7 Commits

9 changed files with 810 additions and 496 deletions

View File

@@ -1,6 +1,5 @@
<!DOCTYPE html> <!DOCTYPE html>
<html> <html>
<head> <head>
<meta charset="UTF-8"> <meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0"> <meta name="viewport" content="width=device-width, initial-scale=1.0">
@@ -11,20 +10,20 @@
padding: 0; padding: 0;
box-sizing: border-box; box-sizing: border-box;
} }
body { body {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
overflow: hidden; overflow: hidden;
background: #000; background: #000;
} }
#window { #window {
display: block; display: block;
width: 100vw; width: 100vw;
height: 100vh; height: 100vh;
cursor: move; cursor: move;
} }
#controls { #controls {
position: absolute; position: absolute;
top: 20px; top: 20px;
@@ -38,23 +37,23 @@
backdrop-filter: blur(10px); backdrop-filter: blur(10px);
transition: opacity 0.3s; transition: opacity 0.3s;
} }
#controls.hidden { #controls.hidden {
opacity: 0; opacity: 0;
pointer-events: none; pointer-events: none;
} }
#controls h3 { #controls h3 {
margin: 0 0 10px 0; margin: 0 0 10px 0;
font-size: 16px; font-size: 16px;
font-weight: 600; font-weight: 600;
} }
#controls .control-group { #controls .control-group {
margin-bottom: 8px; margin-bottom: 8px;
line-height: 1.6; line-height: 1.6;
} }
#controls .key { #controls .key {
display: inline-block; display: inline-block;
background: rgba(255, 255, 255, 0.2); background: rgba(255, 255, 255, 0.2);
@@ -64,7 +63,7 @@
font-size: 12px; font-size: 12px;
margin: 0 2px; margin: 0 2px;
} }
#toggle-controls { #toggle-controls {
position: absolute; position: absolute;
top: 20px; top: 20px;
@@ -79,11 +78,11 @@
backdrop-filter: blur(10px); backdrop-filter: blur(10px);
transition: background 0.3s; transition: background 0.3s;
} }
#toggle-controls:hover { #toggle-controls:hover {
background: rgba(0, 0, 0, 0.85); background: rgba(0, 0, 0, 0.85);
} }
#fps-counter { #fps-counter {
position: absolute; position: absolute;
bottom: 20px; bottom: 20px;
@@ -96,6 +95,56 @@
font-size: 14px; font-size: 14px;
backdrop-filter: blur(10px); 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> </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;
@@ -191,96 +240,305 @@
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.
vec3 lightColor = vec3(1.0,1.0,1.0);
//using forward difference // Simple hash function for noise
//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
// Value noise for foam texture
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f); // smoothstep
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) { void main(void) {
vec4 displace = texture2D(displace_map, v_uv); vec3 lightColor = vec3(1.0, 1.0, 0.95);
//calculate normal vec3 sunDirection = normalize(vec3(0.3, 0.5, 0.8));
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 norm = normalize(v_normal);
vec3 sssSun = vec3(0.,-5.,-7.0);
vec3 tosssSunVec = normalize(sssSun - v_fragPos); // View direction
vec3 tosssSun = normalize(vec3(0.0,-100.,1.)); vec3 viewDir = normalize(eyePos - v_fragPos);
float ssDistortion = 0.1;
float sssIntensity = 1.; // Diffuse lighting
vec3 halfWay = normalize(tosssSun+norm*ssDistortion); float diff = max(dot(norm, sunDirection), 0.0);
float ssScateringCoef = pow(clamp(dot(toCameraVector,-halfWay),0.0,1.0),5.) * sssIntensity; vec3 diffuse = diff * lightColor;
//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); // Schlick's approximation to Fresnel factor
//gl_FragColor=vec4(clamp(oceanColor + (oceanColor*ssScateringCoef),0.,1.0),1.0); //Display subsurfacecatterting component float R0 = 0.02;
//gl_FragColor = vec4((mix(oceanColor,skyColor,fresnel).xyz), 1.); //Just display reflection component float fresnel = R0 + (1.0 - R0) * pow(1.0 - max(dot(norm, viewDir), 0.0), 5.0);
//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component
//gl_FragColor = vec4(normal,1.0); //show Normal map // Deep and shallow water colors
//gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before vec3 deepColor = vec3(0.0, 0.08, 0.15);
gl_FragColor = vec4((clamp(diffuse,0.97,1.0) * (mix(oceanColor + (oceanColor*ssScateringCoef),skyColor*0.8,fresnel).xyz))+ lightColor * glitterFactor, 1.0); //All combined 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
gl_Position = projection * view * worldPos; 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;
}
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">
@@ -349,34 +607,23 @@
gl_Position = pos; gl_Position = pos;
} }
</script> </script>
</head> </head>
<body> <body>
<canvas id="window"></canvas> <canvas id="window"></canvas>
<div id="controls"> <div id="controls">
<h3>🌊 Ocean Controls</h3> <h3>🌊 Ocean Controls</h3>
<div class="control-group"> <div class="control-group">
<strong>Camera Mode:</strong> <span class="key">C</span> (FPS/Orbital)<br> <strong>Camera Rotation:</strong><br>
<span id="current-camera-mode" style="font-size: 12px; color: #aaa;">Current: Orbital</span> <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>
<div class="control-group"> <div class="control-group">
<strong>Rendering:</strong><br> <strong>Zoom:</strong><br>
<span class="key">F</span> Toggle Wireframe <span class="key">Q</span> / <span class="key">E</span> or <span class="key">+</span> / <span class="key">-</span>
</div> </div>
<div class="control-group"> <div class="control-group">
<strong>FPS Camera:</strong><br> <strong>Mouse:</strong> Click and drag to rotate
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> Move<br>
<span class="key">Q</span><span class="key">E</span> or <span class="key">Space</span><span class="key">Ctrl</span> Up/Down<br>
<span class="key">Shift</span> Sprint<br>
Mouse: Look around
</div>
<div class="control-group">
<strong>Orbital Camera:</strong><br>
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrows Rotate<br>
<span class="key">Q</span><span class="key">E</span> or <span class="key">+</span><span class="key">-</span> Zoom<br>
Mouse: Click and drag to rotate
</div> </div>
<div class="control-group"> <div class="control-group">
<strong>Reset:</strong> <span class="key">R</span> <strong>Reset:</strong> <span class="key">R</span>
@@ -384,49 +631,74 @@
<div class="control-group"> <div class="control-group">
<strong>Toggle Help:</strong> <span class="key">H</span> <strong>Toggle Help:</strong> <span class="key">H</span>
</div> </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> </div>
<button id="toggle-controls">Toggle Controls (H)</button> <button id="toggle-controls">Toggle Controls (H)</button>
<div id="fps-counter">FPS: 0</div> <div id="fps-counter">FPS: 0</div>
<script type="module" src="/src/main.ts"></script> <script type="module" src="/src/main.ts"></script>
<script> <script>
// Toggle controls visibility // Toggle controls visibility
const controls = document.getElementById('controls'); const controls = document.getElementById('controls');
const toggleBtn = document.getElementById('toggle-controls'); const toggleBtn = document.getElementById('toggle-controls');
const cameraModeDisplay = document.getElementById('current-camera-mode');
toggleBtn.addEventListener('click', () => { toggleBtn.addEventListener('click', () => {
controls.classList.toggle('hidden'); controls.classList.toggle('hidden');
}); });
window.addEventListener('keydown', (evt) => { window.addEventListener('keydown', (evt) => {
if (evt.key === 'h' || evt.key === 'H') { if (evt.key === 'h' || evt.key === 'H') {
controls.classList.toggle('hidden'); controls.classList.toggle('hidden');
} }
// Update camera mode display when C is pressed
if (evt.key === 'c' || evt.key === 'C') {
setTimeout(() => {
// Get camera mode from any displayed element
const cameraMode = document.getElementById('camera-mode');
if (cameraMode && cameraModeDisplay) {
const mode = cameraMode.textContent.replace('Camera: ', '');
cameraModeDisplay.textContent = `Current: ${mode}`;
}
}, 100);
}
}); });
// Listen for custom camera mode toggle events from UI // Wireframe toggle
window.addEventListener('toggleCameraMode', () => { const wireframeBtn = document.getElementById('wireframe-toggle');
const cameraMode = document.getElementById('camera-mode'); wireframeBtn.addEventListener('click', () => {
if (cameraMode && cameraModeDisplay) { window.dispatchEvent(new CustomEvent('toggleWireframe'));
const mode = cameraMode.textContent.replace('Camera: ', '');
cameraModeDisplay.textContent = `Current: ${mode}`;
}
}); });
// 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> </script>
</body> </body>

View File

@@ -1,63 +1,87 @@
import { vec3, mat4, vec4 } from 'gl-matrix'; import { vec3, mat4, vec4 } from 'gl-matrix';
import { ICamera } from './ICamera';
/** Orbital camera that rotates around the world origin. */ /** FPS-style flight camera with free movement */
export class OrbitalCamera implements ICamera { export class Camera {
pos: vec3; pos: vec3;
target: vec3; target: vec3;
up: vec3; up: vec3;
xRot: number; // FPS camera angles (in radians)
yRot: number; pitch: number; // Up/down rotation
offset: number; yaw: number; // Left/right rotation
// Direction vectors
forward: vec3;
right: vec3;
constructor() { constructor() {
this.pos = vec3.create(); this.pos = vec3.create();
vec3.set(this.pos, 0.0, 0.0, 0.0); vec3.set(this.pos, 0.0, -3.0, 2.0); // Start above and behind origin
this.target = vec3.create(); this.target = vec3.create();
vec3.set(this.target, 0.0, 0.0, 0.0);
this.up = vec3.create(); this.up = vec3.create();
vec3.set(this.up, 0.0, 1.0, 0.0); vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
this.xRot = 0.0; this.forward = vec3.create();
this.yRot = 0.0; this.right = vec3.create();
this.offset = 0.0; this.pitch = -0.3; // Looking slightly down
this.yaw = Math.PI / 2; // Looking toward +Y
this.updateVectors();
} }
setRotationX(rotX: number): void { /** Rotate camera by mouse delta */
this.xRot = rotX; rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
this.updatePos(); this.yaw -= deltaX * sensitivity;
this.pitch -= deltaY * sensitivity;
// Clamp pitch to avoid flipping
const maxPitch = Math.PI / 2 - 0.01;
this.pitch = Math.max(-maxPitch, Math.min(maxPitch, this.pitch));
this.updateVectors();
} }
setRotationY(rotY: number): void { /** Move camera in the direction it's looking */
this.yRot = rotY; moveForward(amount: number): void {
this.updatePos(); vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
this.updateVectors();
} }
/** Sets the offset to world origin. */ moveRight(amount: number): void {
setOffset(off: number): void { vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
this.offset = off; this.updateVectors();
this.updatePos();
} }
/** Recalculates the position according to xy-rotation and offset. */ moveUp(amount: number): void {
private updatePos(): void { // Move along world Z axis
const transformation: mat4 = mat4.create(); this.pos[2] += amount;
mat4.identity(transformation); this.updateVectors();
}
//2. xy-Rotation /** Move in the actual look direction (including vertical) */
mat4.rotateX(transformation, transformation, this.xRot); moveInLookDirection(amount: number): void {
mat4.rotateY(transformation, transformation, this.yRot); vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
this.updateVectors();
}
//1. Translation /** Update direction vectors from pitch/yaw */
const translation = vec3.create(); private updateVectors(): void {
vec3.set(translation, 0.0, 0.0, this.offset); // Calculate forward vector from pitch and yaw
mat4.translate(transformation, transformation, translation); // Z is up, so we use different axis mapping
this.forward[0] = Math.cos(this.pitch) * Math.cos(this.yaw);
const temp: vec4 = vec4.create(); this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
vec4.set(temp, 0.0, 0.0, 0.0, 1.0); this.forward[2] = Math.sin(this.pitch);
vec4.transformMat4(temp, temp, transformation); vec3.normalize(this.forward, this.forward);
vec3.set(this.pos, temp[0], temp[1], temp[2]); // Right vector is perpendicular to forward and world up
const worldUp = vec3.fromValues(0, 0, 1);
vec3.cross(this.right, this.forward, worldUp);
vec3.normalize(this.right, this.right);
// Camera up is perpendicular to forward and right
vec3.cross(this.up, this.right, this.forward);
vec3.normalize(this.up, this.up);
// Update target
vec3.add(this.target, this.pos, this.forward);
} }
getViewMatrix(): mat4 { getViewMatrix(): mat4 {
@@ -68,9 +92,6 @@ export class OrbitalCamera implements ICamera {
/** Get view direction for LOD calculations */ /** Get view direction for LOD calculations */
getViewDirection(): vec3 { getViewDirection(): vec3 {
const dir = vec3.create(); return vec3.clone(this.forward);
vec3.subtract(dir, this.target, this.pos);
vec3.normalize(dir, dir);
return dir;
} }
} }

View File

@@ -1,98 +0,0 @@
import { vec3, mat4 } from 'gl-matrix';
import { ICamera } from './ICamera';
/** FPS-style flight camera with free movement */
export class FPSCamera implements ICamera {
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);
}
}

View File

@@ -1,23 +1,35 @@
/** Grid for the water surface */ /** Grid for the water surface */
export class Grid { export class Grid {
private indices: number[] = []; private indices: number[] = [];
private lineIndices: number[] = [];
private vertices: number[] = []; private vertices: number[] = [];
private vao: WebGLVertexArrayObject | null = null; private vao: WebGLVertexArrayObject | null = null;
private lineVao: WebGLVertexArrayObject | null = null;
private size: number; private size: number;
private offsetX: number;
private offsetY: number;
private scale: number;
constructor(size: number = 128) { constructor(size: number = 128, offsetX: number = 0, offsetY: number = 0, scale: number = 1) {
this.size = size; this.size = size;
this.offsetX = offsetX;
this.offsetY = offsetY;
this.scale = scale;
} }
generate(): void { generate(): void {
this.indices = []; this.indices = [];
this.lineIndices = [];
this.vertices = []; this.vertices = [];
for (let j = 0; j <= this.size; ++j) { for (let j = 0; j <= this.size; ++j) {
for (let i = 0; i <= this.size; ++i) { for (let i = 0; i <= this.size; ++i) {
// Generate Vertices // Generate Vertices normalized to 0-1, then scale and offset
const x = i / this.size; // Grid is on XY plane (horizontal), Z is up
const y = j / this.size; 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; const z = 0;
this.vertices.push(x, y, z); this.vertices.push(x, y, z);
@@ -35,6 +47,16 @@ export class Grid {
this.indices.push(row2 + i + 1); this.indices.push(row2 + i + 1);
this.indices.push(row2 + i); this.indices.push(row2 + i);
} }
// Generate line indices for wireframe
if (i < this.size) {
const currentVertex = j * (this.size + 1) + i;
this.lineIndices.push(currentVertex, currentVertex + 1);
}
if (j < this.size) {
const currentVertex = j * (this.size + 1) + i;
this.lineIndices.push(currentVertex, currentVertex + (this.size + 1));
}
} }
} }
} }
@@ -42,6 +64,7 @@ export class Grid {
initVAO(gl: WebGL2RenderingContext): void { initVAO(gl: WebGL2RenderingContext): void {
this.generate(); this.generate();
// Create VAO for filled triangles
this.vao = gl.createVertexArray(); this.vao = gl.createVertexArray();
gl.bindVertexArray(this.vao); gl.bindVertexArray(this.vao);
@@ -56,19 +79,30 @@ export class Grid {
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0); gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.enableVertexAttribArray(0); gl.enableVertexAttribArray(0);
gl.bindVertexArray(null); 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 { draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
if (this.vao) { 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.bindVertexArray(this.vao);
if (wireframe) { gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
// Draw as lines for wireframe mode
for (let i = 0; i < this.indices.length; i += 3) {
gl.drawElements(gl.LINE_LOOP, 3, gl.UNSIGNED_INT, i * 4);
}
} else {
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
}
gl.bindVertexArray(null); gl.bindVertexArray(null);
} }
} }

View File

@@ -1,11 +0,0 @@
import { vec3, mat4 } from 'gl-matrix';
/** Camera interface that both camera types implement */
export interface ICamera {
pos: vec3;
target: vec3;
up: vec3;
getViewMatrix(): mat4;
getViewDirection(): vec3;
}

200
src/OceanLOD.ts Normal file
View File

@@ -0,0 +1,200 @@
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;
}
}

View File

@@ -73,8 +73,13 @@ export class Skybox {
draw(gl: WebGL2RenderingContext): void { draw(gl: WebGL2RenderingContext): void {
if (!this.vao) return; if (!this.vao) return;
// Disable face culling for skybox (we're inside the cube)
gl.disable(gl.CULL_FACE);
gl.bindVertexArray(this.vao); gl.bindVertexArray(this.vao);
gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0); gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0);
gl.bindVertexArray(null); gl.bindVertexArray(null);
gl.enable(gl.CULL_FACE);
} }
} }

View File

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

View File

@@ -1,8 +1,6 @@
import { vec3, mat4 } from 'gl-matrix'; import { vec3, mat4 } from 'gl-matrix';
import { ICamera } from './ICamera'; import { Camera } from './Camera';
import { OrbitalCamera } from './Camera'; import { OceanLOD } from './OceanLOD';
import { FPSCamera } from './FPSCamera';
import { Grid } from './Grid';
import { Skybox } from './Skybox'; import { Skybox } from './Skybox';
import { createProgram } from './Shader'; import { createProgram } from './Shader';
import * as Config from './constants'; import * as Config from './constants';
@@ -117,8 +115,8 @@ function initFBO() {
// 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);
@@ -136,32 +134,31 @@ var lastTime = new Date().getTime();
var counter = 0.0; var counter = 0.0;
var fps = 0; var fps = 0;
var fpsDisplay: HTMLElement | null = null; var fpsDisplay: HTMLElement | null = null;
var lodStatsTimer = 0;
/** Input states*/ /** Input states*/
var mouseXVel = 0; var mouseXVel = 0;
var mouseYVel = 0; var mouseYVel = 0;
var keyboardRotationX = 0;
var keyboardRotationY = 0;
var keyboardZoom = 0;
var keysPressed: Set<string> = new Set(); var keysPressed: Set<string> = new Set();
/** Objects and states*/ /** Objects and states*/
var camera: ICamera; var camera: Camera;
var orbitalCamera: OrbitalCamera; var oceanLOD: OceanLOD;
var fpsCamera: FPSCamera;
var oceanGrid: Grid;
var skybox: Skybox; var skybox: Skybox;
var curRotX = Config.CAMERA_DEFAULT_ROT_X;
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
/** Camera modes */
var cameraMode: 'orbital' | 'fps' = 'orbital';
var moveSpeed = 0.08;
var fastMoveSpeed = 0.20;
/** Rendering modes */
var wireframeMode = false; 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;
lodStatsTimer += delta;
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) { if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
counter = 0; counter = 0;
if (fpsDisplay) { if (fpsDisplay) {
@@ -169,85 +166,43 @@ function drawScene() {
} }
fps = 0; fps = 0;
} }
lastTime = now.getTime();
// Two Rendering passes. The first one generates a perlin noise // Log LOD stats every 5 seconds
// texture. Second one uses the textur for vertex displacement if (lodStatsTimer >= 5000) {
// of a grid representing the water surface. lodStatsTimer = 0;
const stats = oceanLOD.getLODStats();
//--- First render pass -> Perlin Noise (it updates the perlin noise texture) console.log(`LOD Stats - High:${stats[0]} Med:${stats[1]} Low:${stats[2]} VeryLow:${stats[3]}`);
{
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
gl.viewport(0, 0, perlinNoiseFBOWidth, perlinNoiseFBOHeight);
//Clear buffer content
gl.clearColor(1.0, 1.0, 1.0, 1);
gl.clear(gl.COLOR_BUFFER_BIT); //No depth buffer
// Disable face culling for fullscreen quad
gl.disable(gl.CULL_FACE);
//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();
// Sun direction (matches the one in ocean shader)
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
vec3.normalize(sunDirection, sunDirection);
//--- Second render pass -> Geomtry with displacement by perlin noise texture --- //--- 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, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
// Handle camera movement and rotation based on mode // Handle FPS camera movement
if (cameraMode === 'fps') { handleCameraMovement();
// FPS camera - direct movement
camera = fpsCamera; // Apply mouse rotation
handleFPSCameraMovement(); if (mouseXVel !== 0 || mouseYVel !== 0) {
camera.rotate(mouseXVel, mouseYVel);
// Apply mouse rotation for FPS mode mouseXVel = 0;
if (mouseXVel !== 0 || mouseYVel !== 0) { mouseYVel = 0;
fpsCamera.rotate(mouseXVel, mouseYVel);
mouseXVel = 0;
mouseYVel = 0;
}
} else {
// Orbital camera - original behavior
camera = orbitalCamera;
orbitalCamera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
orbitalCamera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
orbitalCamera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
} }
var view = camera.getViewMatrix(); var view = camera.getViewMatrix();
// Sun direction (matches the one in ocean shader)
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
vec3.normalize(sunDirection, sunDirection);
// Draw skybox first with depth test disabled (always behind everything) // Draw skybox first with depth test disabled (always behind everything)
gl.depthMask(false); gl.depthMask(false);
gl.disable(gl.DEPTH_TEST); gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE); // Disable face culling for skybox (we're inside)
gl.useProgram(skyProgram); gl.useProgram(skyProgram);
let sky_view_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "view"); let sky_view_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "view");
@@ -260,14 +215,13 @@ function drawScene() {
skybox.draw(gl); skybox.draw(gl);
gl.enable(gl.DEPTH_TEST); gl.enable(gl.DEPTH_TEST);
gl.depthMask(true); gl.depthMask(true);
gl.enable(gl.CULL_FACE); // Re-enable face culling for ocean
gl.cullFace(gl.BACK); // Cull back faces for ocean // 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");
@@ -278,77 +232,56 @@ 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
// Draw ocean grid with wireframe mode if enabled // Ocean shader settings
if (wireframeMode) { let uWaveHeight_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uWaveHeight");
gl.lineWidth(1.0); gl.uniform1f(uWaveHeight_loc, waveHeight);
} let uWaveSpeed_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uWaveSpeed");
oceanGrid.draw(gl, wireframeMode); 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 */ /** Handle FPS camera movement */
function handleFPSCameraMovement() { function handleCameraMovement() {
const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed; const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
// WASD for horizontal movement // WASD for horizontal movement
if (keysPressed.has('w') || keysPressed.has('W')) { if (keysPressed.has('w') || keysPressed.has('W')) {
fpsCamera.moveForward(speed); camera.moveForward(speed);
} }
if (keysPressed.has('s') || keysPressed.has('S')) { if (keysPressed.has('s') || keysPressed.has('S')) {
fpsCamera.moveForward(-speed); camera.moveForward(-speed);
} }
if (keysPressed.has('a') || keysPressed.has('A')) { if (keysPressed.has('a') || keysPressed.has('A')) {
fpsCamera.moveRight(-speed); camera.moveRight(-speed);
} }
if (keysPressed.has('d') || keysPressed.has('D')) { if (keysPressed.has('d') || keysPressed.has('D')) {
fpsCamera.moveRight(speed); camera.moveRight(speed);
} }
// Q/E for vertical movement // Q/E for vertical movement
if (keysPressed.has('q') || keysPressed.has('Q')) { if (keysPressed.has('q') || keysPressed.has('Q')) {
fpsCamera.moveUp(-speed); camera.moveUp(-speed);
} }
if (keysPressed.has('e') || keysPressed.has('E')) { if (keysPressed.has('e') || keysPressed.has('E')) {
fpsCamera.moveUp(speed); camera.moveUp(speed);
} }
// Space to go up, Ctrl to go down // Space to go up, Ctrl to go down
if (keysPressed.has(' ')) { if (keysPressed.has(' ')) {
fpsCamera.moveUp(speed); camera.moveUp(speed);
} }
if (keysPressed.has('Control')) { if (keysPressed.has('Control')) {
fpsCamera.moveUp(-speed); camera.moveUp(-speed);
}
}
/** 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;
} }
} }
@@ -396,64 +329,19 @@ function main() {
window.addEventListener('keydown', (evt) => { window.addEventListener('keydown', (evt) => {
keysPressed.add(evt.key); keysPressed.add(evt.key);
// Toggle camera mode with 'C' key
if (evt.key === 'c' || evt.key === 'C') {
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
console.log(`Camera mode: ${cameraMode.toUpperCase()}`);
// Update FPS display to show camera mode
if (fpsDisplay) {
const modeText = document.createElement('div');
modeText.id = 'camera-mode';
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
const existingMode = document.getElementById('camera-mode');
if (existingMode) {
existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
} else {
document.body.appendChild(modeText);
}
}
}
// Reset camera on 'R' key // Reset camera on 'R' key
if (evt.key === 'r' || evt.key === 'R') { if (evt.key === 'r' || evt.key === 'R') {
if (cameraMode === 'fps') { camera = new Camera(); // Reset to initial position
fpsCamera = new FPSCamera(); // Reset to initial FPS position
camera = fpsCamera;
console.log('Camera reset to FPS default position');
} else {
curRotX = Config.CAMERA_DEFAULT_ROT_X;
curRotY = Config.CAMERA_DEFAULT_ROT_Y;
keyboardZoom = 0;
console.log('Camera reset to orbital default position');
}
} }
// Prevent default for space to avoid page scroll // Prevent default for space to avoid page scroll
if (evt.key === ' ' && cameraMode === 'fps') { if (evt.key === ' ') {
evt.preventDefault(); evt.preventDefault();
} }
// Wireframe toggle with F key
if (evt.key === 'f' || evt.key === 'F') {
wireframeMode = !wireframeMode;
console.log(`Wireframe mode: ${wireframeMode ? 'ON' : 'OFF'}`);
}
// Handle orbital camera keyboard input
if (cameraMode === 'orbital') {
handleKeyboardInput();
}
}); });
window.addEventListener('keyup', (evt) => { window.addEventListener('keyup', (evt) => {
keysPressed.delete(evt.key); keysPressed.delete(evt.key);
if (cameraMode === 'orbital') {
handleKeyboardInput();
}
}); });
// Window resize handler // Window resize handler
@@ -461,43 +349,46 @@ function main() {
updateCanvasSize(canvas); updateCanvasSize(canvas);
}); });
// Camera mode toggle from UI controls // Wireframe toggle handler
window.addEventListener('toggleCameraMode', () => { window.addEventListener('toggleWireframe', () => {
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps'; wireframeMode = !wireframeMode;
camera = cameraMode === 'fps' ? fpsCamera : orbitalCamera; const wireframeBtn = document.getElementById('wireframe-toggle');
console.log(`Camera mode switched to: ${cameraMode.toUpperCase()}`); if (wireframeBtn) {
wireframeBtn.textContent = `Wireframe: ${wireframeMode ? 'ON' : 'OFF'}`;
// Update display
const modeText = document.createElement('div');
modeText.id = 'camera-mode';
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
const existingMode = document.getElementById('camera-mode');
if (existingMode) {
existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
} else {
document.body.appendChild(modeText);
} }
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();
oceanGrid = new Grid(Config.GRID_SIZE); oceanLOD = new OceanLOD();
oceanGrid.initVAO(gl); oceanLOD.initVAO(gl);
console.log(`Ocean LOD initialized with ${oceanLOD.getGridCount()} patches`);
skybox = new Skybox(); skybox = new Skybox();
skybox.initVAO(gl); skybox.initVAO(gl);
console.log('Skybox initialized');
// Initialize both cameras camera = new Camera();
orbitalCamera = new OrbitalCamera();
fpsCamera = new FPSCamera();
camera = orbitalCamera; // Start with Orbital camera
console.log('Cameras initialized - Press C to toggle between FPS and Orbital modes');
//Check if any errors apeared during init. //Check if any errors apeared during init.
if (gl.getError() != gl.NO_ERROR) { if (gl.getError() != gl.NO_ERROR) {
console.log("OpenGL Error!: "); console.log("OpenGL Error!: ");