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bfc3778977
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gerstnerwa
| Author | SHA1 | Date | |
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| 503435bdf7 | |||
| 5677f03dc2 | |||
| b576d6a8cf | |||
| 109eafa90a | |||
| c19854aefc | |||
| e9512fb88a | |||
| d61c91a267 |
518
index.html
518
index.html
@@ -1,6 +1,5 @@
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<!DOCTYPE html>
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<!DOCTYPE html>
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<html>
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<html>
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<head>
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<head>
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<meta charset="UTF-8">
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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@@ -11,20 +10,20 @@
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padding: 0;
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padding: 0;
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box-sizing: border-box;
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box-sizing: border-box;
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}
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}
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body {
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body {
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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overflow: hidden;
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overflow: hidden;
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background: #000;
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background: #000;
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}
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}
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#window {
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#window {
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display: block;
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display: block;
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width: 100vw;
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width: 100vw;
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height: 100vh;
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height: 100vh;
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cursor: move;
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cursor: move;
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}
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}
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#controls {
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#controls {
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position: absolute;
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position: absolute;
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top: 20px;
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top: 20px;
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@@ -38,23 +37,23 @@
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backdrop-filter: blur(10px);
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backdrop-filter: blur(10px);
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transition: opacity 0.3s;
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transition: opacity 0.3s;
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}
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}
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#controls.hidden {
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#controls.hidden {
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opacity: 0;
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opacity: 0;
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pointer-events: none;
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pointer-events: none;
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}
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}
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#controls h3 {
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#controls h3 {
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margin: 0 0 10px 0;
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margin: 0 0 10px 0;
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font-size: 16px;
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font-size: 16px;
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font-weight: 600;
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font-weight: 600;
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}
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}
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#controls .control-group {
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#controls .control-group {
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margin-bottom: 8px;
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margin-bottom: 8px;
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line-height: 1.6;
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line-height: 1.6;
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}
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}
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#controls .key {
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#controls .key {
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display: inline-block;
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display: inline-block;
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background: rgba(255, 255, 255, 0.2);
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background: rgba(255, 255, 255, 0.2);
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@@ -64,7 +63,7 @@
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font-size: 12px;
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font-size: 12px;
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margin: 0 2px;
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margin: 0 2px;
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}
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}
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#toggle-controls {
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#toggle-controls {
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position: absolute;
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position: absolute;
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top: 20px;
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top: 20px;
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@@ -79,11 +78,11 @@
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backdrop-filter: blur(10px);
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backdrop-filter: blur(10px);
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transition: background 0.3s;
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transition: background 0.3s;
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}
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}
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#toggle-controls:hover {
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#toggle-controls:hover {
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background: rgba(0, 0, 0, 0.85);
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background: rgba(0, 0, 0, 0.85);
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}
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}
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#fps-counter {
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#fps-counter {
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position: absolute;
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position: absolute;
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bottom: 20px;
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bottom: 20px;
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@@ -96,6 +95,56 @@
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font-size: 14px;
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font-size: 14px;
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backdrop-filter: blur(10px);
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backdrop-filter: blur(10px);
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}
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}
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.slider-group {
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margin: 8px 0;
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}
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.slider-group label {
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display: flex;
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justify-content: space-between;
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align-items: center;
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margin-bottom: 4px;
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font-size: 13px;
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}
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.slider-group input[type="range"] {
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width: 100%;
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height: 6px;
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border-radius: 3px;
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background: rgba(255, 255, 255, 0.2);
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outline: none;
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-webkit-appearance: none;
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appearance: none;
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}
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.slider-group input[type="range"]::-webkit-slider-thumb {
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-webkit-appearance: none;
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appearance: none;
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width: 14px;
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height: 14px;
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border-radius: 50%;
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background: #4a9eff;
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cursor: pointer;
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}
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.slider-group input[type="range"]::-moz-range-thumb {
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width: 14px;
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height: 14px;
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border-radius: 50%;
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background: #4a9eff;
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cursor: pointer;
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border: none;
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}
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.slider-value {
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background: rgba(255, 255, 255, 0.15);
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padding: 2px 6px;
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border-radius: 3px;
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font-size: 11px;
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min-width: 35px;
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text-align: center;
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}
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</style>
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</style>
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<script id="noise-fs" type="x-shader/x-fragment">
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<script id="noise-fs" type="x-shader/x-fragment">
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precision mediump float;
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precision mediump float;
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@@ -191,96 +240,305 @@
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precision mediump float;
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precision mediump float;
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varying vec3 v_fragPos;
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varying vec3 v_fragPos;
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varying vec2 v_uv;
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varying vec3 v_normal;
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varying float v_waveHeight;
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varying float v_foamFactor;
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varying float v_distanceFade;
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uniform vec3 eyePos;
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uniform vec3 eyePos;
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uniform sampler2D displace_map;
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uniform float uFoamIntensity;
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uniform float uGlitterIntensity;
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vec3 lightPos = vec3(0.,0.,10.); //not used in diffuse. diffuse uses a directional light. It is only used for specular glittering.
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vec3 lightColor = vec3(1.0,1.0,1.0);
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//using forward difference
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// Simple hash function for noise
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//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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}
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// Value noise for foam texture
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float noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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f = f * f * (3.0 - 2.0 * f); // smoothstep
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
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}
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// Fractal noise for more detailed foam
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float foamNoise(vec2 p) {
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float n = 0.0;
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n += 0.5 * noise(p * 8.0);
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n += 0.25 * noise(p * 16.0);
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n += 0.125 * noise(p * 32.0);
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n += 0.0625 * noise(p * 64.0);
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return n;
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}
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void main(void) {
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void main(void) {
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vec4 displace = texture2D(displace_map, v_uv);
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vec3 lightColor = vec3(1.0, 1.0, 0.95);
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//calculate normal
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vec3 sunDirection = normalize(vec3(0.3, 0.5, 0.8));
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float gridPointDelta = (1. / 256.);
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vec3 currPoint = vec3(0.0,0.0,displace.x);
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vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x*(1./1.));
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vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x*(1./1.));
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vec3 up = vec3(0.,gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y + gridPointDelta)).x*(1./1.));
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vec3 down = vec3(0.,-gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y - gridPointDelta)).x*(1./1.));
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//vec3 tangent = normalize(right - currPoint);
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//vec3 biTangent = normalize(up - currPoint);
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vec3 tangent = normalize(vec3(gridPointDelta,0.,right.z-left.z));
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vec3 biTangent = normalize(vec3(0.,gridPointDelta,down.z-up.z));
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//vec3 normal = biTangent;
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vec3 normal = cross(tangent, biTangent);
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vec3 norm = normalize(normal);
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norm.y *= -1.; //Normal y direction is somehow inverted
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//vec3 lightDir = normalize(lightPos - v_fragPos);
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vec3 lightDir = normalize(-vec3(0.0,.0,-1.)); //sun shines in drection of -z
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float diff = max(dot(norm,lightDir),0.0);
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vec3 diffuse = diff * lightColor;
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vec3 result = (diffuse) * vec3(0.0,0.0,1.0);
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//Old lightning
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vec3 toCameraVector = normalize(v_fragPos - eyePos);
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vec3 reflec = normalize(reflect(toCameraVector, norm));
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//Schlicks approximation to Fresnelfactor
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float n1 = 1., n2 = 1.33333;
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float R0 = pow((n1-n2)/(n1+n2), 2.);
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float fresnel = R0 + (1. - R0)*pow((1.-dot(norm,reflec)),5.) ;
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//vec3 waterColor = vec3(34./255.,154./255.,211./255.);
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vec3 oceanColor = vec3(0,.4,.4); // under-sea colour
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vec3 skyColor = vec3(1.,1.,1.);
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//Subsurface scattering
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vec3 norm = normalize(v_normal);
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vec3 sssSun = vec3(0.,-5.,-7.0);
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vec3 tosssSunVec = normalize(sssSun - v_fragPos);
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// View direction
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vec3 tosssSun = normalize(vec3(0.0,-100.,1.));
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vec3 viewDir = normalize(eyePos - v_fragPos);
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float ssDistortion = 0.1;
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float sssIntensity = 1.;
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// Diffuse lighting
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vec3 halfWay = normalize(tosssSun+norm*ssDistortion);
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float diff = max(dot(norm, sunDirection), 0.0);
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float ssScateringCoef = pow(clamp(dot(toCameraVector,-halfWay),0.0,1.0),5.) * sssIntensity;
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vec3 diffuse = diff * lightColor;
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//Sun glittering
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float glitterFactor = max(0.0,dot(tosssSunVec,reflect(-toCameraVector,norm)));
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if(!(glitterFactor > 0.98)) {
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glitterFactor = 0.0;
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}
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//gl_FragColor = vec4(oceanColor + lightColor * glitterFactor,1.0);
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// Schlick's approximation to Fresnel factor
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//gl_FragColor=vec4(clamp(oceanColor + (oceanColor*ssScateringCoef),0.,1.0),1.0); //Display subsurfacecatterting component
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float R0 = 0.02;
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//gl_FragColor = vec4((mix(oceanColor,skyColor,fresnel).xyz), 1.); //Just display reflection component
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float fresnel = R0 + (1.0 - R0) * pow(1.0 - max(dot(norm, viewDir), 0.0), 5.0);
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//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component
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//gl_FragColor = vec4(normal,1.0); //show Normal map
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// Deep and shallow water colors
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//gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
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vec3 deepColor = vec3(0.0, 0.08, 0.15);
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gl_FragColor = vec4((clamp(diffuse,0.97,1.0) * (mix(oceanColor + (oceanColor*ssScateringCoef),skyColor*0.8,fresnel).xyz))+ lightColor * glitterFactor, 1.0); //All combined
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vec3 shallowColor = vec3(0.0, 0.35, 0.45);
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vec3 skyColor = vec3(0.55, 0.7, 0.9); // Match skybox horizon color
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vec3 foamColor = vec3(0.95, 0.98, 1.0);
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// Blend between deep and shallow based on wave height
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float heightFactor = clamp(v_waveHeight * 2.0 + 0.5, 0.0, 1.0);
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vec3 oceanColor = mix(deepColor, shallowColor, heightFactor);
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// Sun glitter - uses wave normals for natural sparkle from fine surface detail
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vec3 reflectDir = reflect(-sunDirection, norm);
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float specAngle = max(dot(viewDir, reflectDir), 0.0);
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// Smooth base specular
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float specBase = pow(specAngle, 64.0) * 0.4;
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// Medium highlights
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float specMid = pow(specAngle, 256.0) * 1.2;
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// Sharp glitter peaks
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float specSharp = pow(specAngle, 1024.0) * 3.0;
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vec3 specular = (specBase + specMid + specSharp) * lightColor * uGlitterIntensity;
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// Subsurface scattering
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float sssDot = max(dot(viewDir, -sunDirection), 0.0);
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float sssWaveContribution = clamp(v_waveHeight + 0.3, 0.0, 1.0);
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float sssNormalContribution = pow(1.0 - max(dot(norm, sunDirection), 0.0), 2.0);
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float sss = pow(sssDot, 3.0) * sssWaveContribution * sssNormalContribution * 1.5;
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vec3 sssColor = vec3(0.1, 0.6, 0.5) * sss;
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// Rim SSS effect
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float rimSSS = pow(1.0 - max(dot(norm, viewDir), 0.0), 3.0) * 0.3;
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vec3 rimColor = vec3(0.0, 0.4, 0.4) * rimSSS * heightFactor;
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// Foam with texture - foam persists longer
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vec2 foamUV = v_fragPos.xy * 1.5;
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float foamPattern = foamNoise(foamUV);
|
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// Create foam patches with softer edges
|
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float foamThreshold = 1.0 - v_foamFactor * 1.2 * uFoamIntensity;
|
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float foam = smoothstep(foamThreshold, foamThreshold + 0.35, foamPattern);
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// Add some bubble-like spots with softer transition
|
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float bubbles = smoothstep(0.65, 0.85, noise(foamUV * 15.0)) * v_foamFactor;
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foam = clamp(foam + bubbles * 0.3, 0.0, 1.0);
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// Softer edge fade based on foam factor
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foam *= smoothstep(0.0, 0.25, v_foamFactor);
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// Additional soft fade at foam edges and fade out at distance
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foam = pow(foam, 0.7) * uFoamIntensity * v_distanceFade;
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||||||
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// Combine all lighting
|
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vec3 reflectedColor = mix(oceanColor, skyColor, fresnel);
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vec3 waterColor = reflectedColor * clamp(diffuse, 0.3, 1.0) + specular + sssColor + rimColor;
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// Blend foam on top with slight transparency variation
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vec3 finalColor = mix(waterColor, foamColor * clamp(diffuse + 0.4, 0.0, 1.0), foam * 0.85);
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||||||
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// Atmospheric fog for distant water - blends to horizon
|
||||||
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float dist = length(eyePos - v_fragPos);
|
||||||
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|
||||||
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// Exponential fog with aggressive horizon fade
|
||||||
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float fogFactor = exp(-dist * 0.04);
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||||||
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// Fully fade at stretched horizon vertices
|
||||||
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float horizonFade = smoothstep(40.0, 80.0, dist);
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fogFactor *= (1.0 - horizonFade);
|
||||||
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fogFactor = clamp(fogFactor, 0.0, 1.0);
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|
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// Horizon color must exactly match skybox horizon
|
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vec3 horizonColor = vec3(0.55, 0.7, 0.9);
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finalColor = mix(horizonColor, finalColor, fogFactor);
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||||||
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|
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gl_FragColor = vec4(finalColor, 1.0);
|
||||||
}
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}
|
||||||
</script>
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</script>
|
||||||
<script id="default-vs" type="x-shader/x-vertex">
|
<script id="default-vs" type="x-shader/x-vertex">
|
||||||
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precision mediump float;
|
||||||
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|
||||||
attribute vec3 positionAttr;
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attribute vec3 positionAttr;
|
||||||
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|
||||||
uniform mat4 view;
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uniform mat4 view;
|
||||||
uniform mat4 model;
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uniform mat4 model;
|
||||||
uniform mat4 projection;
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uniform mat4 projection;
|
||||||
uniform sampler2D displace_map;
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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>
|
||||||
|
|
||||||
|
|||||||
109
src/Camera.ts
109
src/Camera.ts
@@ -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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
60
src/Grid.ts
60
src/Grid.ts
@@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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
200
src/OceanLOD.ts
Normal 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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;
|
||||||
|
|||||||
301
src/main.ts
301
src/main.ts
@@ -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!: ");
|
||||||
|
|||||||
Reference in New Issue
Block a user