timeSpent = 0.0;
var lastTime = new Date().getTime(); var lastTime = new Date().getTime();
var counter = 0.0; var counter = 0.0;
var fps = 0; var fps = 0;
var fpsDisplay: HTMLElement | null = null;
var lodStatsTimer = 0;
/** Input states*/ /** Input states*/
var mouseXVel = 0; var mouseXVel = 0;
var mouseYVel = 0; var mouseYVel = 0;
var keysPressed: Set<string> = new Set();
/** Objects and states*/ /** Objects and states*/
var camera: Camera; var camera: Camera;
var curRotX = 1.1; var oceanLOD: OceanLOD;
var curRotY = 0; var skybox: Skybox;
var wireframeMode = false;
/** Camera movement speed */
var moveSpeed = 0.15;
var fastMoveSpeed = 0.4;
/** Ocean shader settings */
var waveHeight = 1.0;
var waveSpeed = 1.0;
var foamIntensity = 1.0;
var glitterIntensity = 1.0;
function drawScene() { function drawScene() {
fps++; fps++;
let now = new Date(); let now = new Date();
let delta = now.getTime() - lastTime; let delta = now.getTime() - lastTime;
timeSpent += delta; timeSpent += delta;
if ((counter += delta) >= 1000.) { lodStatsTimer += delta;
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
counter = 0; counter = 0;
console.log("FPS: " + fps); if (fpsDisplay) {
fpsDisplay.textContent = `FPS: ${fps}`;
}
fps = 0; fps = 0;
} }
lastTime = now.getTime();
// Two Rendering passes. The first one generates a perlin noise
// texture. Second one uses the textur for vertex displacement
// of a grid representing the water surface.
//--- First render pass -> Perlin Noise (it updates the perlin noise texture) // Log LOD stats every 5 seconds
{ if (lodStatsTimer >= 5000) {
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO); lodStatsTimer = 0;
gl.viewport(0, 0, perlinNoiseFBOWidth, ferlinNoiseFBOHeight); const stats = oceanLOD.getLODStats();
console.log(`LOD Stats - High:${stats[0]} Med:${stats[1]} Low:${stats[2]} VeryLow:${stats[3]}`);
//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
} }
lastTime = now.getTime();
//--- Second render pass -> Geomtry with displacement by perlin noise texture --- // Sun direction (matches the one in ocean shader)
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
vec3.normalize(sunDirection, sunDirection);
//--- Render pass -> Skybox first (no depth write) ---
{ {
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Bind default framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, null);
gl.viewport(0, 0, viewportWidth, viewportHeight); gl.viewport(0, 0, viewportWidth, viewportHeight);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT); gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
gl.activeTexture(gl.TEXTURE0); //Binds the texture to 0
gl.bindTexture(gl.TEXTURE_2D, textureFBO);
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, 1.0, viewportWidth / viewportHeight, 0.1, 1000.); //projection mode should actually be camera specific
// Handle FPS camera movement
handleCameraMovement();
// Apply mouse rotation
if (mouseXVel !== 0 || mouseYVel !== 0) {
camera.rotate(mouseXVel, mouseYVel);
mouseXVel = 0;
mouseYVel = 0;
}
camera.setOffset(1.2);
camera.setRotationX((curRotX += mouseYVel * 0.001));
camera.setRotationY((curRotY += mouseXVel * 0.001));
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
oceanLOD.updateLOD(gl, camera.pos, camera.target);
var model = mat4.create(); var model = mat4.create();
mat4.identity(model); mat4.identity(model);
let translationCentering = vec3.create(); // No centering needed - grids are already positioned correctly in world space
vec3.set(translationCentering, -0.5, -0.5, 0.0);
mat4.translate(model, model, translationCentering); //1. First Center the Surface in the origin.
gl.useProgram(defaultProgram); gl.useProgram(defaultProgram);
let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view"); let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view");
@@ -394,20 +232,68 @@ function drawScene() {
gl.uniformMatrix4fv(projection_loc, false, projection); gl.uniformMatrix4fv(projection_loc, false, projection);
let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos"); let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos");
gl.uniform3fv(eye_loc, camera.pos); gl.uniform3fv(eye_loc, camera.pos);
//let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime"); let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
//gl.uniform1f(uTime_loc, timeSpent); gl.uniform1f(uTime_loc, timeSpent);
let displacementMap_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "displace_map");
gl.uniform1i(displacementMap_loc, 0); //Get texture from slot 0 // Ocean shader settings
gl.bindVertexArray(gridVAO); let uWaveHeight_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uWaveHeight");
gl.drawElements(gl.TRIANGLES, gridIndices.length, gl.UNSIGNED_INT, 0); gl.uniform1f(uWaveHeight_loc, waveHeight);
gl.bindVertexArray(null); 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); requestAnimationFrame(drawScene);
} }
/** Handle FPS camera movement */
function handleCameraMovement() {
const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
// WASD for horizontal movement
if (keysPressed.has('w') || keysPressed.has('W')) {
camera.moveForward(speed);
}
if (keysPressed.has('s') || keysPressed.has('S')) {
camera.moveForward(-speed);
}
if (keysPressed.has('a') || keysPressed.has('A')) {
camera.moveRight(-speed);
}
if (keysPressed.has('d') || keysPressed.has('D')) {
camera.moveRight(speed);
}
// Q/E for vertical movement
if (keysPressed.has('q') || keysPressed.has('Q')) {
camera.moveUp(-speed);
}
if (keysPressed.has('e') || keysPressed.has('E')) {
camera.moveUp(speed);
}
// Space to go up, Ctrl to go down
if (keysPressed.has(' ')) {
camera.moveUp(speed);
}
if (keysPressed.has('Control')) {
camera.moveUp(-speed);
}
}
function main() { function main() {
const canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById("window"); 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 drag = false;
var previousPosX: number | null; var previousPosX: number | null;
@@ -439,10 +325,68 @@ function main() {
canvas.addEventListener('mouseup', deactivateMouseMovement, false); canvas.addEventListener('mouseup', deactivateMouseMovement, false);
canvas.addEventListener('mouseleave', deactivateMouseMovement, false); canvas.addEventListener('mouseleave', deactivateMouseMovement, false);
// Keyboard controls
window.addEventListener('keydown', (evt) => {
keysPressed.add(evt.key);
// Reset camera on 'R' key
if (evt.key === 'r' || evt.key === 'R') {
camera = new Camera(); // Reset to initial position
}
// Prevent default for space to avoid page scroll
if (evt.key === ' ') {
evt.preventDefault();
}
});
window.addEventListener('keyup', (evt) => {
keysPressed.delete(evt.key);
});
// 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(); initShaders();
initGeometry(); initGeometry();
initFBO(); initFBO();
initGridVAO();
oceanLOD = new OceanLOD();
oceanLOD.initVAO(gl);
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.

View File

@@ -1,63 +1,18 @@
{ {
"compilerOptions": { "compilerOptions": {
/* Basic Options */ "target": "ES2020",
// "incremental": true, /* Enable incremental compilation */ "module": "ESNext",
"target": "es6", /* Specify ECMAScript target version: 'ES3' (default), 'ES5', 'ES2015', 'ES2016', 'ES2017', 'ES2018', 'ES2019' or 'ESNEXT'. */ "lib": ["ES2020", "DOM", "DOM.Iterable"],
"module": "commonjs", /* Specify module code generation: 'none', 'commonjs', 'amd', 'system', 'umd', 'es2015', or 'ESNext'. */ "sourceMap": true,
// "lib": [], /* Specify library files to be included in the compilation. */ "outDir": "./build/",
// "allowJs": true, /* Allow javascript files to be compiled. */ "strict": true,
// "checkJs": true, /* Report errors in .js files. */ "moduleResolution": "bundler",
// "jsx": "preserve", /* Specify JSX code generation: 'preserve', 'react-native', or 'react'. */ "resolveJsonModule": true,
// "declaration": true, /* Generates corresponding '.d.ts' file. */ "esModuleInterop": true,
// "declarationMap": true, /* Generates a sourcemap for each corresponding '.d.ts' file. */ "allowSyntheticDefaultImports": true,
"sourceMap": true, /* Generates corresponding '.map' file. */ "forceConsistentCasingInFileNames": true,
// "outFile": "./", /* Concatenate and emit output to single file. */ "skipLibCheck": true
"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. */
}, },
"files": [ "include": ["src/**/*"],
"src/main.ts" "exclude": ["node_modules", "dist", "build"]
]
} }

15
vite.config.ts Normal file
View 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,
},
});