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gerstnerwa
...
screenspac
| Author | SHA1 | Date | |
|---|---|---|---|
| 9ffee04185 |
127
index.html
127
index.html
@@ -374,15 +374,17 @@
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<script id="default-vs" type="x-shader/x-vertex">
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<script id="default-vs" type="x-shader/x-vertex">
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precision mediump float;
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precision mediump float;
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attribute vec3 positionAttr;
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attribute vec2 positionAttr; // Grid position in [0,1] range
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uniform mat4 view;
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uniform mat4 view;
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uniform mat4 model;
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uniform mat4 projection;
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uniform mat4 projection;
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uniform mat4 uProjectorMatrix; // Inverse projector view-proj
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uniform mat4 uRangeMatrix; // Range conversion matrix
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uniform float uTime;
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uniform float uTime;
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uniform float uWaveHeight;
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uniform float uWaveHeight;
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uniform float uWaveSpeed;
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uniform float uWaveSpeed;
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uniform vec3 eyePos;
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uniform vec3 eyePos;
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uniform float uHorizonClipY; // Y position of horizon in clip space [-1,1]
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varying vec3 v_fragPos;
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varying vec3 v_fragPos;
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varying vec3 v_normal;
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varying vec3 v_normal;
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@@ -417,8 +419,83 @@
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);
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);
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}
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}
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// Project grid point onto ocean plane using projector
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vec3 projectToOcean(vec2 gridPos, out float horizonBlend, out vec3 rayDirection) {
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// Transform grid position [0,1] through range matrix to projector space [-1,1]
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vec4 clipPos = uRangeMatrix * vec4(gridPos, 0.0, 1.0);
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// Get two points along the projection ray (near and far planes)
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vec4 nearPoint = uProjectorMatrix * vec4(clipPos.xy, -1.0, 1.0);
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vec4 farPoint = uProjectorMatrix * vec4(clipPos.xy, 1.0, 1.0);
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// Perspective divide to get world positions
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nearPoint /= nearPoint.w;
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farPoint /= farPoint.w;
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vec3 rayOrigin = nearPoint.xyz;
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vec3 rayDir = normalize(farPoint.xyz - nearPoint.xyz);
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rayDirection = rayDir;
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// The skybox horizon is where rayDir.z = 0 (looking horizontally)
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float angleToHorizon = -rayDir.z; // 0 at horizon, negative = looking up, positive = looking down
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// If ray is pointing up or nearly horizontal, this vertex approaches horizon
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if (angleToHorizon <= 0.001) {
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horizonBlend = 1.0;
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// Project in horizontal direction at ocean level
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vec2 hDir = length(rayDir.xy) > 0.001 ? normalize(rayDir.xy) : vec2(1.0, 0.0);
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return vec3(rayOrigin.xy + hDir * 5000.0, 0.0);
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}
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// Ray is pointing down - intersect with ocean plane (Z = 0)
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float t = -rayOrigin.z / rayDir.z;
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if (t < 0.0) {
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horizonBlend = 1.0;
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vec2 hDir = length(rayDir.xy) > 0.001 ? normalize(rayDir.xy) : vec2(1.0, 0.0);
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return vec3(rayOrigin.xy + hDir * 5000.0, 0.0);
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}
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// Camera height affects max render distance
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// Higher camera = need to limit distance more to avoid precision issues
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float cameraHeight = max(eyePos.z, 0.5);
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// Base max distance scales with camera height, but with diminishing returns
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// At height 2: maxBase = ~200
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// At height 10: maxBase = ~450
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// At height 100: maxBase = ~1400
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// At height 500: maxBase = ~3100
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float maxBase = 100.0 * sqrt(cameraHeight);
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// Also limit based on angle - shallow angles get much shorter max distance
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float angleScale = smoothstep(0.001, 0.3, angleToHorizon); // 0 at horizon, 1 at ~17 degrees down
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float maxT = maxBase * (0.1 + 0.9 * angleScale);
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maxT = max(maxT, 50.0); // Minimum distance
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// Smooth horizon blend based on angle AND distance
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horizonBlend = 1.0 - smoothstep(0.001, 0.05, angleToHorizon);
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// If t exceeds limit, increase horizon blend
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if (t > maxT * 0.8) {
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float distBlend = smoothstep(maxT * 0.8, maxT, t);
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horizonBlend = max(horizonBlend, distBlend);
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}
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t = min(t, maxT);
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// Compute world position
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vec3 worldPos = rayOrigin + rayDir * t;
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return worldPos;
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}
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void main(void) {
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void main(void) {
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vec4 worldPos = model * vec4(positionAttr.xyz, 1.0);
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// Project grid point onto ocean plane
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float horizonBlend;
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vec3 rayDir;
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vec3 worldPos3 = projectToOcean(positionAttr, horizonBlend, rayDir);
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vec4 worldPos = vec4(worldPos3, 1.0);
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// Grid is on XY plane, Z is up
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// Grid is on XY plane, Z is up
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vec2 pos = worldPos.xy;
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vec2 pos = worldPos.xy;
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float time = uTime * 0.0004 * uWaveSpeed;
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float time = uTime * 0.0004 * uWaveSpeed;
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@@ -427,6 +504,8 @@
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float distToCamera = length(worldPos.xyz - eyePos);
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float distToCamera = length(worldPos.xyz - eyePos);
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float waveFade = exp(-distToCamera * 0.015); // Gradual fade over distance
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float waveFade = exp(-distToCamera * 0.015); // Gradual fade over distance
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waveFade = clamp(waveFade, 0.0, 1.0);
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waveFade = clamp(waveFade, 0.0, 1.0);
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// Fade out waves at horizon to prevent edge breakup
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waveFade *= (1.0 - horizonBlend);
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v_distanceFade = waveFade;
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v_distanceFade = waveFade;
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float heightMod = uWaveHeight * waveFade;
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float heightMod = uWaveHeight * waveFade;
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@@ -504,42 +583,22 @@
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normal = mix(flatNormal, normal, waveFade);
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normal = mix(flatNormal, normal, waveFade);
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v_normal = vec3(normal.x, normal.z, normal.y);
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v_normal = vec3(normal.x, normal.z, normal.y);
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// Horizon projection: calculate where the world horizon would be in clip space
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// Project back to clip space
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// The horizon is where z=0 plane meets the sky (at eye height)
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// Project a point at the horizon in the same XY direction as this vertex
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float horizonStretch = smoothstep(40.0, 100.0, distToCamera);
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if (horizonStretch > 0.0) {
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// Get direction from camera to vertex (XY only, on ocean plane)
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vec2 toVertex = normalize(worldPos.xy - eyePos.xy);
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// Create a horizon point far away in that direction at z=0
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vec3 horizonPoint = vec3(
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eyePos.xy + toVertex * 10000.0,
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0.0
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);
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// Project horizon point to get true horizon clip position
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vec4 horizonClip = projection * view * vec4(horizonPoint, 1.0);
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// Get actual clip position
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vec4 clipPos = projection * view * worldPos;
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// Blend vertex toward the horizon point's clip position (normalized)
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// Overshoot slightly past horizon to ensure no gap
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float horizonY = horizonClip.y / horizonClip.w * clipPos.w;
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float overshoot = 1.0 + horizonStretch * 0.1; // Push slightly past horizon
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clipPos.y = mix(clipPos.y, horizonY * overshoot, horizonStretch);
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gl_Position = clipPos;
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} else {
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gl_Position = projection * view * worldPos;
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gl_Position = projection * view * worldPos;
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// For vertices near the horizon, smoothly blend Y towards the horizon line
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// This ensures ocean meets skybox without gaps or discontinuities
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if (horizonBlend > 0.0) {
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float targetY = uHorizonClipY * gl_Position.w;
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// Use squared blend for smoother transition
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float smoothBlend = horizonBlend * horizonBlend;
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gl_Position.y = mix(gl_Position.y, targetY, smoothBlend);
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// Push depth towards far plane for horizon vertices
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gl_Position.z = mix(gl_Position.z, gl_Position.w * 0.9999, smoothBlend);
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}
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}
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v_fragPos = worldPos.xyz;
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v_fragPos = worldPos.xyz;
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}
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}
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</script>
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}
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</script>
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</script>
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<script id="sky-fs" type="x-shader/x-fragment">
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<script id="sky-fs" type="x-shader/x-fragment">
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precision mediump float;
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precision mediump float;
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333
src/OceanLOD.ts
333
src/OceanLOD.ts
@@ -1,200 +1,167 @@
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import { Grid } from './Grid';
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import { vec3, vec4, mat4 } from 'gl-matrix';
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import { vec3 } from 'gl-matrix';
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/** Manages multiple ocean grid patches with LOD based on camera distance and view cone */
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/**
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export class OceanLOD {
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* Projected Grid Ocean - Based on the projected grid algorithm.
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private grids: Array<{
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* Uses a separate projector that can be adjusted to avoid backfiring.
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grid: Grid;
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* The grid is created in projector space and projected onto the ocean plane.
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centerX: number;
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*/
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centerY: number;
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export class ProjectedOcean {
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size: number;
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private vao: WebGLVertexArrayObject | null = null;
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lodLevel: number;
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private lineVao: WebGLVertexArrayObject | null = null;
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visible: boolean;
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private indexBuffer: WebGLBuffer | null = null;
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}> = [];
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private vertexBuffer: WebGLBuffer | null = null;
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private indexCount: number = 0;
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private lineIndexCount: number = 0;
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private readonly LOD_LEVELS = [
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// Grid resolution
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{ distance: 3.0, gridSize: 256 }, // Very close - ultra detail
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private readonly GRID_SIZE_X = 400;
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{ distance: 8.0, gridSize: 128 }, // Close - high detail
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private readonly GRID_SIZE_Y = 400;
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{ distance: 20.0, gridSize: 64 }, // Medium distance
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{ distance: 40.0, gridSize: 16 }, // Far - low detail
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{ distance: 80.0, gridSize: 8 }, // Very far - minimal
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{ distance: Infinity, gridSize: 4 },// Horizon - lowest (will be stretched anyway)
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];
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private readonly PATCH_SIZE = 10.0; // Larger patches = fewer needed
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// Ocean plane parameters (Z = 0 plane, normal pointing up)
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private readonly PATCHES_PER_SIDE = 21; // 21x21 = 441 patches (covers ~200 units)
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private readonly OCEAN_LEVEL = 0.0;
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private readonly VIEW_CONE_COS = Math.cos(Math.PI * 0.45); // ~81 degree half-angle (wider than typical FOV)
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private readonly MAX_WAVE_HEIGHT = 1.5; // Maximum displacement above ocean level
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private readonly MIN_WAVE_HEIGHT = -0.5; // Maximum displacement below ocean level
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// Track the grid origin to re-center when camera moves
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// Projector parameters
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private gridOriginX: number = 0;
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private readonly MIN_PROJECTOR_HEIGHT = 5.0; // Minimum height above upper bound
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private gridOriginY: number = 0;
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constructor() {
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// Matrices for the shader
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this.createGridPatches();
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public projectorMatrix: mat4 = mat4.create();
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}
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public rangeMatrix: mat4 = mat4.create();
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private createGridPatches(): void {
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constructor() {}
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const halfPatches = Math.floor(this.PATCHES_PER_SIDE / 2);
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for (let y = -halfPatches; y <= halfPatches; y++) {
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for (let x = -halfPatches; x <= halfPatches; x++) {
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const centerX = x * this.PATCH_SIZE + this.gridOriginX;
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const centerY = y * this.PATCH_SIZE + this.gridOriginY;
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// Start with lowest detail - will be updated based on camera
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const grid = new Grid(
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this.LOD_LEVELS[5].gridSize,
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centerX,
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centerY,
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this.PATCH_SIZE
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);
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this.grids.push({
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grid,
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centerX,
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centerY,
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size: this.PATCH_SIZE,
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lodLevel: 5,
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visible: true
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});
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}
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}
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}
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/** Re-center the grid around a new origin */
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private recenterGrid(gl: WebGL2RenderingContext, newOriginX: number, newOriginY: number): void {
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this.gridOriginX = newOriginX;
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this.gridOriginY = newOriginY;
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const halfPatches = Math.floor(this.PATCHES_PER_SIDE / 2);
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let i = 0;
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for (let y = -halfPatches; y <= halfPatches; y++) {
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for (let x = -halfPatches; x <= halfPatches; x++) {
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const patch = this.grids[i];
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const newCenterX = x * this.PATCH_SIZE + this.gridOriginX;
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const newCenterY = y * this.PATCH_SIZE + this.gridOriginY;
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// Only update if patch position changed
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if (patch.centerX !== newCenterX || patch.centerY !== newCenterY) {
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patch.centerX = newCenterX;
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patch.centerY = newCenterY;
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// Force LOD recalculation
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patch.lodLevel = -1;
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}
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i++;
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}
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}
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}
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/** Update LOD based on camera position and view direction */
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updateLOD(gl: WebGL2RenderingContext, cameraPos: vec3, cameraTarget: vec3): void {
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// Calculate view direction (normalized)
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const viewDir = vec3.create();
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vec3.subtract(viewDir, cameraTarget, cameraPos);
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vec3.normalize(viewDir, viewDir);
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// Check if we need to recenter the grid (camera moved more than one patch size from origin)
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const cameraGridX = Math.floor(cameraPos[0] / this.PATCH_SIZE) * this.PATCH_SIZE;
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const cameraGridY = Math.floor(cameraPos[1] / this.PATCH_SIZE) * this.PATCH_SIZE;
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if (cameraGridX !== this.gridOriginX || cameraGridY !== this.gridOriginY) {
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this.recenterGrid(gl, cameraGridX, cameraGridY);
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}
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for (const patch of this.grids) {
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// Calculate vector from camera to patch center (on XY plane, Z=0 for ocean surface)
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const toPatch = vec3.fromValues(
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patch.centerX - cameraPos[0],
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patch.centerY - cameraPos[1],
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0 - cameraPos[2] // Ocean is at Z=0
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);
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const distance = vec3.length(toPatch);
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// Normalize direction to patch
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const toPatchDir = vec3.create();
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vec3.normalize(toPatchDir, toPatch);
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// Calculate dot product with view direction (how aligned is patch with where we're looking)
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const dotProduct = vec3.dot(viewDir, toPatchDir);
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// Determine if patch is in front of camera and within view cone
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const isInFront = dotProduct > -0.3; // Slightly behind is ok for edge cases
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const isInViewCone = dotProduct > this.VIEW_CONE_COS;
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// Frustum culling - don't draw patches behind camera
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patch.visible = isInFront;
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// Calculate LOD level
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let newLodLevel = 5; // Default to lowest detail
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if (!isInFront) {
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// Behind camera - skip (will not be drawn)
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newLodLevel = 5;
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} else if (isInViewCone) {
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// In view cone - use distance-based LOD
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for (let i = 0; i < this.LOD_LEVELS.length; i++) {
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if (distance < this.LOD_LEVELS[i].distance) {
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newLodLevel = i;
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break;
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}
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}
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} else {
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// In front but outside view cone - reduce detail by 1-2 levels
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for (let i = 0; i < this.LOD_LEVELS.length; i++) {
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if (distance < this.LOD_LEVELS[i].distance) {
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newLodLevel = Math.min(i + 2, 5); // Reduce detail
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break;
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}
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}
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}
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// Only recreate grid if LOD level changed
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if (newLodLevel !== patch.lodLevel) {
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|
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patch.lodLevel = newLodLevel;
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patch.grid = new Grid(
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this.LOD_LEVELS[newLodLevel].gridSize,
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patch.centerX,
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patch.centerY,
|
|
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patch.size
|
|
||||||
);
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|
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patch.grid.initVAO(gl);
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|
||||||
}
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|
||||||
}
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|
||||||
}
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|
||||||
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|
||||||
|
/** Generate the grid vertices (in [0,1] range) */
|
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initVAO(gl: WebGL2RenderingContext): void {
|
initVAO(gl: WebGL2RenderingContext): void {
|
||||||
for (const { grid } of this.grids) {
|
const vertices: number[] = [];
|
||||||
grid.initVAO(gl);
|
const indices: number[] = [];
|
||||||
|
|
||||||
|
// Create grid in [0,1] range - will be transformed by projector matrix
|
||||||
|
for (let y = 0; y <= this.GRID_SIZE_Y; y++) {
|
||||||
|
for (let x = 0; x <= this.GRID_SIZE_X; x++) {
|
||||||
|
const u = x / this.GRID_SIZE_X;
|
||||||
|
const v = y / this.GRID_SIZE_Y;
|
||||||
|
vertices.push(u, v);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Create indices (counter-clockwise winding when viewed from above, Z up)
|
||||||
|
for (let y = 0; y < this.GRID_SIZE_Y; y++) {
|
||||||
|
for (let x = 0; x < this.GRID_SIZE_X; x++) {
|
||||||
|
const topLeft = y * (this.GRID_SIZE_X + 1) + x;
|
||||||
|
const topRight = topLeft + 1;
|
||||||
|
const bottomLeft = (y + 1) * (this.GRID_SIZE_X + 1) + x;
|
||||||
|
const bottomRight = bottomLeft + 1;
|
||||||
|
|
||||||
|
// CCW winding for front face visible from +Z (above)
|
||||||
|
indices.push(topLeft, topRight, bottomLeft);
|
||||||
|
indices.push(topRight, bottomRight, bottomLeft);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
this.indexCount = indices.length;
|
||||||
|
|
||||||
|
// Create line indices for wireframe
|
||||||
|
const lineIndices: number[] = [];
|
||||||
|
for (let y = 0; y <= this.GRID_SIZE_Y; y++) {
|
||||||
|
for (let x = 0; x <= this.GRID_SIZE_X; x++) {
|
||||||
|
const currentVertex = y * (this.GRID_SIZE_X + 1) + x;
|
||||||
|
// Horizontal line
|
||||||
|
if (x < this.GRID_SIZE_X) {
|
||||||
|
lineIndices.push(currentVertex, currentVertex + 1);
|
||||||
|
}
|
||||||
|
// Vertical line
|
||||||
|
if (y < this.GRID_SIZE_Y) {
|
||||||
|
lineIndices.push(currentVertex, currentVertex + (this.GRID_SIZE_X + 1));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
this.lineIndexCount = lineIndices.length;
|
||||||
|
|
||||||
|
// Create vertex buffer (shared between both VAOs)
|
||||||
|
this.vertexBuffer = gl.createBuffer();
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||||
|
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
|
||||||
|
|
||||||
|
// Create VAO for filled triangles
|
||||||
|
this.vao = gl.createVertexArray();
|
||||||
|
gl.bindVertexArray(this.vao);
|
||||||
|
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||||
|
gl.enableVertexAttribArray(0);
|
||||||
|
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
||||||
|
|
||||||
|
this.indexBuffer = gl.createBuffer();
|
||||||
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, this.indexBuffer);
|
||||||
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(indices), gl.STATIC_DRAW);
|
||||||
|
|
||||||
|
gl.bindVertexArray(null);
|
||||||
|
|
||||||
|
// Create VAO for wireframe lines
|
||||||
|
this.lineVao = gl.createVertexArray();
|
||||||
|
gl.bindVertexArray(this.lineVao);
|
||||||
|
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vertexBuffer);
|
||||||
|
gl.enableVertexAttribArray(0);
|
||||||
|
gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);
|
||||||
|
|
||||||
|
const lineIndexBuffer = gl.createBuffer();
|
||||||
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, lineIndexBuffer);
|
||||||
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(lineIndices), gl.STATIC_DRAW);
|
||||||
|
|
||||||
|
gl.bindVertexArray(null);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Update the projector matrices based on camera position.
|
||||||
|
* We use the camera's own view-projection to ensure screen coverage.
|
||||||
|
*/
|
||||||
|
updateProjector(cameraPos: vec3, cameraForward: vec3, viewMatrix: mat4, projMatrix: mat4): void {
|
||||||
|
// Use camera's view-projection directly
|
||||||
|
const viewProj = mat4.create();
|
||||||
|
mat4.multiply(viewProj, projMatrix, viewMatrix);
|
||||||
|
|
||||||
|
// Invert to get unprojection matrix
|
||||||
|
mat4.invert(this.projectorMatrix, viewProj);
|
||||||
|
|
||||||
|
// Range matrix maps [0,1] grid to [-1,1] clip space
|
||||||
|
this.calculateRangeMatrix(cameraPos, viewMatrix, projMatrix, viewProj);
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Calculate the range conversion matrix to focus geometry on visible area
|
||||||
|
* For simplicity and to ensure horizon coverage, we use the full clip space range
|
||||||
|
*/
|
||||||
|
private calculateRangeMatrix(
|
||||||
|
cameraPos: vec3,
|
||||||
|
viewMatrix: mat4,
|
||||||
|
projMatrix: mat4,
|
||||||
|
projectorViewProj: mat4
|
||||||
|
): void {
|
||||||
|
// Use full clip space [-1, 1] to ensure complete coverage including horizon
|
||||||
|
// The grid [0,1] maps to [-1,1] in projector clip space
|
||||||
|
mat4.identity(this.rangeMatrix);
|
||||||
|
this.rangeMatrix[0] = 2.0; // Scale X: [0,1] -> [0,2]
|
||||||
|
this.rangeMatrix[5] = 2.0; // Scale Y: [0,1] -> [0,2]
|
||||||
|
this.rangeMatrix[10] = 2.0; // Scale Z
|
||||||
|
this.rangeMatrix[12] = -1.0; // Translate X: [0,2] -> [-1,1]
|
||||||
|
this.rangeMatrix[13] = -1.0; // Translate Y: [0,2] -> [-1,1]
|
||||||
|
this.rangeMatrix[14] = -1.0; // Translate Z
|
||||||
|
}
|
||||||
|
|
||||||
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
|
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
|
||||||
for (const patch of this.grids) {
|
if (wireframe && this.lineVao) {
|
||||||
if (patch.visible) {
|
gl.bindVertexArray(this.lineVao);
|
||||||
patch.grid.draw(gl, wireframe);
|
gl.drawElements(gl.LINES, this.lineIndexCount, gl.UNSIGNED_INT, 0);
|
||||||
}
|
gl.bindVertexArray(null);
|
||||||
|
} else if (this.vao) {
|
||||||
|
gl.bindVertexArray(this.vao);
|
||||||
|
gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_INT, 0);
|
||||||
|
gl.bindVertexArray(null);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
getGridCount(): number {
|
getIndexCount(): number {
|
||||||
return this.grids.length;
|
return this.indexCount;
|
||||||
}
|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
90
src/main.ts
90
src/main.ts
@@ -1,6 +1,6 @@
|
|||||||
import { vec3, mat4 } from 'gl-matrix';
|
import { vec3, vec4, mat4 } from 'gl-matrix';
|
||||||
import { Camera } from './Camera';
|
import { Camera } from './Camera';
|
||||||
import { OceanLOD } from './OceanLOD';
|
import { ProjectedOcean } from './OceanLOD';
|
||||||
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';
|
||||||
@@ -134,14 +134,13 @@ 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 keysPressed: Set<string> = new Set();
|
var keysPressed: Set<string> = new Set();
|
||||||
/** Objects and states*/
|
/** Objects and states*/
|
||||||
var camera: Camera;
|
var camera: Camera;
|
||||||
var oceanLOD: OceanLOD;
|
var projectedOcean: ProjectedOcean;
|
||||||
var skybox: Skybox;
|
var skybox: Skybox;
|
||||||
var wireframeMode = false;
|
var wireframeMode = false;
|
||||||
/** Camera movement speed */
|
/** Camera movement speed */
|
||||||
@@ -157,7 +156,6 @@ function drawScene() {
|
|||||||
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;
|
||||||
@@ -166,13 +164,6 @@ function drawScene() {
|
|||||||
}
|
}
|
||||||
fps = 0;
|
fps = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Log LOD stats every 5 seconds
|
|
||||||
if (lodStatsTimer >= 5000) {
|
|
||||||
lodStatsTimer = 0;
|
|
||||||
const stats = oceanLOD.getLODStats();
|
|
||||||
console.log(`LOD Stats - High:${stats[0]} Med:${stats[1]} Low:${stats[2]} VeryLow:${stats[3]}`);
|
|
||||||
}
|
|
||||||
lastTime = now.getTime();
|
lastTime = now.getTime();
|
||||||
|
|
||||||
// Sun direction (matches the one in ocean shader)
|
// Sun direction (matches the one in ocean shader)
|
||||||
@@ -216,20 +207,18 @@ function drawScene() {
|
|||||||
gl.enable(gl.DEPTH_TEST);
|
gl.enable(gl.DEPTH_TEST);
|
||||||
gl.depthMask(true);
|
gl.depthMask(true);
|
||||||
|
|
||||||
// Update LOD based on camera position and view direction
|
// Update projected ocean's projector matrices
|
||||||
oceanLOD.updateLOD(gl, camera.pos, camera.target);
|
projectedOcean.updateProjector(camera.pos, camera.forward, view, projection);
|
||||||
|
|
||||||
var model = mat4.create();
|
|
||||||
mat4.identity(model);
|
|
||||||
// No centering needed - grids are already positioned correctly in world space
|
|
||||||
|
|
||||||
gl.useProgram(defaultProgram);
|
gl.useProgram(defaultProgram);
|
||||||
let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view");
|
let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "view");
|
||||||
gl.uniformMatrix4fv(view_loc, false, view);
|
gl.uniformMatrix4fv(view_loc, false, view);
|
||||||
let model_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "model");
|
|
||||||
gl.uniformMatrix4fv(model_loc, false, model);
|
|
||||||
let projection_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "projection");
|
let projection_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "projection");
|
||||||
gl.uniformMatrix4fv(projection_loc, false, projection);
|
gl.uniformMatrix4fv(projection_loc, false, projection);
|
||||||
|
let projectorMatrix_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uProjectorMatrix");
|
||||||
|
gl.uniformMatrix4fv(projectorMatrix_loc, false, projectedOcean.projectorMatrix);
|
||||||
|
let rangeMatrix_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uRangeMatrix");
|
||||||
|
gl.uniformMatrix4fv(rangeMatrix_loc, false, projectedOcean.rangeMatrix);
|
||||||
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");
|
||||||
@@ -245,7 +234,60 @@ function drawScene() {
|
|||||||
let uGlitterIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uGlitterIntensity");
|
let uGlitterIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uGlitterIntensity");
|
||||||
gl.uniform1f(uGlitterIntensity_loc, glitterIntensity);
|
gl.uniform1f(uGlitterIntensity_loc, glitterIntensity);
|
||||||
|
|
||||||
oceanLOD.draw(gl, wireframeMode);
|
// Calculate horizon Y in clip space
|
||||||
|
// The skybox horizon is where rayDir.z = 0 (horizontal ray from camera)
|
||||||
|
// This is a point at infinity in a horizontal direction from the camera
|
||||||
|
// We need to find where this projects to in clip space
|
||||||
|
|
||||||
|
// Get a horizontal direction (camera forward projected onto XY plane)
|
||||||
|
const horizonDir = vec3.fromValues(camera.forward[0], camera.forward[1], 0);
|
||||||
|
if (vec3.length(horizonDir) > 0.001) {
|
||||||
|
vec3.normalize(horizonDir, horizonDir);
|
||||||
|
} else {
|
||||||
|
vec3.set(horizonDir, 1, 0, 0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Transform a direction vector (not a point) to clip space
|
||||||
|
// For a point at infinity in direction D, its clip space position is:
|
||||||
|
// lim(t->inf) ViewProj * (eye + t*D) / w
|
||||||
|
// Which equals ViewProj * D (as a vec4 with w=0), then we look at x/w, y/w
|
||||||
|
// But since w would be 0 for a direction, we use the view matrix only
|
||||||
|
|
||||||
|
// The horizon is where view-space Y = 0 for an infinite point
|
||||||
|
// In our Z-up system, the horizon is where the ray is horizontal (z=0 in world)
|
||||||
|
// Transform a horizontal direction through view matrix
|
||||||
|
const horizonDirView = vec4.fromValues(horizonDir[0], horizonDir[1], 0, 0);
|
||||||
|
vec4.transformMat4(horizonDirView, horizonDirView, view);
|
||||||
|
|
||||||
|
// The Y in clip space where this direction points is based on the view-space direction
|
||||||
|
// projected through the projection matrix
|
||||||
|
// For perspective: clipY/clipW = viewY/(-viewZ) * projectionScaleY
|
||||||
|
// For a horizontal ray at infinity, we can compute where it ends up
|
||||||
|
|
||||||
|
// Simpler approach: transform a point very far away in horizon direction
|
||||||
|
const farDist = 1000000.0;
|
||||||
|
const horizonPoint = vec4.fromValues(
|
||||||
|
camera.pos[0] + horizonDir[0] * farDist,
|
||||||
|
camera.pos[1] + horizonDir[1] * farDist,
|
||||||
|
camera.pos[2], // Same height as camera - this is the horizon!
|
||||||
|
1
|
||||||
|
);
|
||||||
|
const viewProj = mat4.create();
|
||||||
|
mat4.multiply(viewProj, projection, view);
|
||||||
|
vec4.transformMat4(horizonPoint, horizonPoint, viewProj);
|
||||||
|
const horizonClipY = horizonPoint[3] !== 0 ? horizonPoint[1] / horizonPoint[3] : 0;
|
||||||
|
|
||||||
|
let uHorizonClipY_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uHorizonClipY");
|
||||||
|
gl.uniform1f(uHorizonClipY_loc, horizonClipY);
|
||||||
|
|
||||||
|
// Enable backface culling so ocean isn't visible from below
|
||||||
|
gl.enable(gl.CULL_FACE);
|
||||||
|
gl.cullFace(gl.BACK);
|
||||||
|
gl.frontFace(gl.CCW);
|
||||||
|
|
||||||
|
projectedOcean.draw(gl, wireframeMode);
|
||||||
|
|
||||||
|
gl.disable(gl.CULL_FACE);
|
||||||
}
|
}
|
||||||
requestAnimationFrame(drawScene);
|
requestAnimationFrame(drawScene);
|
||||||
}
|
}
|
||||||
@@ -380,9 +422,9 @@ function main() {
|
|||||||
initGeometry();
|
initGeometry();
|
||||||
initFBO();
|
initFBO();
|
||||||
|
|
||||||
oceanLOD = new OceanLOD();
|
projectedOcean = new ProjectedOcean();
|
||||||
oceanLOD.initVAO(gl);
|
projectedOcean.initVAO(gl);
|
||||||
console.log(`Ocean LOD initialized with ${oceanLOD.getGridCount()} patches`);
|
console.log(`Projected ocean initialized with ${projectedOcean.getIndexCount()} indices`);
|
||||||
|
|
||||||
skybox = new Skybox();
|
skybox = new Skybox();
|
||||||
skybox.initVAO(gl);
|
skybox.initVAO(gl);
|
||||||
|
|||||||
Reference in New Issue
Block a user