4 Commits

5 changed files with 598 additions and 126 deletions

View File

@@ -95,6 +95,56 @@
font-size: 14px; font-size: 14px;
backdrop-filter: blur(10px); backdrop-filter: blur(10px);
} }
.slider-group {
margin: 8px 0;
}
.slider-group label {
display: flex;
justify-content: space-between;
align-items: center;
margin-bottom: 4px;
font-size: 13px;
}
.slider-group input[type="range"] {
width: 100%;
height: 6px;
border-radius: 3px;
background: rgba(255, 255, 255, 0.2);
outline: none;
-webkit-appearance: none;
appearance: none;
}
.slider-group input[type="range"]::-webkit-slider-thumb {
-webkit-appearance: none;
appearance: none;
width: 14px;
height: 14px;
border-radius: 50%;
background: #4a9eff;
cursor: pointer;
}
.slider-group input[type="range"]::-moz-range-thumb {
width: 14px;
height: 14px;
border-radius: 50%;
background: #4a9eff;
cursor: pointer;
border: none;
}
.slider-value {
background: rgba(255, 255, 255, 0.15);
padding: 2px 6px;
border-radius: 3px;
font-size: 11px;
min-width: 35px;
text-align: center;
}
</style> </style>
<script id="noise-fs" type="x-shader/x-fragment"> <script id="noise-fs" type="x-shader/x-fragment">
precision mediump float; precision mediump float;
@@ -190,77 +240,125 @@
precision mediump float; precision mediump float;
varying vec3 v_fragPos; varying vec3 v_fragPos;
varying vec2 v_uv; varying vec3 v_normal;
varying float v_waveHeight;
varying float v_foamFactor;
uniform vec3 eyePos; uniform vec3 eyePos;
uniform sampler2D displace_map; uniform float uFoamIntensity;
uniform float uGlitterIntensity;
vec3 lightPos = vec3(0.,0.,10.); //not used in diffuse. diffuse uses a directional light. It is only used for specular glittering.
vec3 lightColor = vec3(1.0,1.0,1.0);
//using forward difference // Simple hash function for noise
//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives float hash(vec2 p) {
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
}
// Value noise for foam texture
float noise(vec2 p) {
vec2 i = floor(p);
vec2 f = fract(p);
f = f * f * (3.0 - 2.0 * f); // smoothstep
float a = hash(i);
float b = hash(i + vec2(1.0, 0.0));
float c = hash(i + vec2(0.0, 1.0));
float d = hash(i + vec2(1.0, 1.0));
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
}
// Fractal noise for more detailed foam
float foamNoise(vec2 p) {
float n = 0.0;
n += 0.5 * noise(p * 8.0);
n += 0.25 * noise(p * 16.0);
n += 0.125 * noise(p * 32.0);
n += 0.0625 * noise(p * 64.0);
return n;
}
void main(void) { void main(void) {
vec4 displace = texture2D(displace_map, v_uv); vec3 lightColor = vec3(1.0, 1.0, 0.95);
//calculate normal vec3 sunDirection = normalize(vec3(0.3, 0.5, 0.8));
float gridPointDelta = (1. / 256.);
vec3 currPoint = vec3(0.0,0.0,displace.x);
vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x*(1./1.));
vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x*(1./1.));
vec3 up = vec3(0.,gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y + gridPointDelta)).x*(1./1.));
vec3 down = vec3(0.,-gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y - gridPointDelta)).x*(1./1.));
//vec3 tangent = normalize(right - currPoint);
//vec3 biTangent = normalize(up - currPoint);
vec3 tangent = normalize(vec3(gridPointDelta,0.,right.z-left.z));
vec3 biTangent = normalize(vec3(0.,gridPointDelta,down.z-up.z));
//vec3 normal = biTangent;
vec3 normal = cross(tangent, biTangent);
vec3 norm = normalize(normal);
norm.y *= -1.; //Normal y direction is somehow inverted
//vec3 lightDir = normalize(lightPos - v_fragPos);
vec3 lightDir = normalize(-vec3(0.0,.0,-1.)); //sun shines in drection of -z
float diff = max(dot(norm,lightDir),0.0);
vec3 diffuse = diff * lightColor;
vec3 result = (diffuse) * vec3(0.0,0.0,1.0);
//Old lightning
vec3 toCameraVector = normalize(v_fragPos - eyePos);
vec3 reflec = normalize(reflect(toCameraVector, norm));
//Schlicks approximation to Fresnelfactor
float n1 = 1., n2 = 1.33333;
float R0 = pow((n1-n2)/(n1+n2), 2.);
float fresnel = R0 + (1. - R0)*pow((1.-dot(norm,reflec)),5.) ;
//vec3 waterColor = vec3(34./255.,154./255.,211./255.);
vec3 oceanColor = vec3(0,.4,.4); // under-sea colour
vec3 skyColor = vec3(1.,1.,1.);
//Subsurface scattering vec3 norm = normalize(v_normal);
vec3 sssSun = vec3(0.,-5.,-7.0);
vec3 tosssSunVec = normalize(sssSun - v_fragPos); // View direction
vec3 tosssSun = normalize(vec3(0.0,-100.,1.)); vec3 viewDir = normalize(eyePos - v_fragPos);
float ssDistortion = 0.1;
float sssIntensity = 1.; // Diffuse lighting
vec3 halfWay = normalize(tosssSun+norm*ssDistortion); float diff = max(dot(norm, sunDirection), 0.0);
float ssScateringCoef = pow(clamp(dot(toCameraVector,-halfWay),0.0,1.0),5.) * sssIntensity; vec3 diffuse = diff * lightColor;
//Sun glittering
float glitterFactor = max(0.0,dot(tosssSunVec,reflect(-toCameraVector,norm)));
if(!(glitterFactor > 0.98)) {
glitterFactor = 0.0;
}
//gl_FragColor = vec4(oceanColor + lightColor * glitterFactor,1.0); // Schlick's approximation to Fresnel factor
//gl_FragColor=vec4(clamp(oceanColor + (oceanColor*ssScateringCoef),0.,1.0),1.0); //Display subsurfacecatterting component float R0 = 0.02;
//gl_FragColor = vec4((mix(oceanColor,skyColor,fresnel).xyz), 1.); //Just display reflection component float fresnel = R0 + (1.0 - R0) * pow(1.0 - max(dot(norm, viewDir), 0.0), 5.0);
//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component
//gl_FragColor = vec4(normal,1.0); //show Normal map // Deep and shallow water colors
//gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before vec3 deepColor = vec3(0.0, 0.08, 0.15);
gl_FragColor = vec4((clamp(diffuse,0.97,1.0) * (mix(oceanColor + (oceanColor*ssScateringCoef),skyColor*0.8,fresnel).xyz))+ lightColor * glitterFactor, 1.0); //All combined vec3 shallowColor = vec3(0.0, 0.35, 0.45);
vec3 skyColor = vec3(0.5, 0.7, 0.9);
vec3 foamColor = vec3(0.95, 0.98, 1.0);
// Blend between deep and shallow based on wave height
float heightFactor = clamp(v_waveHeight * 2.0 + 0.5, 0.0, 1.0);
vec3 oceanColor = mix(deepColor, shallowColor, heightFactor);
// Sun glitter - uses wave normals for natural sparkle from fine surface detail
vec3 reflectDir = reflect(-sunDirection, norm);
float specAngle = max(dot(viewDir, reflectDir), 0.0);
// Smooth base specular
float specBase = pow(specAngle, 64.0) * 0.4;
// Medium highlights
float specMid = pow(specAngle, 256.0) * 1.2;
// Sharp glitter peaks
float specSharp = pow(specAngle, 1024.0) * 3.0;
vec3 specular = (specBase + specMid + specSharp) * lightColor * uGlitterIntensity;
// Subsurface scattering
float sssDot = max(dot(viewDir, -sunDirection), 0.0);
float sssWaveContribution = clamp(v_waveHeight + 0.3, 0.0, 1.0);
float sssNormalContribution = pow(1.0 - max(dot(norm, sunDirection), 0.0), 2.0);
float sss = pow(sssDot, 3.0) * sssWaveContribution * sssNormalContribution * 1.5;
vec3 sssColor = vec3(0.1, 0.6, 0.5) * sss;
// Rim SSS effect
float rimSSS = pow(1.0 - max(dot(norm, viewDir), 0.0), 3.0) * 0.3;
vec3 rimColor = vec3(0.0, 0.4, 0.4) * rimSSS * heightFactor;
// Foam with texture - foam persists longer
vec2 foamUV = v_fragPos.xy * 1.5;
float foamPattern = foamNoise(foamUV);
// Create foam patches with softer edges
float foamThreshold = 1.0 - v_foamFactor * 1.2 * uFoamIntensity;
float foam = smoothstep(foamThreshold, foamThreshold + 0.35, foamPattern);
// Add some bubble-like spots with softer transition
float bubbles = smoothstep(0.65, 0.85, noise(foamUV * 15.0)) * v_foamFactor;
foam = clamp(foam + bubbles * 0.3, 0.0, 1.0);
// Softer edge fade based on foam factor
foam *= smoothstep(0.0, 0.25, v_foamFactor);
// Additional soft fade at foam edges
foam = pow(foam, 0.7) * uFoamIntensity;
// Combine all lighting
vec3 reflectedColor = mix(oceanColor, skyColor, fresnel);
vec3 waterColor = reflectedColor * clamp(diffuse, 0.3, 1.0) + specular + sssColor + rimColor;
// Blend foam on top with slight transparency variation
vec3 finalColor = mix(waterColor, foamColor * clamp(diffuse + 0.4, 0.0, 1.0), foam * 0.85);
// Slight fog for distant water
float dist = length(eyePos - v_fragPos);
float fog = 1.0 - clamp(dist * 0.015, 0.0, 0.6);
finalColor = mix(skyColor * 0.85, finalColor, fog);
gl_FragColor = vec4(finalColor, 1.0);
} }
</script> </script>
<script id="default-vs" type="x-shader/x-vertex"> <script id="default-vs" type="x-shader/x-vertex">
@@ -269,17 +367,122 @@
uniform mat4 view; uniform mat4 view;
uniform mat4 model; uniform mat4 model;
uniform mat4 projection; uniform mat4 projection;
uniform sampler2D displace_map; uniform float uTime;
uniform float uWaveHeight;
uniform float uWaveSpeed;
varying vec2 v_uv;
varying vec3 v_fragPos; varying vec3 v_fragPos;
varying vec3 v_normal;
varying float v_waveHeight;
varying float v_foamFactor;
// Gerstner wave function - higher steepness = spikier waves
vec3 gerstnerWave(vec2 pos, float time, vec2 direction, float steepness, float wavelength, out vec3 tangent, out vec3 binormal) {
float k = 2.0 * 3.14159 / wavelength;
float c = sqrt(9.8 / k);
vec2 d = normalize(direction);
float f = k * (dot(d, pos) - c * time);
float a = steepness / k;
tangent = vec3(
1.0 - steepness * d.x * d.x * sin(f),
steepness * d.x * cos(f),
-steepness * d.x * d.y * sin(f)
);
binormal = vec3(
-steepness * d.x * d.y * sin(f),
steepness * d.y * cos(f),
1.0 - steepness * d.y * d.y * sin(f)
);
return vec3(
d.x * a * cos(f),
a * sin(f),
d.y * a * cos(f)
);
}
void main(void) { 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); vec2 pos = worldPos.xy;
float time = uTime * 0.0004 * uWaveSpeed;
float heightMod = uWaveHeight;
vec3 displacement = vec3(0.0);
vec3 tangent = vec3(1.0, 0.0, 0.0);
vec3 binormal = vec3(0.0, 0.0, 1.0);
vec3 t, b;
// === Large primary waves ===
displacement += gerstnerWave(pos, time, vec2(1.0, 0.2), 0.42 * heightMod, 6.0, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
displacement += gerstnerWave(pos, time * 1.1, vec2(0.4, 1.0), 0.35 * heightMod, 5.0, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
// === Medium waves ===
displacement += gerstnerWave(pos, time * 0.9, vec2(-0.6, 0.8), 0.25 * heightMod, 3.0, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
displacement += gerstnerWave(pos, time * 1.2, vec2(0.8, -0.5), 0.2 * heightMod, 2.2, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
displacement += gerstnerWave(pos, time, vec2(-0.3, -0.9), 0.18 * heightMod, 1.8, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
// === Small detail waves ===
displacement += gerstnerWave(pos, time * 1.2, vec2(0.9, -0.4), 0.12 * heightMod, 1.2, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
displacement += gerstnerWave(pos, time * 0.9, vec2(-0.5, -0.7), 0.10 * heightMod, 1.0, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
displacement += gerstnerWave(pos, time * 1.3, vec2(0.3, 0.95), 0.08 * heightMod, 0.8, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
// === Tiny ripples ===
displacement += gerstnerWave(pos, time * 2.0, vec2(0.9, 0.1), 0.05 * heightMod, 0.35, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
displacement += gerstnerWave(pos, time * 2.2, vec2(-0.2, 0.95), 0.04 * heightMod, 0.25, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
// === Micro ripples for fine surface detail ===
displacement += gerstnerWave(pos, time * 2.5, vec2(0.7, -0.7), 0.03 * heightMod, 0.18, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
displacement += gerstnerWave(pos, time * 3.0, vec2(-0.8, 0.6), 0.025 * heightMod, 0.12, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
displacement += gerstnerWave(pos, time * 3.5, vec2(0.5, -0.9), 0.02 * heightMod, 0.08, t, b);
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
// Store wave height for fragment shader
v_waveHeight = displacement.y;
// Calculate foam factor - foam appears on the FRONT/leading edge of waves
// When wave is rising (tangent.y > 0), that's where foam should appear
float waveRising = smoothstep(0.0, 0.3, tangent.y + binormal.y);
float foamFromHeight = smoothstep(0.0, 0.25, displacement.y);
float waveSlope = length(vec2(tangent.y, binormal.y));
float foamFromSlope = smoothstep(0.2, 0.6, waveSlope);
// Foam appears where wave is high AND rising (leading edge / crest)
v_foamFactor = clamp((foamFromHeight * waveRising * 1.2 + foamFromSlope * 0.3), 0.0, 1.0);
// Apply displacement
worldPos.x += displacement.x;
worldPos.y += displacement.z;
worldPos.z += displacement.y;
// Calculate normal from tangent and binormal
vec3 normal = normalize(cross(binormal, tangent));
v_normal = vec3(normal.x, normal.z, normal.y);
gl_Position = projection * view * worldPos; 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">
@@ -330,6 +533,31 @@
<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>
@@ -351,6 +579,28 @@
controls.classList.toggle('hidden'); controls.classList.toggle('hidden');
} }
}); });
// Wireframe toggle
const wireframeBtn = document.getElementById('wireframe-toggle');
wireframeBtn.addEventListener('click', () => {
window.dispatchEvent(new CustomEvent('toggleWireframe'));
});
// Slider controls
function setupSlider(id, eventName) {
const slider = document.getElementById(id);
const valueDisplay = document.getElementById(id + '-val');
slider.addEventListener('input', (e) => {
const value = parseFloat(e.target.value);
valueDisplay.textContent = value.toFixed(1);
window.dispatchEvent(new CustomEvent(eventName, { detail: value }));
});
}
setupSlider('wave-height', 'waveHeightChange');
setupSlider('wave-speed', 'waveSpeedChange');
setupSlider('foam-intensity', 'foamIntensityChange');
setupSlider('glitter-intensity', 'glitterIntensityChange');
</script> </script>
</body> </body>

View File

@@ -1,23 +1,34 @@
/** 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; const u = i / this.size;
const y = j / 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 +46,16 @@ 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 +63,7 @@ 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);
@@ -56,10 +78,28 @@ 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): 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);
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0); gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
gl.bindVertexArray(null); gl.bindVertexArray(null);

160
src/OceanLOD.ts Normal file
View File

@@ -0,0 +1,160 @@
import { Grid } from './Grid';
import { vec3 } from 'gl-matrix';
/** Manages multiple ocean grid patches with LOD based on camera distance and view cone */
export class OceanLOD {
private grids: Array<{
grid: Grid;
centerX: number;
centerY: number;
size: number;
lodLevel: number;
visible: boolean;
}> = [];
private readonly LOD_LEVELS = [
{ distance: 2.0, gridSize: 128 }, // Closest - highest detail
{ distance: 5.0, gridSize: 64 }, // Medium distance
{ distance: 10.0, gridSize: 32 }, // Far distance
{ distance: 20.0, gridSize: 16 }, // Very far - lowest detail
];
private readonly PATCH_SIZE = 2.0; // World size of each patch
private readonly PATCHES_PER_SIDE = 7; // 7x7 = 49 patches total
private readonly VIEW_CONE_COS = Math.cos(Math.PI * 0.45); // ~81 degree half-angle (wider than typical FOV)
constructor() {
this.createGridPatches();
}
private createGridPatches(): void {
const halfPatches = Math.floor(this.PATCHES_PER_SIDE / 2);
for (let y = -halfPatches; y <= halfPatches; y++) {
for (let x = -halfPatches; x <= halfPatches; x++) {
const centerX = x * this.PATCH_SIZE;
const centerY = y * this.PATCH_SIZE;
// Start with lowest detail - will be updated based on camera
const grid = new Grid(
this.LOD_LEVELS[3].gridSize,
centerX,
centerY,
this.PATCH_SIZE
);
this.grids.push({
grid,
centerX,
centerY,
size: this.PATCH_SIZE,
lodLevel: 3,
visible: true
});
}
}
}
/** Update LOD based on camera position and view direction */
updateLOD(gl: WebGL2RenderingContext, cameraPos: vec3, cameraTarget: vec3): void {
// Calculate view direction (normalized)
const viewDir = vec3.create();
vec3.subtract(viewDir, cameraTarget, cameraPos);
vec3.normalize(viewDir, viewDir);
for (const patch of this.grids) {
// Calculate vector from camera to patch center (on XY plane, Z=0 for ocean surface)
const toPatch = vec3.fromValues(
patch.centerX - cameraPos[0],
patch.centerY - cameraPos[1],
0 - cameraPos[2] // Ocean is at Z=0
);
const distance = vec3.length(toPatch);
// Normalize direction to patch
const toPatchDir = vec3.create();
vec3.normalize(toPatchDir, toPatch);
// Calculate dot product with view direction (how aligned is patch with where we're looking)
const dotProduct = vec3.dot(viewDir, toPatchDir);
// Determine if patch is in front of camera and within view cone
const isInFront = dotProduct > -0.3; // Slightly behind is ok for edge cases
const isInViewCone = dotProduct > this.VIEW_CONE_COS;
// Frustum culling - don't draw patches behind camera
patch.visible = isInFront;
// Calculate LOD level
let newLodLevel = 3; // Default to lowest detail
if (!isInFront) {
// Behind camera - skip (will not be drawn)
newLodLevel = 3;
} else if (isInViewCone) {
// In view cone - use distance-based LOD
for (let i = 0; i < this.LOD_LEVELS.length; i++) {
if (distance < this.LOD_LEVELS[i].distance) {
newLodLevel = i;
break;
}
}
} else {
// In front but outside view cone - reduce detail by 1-2 levels
for (let i = 0; i < this.LOD_LEVELS.length; i++) {
if (distance < this.LOD_LEVELS[i].distance) {
newLodLevel = Math.min(i + 2, 3); // Reduce detail
break;
}
}
}
// Only recreate grid if LOD level changed
if (newLodLevel !== patch.lodLevel) {
patch.lodLevel = newLodLevel;
patch.grid = new Grid(
this.LOD_LEVELS[newLodLevel].gridSize,
patch.centerX,
patch.centerY,
patch.size
);
patch.grid.initVAO(gl);
}
}
}
initVAO(gl: WebGL2RenderingContext): void {
for (const { grid } of this.grids) {
grid.initVAO(gl);
}
}
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
for (const patch of this.grids) {
if (patch.visible) {
patch.grid.draw(gl, wireframe);
}
}
}
getGridCount(): number {
return this.grids.length;
}
getTotalVertexCount(): number {
let total = 0;
for (const { grid } of this.grids) {
total += grid.getIndexCount() / 3;
}
return total;
}
/** Get statistics about current LOD distribution */
getLODStats(): { [key: number]: number } {
const stats: { [key: number]: number } = { 0: 0, 1: 0, 2: 0, 3: 0 };
for (const patch of this.grids) {
stats[patch.lodLevel]++;
}
return stats;
}
}

View File

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

View File

@@ -1,6 +1,6 @@
import { vec3, mat4 } from 'gl-matrix'; import { vec3, mat4 } from 'gl-matrix';
import { Camera } from './Camera'; import { Camera } from './Camera';
import { Grid } from './Grid'; import { OceanLOD } from './OceanLOD';
import { createProgram } from './Shader'; import { createProgram } from './Shader';
import * as Config from './constants'; import * as Config from './constants';
@@ -112,8 +112,8 @@ 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);
@@ -131,6 +131,7 @@ 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;
@@ -140,14 +141,22 @@ var keyboardZoom = 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 oceanGrid: Grid; var oceanLOD: OceanLOD;
var curRotX = Config.CAMERA_DEFAULT_ROT_X; var curRotX = Config.CAMERA_DEFAULT_ROT_X;
var curRotY = Config.CAMERA_DEFAULT_ROT_Y; var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
var wireframeMode = false;
/** Ocean shader settings */
var waveHeight = 1.0;
var waveSpeed = 1.0;
var foamIntensity = 1.0;
var glitterIntensity = 1.0;
function drawScene() { 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) {
@@ -155,62 +164,38 @@ 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
//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();
// Single render pass with Gerstner waves computed in vertex shader
//--- Second render pass -> Geomtry with displacement by perlin noise texture --- //--- Render pass -> Ocean with Gerstner wave displacement ---
{ {
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Bind default framebuffer gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Bind default framebuffer
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.identity(projection);
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE);
camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom); camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX)); camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY)); camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
var view = camera.getViewMatrix(); var view = camera.getViewMatrix();
// 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");
@@ -221,11 +206,20 @@ function drawScene() {
gl.uniformMatrix4fv(projection_loc, false, projection); gl.uniformMatrix4fv(projection_loc, false, projection);
let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos"); let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos");
gl.uniform3fv(eye_loc, camera.pos); gl.uniform3fv(eye_loc, camera.pos);
//let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime"); let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
//gl.uniform1f(uTime_loc, timeSpent); gl.uniform1f(uTime_loc, timeSpent);
let displacementMap_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "displace_map");
gl.uniform1i(displacementMap_loc, 0); //Get texture from slot 0 // Ocean shader settings
oceanGrid.draw(gl); let uWaveHeight_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uWaveHeight");
gl.uniform1f(uWaveHeight_loc, waveHeight);
let uWaveSpeed_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uWaveSpeed");
gl.uniform1f(uWaveSpeed_loc, waveSpeed);
let uFoamIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uFoamIntensity");
gl.uniform1f(uFoamIntensity_loc, foamIntensity);
let uGlitterIntensity_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uGlitterIntensity");
gl.uniform1f(uGlitterIntensity_loc, glitterIntensity);
oceanLOD.draw(gl, wireframeMode);
} }
requestAnimationFrame(drawScene); requestAnimationFrame(drawScene);
} }
@@ -317,13 +311,41 @@ function main() {
window.addEventListener('resize', () => { window.addEventListener('resize', () => {
updateCanvasSize(canvas); updateCanvasSize(canvas);
}); });
// Wireframe toggle handler
window.addEventListener('toggleWireframe', () => {
wireframeMode = !wireframeMode;
const wireframeBtn = document.getElementById('wireframe-toggle');
if (wireframeBtn) {
wireframeBtn.textContent = `Wireframe: ${wireframeMode ? 'ON' : 'OFF'}`;
}
console.log(`Wireframe mode: ${wireframeMode ? 'ON' : 'OFF'}`);
});
// Ocean settings sliders
window.addEventListener('waveHeightChange', ((evt: CustomEvent) => {
waveHeight = evt.detail;
}) as EventListener);
window.addEventListener('waveSpeedChange', ((evt: CustomEvent) => {
waveSpeed = evt.detail;
}) as EventListener);
window.addEventListener('foamIntensityChange', ((evt: CustomEvent) => {
foamIntensity = evt.detail;
}) as EventListener);
window.addEventListener('glitterIntensityChange', ((evt: CustomEvent) => {
glitterIntensity = evt.detail;
}) as EventListener);
initShaders(); initShaders();
initGeometry(); initGeometry();
initFBO(); initFBO();
oceanGrid = new Grid(Config.GRID_SIZE); oceanLOD = new OceanLOD();
oceanGrid.initVAO(gl); oceanLOD.initVAO(gl);
console.log(`Ocean LOD initialized with ${oceanLOD.getGridCount()} patches`);
camera = new Camera(); camera = new Camera();
//Check if any errors apeared during init. //Check if any errors apeared during init.