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gerstnersi
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| d61c91a267 |
632
index.html
632
index.html
@@ -95,6 +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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@@ -190,105 +240,479 @@
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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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// Simple hash function for noise
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vec3 lightColor = vec3(1.0,1.0,1.0);
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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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//using forward difference
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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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void main(void) {
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vec4 displace = texture2D(displace_map, v_uv);
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//calculate normal
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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 sssSun = vec3(0.,-5.,-7.0);
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vec3 tosssSunVec = normalize(sssSun - v_fragPos);
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vec3 tosssSun = normalize(vec3(0.0,-100.,1.));
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float ssDistortion = 0.1;
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float sssIntensity = 1.;
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vec3 halfWay = normalize(tosssSun+norm*ssDistortion);
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float ssScateringCoef = pow(clamp(dot(toCameraVector,-halfWay),0.0,1.0),5.) * sssIntensity;
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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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}
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//gl_FragColor = vec4(oceanColor + lightColor * glitterFactor,1.0);
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// Value noise for foam texture
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//gl_FragColor=vec4(clamp(oceanColor + (oceanColor*ssScateringCoef),0.,1.0),1.0); //Display subsurfacecatterting component
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float noise(vec2 p) {
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//gl_FragColor = vec4((mix(oceanColor,skyColor,fresnel).xyz), 1.); //Just display reflection component
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vec2 i = floor(p);
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//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component
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vec2 f = fract(p);
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//gl_FragColor = vec4(normal,1.0); //show Normal map
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f = f * f * (3.0 - 2.0 * f); // smoothstep
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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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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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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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vec3 lightColor = vec3(1.0, 1.0, 0.95);
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vec3 sunDirection = normalize(vec3(0.3, 0.5, 0.8));
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vec3 norm = normalize(v_normal);
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// View direction
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vec3 viewDir = normalize(eyePos - v_fragPos);
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// Diffuse lighting
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float diff = max(dot(norm, sunDirection), 0.0);
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vec3 diffuse = diff * lightColor;
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// Schlick's approximation to Fresnel factor
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float R0 = 0.02;
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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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// Deep and shallow water colors
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vec3 deepColor = vec3(0.0, 0.08, 0.15);
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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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// 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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// Atmospheric fog for distant water - blends to horizon
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float dist = length(eyePos - v_fragPos);
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// Exponential fog with aggressive horizon fade
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float fogFactor = exp(-dist * 0.04);
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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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// 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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gl_FragColor = vec4(finalColor, 1.0);
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}
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}
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</script>
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</script>
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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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attribute vec3 positionAttr;
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precision mediump float;
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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 sampler2D displace_map;
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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 uWaveHeight;
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uniform float uWaveSpeed;
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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 vec2 v_uv;
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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 float v_waveHeight;
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varying float v_foamFactor;
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varying float v_distanceFade;
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// ============ Simplex Noise Functions ============
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// Permutation polynomial: (34x^2 + x) mod 289
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vec3 permute(vec3 x) { return mod(((x*34.0)+1.0)*x, 289.0); }
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// 2D Simplex noise
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float snoise(vec2 v) {
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const vec4 C = vec4(0.211324865405187, 0.366025403784439,
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-0.577350269189626, 0.024390243902439);
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vec2 i = floor(v + dot(v, C.yy));
|
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vec2 x0 = v - i + dot(i, C.xx);
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vec2 i1 = (x0.x > x0.y) ? vec2(1.0, 0.0) : vec2(0.0, 1.0);
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vec4 x12 = x0.xyxy + C.xxzz;
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x12.xy -= i1;
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i = mod(i, 289.0);
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vec3 p = permute(permute(i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0));
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vec3 m = max(0.5 - vec3(dot(x0,x0), dot(x12.xy,x12.xy), dot(x12.zw,x12.zw)), 0.0);
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m = m*m; m = m*m;
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vec3 x = 2.0 * fract(p * C.www) - 1.0;
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vec3 h = abs(x) - 0.5;
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vec3 ox = floor(x + 0.5);
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vec3 a0 = x - ox;
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m *= 1.79284291400159 - 0.85373472095314 * (a0*a0 + h*h);
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vec3 g;
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g.x = a0.x * x0.x + h.x * x0.y;
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g.yz = a0.yz * x12.xz + h.yz * x12.yw;
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return 130.0 * dot(m, g);
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}
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// Fractal Brownian Motion (FBM) using simplex noise
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float fbm(vec2 p, float time, int octaves, float lacunarity, float gain) {
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float sum = 0.0;
|
||||||
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float amp = 1.0;
|
||||||
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float freq = 1.0;
|
||||||
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float maxAmp = 0.0;
|
||||||
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|
||||||
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for (int i = 0; i < 6; i++) {
|
||||||
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if (i >= octaves) break;
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||||||
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// Add subtle animation
|
||||||
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vec2 animatedP = p * freq + vec2(time * 0.5 * float(i + 1), time * 0.3);
|
||||||
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sum += snoise(animatedP) * amp;
|
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maxAmp += amp;
|
||||||
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amp *= gain;
|
||||||
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freq *= lacunarity;
|
||||||
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}
|
||||||
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|
||||||
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return sum / maxAmp;
|
||||||
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}
|
||||||
|
|
||||||
|
// Get noise-based displacement and normal contribution
|
||||||
|
vec3 noiseWave(vec2 pos, float time, float scale, float amplitude, out vec3 normalContrib) {
|
||||||
|
vec2 p = pos * scale;
|
||||||
|
|
||||||
|
// Sample noise at offset positions for gradient/normal calculation
|
||||||
|
float eps = 0.1;
|
||||||
|
float h = fbm(p, time, 4, 2.0, 0.5) * amplitude;
|
||||||
|
float hx = fbm(p + vec2(eps, 0.0), time, 4, 2.0, 0.5) * amplitude;
|
||||||
|
float hy = fbm(p + vec2(0.0, eps), time, 4, 2.0, 0.5) * amplitude;
|
||||||
|
|
||||||
|
// Calculate normal from height differences
|
||||||
|
vec3 tangent = normalize(vec3(eps, 0.0, hx - h));
|
||||||
|
vec3 binormal = normalize(vec3(0.0, eps, hy - h));
|
||||||
|
normalContrib = normalize(cross(binormal, tangent));
|
||||||
|
|
||||||
|
return vec3(0.0, h, 0.0); // Only vertical displacement for noise
|
||||||
|
}
|
||||||
|
|
||||||
|
// ============ Gerstner Wave Function ============
|
||||||
|
// 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)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Project grid point onto ocean plane using projector
|
||||||
|
vec3 projectToOcean(vec2 gridPos, out float horizonBlend, out vec3 rayDirection) {
|
||||||
|
// Transform grid position [0,1] through range matrix to projector space [-1,1]
|
||||||
|
vec4 clipPos = uRangeMatrix * vec4(gridPos, 0.0, 1.0);
|
||||||
|
|
||||||
|
// Get two points along the projection ray (near and far planes)
|
||||||
|
vec4 nearPoint = uProjectorMatrix * vec4(clipPos.xy, -1.0, 1.0);
|
||||||
|
vec4 farPoint = uProjectorMatrix * vec4(clipPos.xy, 1.0, 1.0);
|
||||||
|
|
||||||
|
// Perspective divide to get world positions
|
||||||
|
nearPoint /= nearPoint.w;
|
||||||
|
farPoint /= farPoint.w;
|
||||||
|
|
||||||
|
vec3 rayOrigin = nearPoint.xyz;
|
||||||
|
vec3 rayDir = normalize(farPoint.xyz - nearPoint.xyz);
|
||||||
|
rayDirection = rayDir;
|
||||||
|
|
||||||
|
// The skybox horizon is where rayDir.z = 0 (looking horizontally)
|
||||||
|
float angleToHorizon = -rayDir.z; // 0 at horizon, negative = looking up, positive = looking down
|
||||||
|
|
||||||
|
// If ray is pointing up or nearly horizontal, this vertex approaches horizon
|
||||||
|
if (angleToHorizon <= 0.001) {
|
||||||
|
horizonBlend = 1.0;
|
||||||
|
// Project in horizontal direction at ocean level
|
||||||
|
vec2 hDir = length(rayDir.xy) > 0.001 ? normalize(rayDir.xy) : vec2(1.0, 0.0);
|
||||||
|
return vec3(rayOrigin.xy + hDir * 5000.0, 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Ray is pointing down - intersect with ocean plane (Z = 0)
|
||||||
|
float t = -rayOrigin.z / rayDir.z;
|
||||||
|
|
||||||
|
if (t < 0.0) {
|
||||||
|
horizonBlend = 1.0;
|
||||||
|
vec2 hDir = length(rayDir.xy) > 0.001 ? normalize(rayDir.xy) : vec2(1.0, 0.0);
|
||||||
|
return vec3(rayOrigin.xy + hDir * 5000.0, 0.0);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Camera height affects max render distance
|
||||||
|
// Higher camera = need to limit distance more to avoid precision issues
|
||||||
|
float cameraHeight = max(eyePos.z, 0.5);
|
||||||
|
|
||||||
|
// Base max distance scales with camera height, but with diminishing returns
|
||||||
|
// At height 2: maxBase = ~200
|
||||||
|
// At height 10: maxBase = ~450
|
||||||
|
// At height 100: maxBase = ~1400
|
||||||
|
// At height 500: maxBase = ~3100
|
||||||
|
float maxBase = 100.0 * sqrt(cameraHeight);
|
||||||
|
|
||||||
|
// Also limit based on angle - shallow angles get much shorter max distance
|
||||||
|
float angleScale = smoothstep(0.001, 0.3, angleToHorizon); // 0 at horizon, 1 at ~17 degrees down
|
||||||
|
float maxT = maxBase * (0.1 + 0.9 * angleScale);
|
||||||
|
maxT = max(maxT, 50.0); // Minimum distance
|
||||||
|
|
||||||
|
// Smooth horizon blend based on angle AND distance
|
||||||
|
horizonBlend = 1.0 - smoothstep(0.001, 0.05, angleToHorizon);
|
||||||
|
|
||||||
|
// If t exceeds limit, increase horizon blend
|
||||||
|
if (t > maxT * 0.8) {
|
||||||
|
float distBlend = smoothstep(maxT * 0.8, maxT, t);
|
||||||
|
horizonBlend = max(horizonBlend, distBlend);
|
||||||
|
}
|
||||||
|
|
||||||
|
t = min(t, maxT);
|
||||||
|
|
||||||
|
// Compute world position
|
||||||
|
vec3 worldPos = rayOrigin + rayDir * t;
|
||||||
|
|
||||||
|
return worldPos;
|
||||||
|
}
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
vec4 displace = texture2D(displace_map, vec2(positionAttr.x,positionAttr.y));
|
// Project grid point onto ocean plane
|
||||||
vec4 worldPos = model * vec4(positionAttr.x,positionAttr.y,positionAttr.z + displace.x, 1.0);
|
float horizonBlend;
|
||||||
|
vec3 rayDir;
|
||||||
|
vec3 worldPos3 = projectToOcean(positionAttr, horizonBlend, rayDir);
|
||||||
|
vec4 worldPos = vec4(worldPos3, 1.0);
|
||||||
|
|
||||||
|
// Grid is on XY plane, Z is up
|
||||||
|
vec2 pos = worldPos.xy;
|
||||||
|
float time = uTime * 0.0004 * uWaveSpeed;
|
||||||
|
|
||||||
|
// Calculate distance from camera for wave fading
|
||||||
|
float distToCamera = length(worldPos.xyz - eyePos);
|
||||||
|
float waveFade = exp(-distToCamera * 0.015); // Gradual fade over distance
|
||||||
|
waveFade = clamp(waveFade, 0.0, 1.0);
|
||||||
|
// Fade out waves at horizon to prevent edge breakup
|
||||||
|
waveFade *= (1.0 - horizonBlend);
|
||||||
|
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;
|
||||||
|
|
||||||
|
// ============ GERSTNER WAVES - Large Scale Motion ============
|
||||||
|
// Primary ocean swells
|
||||||
|
displacement += gerstnerWave(pos, time, vec2(1.0, 0.2), 0.45 * heightMod, 8.0, 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), 0.38 * heightMod, 6.0, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
// Secondary waves
|
||||||
|
displacement += gerstnerWave(pos, time * 0.9, vec2(-0.6, 0.8), 0.28 * heightMod, 4.0, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
displacement += gerstnerWave(pos, time * 1.15, vec2(0.8, -0.5), 0.22 * heightMod, 3.0, 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, vec2(-0.3, -0.9), 0.18 * heightMod, 2.0, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
// ============ PERLIN/SIMPLEX NOISE - Small Scale Detail ============
|
||||||
|
// Only apply noise detail when close enough to see it
|
||||||
|
float detailFade = smoothstep(200.0, 50.0, distToCamera);
|
||||||
|
|
||||||
|
if (detailFade > 0.01) {
|
||||||
|
vec3 noiseNormal;
|
||||||
|
|
||||||
|
// Medium frequency noise ripples
|
||||||
|
vec3 noise1 = noiseWave(pos, time * 0.8, 0.3, 0.15 * heightMod * detailFade, noiseNormal);
|
||||||
|
displacement += noise1;
|
||||||
|
tangent += (noiseNormal - vec3(0.0, 0.0, 1.0)) * 0.3 * detailFade;
|
||||||
|
|
||||||
|
// High frequency noise for fine detail
|
||||||
|
vec3 noise2 = noiseWave(pos, time * 1.2, 0.8, 0.08 * heightMod * detailFade, noiseNormal);
|
||||||
|
displacement += noise2;
|
||||||
|
tangent += (noiseNormal - vec3(0.0, 0.0, 1.0)) * 0.2 * detailFade;
|
||||||
|
|
||||||
|
// Very fine ripples
|
||||||
|
vec3 noise3 = noiseWave(pos, time * 1.5, 2.0, 0.04 * heightMod * detailFade, noiseNormal);
|
||||||
|
displacement += noise3;
|
||||||
|
tangent += (noiseNormal - vec3(0.0, 0.0, 1.0)) * 0.1 * detailFade;
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// Project back to clip space
|
||||||
gl_Position = projection * view * worldPos;
|
gl_Position = projection * view * worldPos;
|
||||||
|
|
||||||
|
// For vertices near the horizon, smoothly blend Y towards the horizon line
|
||||||
|
// This ensures ocean meets skybox without gaps or discontinuities
|
||||||
|
if (horizonBlend > 0.0) {
|
||||||
|
float targetY = uHorizonClipY * gl_Position.w;
|
||||||
|
// Use squared blend for smoother transition
|
||||||
|
float smoothBlend = horizonBlend * horizonBlend;
|
||||||
|
gl_Position.y = mix(gl_Position.y, targetY, smoothBlend);
|
||||||
|
// Push depth towards far plane for horizon vertices
|
||||||
|
gl_Position.z = mix(gl_Position.z, gl_Position.w * 0.9999, smoothBlend);
|
||||||
|
}
|
||||||
|
|
||||||
v_fragPos = worldPos.xyz;
|
v_fragPos = worldPos.xyz;
|
||||||
v_uv = positionAttr.xy;
|
|
||||||
}
|
}
|
||||||
</script>
|
</script>
|
||||||
<script id="sky-fs" type="x-shader/x-fragment">
|
<script id="sky-fs" type="x-shader/x-fragment">
|
||||||
precision mediump float;
|
precision mediump float;
|
||||||
|
|
||||||
varying vec3 fragPos;
|
varying vec3 v_rayDir;
|
||||||
|
|
||||||
|
uniform vec3 uSunDirection;
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
gl_FragColor = vec4(fragPos,1.0);
|
vec3 rayDir = normalize(v_rayDir);
|
||||||
|
|
||||||
|
// Use Z as up (matches world space where ocean is on XY plane)
|
||||||
|
float upAmount = rayDir.z;
|
||||||
|
|
||||||
|
// Sky gradient - from horizon to zenith
|
||||||
|
float horizonBlend = pow(1.0 - max(upAmount, 0.0), 2.0);
|
||||||
|
vec3 zenithColor = vec3(0.15, 0.35, 0.75); // Deep blue at top
|
||||||
|
vec3 horizonColor = vec3(0.55, 0.7, 0.9); // Light blue at horizon
|
||||||
|
vec3 skyColor = mix(zenithColor, horizonColor, horizonBlend);
|
||||||
|
|
||||||
|
// Add warm glow near horizon
|
||||||
|
float horizonGlow = pow(max(1.0 - abs(upAmount), 0.0), 6.0);
|
||||||
|
skyColor += vec3(0.4, 0.25, 0.1) * horizonGlow * 0.4;
|
||||||
|
|
||||||
|
// Sun direction already in correct coordinate system
|
||||||
|
vec3 sunDir = normalize(uSunDirection);
|
||||||
|
float sunAngle = max(dot(rayDir, sunDir), 0.0);
|
||||||
|
|
||||||
|
// Sun disk
|
||||||
|
float sunDisk = smoothstep(0.9993, 0.9998, sunAngle);
|
||||||
|
vec3 sunColor = vec3(1.0, 0.95, 0.85);
|
||||||
|
|
||||||
|
// Sun glow
|
||||||
|
float sunGlow = pow(sunAngle, 48.0) * 0.6;
|
||||||
|
float sunHalo = pow(sunAngle, 6.0) * 0.25;
|
||||||
|
|
||||||
|
// Combine sun effects
|
||||||
|
skyColor += sunColor * sunDisk * 3.0;
|
||||||
|
skyColor += vec3(1.0, 0.85, 0.5) * sunGlow;
|
||||||
|
skyColor += vec3(1.0, 0.9, 0.7) * sunHalo;
|
||||||
|
|
||||||
|
// Below horizon - fade to darker color
|
||||||
|
if (upAmount < 0.0) {
|
||||||
|
float depth = -upAmount;
|
||||||
|
vec3 deepColor = vec3(0.02, 0.08, 0.15);
|
||||||
|
skyColor = mix(horizonColor * 0.7, deepColor, smoothstep(0.0, 0.5, depth));
|
||||||
|
}
|
||||||
|
|
||||||
|
gl_FragColor = vec4(skyColor, 1.0);
|
||||||
}
|
}
|
||||||
</script>
|
</script>
|
||||||
<script id="sky-vs" type="x-shader/x-vertex">
|
<script id="sky-vs" type="x-shader/x-vertex">
|
||||||
@@ -296,14 +720,15 @@
|
|||||||
|
|
||||||
uniform mat4 projection;
|
uniform mat4 projection;
|
||||||
uniform mat4 view;
|
uniform mat4 view;
|
||||||
uniform mat4 testModel;
|
|
||||||
|
|
||||||
varying vec3 fragPos;
|
varying vec3 v_rayDir;
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
gl_PointSize = 10.;
|
v_rayDir = positionAttr;
|
||||||
gl_Position = projection * mat4(mat3(view)) * vec4(positionAttr, 1.0);
|
// Remove translation from view matrix for skybox
|
||||||
fragPos = (view * vec4(positionAttr,1.0)).xyz; //This is wrong probably
|
mat4 rotView = mat4(mat3(view));
|
||||||
|
vec4 pos = projection * rotView * vec4(positionAttr, 1.0);
|
||||||
|
gl_Position = pos;
|
||||||
}
|
}
|
||||||
</script>
|
</script>
|
||||||
</head>
|
</head>
|
||||||
@@ -330,6 +755,31 @@
|
|||||||
<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 +801,28 @@
|
|||||||
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>
|
||||||
|
|
||||||
|
|||||||
100
src/Camera.ts
100
src/Camera.ts
@@ -1,62 +1,87 @@
|
|||||||
import { vec3, mat4, vec4 } from 'gl-matrix';
|
import { vec3, mat4, vec4 } from 'gl-matrix';
|
||||||
|
|
||||||
/** A camera that always looks at the world origin. Can have an offset and be rotated. */
|
/** FPS-style flight camera with free movement */
|
||||||
export class Camera {
|
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);
|
||||||
|
this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
|
||||||
|
this.forward[2] = Math.sin(this.pitch);
|
||||||
|
vec3.normalize(this.forward, this.forward);
|
||||||
|
|
||||||
const temp: vec4 = vec4.create();
|
// Right vector is perpendicular to forward and world up
|
||||||
vec4.set(temp, 0.0, 0.0, 0.0, 1.0);
|
const worldUp = vec3.fromValues(0, 0, 1);
|
||||||
vec4.transformMat4(temp, temp, transformation);
|
vec3.cross(this.right, this.forward, worldUp);
|
||||||
|
vec3.normalize(this.right, this.right);
|
||||||
|
|
||||||
vec3.set(this.pos, temp[0], temp[1], temp[2]);
|
// 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 {
|
||||||
@@ -64,4 +89,9 @@ export class Camera {
|
|||||||
mat4.lookAt(ret, this.pos, this.target, this.up);
|
mat4.lookAt(ret, this.pos, this.target, this.up);
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Get view direction for LOD calculations */
|
||||||
|
getViewDirection(): vec3 {
|
||||||
|
return vec3.clone(this.forward);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
53
src/Grid.ts
53
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);
|
||||||
|
|
||||||
@@ -56,10 +79,28 @@ 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);
|
||||||
|
|||||||
167
src/OceanLOD.ts
Normal file
167
src/OceanLOD.ts
Normal file
@@ -0,0 +1,167 @@
|
|||||||
|
import { vec3, vec4, mat4 } from 'gl-matrix';
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Projected Grid Ocean - Based on the projected grid algorithm.
|
||||||
|
* Uses a separate projector that can be adjusted to avoid backfiring.
|
||||||
|
* The grid is created in projector space and projected onto the ocean plane.
|
||||||
|
*/
|
||||||
|
export class ProjectedOcean {
|
||||||
|
private vao: WebGLVertexArrayObject | null = null;
|
||||||
|
private lineVao: WebGLVertexArrayObject | null = null;
|
||||||
|
private indexBuffer: WebGLBuffer | null = null;
|
||||||
|
private vertexBuffer: WebGLBuffer | null = null;
|
||||||
|
private indexCount: number = 0;
|
||||||
|
private lineIndexCount: number = 0;
|
||||||
|
|
||||||
|
// Grid resolution
|
||||||
|
private readonly GRID_SIZE_X = 400;
|
||||||
|
private readonly GRID_SIZE_Y = 400;
|
||||||
|
|
||||||
|
// Ocean plane parameters (Z = 0 plane, normal pointing up)
|
||||||
|
private readonly OCEAN_LEVEL = 0.0;
|
||||||
|
private readonly MAX_WAVE_HEIGHT = 1.5; // Maximum displacement above ocean level
|
||||||
|
private readonly MIN_WAVE_HEIGHT = -0.5; // Maximum displacement below ocean level
|
||||||
|
|
||||||
|
// Projector parameters
|
||||||
|
private readonly MIN_PROJECTOR_HEIGHT = 5.0; // Minimum height above upper bound
|
||||||
|
|
||||||
|
// Matrices for the shader
|
||||||
|
public projectorMatrix: mat4 = mat4.create();
|
||||||
|
public rangeMatrix: mat4 = mat4.create();
|
||||||
|
|
||||||
|
constructor() {}
|
||||||
|
|
||||||
|
/** Generate the grid vertices (in [0,1] range) */
|
||||||
|
initVAO(gl: WebGL2RenderingContext): void {
|
||||||
|
const vertices: number[] = [];
|
||||||
|
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 {
|
||||||
|
if (wireframe && this.lineVao) {
|
||||||
|
gl.bindVertexArray(this.lineVao);
|
||||||
|
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);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
getIndexCount(): number {
|
||||||
|
return this.indexCount;
|
||||||
|
}
|
||||||
|
}
|
||||||
85
src/Skybox.ts
Normal file
85
src/Skybox.ts
Normal file
@@ -0,0 +1,85 @@
|
|||||||
|
/** Skybox cube for rendering the sky */
|
||||||
|
export class Skybox {
|
||||||
|
private vao: WebGLVertexArrayObject | null = null;
|
||||||
|
private vbo: WebGLBuffer | null = null;
|
||||||
|
private indexCount: number = 0;
|
||||||
|
|
||||||
|
constructor() {}
|
||||||
|
|
||||||
|
initVAO(gl: WebGL2RenderingContext): void {
|
||||||
|
// Cube vertices - positions only
|
||||||
|
const vertices = new Float32Array([
|
||||||
|
// Front face
|
||||||
|
-1, -1, 1,
|
||||||
|
1, -1, 1,
|
||||||
|
1, 1, 1,
|
||||||
|
-1, 1, 1,
|
||||||
|
// Back face
|
||||||
|
-1, -1, -1,
|
||||||
|
-1, 1, -1,
|
||||||
|
1, 1, -1,
|
||||||
|
1, -1, -1,
|
||||||
|
// Top face
|
||||||
|
-1, 1, -1,
|
||||||
|
-1, 1, 1,
|
||||||
|
1, 1, 1,
|
||||||
|
1, 1, -1,
|
||||||
|
// Bottom face
|
||||||
|
-1, -1, -1,
|
||||||
|
1, -1, -1,
|
||||||
|
1, -1, 1,
|
||||||
|
-1, -1, 1,
|
||||||
|
// Right face
|
||||||
|
1, -1, -1,
|
||||||
|
1, 1, -1,
|
||||||
|
1, 1, 1,
|
||||||
|
1, -1, 1,
|
||||||
|
// Left face
|
||||||
|
-1, -1, -1,
|
||||||
|
-1, -1, 1,
|
||||||
|
-1, 1, 1,
|
||||||
|
-1, 1, -1,
|
||||||
|
]);
|
||||||
|
|
||||||
|
const indices = new Uint16Array([
|
||||||
|
0, 2, 1, 0, 3, 2, // front
|
||||||
|
4, 6, 5, 4, 7, 6, // back
|
||||||
|
8, 10, 9, 8, 11, 10, // top
|
||||||
|
12, 14, 13, 12, 15, 14, // bottom
|
||||||
|
16, 18, 17, 16, 19, 18, // right
|
||||||
|
20, 22, 21, 20, 23, 22, // left
|
||||||
|
]);
|
||||||
|
|
||||||
|
this.indexCount = indices.length;
|
||||||
|
|
||||||
|
this.vao = gl.createVertexArray();
|
||||||
|
gl.bindVertexArray(this.vao);
|
||||||
|
|
||||||
|
this.vbo = gl.createBuffer();
|
||||||
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
|
||||||
|
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
|
||||||
|
|
||||||
|
const ibo = gl.createBuffer();
|
||||||
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
|
||||||
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
|
||||||
|
|
||||||
|
// Position attribute
|
||||||
|
gl.enableVertexAttribArray(0);
|
||||||
|
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
|
||||||
|
|
||||||
|
gl.bindVertexArray(null);
|
||||||
|
}
|
||||||
|
|
||||||
|
draw(gl: WebGL2RenderingContext): void {
|
||||||
|
if (!this.vao) return;
|
||||||
|
|
||||||
|
// Disable face culling for skybox (we're inside the cube)
|
||||||
|
gl.disable(gl.CULL_FACE);
|
||||||
|
|
||||||
|
gl.bindVertexArray(this.vao);
|
||||||
|
gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0);
|
||||||
|
gl.bindVertexArray(null);
|
||||||
|
|
||||||
|
gl.enable(gl.CULL_FACE);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
|||||||
277
src/main.ts
277
src/main.ts
@@ -1,6 +1,7 @@
|
|||||||
import { vec3, mat4 } from 'gl-matrix';
|
import { vec3, vec4, mat4 } from 'gl-matrix';
|
||||||
import { Camera } from './Camera';
|
import { Camera } from './Camera';
|
||||||
import { Grid } from './Grid';
|
import { ProjectedOcean } from './OceanLOD';
|
||||||
|
import { Skybox } from './Skybox';
|
||||||
import { createProgram } from './Shader';
|
import { createProgram } from './Shader';
|
||||||
import * as Config from './constants';
|
import * as Config from './constants';
|
||||||
|
|
||||||
@@ -89,10 +90,12 @@ function initGeometry() {
|
|||||||
var perlinNoiseProgram: WebGLProgram | null;
|
var perlinNoiseProgram: WebGLProgram | null;
|
||||||
var defaultProgram: WebGLProgram | null;
|
var defaultProgram: WebGLProgram | null;
|
||||||
var textureProgram: WebGLProgram | null;
|
var textureProgram: WebGLProgram | null;
|
||||||
|
var skyProgram: WebGLProgram | null;
|
||||||
function initShaders() {
|
function initShaders() {
|
||||||
perlinNoiseProgram = createProgram(gl, "ndc-vs", "noise-fs", "Perlin Noise");
|
perlinNoiseProgram = createProgram(gl, "ndc-vs", "noise-fs", "Perlin Noise");
|
||||||
defaultProgram = createProgram(gl, "default-vs", "default-fs", "Default");
|
defaultProgram = createProgram(gl, "default-vs", "default-fs", "Default");
|
||||||
textureProgram = createProgram(gl, "texture-vs", "texture-fs", "Texture");
|
textureProgram = createProgram(gl, "texture-vs", "texture-fs", "Texture");
|
||||||
|
skyProgram = createProgram(gl, "sky-vs", "sky-fs", "Sky");
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Init an FBO used for the first render pass / perlin noise */
|
/** Init an FBO used for the first render pass / perlin noise */
|
||||||
@@ -112,8 +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);
|
||||||
|
|
||||||
@@ -134,20 +137,26 @@ var fpsDisplay: HTMLElement | null = null;
|
|||||||
/** 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: Camera;
|
var camera: Camera;
|
||||||
var oceanGrid: Grid;
|
var projectedOcean: ProjectedOcean;
|
||||||
var curRotX = Config.CAMERA_DEFAULT_ROT_X;
|
var skybox: Skybox;
|
||||||
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
|
var wireframeMode = false;
|
||||||
|
/** Camera movement speed */
|
||||||
|
var moveSpeed = 0.15;
|
||||||
|
var fastMoveSpeed = 0.4;
|
||||||
|
/** Ocean shader settings */
|
||||||
|
var waveHeight = 1.0;
|
||||||
|
var waveSpeed = 1.0;
|
||||||
|
var foamIntensity = 1.0;
|
||||||
|
var glitterIntensity = 1.0;
|
||||||
function drawScene() {
|
function drawScene() {
|
||||||
fps++;
|
fps++;
|
||||||
let now = new Date();
|
let now = new Date();
|
||||||
let delta = now.getTime() - lastTime;
|
let delta = now.getTime() - lastTime;
|
||||||
timeSpent += delta;
|
timeSpent += delta;
|
||||||
|
|
||||||
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
|
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
|
||||||
counter = 0;
|
counter = 0;
|
||||||
if (fpsDisplay) {
|
if (fpsDisplay) {
|
||||||
@@ -156,102 +165,165 @@ function drawScene() {
|
|||||||
fps = 0;
|
fps = 0;
|
||||||
}
|
}
|
||||||
lastTime = now.getTime();
|
lastTime = now.getTime();
|
||||||
// Two Rendering passes. The first one generates a perlin noise
|
|
||||||
// texture. Second one uses the textur for vertex displacement
|
|
||||||
// of a grid representing the water surface.
|
|
||||||
|
|
||||||
//--- First render pass -> Perlin Noise (it updates the perlin noise texture)
|
// Sun direction (matches the one in ocean shader)
|
||||||
|
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
|
||||||
|
vec3.normalize(sunDirection, sunDirection);
|
||||||
|
|
||||||
|
//--- Render pass -> Skybox first (no depth write) ---
|
||||||
{
|
{
|
||||||
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
|
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
|
||||||
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
|
|
||||||
}
|
|
||||||
|
|
||||||
//--- Second render pass -> Geomtry with displacement by perlin noise texture ---
|
|
||||||
{
|
|
||||||
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.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 FPS camera movement
|
||||||
|
handleCameraMovement();
|
||||||
|
|
||||||
|
// Apply mouse rotation
|
||||||
|
if (mouseXVel !== 0 || mouseYVel !== 0) {
|
||||||
|
camera.rotate(mouseXVel, mouseYVel);
|
||||||
|
mouseXVel = 0;
|
||||||
|
mouseYVel = 0;
|
||||||
|
}
|
||||||
|
|
||||||
camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
|
|
||||||
camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
|
|
||||||
camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
|
|
||||||
var view = camera.getViewMatrix();
|
var view = camera.getViewMatrix();
|
||||||
|
|
||||||
var model = mat4.create();
|
// Draw skybox first with depth test disabled (always behind everything)
|
||||||
mat4.identity(model);
|
gl.depthMask(false);
|
||||||
let translationCentering = vec3.create();
|
gl.disable(gl.DEPTH_TEST);
|
||||||
vec3.set(translationCentering, -0.5, -0.5, 0.0);
|
gl.useProgram(skyProgram);
|
||||||
mat4.translate(model, model, translationCentering); //1. First Center the Surface in the origin.
|
|
||||||
|
let sky_view_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "view");
|
||||||
|
gl.uniformMatrix4fv(sky_view_loc, false, view);
|
||||||
|
let sky_projection_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "projection");
|
||||||
|
gl.uniformMatrix4fv(sky_projection_loc, false, projection);
|
||||||
|
let sky_sun_loc = gl.getUniformLocation(<WebGLProgram>skyProgram, "uSunDirection");
|
||||||
|
gl.uniform3fv(sky_sun_loc, sunDirection);
|
||||||
|
|
||||||
|
skybox.draw(gl);
|
||||||
|
gl.enable(gl.DEPTH_TEST);
|
||||||
|
gl.depthMask(true);
|
||||||
|
|
||||||
|
// Update projected ocean's projector matrices
|
||||||
|
projectedOcean.updateProjector(camera.pos, camera.forward, view, projection);
|
||||||
|
|
||||||
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");
|
||||||
//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);
|
||||||
|
|
||||||
|
// 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);
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Handle keyboard input for camera controls */
|
/** Handle FPS camera movement */
|
||||||
function handleKeyboardInput() {
|
function handleCameraMovement() {
|
||||||
keyboardRotationX = 0;
|
const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
|
||||||
keyboardRotationY = 0;
|
|
||||||
|
|
||||||
if (keysPressed.has('w') || keysPressed.has('W') || keysPressed.has('ArrowUp')) {
|
// WASD for horizontal movement
|
||||||
keyboardRotationX = Config.KEYBOARD_ROTATION_SPEED;
|
if (keysPressed.has('w') || keysPressed.has('W')) {
|
||||||
|
camera.moveForward(speed);
|
||||||
}
|
}
|
||||||
if (keysPressed.has('s') || keysPressed.has('S') || keysPressed.has('ArrowDown')) {
|
if (keysPressed.has('s') || keysPressed.has('S')) {
|
||||||
keyboardRotationX = -Config.KEYBOARD_ROTATION_SPEED;
|
camera.moveForward(-speed);
|
||||||
}
|
}
|
||||||
if (keysPressed.has('a') || keysPressed.has('A') || keysPressed.has('ArrowLeft')) {
|
if (keysPressed.has('a') || keysPressed.has('A')) {
|
||||||
keyboardRotationY = Config.KEYBOARD_ROTATION_SPEED;
|
camera.moveRight(-speed);
|
||||||
}
|
}
|
||||||
if (keysPressed.has('d') || keysPressed.has('D') || keysPressed.has('ArrowRight')) {
|
if (keysPressed.has('d') || keysPressed.has('D')) {
|
||||||
keyboardRotationY = -Config.KEYBOARD_ROTATION_SPEED;
|
camera.moveRight(speed);
|
||||||
}
|
}
|
||||||
if (keysPressed.has('q') || keysPressed.has('Q') || keysPressed.has('+')) {
|
|
||||||
keyboardZoom -= Config.KEYBOARD_ZOOM_SPEED;
|
// Q/E for vertical movement
|
||||||
|
if (keysPressed.has('q') || keysPressed.has('Q')) {
|
||||||
|
camera.moveUp(-speed);
|
||||||
}
|
}
|
||||||
if (keysPressed.has('e') || keysPressed.has('E') || keysPressed.has('-')) {
|
if (keysPressed.has('e') || keysPressed.has('E')) {
|
||||||
keyboardZoom += Config.KEYBOARD_ZOOM_SPEED;
|
camera.moveUp(speed);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Space to go up, Ctrl to go down
|
||||||
|
if (keysPressed.has(' ')) {
|
||||||
|
camera.moveUp(speed);
|
||||||
|
}
|
||||||
|
if (keysPressed.has('Control')) {
|
||||||
|
camera.moveUp(-speed);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -298,19 +370,20 @@ function main() {
|
|||||||
// Keyboard controls
|
// Keyboard controls
|
||||||
window.addEventListener('keydown', (evt) => {
|
window.addEventListener('keydown', (evt) => {
|
||||||
keysPressed.add(evt.key);
|
keysPressed.add(evt.key);
|
||||||
handleKeyboardInput();
|
|
||||||
|
|
||||||
// Reset camera on 'R' key
|
// Reset camera on 'R' key
|
||||||
if (evt.key === 'r' || evt.key === 'R') {
|
if (evt.key === 'r' || evt.key === 'R') {
|
||||||
curRotX = Config.CAMERA_DEFAULT_ROT_X;
|
camera = new Camera(); // Reset to initial position
|
||||||
curRotY = Config.CAMERA_DEFAULT_ROT_Y;
|
}
|
||||||
keyboardZoom = 0;
|
|
||||||
|
// Prevent default for space to avoid page scroll
|
||||||
|
if (evt.key === ' ') {
|
||||||
|
evt.preventDefault();
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
|
|
||||||
window.addEventListener('keyup', (evt) => {
|
window.addEventListener('keyup', (evt) => {
|
||||||
keysPressed.delete(evt.key);
|
keysPressed.delete(evt.key);
|
||||||
handleKeyboardInput();
|
|
||||||
});
|
});
|
||||||
|
|
||||||
// Window resize handler
|
// Window resize handler
|
||||||
@@ -318,12 +391,44 @@ function main() {
|
|||||||
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);
|
projectedOcean = new ProjectedOcean();
|
||||||
oceanGrid.initVAO(gl);
|
projectedOcean.initVAO(gl);
|
||||||
|
console.log(`Projected ocean initialized with ${projectedOcean.getIndexCount()} indices`);
|
||||||
|
|
||||||
|
skybox = new Skybox();
|
||||||
|
skybox.initVAO(gl);
|
||||||
|
console.log('Skybox initialized');
|
||||||
|
|
||||||
camera = new Camera();
|
camera = new Camera();
|
||||||
//Check if any errors apeared during init.
|
//Check if any errors apeared during init.
|
||||||
|
|||||||
Reference in New Issue
Block a user