4 Commits

17 changed files with 954 additions and 2302 deletions

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@@ -1,164 +0,0 @@
# WebGPU Migration Complete
## Overview
Successfully migrated the WebOcean project from WebGL2 to WebGPU to enable future tessellation support for the ocean grid system.
## What Changed
### Files Converted to WebGPU:
1. **Grid.ts**
- Replaced WebGL VAO/VBO with GPUBuffer
- Updated `initVAO()``initBuffers(gpuContext: WebGPUContext)`
- Changed `draw(gl: WebGL2RenderingContext)``draw(renderPass: GPURenderPassEncoder)`
- Uses `mappedAtCreation` pattern for buffer initialization
2. **Skybox.ts**
- Same conversion pattern as Grid
- Replaced WebGL buffers with GPUBuffer
- Updated draw method signature for WebGPU
3. **main.ts** (renamed from main_webgpu.ts)
- Replaced `initGL()` with async `initWebGPU()`
- Created three render pipelines:
* Noise generation pipeline (renders Perlin noise to texture)
* Ocean rendering pipeline (vertex displacement from noise texture)
* Skybox pipeline (gradient sky with sun)
- Converted FBO to GPUTexture for render-to-texture
- Updated all shader bindings to use WebGPU bind groups
- Maintains all existing features:
* Dual camera system (Orbital + FPS)
* Animation controls (P pause, 0-5 speed)
* Wireframe toggle (F key)
* Camera switching (C key)
* Full WASD + mouse controls
### New Files Created:
1. **WebGPUContext.ts**
- Centralized GPU device/adapter/context management
- Provides helper methods for creating buffers, textures, pipelines
- Handles WebGPU initialization and configuration
2. **shaders.wgsl.ts**
- All GLSL shaders converted to WGSL format
- Exports 6 shader strings:
* `noiseVertexShader` - fullscreen quad for noise generation
* `noiseFragmentShader` - 5-octave Perlin noise
* `oceanVertexShader` - vertex displacement from texture
* `oceanFragmentShader` - normal calculation, Fresnel, SSS, glitter
* `skyboxVertexShader` - skybox cube rendering
* `skyboxFragmentShader` - gradient sky with sun
### Preserved Files:
1. **main_webgl.ts** (backup)
- Original WebGL2 implementation preserved for reference
- Excluded from TypeScript compilation
### Configuration Updates:
1. **tsconfig.json**
- Added `"types": ["@webgpu/types"]` for WebGPU type definitions
- Excluded `main_webgl.ts` from compilation
2. **package.json**
- Added `@webgpu/types` dev dependency
3. **index.html**
- Added frame time display (`<div id="frame-time">`)
- Kept GLSL shader script tags (not used, can be removed later)
## WebGPU vs WebGL2 Architecture
### Key Differences:
| Aspect | WebGL2 | WebGPU |
|--------|--------|--------|
| **Buffers** | VAO/VBO with gl.createVertexArray() | GPUBuffer with device.createBuffer() |
| **Shaders** | GLSL with gl.createProgram() | WGSL with device.createShaderModule() |
| **Rendering** | Direct gl.drawArrays() calls | Command encoder → render pass → submit |
| **Textures** | gl.createTexture() + gl.texImage2D() | device.createTexture() |
| **State** | Implicit state machine (gl.enable/disable) | Explicit pipeline state in descriptors |
| **Uniforms** | gl.uniformMatrix4fv() per draw | Uniform buffers + bind groups |
### Rendering Pipeline:
**Pass 1: Noise Generation**
```
1. Write time uniform to buffer
2. Create command encoder
3. Begin render pass with noiseTexture as target
4. Set noise pipeline
5. Set noise bind group (contains time uniform)
6. Draw fullscreen quad (6 vertices)
7. End pass and submit commands
```
**Pass 2: Scene Rendering**
```
1. Update camera uniforms (view, model, projection, eyePos)
2. Update skybox uniforms (view, projection, sunDir)
3. Create command encoder
4. Begin render pass with canvas + depth texture
5. Draw skybox:
- Set skybox pipeline (no depth write, no culling)
- Set skybox bind group
- Draw skybox geometry
6. Draw ocean:
- Set ocean pipeline (depth write, back-face culling)
- Set ocean bind group (contains uniforms + noise texture + sampler)
- Draw ocean grid (wireframe or solid)
7. End pass and submit commands
```
## Browser Compatibility
- **Requires**: Chrome/Edge 113+, Firefox 130+ (with flag)
- **Not supported**: Safari (as of December 2024)
- Shows error alert if WebGPU not available
## Testing Checklist
✅ Build succeeds without TypeScript errors
✅ Dev server starts successfully
✅ WebGPU initialization completes
✅ Dual camera system functional
✅ Animation controls work (pause/play/speed)
✅ Wireframe toggle functional
✅ Mouse camera controls responsive
✅ Keyboard FPS camera controls work
## Next Steps - Tessellation
Now that WebGPU migration is complete, tessellation can be implemented:
1. **Hull Shader** - Define tessellation factors based on camera distance
2. **Domain Shader** - Interpolate tessellated vertices
3. **Dynamic LOD** - Increase subdivision near camera, reduce far away
4. **Adaptive Tessellation** - More detail in areas with high wave displacement
This will provide:
- Smoother ocean surface at all zoom levels
- Better performance (fewer vertices far from camera)
- More geometric detail for displacement mapping
- Hardware-accelerated mesh subdivision
## Files Modified Summary
- ✅ [Grid.ts](Grid.ts) - WebGPU buffer conversion
- ✅ [Skybox.ts](Skybox.ts) - WebGPU buffer conversion
- ✅ [main.ts](main.ts) - Complete WebGPU rendering pipeline
- ✅ [WebGPUContext.ts](WebGPUContext.ts) - New GPU management class
- ✅ [shaders.wgsl.ts](shaders.wgsl.ts) - New WGSL shader definitions
- ✅ [tsconfig.json](../tsconfig.json) - Added WebGPU types
- ✅ [index.html](../index.html) - Added frame time display
- 📦 main_webgl.ts - Backup (excluded from build)
## Performance Notes
- FPS display shows frame rate
- Frame time display shows milliseconds per frame
- Animation speed control (1x-5x)
- Pause/play functionality preserved
- WebGPU generally faster than WebGL2 for complex scenes

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@@ -1,6 +1,5 @@
<!DOCTYPE html>
<html>
<head>
<meta charset="UTF-8">
<meta name="viewport" content="width=device-width, initial-scale=1.0">
@@ -11,20 +10,20 @@
padding: 0;
box-sizing: border-box;
}
body {
font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
overflow: hidden;
background: #000;
}
#window {
display: block;
width: 100vw;
height: 100vh;
cursor: move;
}
#controls {
position: absolute;
top: 20px;
@@ -38,23 +37,23 @@
backdrop-filter: blur(10px);
transition: opacity 0.3s;
}
#controls.hidden {
opacity: 0;
pointer-events: none;
}
#controls h3 {
margin: 0 0 10px 0;
font-size: 16px;
font-weight: 600;
}
#controls .control-group {
margin-bottom: 8px;
line-height: 1.6;
}
#controls .key {
display: inline-block;
background: rgba(255, 255, 255, 0.2);
@@ -64,7 +63,7 @@
font-size: 12px;
margin: 0 2px;
}
#toggle-controls {
position: absolute;
top: 20px;
@@ -79,11 +78,11 @@
backdrop-filter: blur(10px);
transition: background 0.3s;
}
#toggle-controls:hover {
background: rgba(0, 0, 0, 0.85);
}
#fps-counter {
position: absolute;
bottom: 20px;
@@ -97,17 +96,54 @@
backdrop-filter: blur(10px);
}
#frame-time {
position: absolute;
bottom: 20px;
left: 100px;
background: rgba(0, 0, 0, 0.7);
color: #0ff;
padding: 8px 12px;
border-radius: 5px;
font-family: 'Courier New', monospace;
font-size: 14px;
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>
<script id="noise-fs" type="x-shader/x-fragment">
@@ -204,77 +240,125 @@
precision mediump float;
varying vec3 v_fragPos;
varying vec2 v_uv;
varying vec3 v_normal;
varying float v_waveHeight;
varying float v_foamFactor;
uniform vec3 eyePos;
uniform sampler2D displace_map;
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);
uniform float uFoamIntensity;
uniform float uGlitterIntensity;
//using forward difference
//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives
// Simple hash function for noise
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) {
vec4 displace = texture2D(displace_map, v_uv);
//calculate normal
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.);
vec3 lightColor = vec3(1.0, 1.0, 0.95);
vec3 sunDirection = normalize(vec3(0.3, 0.5, 0.8));
//Subsurface scattering
vec3 sssSun = vec3(0.,-5.,-7.0);
vec3 tosssSunVec = normalize(sssSun - v_fragPos);
vec3 tosssSun = normalize(vec3(0.0,-100.,1.));
float ssDistortion = 0.1;
float sssIntensity = 1.;
vec3 halfWay = normalize(tosssSun+norm*ssDistortion);
float ssScateringCoef = pow(clamp(dot(toCameraVector,-halfWay),0.0,1.0),5.) * sssIntensity;
//Sun glittering
float glitterFactor = max(0.0,dot(tosssSunVec,reflect(-toCameraVector,norm)));
if(!(glitterFactor > 0.98)) {
glitterFactor = 0.0;
}
vec3 norm = normalize(v_normal);
// View direction
vec3 viewDir = normalize(eyePos - v_fragPos);
// Diffuse lighting
float diff = max(dot(norm, sunDirection), 0.0);
vec3 diffuse = diff * lightColor;
//gl_FragColor = vec4(oceanColor + lightColor * glitterFactor,1.0);
//gl_FragColor=vec4(clamp(oceanColor + (oceanColor*ssScateringCoef),0.,1.0),1.0); //Display subsurfacecatterting component
//gl_FragColor = vec4((mix(oceanColor,skyColor,fresnel).xyz), 1.); //Just display reflection component
//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component
//gl_FragColor = vec4(normal,1.0); //show Normal map
//gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
gl_FragColor = vec4((clamp(diffuse,0.97,1.0) * (mix(oceanColor + (oceanColor*ssScateringCoef),skyColor*0.8,fresnel).xyz))+ lightColor * glitterFactor, 1.0); //All combined
// Schlick's approximation to Fresnel factor
float R0 = 0.02;
float fresnel = R0 + (1.0 - R0) * pow(1.0 - max(dot(norm, viewDir), 0.0), 5.0);
// Deep and shallow water colors
vec3 deepColor = vec3(0.0, 0.08, 0.15);
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 id="default-vs" type="x-shader/x-vertex">
@@ -283,67 +367,131 @@
uniform mat4 view;
uniform mat4 model;
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_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) {
vec4 displace = texture2D(displace_map, vec2(positionAttr.x,positionAttr.y));
vec4 worldPos = model * vec4(positionAttr.x,positionAttr.y,positionAttr.z + displace.x, 1.0);
vec4 worldPos = model * vec4(positionAttr.xyz, 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;
v_fragPos = worldPos.xyz;
v_uv = positionAttr.xy;
}
</script>
}
</script>
<script id="sky-fs" type="x-shader/x-fragment">
precision mediump float;
varying vec3 v_rayDir;
uniform vec3 uSunDirection;
varying vec3 fragPos;
void main(void) {
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);
gl_FragColor = vec4(fragPos,1.0);
}
</script>
<script id="sky-vs" type="x-shader/x-vertex">
@@ -351,45 +499,33 @@
uniform mat4 projection;
uniform mat4 view;
uniform mat4 testModel;
varying vec3 v_rayDir;
varying vec3 fragPos;
void main(void) {
v_rayDir = positionAttr;
// Remove translation from view matrix for skybox
mat4 rotView = mat4(mat3(view));
vec4 pos = projection * rotView * vec4(positionAttr, 1.0);
gl_Position = pos;
gl_PointSize = 10.;
gl_Position = projection * mat4(mat3(view)) * vec4(positionAttr, 1.0);
fragPos = (view * vec4(positionAttr,1.0)).xyz; //This is wrong probably
}
</script>
</head>
<body>
<canvas id="window"></canvas>
<div id="controls">
<h3>🌊 Ocean Controls</h3>
<div class="control-group">
<strong>Camera Mode:</strong> <span class="key">C</span> (FPS/Orbital)<br>
<span id="current-camera-mode" style="font-size: 12px; color: #aaa;">Current: Orbital</span>
<strong>Camera Rotation:</strong><br>
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrow Keys
</div>
<div class="control-group">
<strong>Rendering:</strong><br>
<span class="key">F</span> Toggle Wireframe
<strong>Zoom:</strong><br>
<span class="key">Q</span> / <span class="key">E</span> or <span class="key">+</span> / <span class="key">-</span>
</div>
<div class="control-group">
<strong>FPS Camera:</strong><br>
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> Move<br>
<span class="key">Q</span><span class="key">E</span> or <span class="key">Space</span><span class="key">Ctrl</span> Up/Down<br>
<span class="key">Shift</span> Sprint<br>
Mouse: Look around
</div>
<div class="control-group">
<strong>Orbital Camera:</strong><br>
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrows Rotate<br>
<span class="key">Q</span><span class="key">E</span> or <span class="key">+</span><span class="key">-</span> Zoom<br>
Mouse: Click and drag to rotate
<strong>Mouse:</strong> Click and drag to rotate
</div>
<div class="control-group">
<strong>Reset:</strong> <span class="key">R</span>
@@ -397,50 +533,74 @@
<div class="control-group">
<strong>Toggle Help:</strong> <span class="key">H</span>
</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>
<button id="toggle-controls">Toggle Controls (H)</button>
<div id="fps-counter">FPS: 0</div>
<div id="frame-time">Frame: 0.00ms</div>
<script type="module" src="/src/main.ts"></script>
<script>
// Toggle controls visibility
const controls = document.getElementById('controls');
const toggleBtn = document.getElementById('toggle-controls');
const cameraModeDisplay = document.getElementById('current-camera-mode');
toggleBtn.addEventListener('click', () => {
controls.classList.toggle('hidden');
});
window.addEventListener('keydown', (evt) => {
if (evt.key === 'h' || evt.key === 'H') {
controls.classList.toggle('hidden');
}
// Update camera mode display when C is pressed
if (evt.key === 'c' || evt.key === 'C') {
setTimeout(() => {
// Get camera mode from any displayed element
const cameraMode = document.getElementById('camera-mode');
if (cameraMode && cameraModeDisplay) {
const mode = cameraMode.textContent.replace('Camera: ', '');
cameraModeDisplay.textContent = `Current: ${mode}`;
}
}, 100);
}
});
// Listen for custom camera mode toggle events from UI
window.addEventListener('toggleCameraMode', () => {
const cameraMode = document.getElementById('camera-mode');
if (cameraMode && cameraModeDisplay) {
const mode = cameraMode.textContent.replace('Camera: ', '');
cameraModeDisplay.textContent = `Current: ${mode}`;
}
// 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>
</body>

8
package-lock.json generated
View File

@@ -12,7 +12,6 @@
"gl-matrix": "^3.4.4"
},
"devDependencies": {
"@webgpu/types": "^0.1.69",
"typescript": "^5.9.3",
"vite": "^6.0.7"
}
@@ -816,13 +815,6 @@
"dev": true,
"license": "MIT"
},
"node_modules/@webgpu/types": {
"version": "0.1.69",
"resolved": "https://registry.npmjs.org/@webgpu/types/-/types-0.1.69.tgz",
"integrity": "sha512-RPmm6kgRbI8e98zSD3RVACvnuktIja5+yLgDAkTmxLr90BEwdTXRQWNLF3ETTTyH/8mKhznZuN5AveXYFEsMGQ==",
"dev": true,
"license": "BSD-3-Clause"
},
"node_modules/esbuild": {
"version": "0.25.12",
"resolved": "https://registry.npmjs.org/esbuild/-/esbuild-0.25.12.tgz",

View File

@@ -20,7 +20,6 @@
"author": "Julian Niessner",
"license": "ISC",
"devDependencies": {
"@webgpu/types": "^0.1.69",
"typescript": "^5.9.3",
"vite": "^6.0.7"
},

View File

@@ -1,74 +1,38 @@
# 🌊 WebOcean
An interactive 3D ocean simulation using **WebGPU**, TypeScript, and Perlin noise for realistic water wave generation.
An interactive 3D ocean simulation using WebGL2, TypeScript, and Perlin noise for realistic water wave generation.
![WebGPU](https://img.shields.io/badge/WebGPU-Chrome113+-990000?style=flat-square)
![WebGL](https://img.shields.io/badge/WebGL-2.0-990000?style=flat-square)
![TypeScript](https://img.shields.io/badge/TypeScript-5.9-3178C6?style=flat-square)
![Vite](https://img.shields.io/badge/Vite-6.0-646CFF?style=flat-square)
## ✨ Features
- **Real-time Ocean Simulation** - Dynamic water surface with Perlin noise-based displacement
- **WebGPU Rendering** - Modern GPU API for optimal performance and future tessellation support
- **Advanced Rendering Techniques**:
- Fresnel reflection for realistic water appearance
- Subsurface scattering for light penetration
- Specular highlights for sun glitter effect
- Dynamic normal mapping from displacement
- Gradient skybox with sun rendering
- **Dual Camera System**:
- **Orbital Camera** - Rotate around the ocean surface
- **FPS Camera** - Free-flying first-person exploration
- **Animation Controls**:
- Pause/play ocean animation
- Adjustable speed (1x-5x)
- **Rendering Modes**:
- Wireframe toggle for mesh visualization
- **Interactive Camera Controls** - Mouse and keyboard navigation
- **Responsive Design** - Automatically adapts to window size
- **Performance Monitoring** - Real-time FPS counter and frame time
- **Performance Monitoring** - Real-time FPS counter
## 🎮 Controls
### Camera Controls
| Action | Keys |
|--------|------|
| **Toggle Camera Mode** | `C` |
| **Reset Camera** | `R` |
| **Mouse Drag** | Click and drag to rotate camera |
### Orbital Camera Mode (Default)
| Action | Keys |
|--------|------|
| **Rotate** | `W` `A` `S` `D` or Arrow Keys |
| **Rotate Camera** | `W` `A` `S` `D` or Arrow Keys |
| **Zoom In/Out** | `Q` / `E` or `+` / `-` |
### FPS Camera Mode
| Action | Keys |
|--------|------|
| **Move Forward/Back** | `W` / `S` |
| **Strafe Left/Right** | `A` / `D` |
| **Move Up/Down** | `E` / `Q` or `Space` / `Ctrl` |
| **Fast Movement** | Hold `Shift` |
| **Look Around** | Click and drag mouse |
### Rendering Controls
| Action | Keys |
|--------|------|
| **Wireframe Mode** | `F` |
| **Pause/Play Animation** | `P` |
| **Set Speed** | `0` (reset) `1` `2` `3` `4` `5` (multipliers) |
| **Toggle Help UI** | `H` |
| **Mouse Drag** | Click and drag to rotate |
| **Reset Camera** | `R` |
| **Toggle Help** | `H` |
## 🚀 Getting Started
### Prerequisites
- **Node.js** (v16 or higher)
- **Browser**: Chrome 113+, Edge 113+, or Firefox 130+ (with WebGPU enabled)
- Node.js (v16 or higher)
- npm or yarn
### Installation

View File

@@ -1,8 +1,7 @@
import { vec3, mat4, vec4 } from 'gl-matrix';
import { ICamera } from './ICamera';
/** Orbital camera that rotates around the world origin. */
export class OrbitalCamera implements ICamera {
/** A camera that always looks at the world origin. Can have an offset and be rotated. */
export class Camera {
pos: vec3;
target: vec3;
up: vec3;
@@ -65,12 +64,4 @@ export class OrbitalCamera implements ICamera {
mat4.lookAt(ret, this.pos, this.target, this.up);
return ret;
}
/** Get view direction for LOD calculations */
getViewDirection(): vec3 {
const dir = vec3.create();
vec3.subtract(dir, this.target, this.pos);
vec3.normalize(dir, dir);
return dir;
}
}

View File

@@ -1,98 +0,0 @@
import { vec3, mat4 } from 'gl-matrix';
import { ICamera } from './ICamera';
/** FPS-style flight camera with free movement */
export class FPSCamera implements ICamera {
pos: vec3;
target: vec3;
up: vec3;
// FPS camera angles (in radians)
pitch: number; // Up/down rotation
yaw: number; // Left/right rotation
// Direction vectors
forward: vec3;
right: vec3;
constructor() {
this.pos = vec3.create();
vec3.set(this.pos, 0.0, -3.0, 2.0); // Start above and behind origin
this.target = vec3.create();
this.up = vec3.create();
vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
this.forward = vec3.create();
this.right = vec3.create();
this.pitch = -0.3; // Looking slightly down
this.yaw = Math.PI / 2; // Looking toward +Y
this.updateVectors();
}
/** Rotate camera by mouse delta */
rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
this.yaw -= deltaX * sensitivity;
this.pitch -= deltaY * sensitivity;
// Clamp pitch to avoid flipping
const maxPitch = Math.PI / 2 - 0.01;
this.pitch = Math.max(-maxPitch, Math.min(maxPitch, this.pitch));
this.updateVectors();
}
/** Move camera in the direction it's looking */
moveForward(amount: number): void {
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
this.updateVectors();
}
moveRight(amount: number): void {
vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
this.updateVectors();
}
moveUp(amount: number): void {
// Move along world Z axis
this.pos[2] += amount;
this.updateVectors();
}
/** Move in the actual look direction (including vertical) */
moveInLookDirection(amount: number): void {
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
this.updateVectors();
}
/** Update direction vectors from pitch/yaw */
private updateVectors(): void {
// Calculate forward vector from pitch and yaw
// Z is up, so we use different axis mapping
this.forward[0] = Math.cos(this.pitch) * Math.cos(this.yaw);
this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
this.forward[2] = Math.sin(this.pitch);
vec3.normalize(this.forward, this.forward);
// Right vector is perpendicular to forward and world up
const worldUp = vec3.fromValues(0, 0, 1);
vec3.cross(this.right, this.forward, worldUp);
vec3.normalize(this.right, this.right);
// Camera up is perpendicular to forward and right
vec3.cross(this.up, this.right, this.forward);
vec3.normalize(this.up, this.up);
// Update target
vec3.add(this.target, this.pos, this.forward);
}
getViewMatrix(): mat4 {
const ret: mat4 = mat4.create();
mat4.lookAt(ret, this.pos, this.target, this.up);
return ret;
}
/** Get view direction for LOD calculations */
getViewDirection(): vec3 {
return vec3.clone(this.forward);
}
}

View File

@@ -1,103 +1,112 @@
import { WebGPUContext } from './WebGPUContext';
/** Grid for the water surface - WebGPU version */
/** Grid for the water surface */
export class Grid {
private indices: Uint32Array = new Uint32Array(0);
private vertices: Float32Array = new Float32Array(0);
private vertexBuffer: GPUBuffer | null = null;
private indexBuffer: GPUBuffer | null = null;
private indices: number[] = [];
private lineIndices: number[] = [];
private vertices: number[] = [];
private vao: WebGLVertexArrayObject | null = null;
private lineVao: WebGLVertexArrayObject | null = null;
private size: number;
private indexCount: number = 0;
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.offsetX = offsetX;
this.offsetY = offsetY;
this.scale = scale;
}
generate(): void {
const indices: number[] = [];
const vertices: number[] = [];
this.indices = [];
this.lineIndices = [];
this.vertices = [];
for (let j = 0; j <= this.size; ++j) {
for (let i = 0; i <= this.size; ++i) {
// Generate Vertices with UV coordinates
const x = i / this.size;
const y = j / this.size;
// Generate Vertices normalized to 0-1, then scale and offset
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 u = x;
const v = y;
vertices.push(x, y, z, u, v); // position + UV
this.vertices.push(x, y, z);
if (i < this.size && j < this.size) { // Skip edges
const row1 = j * (this.size + 1);
const row2 = (j + 1) * (this.size + 1);
// triangle 1
indices.push(row1 + i);
indices.push(row1 + i + 1);
indices.push(row2 + i + 1);
this.indices.push(row1 + i);
this.indices.push(row1 + i + 1);
this.indices.push(row2 + i + 1);
// triangle 2
indices.push(row1 + i);
indices.push(row2 + i + 1);
indices.push(row2 + i);
this.indices.push(row1 + i);
this.indices.push(row2 + i + 1);
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));
}
}
}
this.vertices = new Float32Array(vertices);
this.indices = new Uint32Array(indices);
this.indexCount = this.indices.length;
}
initBuffers(gpuContext: WebGPUContext): void {
initVAO(gl: WebGL2RenderingContext): void {
this.generate();
// Create VAO for filled triangles
this.vao = gl.createVertexArray();
gl.bindVertexArray(this.vao);
const vboGrid: WebGLBuffer | null = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(this.vertices), gl.STATIC_DRAW);
const iboGrid: WebGLBuffer | null = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboGrid);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.indices), gl.STATIC_DRAW);
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
gl.enableVertexAttribArray(0);
gl.bindVertexArray(null);
const device = gpuContext.getDevice();
// Create vertex buffer
this.vertexBuffer = device.createBuffer({
size: this.vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Float32Array(this.vertexBuffer.getMappedRange()).set(this.vertices);
this.vertexBuffer.unmap();
// Create index buffer
this.indexBuffer = device.createBuffer({
size: this.indices.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Uint32Array(this.indexBuffer.getMappedRange()).set(this.indices);
this.indexBuffer.unmap();
// 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(renderPass: GPURenderPassEncoder, wireframe: boolean = false): void {
if (!this.vertexBuffer || !this.indexBuffer) return;
renderPass.setVertexBuffer(0, this.vertexBuffer);
renderPass.setIndexBuffer(this.indexBuffer, 'uint32');
if (wireframe) {
// For wireframe, we'd need a different topology or to draw lines
// WebGPU doesn't support LINE_LOOP like WebGL, so we draw as line-list
// This would require regenerating indices for line rendering
renderPass.drawIndexed(this.indexCount);
} else {
renderPass.drawIndexed(this.indexCount);
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
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.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
gl.bindVertexArray(null);
}
}
getIndexCount(): number {
return this.indexCount;
}
getVertexBuffer(): GPUBuffer | null {
return this.vertexBuffer;
}
getIndexBuffer(): GPUBuffer | null {
return this.indexBuffer;
return this.indices.length;
}
}

View File

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

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;
}
}

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@@ -1,93 +0,0 @@
import { WebGPUContext } from './WebGPUContext';
/** Skybox cube for rendering the sky - WebGPU version */
export class Skybox {
private vertexBuffer: GPUBuffer | null = null;
private indexBuffer: GPUBuffer | null = null;
private indexCount: number = 0;
constructor() {}
initBuffers(gpuContext: WebGPUContext): void {
const device = gpuContext.getDevice();
// 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;
// Create vertex buffer
this.vertexBuffer = device.createBuffer({
size: vertices.byteLength,
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Float32Array(this.vertexBuffer.getMappedRange()).set(vertices);
this.vertexBuffer.unmap();
// Create index buffer
this.indexBuffer = device.createBuffer({
size: indices.byteLength,
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
mappedAtCreation: true,
});
new Uint16Array(this.indexBuffer.getMappedRange()).set(indices);
this.indexBuffer.unmap();
}
draw(renderPass: GPURenderPassEncoder): void {
if (!this.vertexBuffer || !this.indexBuffer) return;
renderPass.setVertexBuffer(0, this.vertexBuffer);
renderPass.setIndexBuffer(this.indexBuffer, 'uint16');
renderPass.drawIndexed(this.indexCount);
}
getVertexBuffer(): GPUBuffer | null {
return this.vertexBuffer;
}
getIndexBuffer(): GPUBuffer | null {
return this.indexBuffer;
}
}

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@@ -1,110 +0,0 @@
/** WebGPU Context Manager */
export class WebGPUContext {
adapter: GPUAdapter | null = null;
device: GPUDevice | null = null;
context: GPUCanvasContext | null = null;
canvasFormat: GPUTextureFormat = 'bgra8unorm';
canvas: HTMLCanvasElement;
constructor(canvas: HTMLCanvasElement) {
this.canvas = canvas;
}
async initialize(): Promise<boolean> {
// Check WebGPU support
if (!navigator.gpu) {
console.error('WebGPU is not supported in this browser.');
return false;
}
// Request adapter
this.adapter = await navigator.gpu.requestAdapter();
if (!this.adapter) {
console.error('Failed to get GPU adapter.');
return false;
}
// Request device
this.device = await this.adapter.requestDevice();
if (!this.device) {
console.error('Failed to get GPU device.');
return false;
}
// Get canvas context
this.context = this.canvas.getContext('webgpu') as GPUCanvasContext;
if (!this.context) {
console.error('Failed to get WebGPU canvas context.');
return false;
}
// Configure canvas
this.canvasFormat = navigator.gpu.getPreferredCanvasFormat();
this.context.configure({
device: this.device,
format: this.canvasFormat,
alphaMode: 'opaque',
});
console.log('WebGPU initialized successfully');
return true;
}
getDevice(): GPUDevice {
if (!this.device) {
throw new Error('Device not initialized');
}
return this.device;
}
getContext(): GPUCanvasContext {
if (!this.context) {
throw new Error('Context not initialized');
}
return this.context;
}
getCurrentTexture(): GPUTexture {
return this.getContext().getCurrentTexture();
}
createBuffer(descriptor: GPUBufferDescriptor): GPUBuffer {
return this.getDevice().createBuffer(descriptor);
}
createTexture(descriptor: GPUTextureDescriptor): GPUTexture {
return this.getDevice().createTexture(descriptor);
}
createSampler(descriptor: GPUSamplerDescriptor): GPUSampler {
return this.getDevice().createSampler(descriptor);
}
createShaderModule(code: string): GPUShaderModule {
return this.getDevice().createShaderModule({ code });
}
createRenderPipeline(descriptor: GPURenderPipelineDescriptor): GPURenderPipeline {
return this.getDevice().createRenderPipeline(descriptor);
}
createBindGroup(descriptor: GPUBindGroupDescriptor): GPUBindGroup {
return this.getDevice().createBindGroup(descriptor);
}
createBindGroupLayout(descriptor: GPUBindGroupLayoutDescriptor): GPUBindGroupLayout {
return this.getDevice().createBindGroupLayout(descriptor);
}
createCommandEncoder(): GPUCommandEncoder {
return this.getDevice().createCommandEncoder();
}
submitCommands(commandBuffers: GPUCommandBuffer[]): void {
this.getDevice().queue.submit(commandBuffers);
}
writeBuffer(buffer: GPUBuffer, data: BufferSource, offset: number = 0): void {
this.getDevice().queue.writeBuffer(buffer, offset, data);
}
}

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

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@@ -1,509 +0,0 @@
import { vec3, mat4 } from 'gl-matrix';
import { ICamera } from './ICamera';
import { OrbitalCamera } from './Camera';
import { FPSCamera } from './FPSCamera';
import { Grid } from './Grid';
import { Skybox } from './Skybox';
import { createProgram } from './Shader';
import * as Config from './constants';
var gl: WebGL2RenderingContext;
var viewportWidth = 0;
var viewportHeight = 0;
/** A camera that always looks at the world origin. Can have an offset and be rotated. */
// Moved to Camera.ts
/** Init OpenGL and gets the viewport/canvas sizes */
function initGL(canvas: HTMLCanvasElement) {
// Helper function for canvas resize
const updateCanvasSize = (canvas: HTMLCanvasElement) => {
const displayWidth = window.innerWidth;
const displayHeight = window.innerHeight;
if (canvas.width !== displayWidth || canvas.height !== displayHeight) {
canvas.width = displayWidth;
canvas.height = displayHeight;
viewportWidth = displayWidth;
viewportHeight = displayHeight;
if (gl) {
gl.viewport(0, 0, viewportWidth, viewportHeight);
}
}
};
var gltemp;
try {
gltemp = canvas.getContext("webgl2");
if (!gltemp)
gltemp = canvas.getContext("experimental-webgl2");
if (gltemp != null) {
updateCanvasSize(canvas);
}
} catch (e) {
}
// Not the best error detection logic.
// Redirect to http://get.webgl.org in failure case.
if (gltemp == null) {
console.error("Unable to initialize WebGL2. Your browser or machine may not support it.");
return;
}
gl = <WebGL2RenderingContext>gltemp;
//WebGL2 supports floating point textures by default but it does not support filtering them or rendering to them by default. Note: 16bit filtering is included 32bit not
if (!gl.getExtension('EXT_color_buffer_float')) {
console.error("32Bit/16Bit single Color render Buffers not available.");
} //allow 16bit texture as framebuffer target
gl.enable(gl.DEPTH_TEST);
return updateCanvasSize;
}
/** Update canvas size to fill window */
// Moved inline below
/** Grid for the watersurface */
// Moved to Grid.ts
/** Init Geometry for a Triangle */
var VBO: WebGLBuffer | null = null;
function initGeometry() {
VBO = gl.createBuffer();
//Vertex data represent fullscreen quad in NDC-Space
// X, Y, Z, U, V
let vertexData = [-1.0, -1.0, 0.0, /*BOTTOM LEFT*/ 0.0, 0.0,
1.0, -1.0, 0.0, /*BOTTOM RIGHT*/ 1.0, 0.0,
-1.0, 1.0, 0.0, /*TOP LEFT */ 0.0, 1.0,
1.0, -1.0, 0.0, /*BOTTOM RIGHT */ 1.0, 0.0,
-1.0, 1.0, 0.0, /*TOP LEFT */ 0.0, 1.0,
1.0, 1.0, 0.0, /*TOP RIGHT */ 1.0, 1.0
];
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertexData), gl.STATIC_DRAW);
}
/** Get shader source by HTML-Element<id> */
// Moved to Shader.ts
/** Init all Shaders that are needed */
var perlinNoiseProgram: WebGLProgram | null;
var defaultProgram: WebGLProgram | null;
var textureProgram: WebGLProgram | null;
var skyProgram: WebGLProgram | null;
function initShaders() {
perlinNoiseProgram = createProgram(gl, "ndc-vs", "noise-fs", "Perlin Noise");
defaultProgram = createProgram(gl, "default-vs", "default-fs", "Default");
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 */
var perlinNoiseFBO: WebGLFramebuffer | null = null;
var textureFBO: WebGLTexture | null = null;
var perlinNoiseFBOWidth = Config.NOISE_TEXTURE_WIDTH;
var perlinNoiseFBOHeight = Config.NOISE_TEXTURE_HEIGHT;
function initFBO() {
perlinNoiseFBO = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
// Add attachments
textureFBO = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, textureFBO); //last 3 parameter not intertesting becuase we are not supplying data
gl.texImage2D(gl.TEXTURE_2D, 0, gl.R16F, perlinNoiseFBOWidth, perlinNoiseFBOHeight, 0, gl.RED, gl.HALF_FLOAT, null);
// 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_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_T, gl.CLAMP_TO_EDGE);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, textureFBO, 0);
if (gl.checkFramebufferStatus(gl.FRAMEBUFFER) != gl.FRAMEBUFFER_COMPLETE) {
console.log("Framebuffer creation failed.");
}
gl.bindFramebuffer(gl.FRAMEBUFFER, null); //Reset to default framebuffer
}
/** Update/Draw function.*/
/** Framerate measurement variables */
var timeSpent = 0.0;
var lastTime = new Date().getTime();
var counter = 0.0;
var fps = 0;
var fpsDisplay: HTMLElement | null = null;
/** Input states*/
var mouseXVel = 0;
var mouseYVel = 0;
var keyboardRotationX = 0;
var keyboardRotationY = 0;
var keyboardZoom = 0;
var keysPressed: Set<string> = new Set();
/** Objects and states*/
var camera: ICamera;
var orbitalCamera: OrbitalCamera;
var fpsCamera: FPSCamera;
var oceanGrid: Grid;
var skybox: Skybox;
var curRotX = Config.CAMERA_DEFAULT_ROT_X;
var curRotY = Config.CAMERA_DEFAULT_ROT_Y;
/** Camera modes */
var cameraMode: 'orbital' | 'fps' = 'orbital';
var moveSpeed = 0.08;
var fastMoveSpeed = 0.20;
/** Rendering modes */
var wireframeMode = false;
function drawScene() {
fps++;
let now = new Date();
let delta = now.getTime() - lastTime;
timeSpent += delta;
if ((counter += delta) >= Config.FPS_UPDATE_INTERVAL) {
counter = 0;
if (fpsDisplay) {
fpsDisplay.textContent = `FPS: ${fps}`;
}
fps = 0;
}
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)
{
gl.bindFramebuffer(gl.FRAMEBUFFER, perlinNoiseFBO);
gl.viewport(0, 0, perlinNoiseFBOWidth, perlinNoiseFBOHeight);
//Clear buffer content
gl.clearColor(1.0, 1.0, 1.0, 1);
gl.clear(gl.COLOR_BUFFER_BIT); //No depth buffer
// Disable face culling for fullscreen quad
gl.disable(gl.CULL_FACE);
//draw a fullscreen quad
gl.bindBuffer(gl.ARRAY_BUFFER, VBO);
// There are 7 floating-point values per vertex
let stride = 5 * Float32Array.BYTES_PER_ELEMENT;
// Set up position stream
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, stride, 0);
gl.enableVertexAttribArray(0);
gl.vertexAttribPointer(1, 2, gl.FLOAT, false, stride, 3 * Float32Array.BYTES_PER_ELEMENT);
gl.enableVertexAttribArray(1);
gl.useProgram(perlinNoiseProgram);
let uTime = gl.getUniformLocation(<WebGLProgram>perlinNoiseProgram, "uTime");
gl.uniform1f(uTime, timeSpent);
gl.drawArrays(gl.TRIANGLES, 0, 6); // Draw fullscreen quad
}
//--- 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.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();
mat4.identity(projection);
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
// Handle camera movement and rotation based on mode
if (cameraMode === 'fps') {
// FPS camera - direct movement
camera = fpsCamera;
handleFPSCameraMovement();
// Apply mouse rotation for FPS mode
if (mouseXVel !== 0 || mouseYVel !== 0) {
fpsCamera.rotate(mouseXVel, mouseYVel);
mouseXVel = 0;
mouseYVel = 0;
}
} else {
// Orbital camera - original behavior
camera = orbitalCamera;
orbitalCamera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
orbitalCamera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
orbitalCamera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
}
var view = camera.getViewMatrix();
// Sun direction (matches the one in ocean shader)
const sunDirection = vec3.fromValues(0.3, 0.5, 0.8);
vec3.normalize(sunDirection, sunDirection);
// Draw skybox first with depth test disabled (always behind everything)
gl.depthMask(false);
gl.disable(gl.DEPTH_TEST);
gl.disable(gl.CULL_FACE); // Disable face culling for skybox (we're inside)
gl.useProgram(skyProgram);
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);
gl.enable(gl.CULL_FACE); // Re-enable face culling for ocean
gl.cullFace(gl.BACK); // Cull back faces for ocean
var model = mat4.create();
mat4.identity(model);
let translationCentering = vec3.create();
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);
let view_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "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");
gl.uniformMatrix4fv(projection_loc, false, projection);
let eye_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "eyePos");
gl.uniform3fv(eye_loc, camera.pos);
//let uTime_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "uTime");
//gl.uniform1f(uTime_loc, timeSpent);
let displacementMap_loc = gl.getUniformLocation(<WebGLProgram>defaultProgram, "displace_map");
gl.uniform1i(displacementMap_loc, 0); //Get texture from slot 0
// Draw ocean grid with wireframe mode if enabled
if (wireframeMode) {
gl.lineWidth(1.0);
}
oceanGrid.draw(gl, wireframeMode);
}
requestAnimationFrame(drawScene);
}
/** Handle FPS camera movement */
function handleFPSCameraMovement() {
const speed = keysPressed.has('Shift') ? fastMoveSpeed : moveSpeed;
// WASD for horizontal movement
if (keysPressed.has('w') || keysPressed.has('W')) {
fpsCamera.moveForward(speed);
}
if (keysPressed.has('s') || keysPressed.has('S')) {
fpsCamera.moveForward(-speed);
}
if (keysPressed.has('a') || keysPressed.has('A')) {
fpsCamera.moveRight(-speed);
}
if (keysPressed.has('d') || keysPressed.has('D')) {
fpsCamera.moveRight(speed);
}
// Q/E for vertical movement
if (keysPressed.has('q') || keysPressed.has('Q')) {
fpsCamera.moveUp(-speed);
}
if (keysPressed.has('e') || keysPressed.has('E')) {
fpsCamera.moveUp(speed);
}
// Space to go up, Ctrl to go down
if (keysPressed.has(' ')) {
fpsCamera.moveUp(speed);
}
if (keysPressed.has('Control')) {
fpsCamera.moveUp(-speed);
}
}
/** Handle keyboard input for camera controls */
function handleKeyboardInput() {
keyboardRotationX = 0;
keyboardRotationY = 0;
if (keysPressed.has('w') || keysPressed.has('W') || keysPressed.has('ArrowUp')) {
keyboardRotationX = Config.KEYBOARD_ROTATION_SPEED;
}
if (keysPressed.has('s') || keysPressed.has('S') || keysPressed.has('ArrowDown')) {
keyboardRotationX = -Config.KEYBOARD_ROTATION_SPEED;
}
if (keysPressed.has('a') || keysPressed.has('A') || keysPressed.has('ArrowLeft')) {
keyboardRotationY = Config.KEYBOARD_ROTATION_SPEED;
}
if (keysPressed.has('d') || keysPressed.has('D') || keysPressed.has('ArrowRight')) {
keyboardRotationY = -Config.KEYBOARD_ROTATION_SPEED;
}
if (keysPressed.has('q') || keysPressed.has('Q') || keysPressed.has('+')) {
keyboardZoom -= Config.KEYBOARD_ZOOM_SPEED;
}
if (keysPressed.has('e') || keysPressed.has('E') || keysPressed.has('-')) {
keyboardZoom += Config.KEYBOARD_ZOOM_SPEED;
}
}
function main() {
const canvas: HTMLCanvasElement = <HTMLCanvasElement>document.getElementById("window");
fpsDisplay = document.getElementById("fps-counter");
const updateCanvasSize = initGL(canvas);
if (!updateCanvasSize) {
console.error("Failed to initialize WebGL");
return;
}
var drag = false;
var previousPosX: number | null;
var previousPosY: number | null;
canvas.addEventListener('mousedown', function (evt) {
drag = true;
}, false);
canvas.addEventListener('mousemove', function (evt) {
if (drag) {
if (previousPosX == null || previousPosY == null) {
previousPosX = evt.x;
previousPosY = evt.y;
}
var mousePosX = evt.x;
var mousePosY = evt.y;
mouseXVel = (mousePosX - previousPosX);
mouseYVel = (mousePosY - previousPosY);
previousPosX = mousePosX;
previousPosY = mousePosY;
}
}, false);
var deactivateMouseMovement = function () {
previousPosX = null;
previousPosY = null;
mouseXVel = 0.0;
mouseYVel = 0.0;
drag = false;
}
canvas.addEventListener('mouseup', deactivateMouseMovement, false);
canvas.addEventListener('mouseleave', deactivateMouseMovement, false);
// Keyboard controls
window.addEventListener('keydown', (evt) => {
keysPressed.add(evt.key);
// Toggle camera mode with 'C' key
if (evt.key === 'c' || evt.key === 'C') {
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
console.log(`Camera mode: ${cameraMode.toUpperCase()}`);
// Update FPS display to show camera mode
if (fpsDisplay) {
const modeText = document.createElement('div');
modeText.id = 'camera-mode';
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
const existingMode = document.getElementById('camera-mode');
if (existingMode) {
existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
} else {
document.body.appendChild(modeText);
}
}
}
// Reset camera on 'R' key
if (evt.key === 'r' || evt.key === 'R') {
if (cameraMode === 'fps') {
fpsCamera = new FPSCamera(); // Reset to initial FPS position
camera = fpsCamera;
console.log('Camera reset to FPS default position');
} else {
curRotX = Config.CAMERA_DEFAULT_ROT_X;
curRotY = Config.CAMERA_DEFAULT_ROT_Y;
keyboardZoom = 0;
console.log('Camera reset to orbital default position');
}
}
// Prevent default for space to avoid page scroll
if (evt.key === ' ' && cameraMode === 'fps') {
evt.preventDefault();
}
// Wireframe toggle with F key
if (evt.key === 'f' || evt.key === 'F') {
wireframeMode = !wireframeMode;
console.log(`Wireframe mode: ${wireframeMode ? 'ON' : 'OFF'}`);
}
// Handle orbital camera keyboard input
if (cameraMode === 'orbital') {
handleKeyboardInput();
}
});
window.addEventListener('keyup', (evt) => {
keysPressed.delete(evt.key);
if (cameraMode === 'orbital') {
handleKeyboardInput();
}
});
// Window resize handler
window.addEventListener('resize', () => {
updateCanvasSize(canvas);
});
// Camera mode toggle from UI controls
window.addEventListener('toggleCameraMode', () => {
cameraMode = cameraMode === 'fps' ? 'orbital' : 'fps';
camera = cameraMode === 'fps' ? fpsCamera : orbitalCamera;
console.log(`Camera mode switched to: ${cameraMode.toUpperCase()}`);
// Update display
const modeText = document.createElement('div');
modeText.id = 'camera-mode';
modeText.style.cssText = 'position: absolute; top: 40px; left: 10px; color: white; font-family: monospace;';
modeText.textContent = `Camera: ${cameraMode.toUpperCase()}`;
const existingMode = document.getElementById('camera-mode');
if (existingMode) {
existingMode.textContent = `Camera: ${cameraMode.toUpperCase()}`;
} else {
document.body.appendChild(modeText);
}
});
initShaders();
initGeometry();
initFBO();
oceanGrid = new Grid(Config.GRID_SIZE);
oceanGrid.initVAO(gl);
skybox = new Skybox();
skybox.initVAO(gl);
// Initialize both cameras
orbitalCamera = new OrbitalCamera();
fpsCamera = new FPSCamera();
camera = orbitalCamera; // Start with Orbital camera
console.log('Cameras initialized - Press C to toggle between FPS and Orbital modes');
//Check if any errors apeared during init.
if (gl.getError() != gl.NO_ERROR) {
console.log("OpenGL Error!: ");
}
drawScene();
}
main();

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@@ -1,317 +0,0 @@
// WGSL Shaders for WebGPU
// Vertex shader for noise generation (fullscreen quad)
export const noiseVertexShader = `
@vertex
fn main(@builtin(vertex_index) vertexIndex: u32) -> @builtin(position) vec4<f32> {
var pos = array<vec2<f32>, 6>(
vec2<f32>(-1.0, -1.0),
vec2<f32>(1.0, -1.0),
vec2<f32>(-1.0, 1.0),
vec2<f32>(1.0, -1.0),
vec2<f32>(1.0, 1.0),
vec2<f32>(-1.0, 1.0)
);
return vec4<f32>(pos[vertexIndex], 0.0, 1.0);
}
`;
// Fragment shader for Perlin noise
export const noiseFragmentShader = `
@group(0) @binding(0) var<uniform> uTime: f32;
fn permute(x: vec4<f32>) -> vec4<f32> {
return ((x * 34.0 + 1.0) * x) % vec4<f32>(289.0);
}
fn taylorInvSqrt(r: vec4<f32>) -> vec4<f32> {
return 1.79284291400159 - 0.85373472095314 * r;
}
fn fade(t: vec3<f32>) -> vec3<f32> {
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
}
fn cnoise(P: vec3<f32>) -> f32 {
var Pi0: vec3<f32> = floor(P);
var Pi1: vec3<f32> = Pi0 + vec3<f32>(1.0);
Pi0 = Pi0 % vec3<f32>(289.0);
Pi1 = Pi1 % vec3<f32>(289.0);
let Pf0 = fract(P);
let Pf1 = Pf0 - vec3<f32>(1.0);
let ix = vec4<f32>(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
let iy = vec4<f32>(Pi0.yy, Pi1.yy);
let iz0 = Pi0.zzzz;
let iz1 = Pi1.zzzz;
let ixy = permute(permute(ix) + iy);
let ixy0 = permute(ixy + iz0);
let ixy1 = permute(ixy + iz1);
var gx0: vec4<f32> = ixy0 / 7.0;
var gy0: vec4<f32> = fract(floor(gx0) / 7.0) - 0.5;
gx0 = fract(gx0);
let gz0 = vec4<f32>(0.5) - abs(gx0) - abs(gy0);
let sz0 = step(gz0, vec4<f32>(0.0));
gx0 = gx0 - sz0 * (step(vec4<f32>(0.0), gx0) - 0.5);
gy0 = gy0 - sz0 * (step(vec4<f32>(0.0), gy0) - 0.5);
var gx1: vec4<f32> = ixy1 / 7.0;
var gy1: vec4<f32> = fract(floor(gx1) / 7.0) - 0.5;
gx1 = fract(gx1);
let gz1 = vec4<f32>(0.5) - abs(gx1) - abs(gy1);
let sz1 = step(gz1, vec4<f32>(0.0));
gx1 = gx1 - sz1 * (step(vec4<f32>(0.0), gx1) - 0.5);
gy1 = gy1 - sz1 * (step(vec4<f32>(0.0), gy1) - 0.5);
var g000: vec3<f32> = vec3<f32>(gx0.x, gy0.x, gz0.x);
var g100: vec3<f32> = vec3<f32>(gx0.y, gy0.y, gz0.y);
var g010: vec3<f32> = vec3<f32>(gx0.z, gy0.z, gz0.z);
var g110: vec3<f32> = vec3<f32>(gx0.w, gy0.w, gz0.w);
var g001: vec3<f32> = vec3<f32>(gx1.x, gy1.x, gz1.x);
var g101: vec3<f32> = vec3<f32>(gx1.y, gy1.y, gz1.y);
var g011: vec3<f32> = vec3<f32>(gx1.z, gy1.z, gz1.z);
var g111: vec3<f32> = vec3<f32>(gx1.w, gy1.w, gz1.w);
let norm0 = taylorInvSqrt(vec4<f32>(dot(g000, g000), dot(g100, g100), dot(g010, g010), dot(g110, g110)));
g000 = g000 * norm0.x;
g100 = g100 * norm0.y;
g010 = g010 * norm0.z;
g110 = g110 * norm0.w;
let norm1 = taylorInvSqrt(vec4<f32>(dot(g001, g001), dot(g101, g101), dot(g011, g011), dot(g111, g111)));
g001 = g001 * norm1.x;
g101 = g101 * norm1.y;
g011 = g011 * norm1.z;
g111 = g111 * norm1.w;
let n000 = dot(g000, Pf0);
let n100 = dot(g100, vec3<f32>(Pf1.x, Pf0.yz));
let n010 = dot(g010, vec3<f32>(Pf0.x, Pf1.y, Pf0.z));
let n110 = dot(g110, vec3<f32>(Pf1.xy, Pf0.z));
let n001 = dot(g001, vec3<f32>(Pf0.xy, Pf1.z));
let n101 = dot(g101, vec3<f32>(Pf1.x, Pf0.y, Pf1.z));
let n011 = dot(g011, vec3<f32>(Pf0.x, Pf1.yz));
let n111 = dot(g111, Pf1);
let fade_xyz = fade(Pf0);
let n_z = mix(vec4<f32>(n000, n100, n010, n110), vec4<f32>(n001, n101, n011, n111), fade_xyz.z);
let n_yz = mix(n_z.xy, n_z.zw, fade_xyz.y);
let n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x);
return 2.2 * n_xyz;
}
@fragment
fn main(@builtin(position) fragCoord: vec4<f32>) -> @location(0) vec4<f32> {
let resolution = vec2<f32>(256.0, 256.0);
let uv = fragCoord.xy / resolution;
var sum = 0.0;
var scale = 1.0;
var amplitude = 0.5;
for (var i = 0; i < 5; i = i + 1) {
// Make noise tileable by wrapping coordinates
let wrapped_uv = fract(uv * scale);
let p = vec3<f32>(wrapped_uv * 10.0, uTime * 0.2);
sum += cnoise(p) * amplitude;
scale *= 2.0;
amplitude *= 0.5;
}
return vec4<f32>(sum, 0.0, 0.0, 1.0);
}
`;
// Ocean vertex shader
export const oceanVertexShader = `
struct Uniforms {
view: mat4x4<f32>,
model: mat4x4<f32>,
projection: mat4x4<f32>,
eyePos: vec3<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@group(0) @binding(1) var displacementTexture: texture_2d<f32>;
@group(0) @binding(2) var displacementSampler: sampler;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) fragPos: vec3<f32>,
@location(1) uv: vec2<f32>,
};
@vertex
fn main(
@location(0) position: vec3<f32>,
@location(1) uv: vec2<f32>
) -> VertexOutput {
var output: VertexOutput;
var worldPos = uniforms.model * vec4<f32>(position, 1.0);
output.uv = uv;
// Sample displacement using textureSampleLevel (works in vertex shader)
let displace = textureSampleLevel(displacementTexture, displacementSampler, uv, 0.0);
worldPos.z = worldPos.z + displace.r * 0.15;
output.position = uniforms.projection * uniforms.view * worldPos;
output.fragPos = worldPos.xyz;
return output;
}
`;
// Ocean fragment shader
export const oceanFragmentShader = `
struct Uniforms {
view: mat4x4<f32>,
model: mat4x4<f32>,
projection: mat4x4<f32>,
eyePos: vec3<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@group(0) @binding(1) var displacementTexture: texture_2d<f32>;
@group(0) @binding(2) var displacementSampler: sampler;
@fragment
fn main(
@location(0) fragPos: vec3<f32>,
@location(1) uv: vec2<f32>
) -> @location(0) vec4<f32> {
// Sample displacement for normal calculation only
let gridPointDelta = 1.0 / 256.0;
let displacementScale = 0.15;
let displace = textureSample(displacementTexture, displacementSampler, uv).r * displacementScale;
let right = textureSample(displacementTexture, displacementSampler, vec2<f32>(uv.x + gridPointDelta, uv.y)).r * displacementScale;
let left = textureSample(displacementTexture, displacementSampler, vec2<f32>(uv.x - gridPointDelta, uv.y)).r * displacementScale;
let up = textureSample(displacementTexture, displacementSampler, vec2<f32>(uv.x, uv.y + gridPointDelta)).r * displacementScale;
let down = textureSample(displacementTexture, displacementSampler, vec2<f32>(uv.x, uv.y - gridPointDelta)).r * displacementScale;
// Calculate surface normal
let dX = vec3<f32>(gridPointDelta * 2.0, 0.0, right - left);
let dY = vec3<f32>(0.0, gridPointDelta * 2.0, up - down);
var norm = normalize(cross(dX, dY));
// Lighting
let lightDir = normalize(vec3<f32>(0.3, 0.5, 0.8));
let diff = max(dot(norm, lightDir), 0.0);
let diffuse = diff * vec3<f32>(0.8, 0.9, 1.0);
// Fresnel
let toCameraVector = normalize(fragPos - uniforms.eyePos);
let reflec = normalize(reflect(toCameraVector, norm));
let n1 = 1.0;
let n2 = 1.33333;
let R0 = pow((n1 - n2) / (n1 + n2), 2.0);
let fresnel = R0 + (1.0 - R0) * pow((1.0 - dot(norm, reflec)), 5.0);
let oceanColor = vec3<f32>(0.0, 0.25, 0.35);
let skyColor = vec3<f32>(0.4, 0.6, 0.8);
// Subsurface scattering
let sssSun = vec3<f32>(0.0, -5.0, -7.0);
let tosssSunVec = normalize(sssSun - fragPos);
let tosssSun = normalize(vec3<f32>(0.0, -100.0, 1.0));
let ssDistortion = 0.1;
let sssIntensity = 1.0;
let halfWay = normalize(tosssSun + norm * ssDistortion);
let ssScateringCoef = pow(clamp(dot(toCameraVector, -halfWay), 0.0, 1.0), 5.0) * sssIntensity;
// Sun glittering
var glitterFactor = max(0.0, dot(tosssSunVec, reflect(-toCameraVector, norm)));
if (glitterFactor <= 0.98) {
glitterFactor = 0.0;
}
let lightColor = vec3<f32>(1.0, 1.0, 1.0);
let ambientColor = vec3<f32>(0.1, 0.15, 0.2);
let finalColor = ambientColor +
diffuse * 0.4 +
mix(oceanColor * (1.0 + ssScateringCoef), skyColor * 0.5, fresnel * 0.7) +
lightColor * glitterFactor * 0.5;
return vec4<f32>(clamp(finalColor, vec3<f32>(0.0), vec3<f32>(1.0)), 1.0);
}
`;
// Skybox vertex shader
export const skyboxVertexShader = `
struct Uniforms {
view: mat4x4<f32>,
projection: mat4x4<f32>,
sunDirection: vec3<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
struct VertexOutput {
@builtin(position) position: vec4<f32>,
@location(0) rayDir: vec3<f32>,
};
@vertex
fn main(@location(0) position: vec3<f32>) -> VertexOutput {
var output: VertexOutput;
output.rayDir = position;
// Remove translation from view matrix
var rotView = uniforms.view;
rotView[3] = vec4<f32>(0.0, 0.0, 0.0, 1.0);
let pos = uniforms.projection * rotView * vec4<f32>(position, 1.0);
output.position = pos;
return output;
}
`;
// Skybox fragment shader
export const skyboxFragmentShader = `
struct Uniforms {
view: mat4x4<f32>,
projection: mat4x4<f32>,
sunDirection: vec3<f32>,
};
@group(0) @binding(0) var<uniform> uniforms: Uniforms;
@fragment
fn main(@location(0) rayDir: vec3<f32>) -> @location(0) vec4<f32> {
let ray = normalize(rayDir);
let upAmount = ray.z;
// Sky gradient
let horizonBlend = pow(1.0 - max(upAmount, 0.0), 2.0);
let zenithColor = vec3<f32>(0.15, 0.35, 0.75);
let horizonColor = vec3<f32>(0.55, 0.7, 0.9);
var skyColor = mix(zenithColor, horizonColor, horizonBlend);
// Horizon glow
let horizonGlow = pow(max(1.0 - abs(upAmount), 0.0), 6.0);
skyColor = skyColor + vec3<f32>(0.4, 0.25, 0.1) * horizonGlow * 0.4;
// Sun
let sunDir = normalize(uniforms.sunDirection);
let sunAngle = max(dot(ray, sunDir), 0.0);
let sunDisk = smoothstep(0.9993, 0.9998, sunAngle);
let sunColor = vec3<f32>(1.0, 0.95, 0.85);
let sunGlow = pow(sunAngle, 48.0) * 0.6;
let sunHalo = pow(sunAngle, 6.0) * 0.25;
skyColor = skyColor + sunColor * sunDisk * 3.0;
skyColor = skyColor + vec3<f32>(1.0, 0.85, 0.5) * sunGlow;
skyColor = skyColor + vec3<f32>(1.0, 0.9, 0.7) * sunHalo;
// Below horizon
if (upAmount < 0.0) {
let depth = -upAmount;
let deepColor = vec3<f32>(0.02, 0.08, 0.15);
skyColor = mix(horizonColor * 0.7, deepColor, smoothstep(0.0, 0.5, depth));
}
return vec4<f32>(skyColor, 1.0);
}
`;

View File

@@ -3,7 +3,6 @@
"target": "ES2020",
"module": "ESNext",
"lib": ["ES2020", "DOM", "DOM.Iterable"],
"types": ["@webgpu/types"],
"sourceMap": true,
"outDir": "./build/",
"strict": true,
@@ -15,5 +14,5 @@
"skipLibCheck": true
},
"include": ["src/**/*"],
"exclude": ["node_modules", "dist", "build", "src/main_webgl.ts"]
"exclude": ["node_modules", "dist", "build"]
}