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screenspac
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| d61c91a267 |
@@ -1,164 +0,0 @@
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# WebGPU Migration Complete
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## Overview
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Successfully migrated the WebOcean project from WebGL2 to WebGPU to enable future tessellation support for the ocean grid system.
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## What Changed
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### Files Converted to WebGPU:
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1. **Grid.ts**
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- Replaced WebGL VAO/VBO with GPUBuffer
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- Updated `initVAO()` → `initBuffers(gpuContext: WebGPUContext)`
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- Changed `draw(gl: WebGL2RenderingContext)` → `draw(renderPass: GPURenderPassEncoder)`
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- Uses `mappedAtCreation` pattern for buffer initialization
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2. **Skybox.ts**
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- Same conversion pattern as Grid
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- Replaced WebGL buffers with GPUBuffer
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- Updated draw method signature for WebGPU
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3. **main.ts** (renamed from main_webgpu.ts)
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- Replaced `initGL()` with async `initWebGPU()`
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- Created three render pipelines:
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* Noise generation pipeline (renders Perlin noise to texture)
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* Ocean rendering pipeline (vertex displacement from noise texture)
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* Skybox pipeline (gradient sky with sun)
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- Converted FBO to GPUTexture for render-to-texture
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- Updated all shader bindings to use WebGPU bind groups
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- Maintains all existing features:
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* Dual camera system (Orbital + FPS)
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* Animation controls (P pause, 0-5 speed)
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* Wireframe toggle (F key)
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* Camera switching (C key)
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* Full WASD + mouse controls
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### New Files Created:
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1. **WebGPUContext.ts**
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- Centralized GPU device/adapter/context management
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- Provides helper methods for creating buffers, textures, pipelines
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- Handles WebGPU initialization and configuration
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2. **shaders.wgsl.ts**
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- All GLSL shaders converted to WGSL format
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- Exports 6 shader strings:
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* `noiseVertexShader` - fullscreen quad for noise generation
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* `noiseFragmentShader` - 5-octave Perlin noise
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* `oceanVertexShader` - vertex displacement from texture
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* `oceanFragmentShader` - normal calculation, Fresnel, SSS, glitter
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* `skyboxVertexShader` - skybox cube rendering
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* `skyboxFragmentShader` - gradient sky with sun
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### Preserved Files:
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1. **main_webgl.ts** (backup)
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- Original WebGL2 implementation preserved for reference
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- Excluded from TypeScript compilation
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### Configuration Updates:
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1. **tsconfig.json**
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- Added `"types": ["@webgpu/types"]` for WebGPU type definitions
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- Excluded `main_webgl.ts` from compilation
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2. **package.json**
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- Added `@webgpu/types` dev dependency
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3. **index.html**
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- Added frame time display (`<div id="frame-time">`)
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- Kept GLSL shader script tags (not used, can be removed later)
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## WebGPU vs WebGL2 Architecture
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### Key Differences:
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| Aspect | WebGL2 | WebGPU |
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|--------|--------|--------|
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| **Buffers** | VAO/VBO with gl.createVertexArray() | GPUBuffer with device.createBuffer() |
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| **Shaders** | GLSL with gl.createProgram() | WGSL with device.createShaderModule() |
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| **Rendering** | Direct gl.drawArrays() calls | Command encoder → render pass → submit |
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| **Textures** | gl.createTexture() + gl.texImage2D() | device.createTexture() |
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| **State** | Implicit state machine (gl.enable/disable) | Explicit pipeline state in descriptors |
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| **Uniforms** | gl.uniformMatrix4fv() per draw | Uniform buffers + bind groups |
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### Rendering Pipeline:
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**Pass 1: Noise Generation**
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```
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1. Write time uniform to buffer
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2. Create command encoder
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3. Begin render pass with noiseTexture as target
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4. Set noise pipeline
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5. Set noise bind group (contains time uniform)
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6. Draw fullscreen quad (6 vertices)
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7. End pass and submit commands
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```
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**Pass 2: Scene Rendering**
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```
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1. Update camera uniforms (view, model, projection, eyePos)
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2. Update skybox uniforms (view, projection, sunDir)
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3. Create command encoder
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4. Begin render pass with canvas + depth texture
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5. Draw skybox:
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- Set skybox pipeline (no depth write, no culling)
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- Set skybox bind group
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- Draw skybox geometry
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6. Draw ocean:
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- Set ocean pipeline (depth write, back-face culling)
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- Set ocean bind group (contains uniforms + noise texture + sampler)
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- Draw ocean grid (wireframe or solid)
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7. End pass and submit commands
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```
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## Browser Compatibility
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- **Requires**: Chrome/Edge 113+, Firefox 130+ (with flag)
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- **Not supported**: Safari (as of December 2024)
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- Shows error alert if WebGPU not available
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## Testing Checklist
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✅ Build succeeds without TypeScript errors
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✅ Dev server starts successfully
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✅ WebGPU initialization completes
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✅ Dual camera system functional
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✅ Animation controls work (pause/play/speed)
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✅ Wireframe toggle functional
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✅ Mouse camera controls responsive
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✅ Keyboard FPS camera controls work
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## Next Steps - Tessellation
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Now that WebGPU migration is complete, tessellation can be implemented:
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1. **Hull Shader** - Define tessellation factors based on camera distance
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2. **Domain Shader** - Interpolate tessellated vertices
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3. **Dynamic LOD** - Increase subdivision near camera, reduce far away
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4. **Adaptive Tessellation** - More detail in areas with high wave displacement
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This will provide:
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- Smoother ocean surface at all zoom levels
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- Better performance (fewer vertices far from camera)
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- More geometric detail for displacement mapping
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- Hardware-accelerated mesh subdivision
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## Files Modified Summary
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- ✅ [Grid.ts](Grid.ts) - WebGPU buffer conversion
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- ✅ [Skybox.ts](Skybox.ts) - WebGPU buffer conversion
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- ✅ [main.ts](main.ts) - Complete WebGPU rendering pipeline
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- ✅ [WebGPUContext.ts](WebGPUContext.ts) - New GPU management class
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- ✅ [shaders.wgsl.ts](shaders.wgsl.ts) - New WGSL shader definitions
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- ✅ [tsconfig.json](../tsconfig.json) - Added WebGPU types
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- ✅ [index.html](../index.html) - Added frame time display
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- 📦 main_webgl.ts - Backup (excluded from build)
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## Performance Notes
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- FPS display shows frame rate
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- Frame time display shows milliseconds per frame
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- Animation speed control (1x-5x)
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- Pause/play functionality preserved
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- WebGPU generally faster than WebGL2 for complex scenes
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589
index.html
589
index.html
@@ -1,6 +1,5 @@
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<!DOCTYPE html>
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<!DOCTYPE html>
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<html>
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<html>
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<head>
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<head>
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<meta charset="UTF-8">
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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@@ -11,20 +10,20 @@
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padding: 0;
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padding: 0;
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box-sizing: border-box;
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box-sizing: border-box;
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}
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}
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body {
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body {
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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overflow: hidden;
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overflow: hidden;
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background: #000;
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background: #000;
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}
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}
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#window {
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#window {
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display: block;
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display: block;
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width: 100vw;
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width: 100vw;
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height: 100vh;
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height: 100vh;
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cursor: move;
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cursor: move;
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}
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}
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#controls {
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#controls {
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position: absolute;
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position: absolute;
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top: 20px;
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top: 20px;
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@@ -38,23 +37,23 @@
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backdrop-filter: blur(10px);
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backdrop-filter: blur(10px);
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transition: opacity 0.3s;
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transition: opacity 0.3s;
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}
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}
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#controls.hidden {
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#controls.hidden {
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opacity: 0;
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opacity: 0;
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pointer-events: none;
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pointer-events: none;
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}
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}
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#controls h3 {
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#controls h3 {
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margin: 0 0 10px 0;
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margin: 0 0 10px 0;
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font-size: 16px;
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font-size: 16px;
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font-weight: 600;
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font-weight: 600;
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}
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}
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#controls .control-group {
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#controls .control-group {
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margin-bottom: 8px;
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margin-bottom: 8px;
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line-height: 1.6;
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line-height: 1.6;
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}
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}
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#controls .key {
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#controls .key {
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display: inline-block;
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display: inline-block;
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background: rgba(255, 255, 255, 0.2);
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background: rgba(255, 255, 255, 0.2);
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@@ -64,7 +63,7 @@
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font-size: 12px;
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font-size: 12px;
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margin: 0 2px;
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margin: 0 2px;
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}
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}
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#toggle-controls {
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#toggle-controls {
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position: absolute;
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position: absolute;
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top: 20px;
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top: 20px;
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@@ -79,11 +78,11 @@
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backdrop-filter: blur(10px);
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backdrop-filter: blur(10px);
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transition: background 0.3s;
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transition: background 0.3s;
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}
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}
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#toggle-controls:hover {
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#toggle-controls:hover {
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background: rgba(0, 0, 0, 0.85);
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background: rgba(0, 0, 0, 0.85);
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}
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}
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#fps-counter {
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#fps-counter {
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position: absolute;
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position: absolute;
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bottom: 20px;
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bottom: 20px;
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@@ -97,17 +96,54 @@
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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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#frame-time {
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.slider-group {
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position: absolute;
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margin: 8px 0;
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bottom: 20px;
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}
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left: 100px;
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background: rgba(0, 0, 0, 0.7);
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.slider-group label {
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color: #0ff;
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display: flex;
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padding: 8px 12px;
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justify-content: space-between;
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border-radius: 5px;
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align-items: center;
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font-family: 'Courier New', monospace;
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margin-bottom: 4px;
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font-size: 14px;
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font-size: 13px;
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backdrop-filter: blur(10px);
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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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}
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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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@@ -204,96 +240,364 @@
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precision mediump float;
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precision mediump float;
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varying vec3 v_fragPos;
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varying vec3 v_fragPos;
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varying vec2 v_uv;
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varying vec3 v_normal;
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varying float v_waveHeight;
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varying float v_foamFactor;
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varying float v_distanceFade;
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uniform vec3 eyePos;
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uniform vec3 eyePos;
|
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uniform sampler2D displace_map;
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uniform float uFoamIntensity;
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uniform float uGlitterIntensity;
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vec3 lightPos = vec3(0.,0.,10.); //not used in diffuse. diffuse uses a directional light. It is only used for specular glittering.
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vec3 lightColor = vec3(1.0,1.0,1.0);
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//using forward difference
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// Simple hash function for noise
|
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//Normal vectors are compute as: https://www.scratchapixel.com/lessons/procedural-generation-virtual-worlds/perlin-noise-part-2/perlin-noise-computing-derivatives
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float hash(vec2 p) {
|
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|
return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453);
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||||||
|
}
|
||||||
|
|
||||||
|
// Value noise for foam texture
|
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|
float noise(vec2 p) {
|
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|
vec2 i = floor(p);
|
||||||
|
vec2 f = fract(p);
|
||||||
|
f = f * f * (3.0 - 2.0 * f); // smoothstep
|
||||||
|
|
||||||
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float a = hash(i);
|
||||||
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float b = hash(i + vec2(1.0, 0.0));
|
||||||
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float c = hash(i + vec2(0.0, 1.0));
|
||||||
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float d = hash(i + vec2(1.0, 1.0));
|
||||||
|
|
||||||
|
return mix(mix(a, b, f.x), mix(c, d, f.x), f.y);
|
||||||
|
}
|
||||||
|
|
||||||
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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);
|
||||||
|
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);
|
||||||
|
return n;
|
||||||
|
}
|
||||||
|
|
||||||
void main(void) {
|
void main(void) {
|
||||||
vec4 displace = texture2D(displace_map, v_uv);
|
vec3 lightColor = vec3(1.0, 1.0, 0.95);
|
||||||
//calculate normal
|
vec3 sunDirection = normalize(vec3(0.3, 0.5, 0.8));
|
||||||
float gridPointDelta = (1. / 256.);
|
|
||||||
vec3 currPoint = vec3(0.0,0.0,displace.x);
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|
||||||
vec3 right = vec3(gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x + gridPointDelta,v_uv.y)).x*(1./1.));
|
|
||||||
vec3 left = vec3(-gridPointDelta,0.0,texture2D(displace_map,vec2(v_uv.x - gridPointDelta,v_uv.y)).x*(1./1.));
|
|
||||||
vec3 up = vec3(0.,gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y + gridPointDelta)).x*(1./1.));
|
|
||||||
vec3 down = vec3(0.,-gridPointDelta,texture2D(displace_map,vec2(v_uv.x ,v_uv.y - gridPointDelta)).x*(1./1.));
|
|
||||||
|
|
||||||
//vec3 tangent = normalize(right - currPoint);
|
|
||||||
//vec3 biTangent = normalize(up - currPoint);
|
|
||||||
vec3 tangent = normalize(vec3(gridPointDelta,0.,right.z-left.z));
|
|
||||||
vec3 biTangent = normalize(vec3(0.,gridPointDelta,down.z-up.z));
|
|
||||||
//vec3 normal = biTangent;
|
|
||||||
vec3 normal = cross(tangent, biTangent);
|
|
||||||
|
|
||||||
vec3 norm = normalize(normal);
|
|
||||||
norm.y *= -1.; //Normal y direction is somehow inverted
|
|
||||||
//vec3 lightDir = normalize(lightPos - v_fragPos);
|
|
||||||
vec3 lightDir = normalize(-vec3(0.0,.0,-1.)); //sun shines in drection of -z
|
|
||||||
|
|
||||||
float diff = max(dot(norm,lightDir),0.0);
|
|
||||||
vec3 diffuse = diff * lightColor;
|
|
||||||
vec3 result = (diffuse) * vec3(0.0,0.0,1.0);
|
|
||||||
|
|
||||||
//Old lightning
|
|
||||||
vec3 toCameraVector = normalize(v_fragPos - eyePos);
|
|
||||||
vec3 reflec = normalize(reflect(toCameraVector, norm));
|
|
||||||
|
|
||||||
//Schlicks approximation to Fresnelfactor
|
|
||||||
float n1 = 1., n2 = 1.33333;
|
|
||||||
float R0 = pow((n1-n2)/(n1+n2), 2.);
|
|
||||||
float fresnel = R0 + (1. - R0)*pow((1.-dot(norm,reflec)),5.) ;
|
|
||||||
|
|
||||||
//vec3 waterColor = vec3(34./255.,154./255.,211./255.);
|
|
||||||
vec3 oceanColor = vec3(0,.4,.4); // under-sea colour
|
|
||||||
vec3 skyColor = vec3(1.,1.,1.);
|
|
||||||
|
|
||||||
//Subsurface scattering
|
vec3 norm = normalize(v_normal);
|
||||||
vec3 sssSun = vec3(0.,-5.,-7.0);
|
|
||||||
vec3 tosssSunVec = normalize(sssSun - v_fragPos);
|
// View direction
|
||||||
vec3 tosssSun = normalize(vec3(0.0,-100.,1.));
|
vec3 viewDir = normalize(eyePos - v_fragPos);
|
||||||
float ssDistortion = 0.1;
|
|
||||||
float sssIntensity = 1.;
|
// Diffuse lighting
|
||||||
vec3 halfWay = normalize(tosssSun+norm*ssDistortion);
|
float diff = max(dot(norm, sunDirection), 0.0);
|
||||||
float ssScateringCoef = pow(clamp(dot(toCameraVector,-halfWay),0.0,1.0),5.) * sssIntensity;
|
vec3 diffuse = diff * lightColor;
|
||||||
//Sun glittering
|
|
||||||
float glitterFactor = max(0.0,dot(tosssSunVec,reflect(-toCameraVector,norm)));
|
|
||||||
if(!(glitterFactor > 0.98)) {
|
|
||||||
glitterFactor = 0.0;
|
|
||||||
}
|
|
||||||
|
|
||||||
//gl_FragColor = vec4(oceanColor + lightColor * glitterFactor,1.0);
|
// Schlick's approximation to Fresnel factor
|
||||||
//gl_FragColor=vec4(clamp(oceanColor + (oceanColor*ssScateringCoef),0.,1.0),1.0); //Display subsurfacecatterting component
|
float R0 = 0.02;
|
||||||
//gl_FragColor = vec4((mix(oceanColor,skyColor,fresnel).xyz), 1.); //Just display reflection component
|
float fresnel = R0 + (1.0 - R0) * pow(1.0 - max(dot(norm, viewDir), 0.0), 5.0);
|
||||||
//gl_FragColor = vec4(diffuse * oceanColor,1.0); //Render only diffuse component
|
|
||||||
//gl_FragColor = vec4(normal,1.0); //show Normal map
|
// Deep and shallow water colors
|
||||||
//gl_FragColor = vec4(displace.x,displace.x,displace.x,1.0); //Show Perlin Noise texture deactivate vertex distrotion before
|
vec3 deepColor = vec3(0.0, 0.08, 0.15);
|
||||||
gl_FragColor = vec4((clamp(diffuse,0.97,1.0) * (mix(oceanColor + (oceanColor*ssScateringCoef),skyColor*0.8,fresnel).xyz))+ lightColor * glitterFactor, 1.0); //All combined
|
vec3 shallowColor = vec3(0.0, 0.35, 0.45);
|
||||||
|
vec3 skyColor = vec3(0.55, 0.7, 0.9); // Match skybox horizon color
|
||||||
|
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 and fade out at distance
|
||||||
|
foam = pow(foam, 0.7) * uFoamIntensity * v_distanceFade;
|
||||||
|
|
||||||
|
// 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);
|
||||||
|
|
||||||
|
// Atmospheric fog for distant water - blends to horizon
|
||||||
|
float dist = length(eyePos - v_fragPos);
|
||||||
|
|
||||||
|
// Exponential fog with aggressive horizon fade
|
||||||
|
float fogFactor = exp(-dist * 0.04);
|
||||||
|
// Fully fade at stretched horizon vertices
|
||||||
|
float horizonFade = smoothstep(40.0, 80.0, dist);
|
||||||
|
fogFactor *= (1.0 - horizonFade);
|
||||||
|
fogFactor = clamp(fogFactor, 0.0, 1.0);
|
||||||
|
|
||||||
|
// Horizon color must exactly match skybox horizon
|
||||||
|
vec3 horizonColor = vec3(0.55, 0.7, 0.9);
|
||||||
|
finalColor = mix(horizonColor, finalColor, fogFactor);
|
||||||
|
|
||||||
|
gl_FragColor = vec4(finalColor, 1.0);
|
||||||
}
|
}
|
||||||
</script>
|
</script>
|
||||||
<script id="default-vs" type="x-shader/x-vertex">
|
<script id="default-vs" type="x-shader/x-vertex">
|
||||||
attribute vec3 positionAttr;
|
precision mediump float;
|
||||||
|
|
||||||
|
attribute vec2 positionAttr; // Grid position in [0,1] range
|
||||||
|
|
||||||
uniform mat4 view;
|
uniform mat4 view;
|
||||||
uniform mat4 model;
|
|
||||||
uniform mat4 projection;
|
uniform mat4 projection;
|
||||||
uniform sampler2D displace_map;
|
uniform mat4 uProjectorMatrix; // Inverse projector view-proj
|
||||||
|
uniform mat4 uRangeMatrix; // Range conversion matrix
|
||||||
|
uniform float uTime;
|
||||||
|
uniform float uWaveHeight;
|
||||||
|
uniform float uWaveSpeed;
|
||||||
|
uniform vec3 eyePos;
|
||||||
|
uniform float uHorizonClipY; // Y position of horizon in clip space [-1,1]
|
||||||
|
|
||||||
varying vec2 v_uv;
|
|
||||||
varying vec3 v_fragPos;
|
varying vec3 v_fragPos;
|
||||||
|
varying vec3 v_normal;
|
||||||
|
varying float v_waveHeight;
|
||||||
|
varying float v_foamFactor;
|
||||||
|
varying float v_distanceFade;
|
||||||
|
|
||||||
|
// Gerstner wave function - higher steepness = spikier waves
|
||||||
|
vec3 gerstnerWave(vec2 pos, float time, vec2 direction, float steepness, float wavelength, out vec3 tangent, out vec3 binormal) {
|
||||||
|
float k = 2.0 * 3.14159 / wavelength;
|
||||||
|
float c = sqrt(9.8 / k);
|
||||||
|
vec2 d = normalize(direction);
|
||||||
|
float f = k * (dot(d, pos) - c * time);
|
||||||
|
float a = steepness / k;
|
||||||
|
|
||||||
|
tangent = vec3(
|
||||||
|
1.0 - steepness * d.x * d.x * sin(f),
|
||||||
|
steepness * d.x * cos(f),
|
||||||
|
-steepness * d.x * d.y * sin(f)
|
||||||
|
);
|
||||||
|
|
||||||
|
binormal = vec3(
|
||||||
|
-steepness * d.x * d.y * sin(f),
|
||||||
|
steepness * d.y * cos(f),
|
||||||
|
1.0 - steepness * d.y * d.y * sin(f)
|
||||||
|
);
|
||||||
|
|
||||||
|
return vec3(
|
||||||
|
d.x * a * cos(f),
|
||||||
|
a * sin(f),
|
||||||
|
d.y * a * cos(f)
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// 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;
|
||||||
|
|
||||||
|
// === Large primary waves ===
|
||||||
|
displacement += gerstnerWave(pos, time, vec2(1.0, 0.2), 0.42 * heightMod, 6.0, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
displacement += gerstnerWave(pos, time * 1.1, vec2(0.4, 1.0), 0.35 * heightMod, 5.0, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
// === Medium waves ===
|
||||||
|
displacement += gerstnerWave(pos, time * 0.9, vec2(-0.6, 0.8), 0.25 * heightMod, 3.0, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
displacement += gerstnerWave(pos, time * 1.2, vec2(0.8, -0.5), 0.2 * heightMod, 2.2, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
displacement += gerstnerWave(pos, time, vec2(-0.3, -0.9), 0.18 * heightMod, 1.8, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
// === Small detail waves ===
|
||||||
|
displacement += gerstnerWave(pos, time * 1.2, vec2(0.9, -0.4), 0.12 * heightMod, 1.2, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
displacement += gerstnerWave(pos, time * 0.9, vec2(-0.5, -0.7), 0.10 * heightMod, 1.0, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
displacement += gerstnerWave(pos, time * 1.3, vec2(0.3, 0.95), 0.08 * heightMod, 0.8, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
// === Tiny ripples ===
|
||||||
|
displacement += gerstnerWave(pos, time * 2.0, vec2(0.9, 0.1), 0.05 * heightMod, 0.35, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
displacement += gerstnerWave(pos, time * 2.2, vec2(-0.2, 0.95), 0.04 * heightMod, 0.25, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
// === Micro ripples for fine surface detail ===
|
||||||
|
displacement += gerstnerWave(pos, time * 2.5, vec2(0.7, -0.7), 0.03 * heightMod, 0.18, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
displacement += gerstnerWave(pos, time * 3.0, vec2(-0.8, 0.6), 0.025 * heightMod, 0.12, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
displacement += gerstnerWave(pos, time * 3.5, vec2(0.5, -0.9), 0.02 * heightMod, 0.08, t, b);
|
||||||
|
tangent += t - vec3(1.0, 0.0, 0.0); binormal += b - vec3(0.0, 0.0, 1.0);
|
||||||
|
|
||||||
|
// Store wave height for fragment shader
|
||||||
|
v_waveHeight = displacement.y;
|
||||||
|
|
||||||
|
// Calculate foam factor - foam appears on the FRONT/leading edge of waves
|
||||||
|
// When wave is rising (tangent.y > 0), that's where foam should appear
|
||||||
|
float waveRising = smoothstep(0.0, 0.3, tangent.y + binormal.y);
|
||||||
|
float foamFromHeight = smoothstep(0.0, 0.25, displacement.y);
|
||||||
|
float waveSlope = length(vec2(tangent.y, binormal.y));
|
||||||
|
float foamFromSlope = smoothstep(0.2, 0.6, waveSlope);
|
||||||
|
// Foam appears where wave is high AND rising (leading edge / crest)
|
||||||
|
v_foamFactor = clamp((foamFromHeight * waveRising * 1.2 + foamFromSlope * 0.3), 0.0, 1.0);
|
||||||
|
|
||||||
|
// Apply displacement - Z is up, XY is horizontal plane
|
||||||
|
worldPos.x += displacement.x;
|
||||||
|
worldPos.y += displacement.z;
|
||||||
|
worldPos.z += displacement.y; // Height displacement
|
||||||
|
|
||||||
|
// Calculate normal from tangent and binormal
|
||||||
|
// Blend normal towards flat (0, 0, 1) based on distance
|
||||||
|
vec3 normal = normalize(cross(binormal, tangent));
|
||||||
|
vec3 flatNormal = vec3(0.0, 0.0, 1.0);
|
||||||
|
normal = mix(flatNormal, normal, waveFade);
|
||||||
|
v_normal = vec3(normal.x, normal.z, normal.y);
|
||||||
|
|
||||||
|
// 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">
|
||||||
@@ -362,34 +666,23 @@
|
|||||||
gl_Position = pos;
|
gl_Position = pos;
|
||||||
}
|
}
|
||||||
</script>
|
</script>
|
||||||
|
|
||||||
</head>
|
</head>
|
||||||
|
|
||||||
<body>
|
<body>
|
||||||
<canvas id="window"></canvas>
|
<canvas id="window"></canvas>
|
||||||
|
|
||||||
<div id="controls">
|
<div id="controls">
|
||||||
<h3>🌊 Ocean Controls</h3>
|
<h3>🌊 Ocean Controls</h3>
|
||||||
<div class="control-group">
|
<div class="control-group">
|
||||||
<strong>Camera Mode:</strong> <span class="key">C</span> (FPS/Orbital)<br>
|
<strong>Camera Rotation:</strong><br>
|
||||||
<span id="current-camera-mode" style="font-size: 12px; color: #aaa;">Current: Orbital</span>
|
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrow Keys
|
||||||
</div>
|
</div>
|
||||||
<div class="control-group">
|
<div class="control-group">
|
||||||
<strong>Rendering:</strong><br>
|
<strong>Zoom:</strong><br>
|
||||||
<span class="key">F</span> Toggle Wireframe
|
<span class="key">Q</span> / <span class="key">E</span> or <span class="key">+</span> / <span class="key">-</span>
|
||||||
</div>
|
</div>
|
||||||
<div class="control-group">
|
<div class="control-group">
|
||||||
<strong>FPS Camera:</strong><br>
|
<strong>Mouse:</strong> Click and drag to rotate
|
||||||
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> Move<br>
|
|
||||||
<span class="key">Q</span><span class="key">E</span> or <span class="key">Space</span><span class="key">Ctrl</span> Up/Down<br>
|
|
||||||
<span class="key">Shift</span> Sprint<br>
|
|
||||||
Mouse: Look around
|
|
||||||
</div>
|
|
||||||
<div class="control-group">
|
|
||||||
<strong>Orbital Camera:</strong><br>
|
|
||||||
<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrows Rotate<br>
|
|
||||||
<span class="key">Q</span><span class="key">E</span> or <span class="key">+</span><span class="key">-</span> Zoom<br>
|
|
||||||
Mouse: Click and drag to rotate
|
|
||||||
</div>
|
</div>
|
||||||
<div class="control-group">
|
<div class="control-group">
|
||||||
<strong>Reset:</strong> <span class="key">R</span>
|
<strong>Reset:</strong> <span class="key">R</span>
|
||||||
@@ -397,50 +690,74 @@
|
|||||||
<div class="control-group">
|
<div class="control-group">
|
||||||
<strong>Toggle Help:</strong> <span class="key">H</span>
|
<strong>Toggle Help:</strong> <span class="key">H</span>
|
||||||
</div>
|
</div>
|
||||||
|
<div class="control-group" style="margin-top: 10px; padding-top: 10px; border-top: 1px solid rgba(255, 255, 255, 0.2);">
|
||||||
|
<button id="wireframe-toggle" style="background: rgba(255, 255, 255, 0.2); color: white; border: none; padding: 8px 12px; border-radius: 4px; cursor: pointer; width: 100%; font-size: 13px;">Wireframe: OFF</button>
|
||||||
|
</div>
|
||||||
|
<div style="margin-top: 12px; padding-top: 12px; border-top: 1px solid rgba(255, 255, 255, 0.2);">
|
||||||
|
<strong>Wave Settings</strong>
|
||||||
|
<div class="slider-group">
|
||||||
|
<label>Wave Height <span class="slider-value" id="wave-height-val">1.0</span></label>
|
||||||
|
<input type="range" id="wave-height" min="0" max="2" step="0.1" value="1">
|
||||||
|
</div>
|
||||||
|
<div class="slider-group">
|
||||||
|
<label>Wave Speed <span class="slider-value" id="wave-speed-val">1.0</span></label>
|
||||||
|
<input type="range" id="wave-speed" min="0.1" max="3" step="0.1" value="1">
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
|
<div style="margin-top: 12px; padding-top: 12px; border-top: 1px solid rgba(255, 255, 255, 0.2);">
|
||||||
|
<strong>Foam & Glitter</strong>
|
||||||
|
<div class="slider-group">
|
||||||
|
<label>Foam Intensity <span class="slider-value" id="foam-intensity-val">1.0</span></label>
|
||||||
|
<input type="range" id="foam-intensity" min="0" max="2" step="0.1" value="1">
|
||||||
|
</div>
|
||||||
|
<div class="slider-group">
|
||||||
|
<label>Glitter Intensity <span class="slider-value" id="glitter-intensity-val">1.0</span></label>
|
||||||
|
<input type="range" id="glitter-intensity" min="0" max="3" step="0.1" value="1">
|
||||||
|
</div>
|
||||||
|
</div>
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
<button id="toggle-controls">Toggle Controls (H)</button>
|
<button id="toggle-controls">Toggle Controls (H)</button>
|
||||||
|
|
||||||
<div id="fps-counter">FPS: 0</div>
|
<div id="fps-counter">FPS: 0</div>
|
||||||
<div id="frame-time">Frame: 0.00ms</div>
|
|
||||||
|
|
||||||
<script type="module" src="/src/main.ts"></script>
|
<script type="module" src="/src/main.ts"></script>
|
||||||
<script>
|
<script>
|
||||||
// Toggle controls visibility
|
// Toggle controls visibility
|
||||||
const controls = document.getElementById('controls');
|
const controls = document.getElementById('controls');
|
||||||
const toggleBtn = document.getElementById('toggle-controls');
|
const toggleBtn = document.getElementById('toggle-controls');
|
||||||
const cameraModeDisplay = document.getElementById('current-camera-mode');
|
|
||||||
|
|
||||||
toggleBtn.addEventListener('click', () => {
|
toggleBtn.addEventListener('click', () => {
|
||||||
controls.classList.toggle('hidden');
|
controls.classList.toggle('hidden');
|
||||||
});
|
});
|
||||||
|
|
||||||
window.addEventListener('keydown', (evt) => {
|
window.addEventListener('keydown', (evt) => {
|
||||||
if (evt.key === 'h' || evt.key === 'H') {
|
if (evt.key === 'h' || evt.key === 'H') {
|
||||||
controls.classList.toggle('hidden');
|
controls.classList.toggle('hidden');
|
||||||
}
|
}
|
||||||
|
|
||||||
// Update camera mode display when C is pressed
|
|
||||||
if (evt.key === 'c' || evt.key === 'C') {
|
|
||||||
setTimeout(() => {
|
|
||||||
// Get camera mode from any displayed element
|
|
||||||
const cameraMode = document.getElementById('camera-mode');
|
|
||||||
if (cameraMode && cameraModeDisplay) {
|
|
||||||
const mode = cameraMode.textContent.replace('Camera: ', '');
|
|
||||||
cameraModeDisplay.textContent = `Current: ${mode}`;
|
|
||||||
}
|
|
||||||
}, 100);
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
|
|
||||||
// Listen for custom camera mode toggle events from UI
|
// Wireframe toggle
|
||||||
window.addEventListener('toggleCameraMode', () => {
|
const wireframeBtn = document.getElementById('wireframe-toggle');
|
||||||
const cameraMode = document.getElementById('camera-mode');
|
wireframeBtn.addEventListener('click', () => {
|
||||||
if (cameraMode && cameraModeDisplay) {
|
window.dispatchEvent(new CustomEvent('toggleWireframe'));
|
||||||
const mode = cameraMode.textContent.replace('Camera: ', '');
|
|
||||||
cameraModeDisplay.textContent = `Current: ${mode}`;
|
|
||||||
}
|
|
||||||
});
|
});
|
||||||
|
|
||||||
|
// Slider controls
|
||||||
|
function setupSlider(id, eventName) {
|
||||||
|
const slider = document.getElementById(id);
|
||||||
|
const valueDisplay = document.getElementById(id + '-val');
|
||||||
|
slider.addEventListener('input', (e) => {
|
||||||
|
const value = parseFloat(e.target.value);
|
||||||
|
valueDisplay.textContent = value.toFixed(1);
|
||||||
|
window.dispatchEvent(new CustomEvent(eventName, { detail: value }));
|
||||||
|
});
|
||||||
|
}
|
||||||
|
|
||||||
|
setupSlider('wave-height', 'waveHeightChange');
|
||||||
|
setupSlider('wave-speed', 'waveSpeedChange');
|
||||||
|
setupSlider('foam-intensity', 'foamIntensityChange');
|
||||||
|
setupSlider('glitter-intensity', 'glitterIntensityChange');
|
||||||
</script>
|
</script>
|
||||||
</body>
|
</body>
|
||||||
|
|
||||||
|
|||||||
8
package-lock.json
generated
8
package-lock.json
generated
@@ -12,7 +12,6 @@
|
|||||||
"gl-matrix": "^3.4.4"
|
"gl-matrix": "^3.4.4"
|
||||||
},
|
},
|
||||||
"devDependencies": {
|
"devDependencies": {
|
||||||
"@webgpu/types": "^0.1.69",
|
|
||||||
"typescript": "^5.9.3",
|
"typescript": "^5.9.3",
|
||||||
"vite": "^6.0.7"
|
"vite": "^6.0.7"
|
||||||
}
|
}
|
||||||
@@ -816,13 +815,6 @@
|
|||||||
"dev": true,
|
"dev": true,
|
||||||
"license": "MIT"
|
"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": {
|
"node_modules/esbuild": {
|
||||||
"version": "0.25.12",
|
"version": "0.25.12",
|
||||||
"resolved": "https://registry.npmjs.org/esbuild/-/esbuild-0.25.12.tgz",
|
"resolved": "https://registry.npmjs.org/esbuild/-/esbuild-0.25.12.tgz",
|
||||||
|
|||||||
@@ -20,7 +20,6 @@
|
|||||||
"author": "Julian Niessner",
|
"author": "Julian Niessner",
|
||||||
"license": "ISC",
|
"license": "ISC",
|
||||||
"devDependencies": {
|
"devDependencies": {
|
||||||
"@webgpu/types": "^0.1.69",
|
|
||||||
"typescript": "^5.9.3",
|
"typescript": "^5.9.3",
|
||||||
"vite": "^6.0.7"
|
"vite": "^6.0.7"
|
||||||
},
|
},
|
||||||
|
|||||||
54
readme.md
54
readme.md
@@ -1,74 +1,38 @@
|
|||||||
# 🌊 WebOcean
|
# 🌊 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.
|
||||||
|
|
||||||

|

|
||||||

|

|
||||||

|

|
||||||
|
|
||||||
## ✨ Features
|
## ✨ Features
|
||||||
|
|
||||||
- **Real-time Ocean Simulation** - Dynamic water surface with Perlin noise-based displacement
|
- **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**:
|
- **Advanced Rendering Techniques**:
|
||||||
- Fresnel reflection for realistic water appearance
|
- Fresnel reflection for realistic water appearance
|
||||||
- Subsurface scattering for light penetration
|
- Subsurface scattering for light penetration
|
||||||
- Specular highlights for sun glitter effect
|
- Specular highlights for sun glitter effect
|
||||||
- Dynamic normal mapping from displacement
|
- Dynamic normal mapping from displacement
|
||||||
- Gradient skybox with sun rendering
|
- **Interactive Camera Controls** - Mouse and keyboard navigation
|
||||||
- **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
|
|
||||||
- **Responsive Design** - Automatically adapts to window size
|
- **Responsive Design** - Automatically adapts to window size
|
||||||
- **Performance Monitoring** - Real-time FPS counter and frame time
|
- **Performance Monitoring** - Real-time FPS counter
|
||||||
|
|
||||||
## 🎮 Controls
|
## 🎮 Controls
|
||||||
|
|
||||||
### Camera Controls
|
|
||||||
|
|
||||||
| Action | Keys |
|
| Action | Keys |
|
||||||
|--------|------|
|
|--------|------|
|
||||||
| **Toggle Camera Mode** | `C` |
|
| **Rotate Camera** | `W` `A` `S` `D` or Arrow Keys |
|
||||||
| **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 |
|
|
||||||
| **Zoom In/Out** | `Q` / `E` or `+` / `-` |
|
| **Zoom In/Out** | `Q` / `E` or `+` / `-` |
|
||||||
|
| **Mouse Drag** | Click and drag to rotate |
|
||||||
### FPS Camera Mode
|
| **Reset Camera** | `R` |
|
||||||
|
| **Toggle Help** | `H` |
|
||||||
| 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` |
|
|
||||||
|
|
||||||
## 🚀 Getting Started
|
## 🚀 Getting Started
|
||||||
|
|
||||||
### Prerequisites
|
### Prerequisites
|
||||||
|
|
||||||
- **Node.js** (v16 or higher)
|
- Node.js (v16 or higher)
|
||||||
- **Browser**: Chrome 113+, Edge 113+, or Firefox 130+ (with WebGPU enabled)
|
|
||||||
- npm or yarn
|
- npm or yarn
|
||||||
|
|
||||||
### Installation
|
### Installation
|
||||||
|
|||||||
109
src/Camera.ts
109
src/Camera.ts
@@ -1,63 +1,87 @@
|
|||||||
import { vec3, mat4, vec4 } from 'gl-matrix';
|
import { vec3, mat4, vec4 } from 'gl-matrix';
|
||||||
import { ICamera } from './ICamera';
|
|
||||||
|
|
||||||
/** Orbital camera that rotates around the world origin. */
|
/** FPS-style flight camera with free movement */
|
||||||
export class OrbitalCamera implements ICamera {
|
export class Camera {
|
||||||
pos: vec3;
|
pos: vec3;
|
||||||
target: vec3;
|
target: vec3;
|
||||||
up: vec3;
|
up: vec3;
|
||||||
|
|
||||||
xRot: number;
|
// FPS camera angles (in radians)
|
||||||
yRot: number;
|
pitch: number; // Up/down rotation
|
||||||
offset: number;
|
yaw: number; // Left/right rotation
|
||||||
|
|
||||||
|
// Direction vectors
|
||||||
|
forward: vec3;
|
||||||
|
right: vec3;
|
||||||
|
|
||||||
constructor() {
|
constructor() {
|
||||||
this.pos = vec3.create();
|
this.pos = vec3.create();
|
||||||
vec3.set(this.pos, 0.0, 0.0, 0.0);
|
vec3.set(this.pos, 0.0, -3.0, 2.0); // Start above and behind origin
|
||||||
this.target = vec3.create();
|
this.target = vec3.create();
|
||||||
vec3.set(this.target, 0.0, 0.0, 0.0);
|
|
||||||
this.up = vec3.create();
|
this.up = vec3.create();
|
||||||
vec3.set(this.up, 0.0, 1.0, 0.0);
|
vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
|
||||||
this.xRot = 0.0;
|
this.forward = vec3.create();
|
||||||
this.yRot = 0.0;
|
this.right = vec3.create();
|
||||||
this.offset = 0.0;
|
this.pitch = -0.3; // Looking slightly down
|
||||||
|
this.yaw = Math.PI / 2; // Looking toward +Y
|
||||||
|
this.updateVectors();
|
||||||
}
|
}
|
||||||
|
|
||||||
setRotationX(rotX: number): void {
|
/** Rotate camera by mouse delta */
|
||||||
this.xRot = rotX;
|
rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
|
||||||
this.updatePos();
|
this.yaw -= deltaX * sensitivity;
|
||||||
|
this.pitch -= deltaY * sensitivity;
|
||||||
|
|
||||||
|
// Clamp pitch to avoid flipping
|
||||||
|
const maxPitch = Math.PI / 2 - 0.01;
|
||||||
|
this.pitch = Math.max(-maxPitch, Math.min(maxPitch, this.pitch));
|
||||||
|
|
||||||
|
this.updateVectors();
|
||||||
}
|
}
|
||||||
|
|
||||||
setRotationY(rotY: number): void {
|
/** Move camera in the direction it's looking */
|
||||||
this.yRot = rotY;
|
moveForward(amount: number): void {
|
||||||
this.updatePos();
|
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
|
||||||
|
this.updateVectors();
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Sets the offset to world origin. */
|
moveRight(amount: number): void {
|
||||||
setOffset(off: number): void {
|
vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
|
||||||
this.offset = off;
|
this.updateVectors();
|
||||||
this.updatePos();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Recalculates the position according to xy-rotation and offset. */
|
moveUp(amount: number): void {
|
||||||
private updatePos(): void {
|
// Move along world Z axis
|
||||||
const transformation: mat4 = mat4.create();
|
this.pos[2] += amount;
|
||||||
mat4.identity(transformation);
|
this.updateVectors();
|
||||||
|
}
|
||||||
|
|
||||||
//2. xy-Rotation
|
/** Move in the actual look direction (including vertical) */
|
||||||
mat4.rotateX(transformation, transformation, this.xRot);
|
moveInLookDirection(amount: number): void {
|
||||||
mat4.rotateY(transformation, transformation, this.yRot);
|
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
|
||||||
|
this.updateVectors();
|
||||||
|
}
|
||||||
|
|
||||||
//1. Translation
|
/** Update direction vectors from pitch/yaw */
|
||||||
const translation = vec3.create();
|
private updateVectors(): void {
|
||||||
vec3.set(translation, 0.0, 0.0, this.offset);
|
// Calculate forward vector from pitch and yaw
|
||||||
mat4.translate(transformation, transformation, translation);
|
// Z is up, so we use different axis mapping
|
||||||
|
this.forward[0] = Math.cos(this.pitch) * Math.cos(this.yaw);
|
||||||
const temp: vec4 = vec4.create();
|
this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
|
||||||
vec4.set(temp, 0.0, 0.0, 0.0, 1.0);
|
this.forward[2] = Math.sin(this.pitch);
|
||||||
vec4.transformMat4(temp, temp, transformation);
|
vec3.normalize(this.forward, this.forward);
|
||||||
|
|
||||||
vec3.set(this.pos, temp[0], temp[1], temp[2]);
|
// Right vector is perpendicular to forward and world up
|
||||||
|
const worldUp = vec3.fromValues(0, 0, 1);
|
||||||
|
vec3.cross(this.right, this.forward, worldUp);
|
||||||
|
vec3.normalize(this.right, this.right);
|
||||||
|
|
||||||
|
// Camera up is perpendicular to forward and right
|
||||||
|
vec3.cross(this.up, this.right, this.forward);
|
||||||
|
vec3.normalize(this.up, this.up);
|
||||||
|
|
||||||
|
// Update target
|
||||||
|
vec3.add(this.target, this.pos, this.forward);
|
||||||
}
|
}
|
||||||
|
|
||||||
getViewMatrix(): mat4 {
|
getViewMatrix(): mat4 {
|
||||||
@@ -68,9 +92,6 @@ export class OrbitalCamera implements ICamera {
|
|||||||
|
|
||||||
/** Get view direction for LOD calculations */
|
/** Get view direction for LOD calculations */
|
||||||
getViewDirection(): vec3 {
|
getViewDirection(): vec3 {
|
||||||
const dir = vec3.create();
|
return vec3.clone(this.forward);
|
||||||
vec3.subtract(dir, this.target, this.pos);
|
|
||||||
vec3.normalize(dir, dir);
|
|
||||||
return dir;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,98 +0,0 @@
|
|||||||
import { vec3, mat4 } from 'gl-matrix';
|
|
||||||
import { ICamera } from './ICamera';
|
|
||||||
|
|
||||||
/** FPS-style flight camera with free movement */
|
|
||||||
export class FPSCamera implements ICamera {
|
|
||||||
pos: vec3;
|
|
||||||
target: vec3;
|
|
||||||
up: vec3;
|
|
||||||
|
|
||||||
// FPS camera angles (in radians)
|
|
||||||
pitch: number; // Up/down rotation
|
|
||||||
yaw: number; // Left/right rotation
|
|
||||||
|
|
||||||
// Direction vectors
|
|
||||||
forward: vec3;
|
|
||||||
right: vec3;
|
|
||||||
|
|
||||||
constructor() {
|
|
||||||
this.pos = vec3.create();
|
|
||||||
vec3.set(this.pos, 0.0, -3.0, 2.0); // Start above and behind origin
|
|
||||||
this.target = vec3.create();
|
|
||||||
this.up = vec3.create();
|
|
||||||
vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
|
|
||||||
this.forward = vec3.create();
|
|
||||||
this.right = vec3.create();
|
|
||||||
this.pitch = -0.3; // Looking slightly down
|
|
||||||
this.yaw = Math.PI / 2; // Looking toward +Y
|
|
||||||
this.updateVectors();
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Rotate camera by mouse delta */
|
|
||||||
rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
|
|
||||||
this.yaw -= deltaX * sensitivity;
|
|
||||||
this.pitch -= deltaY * sensitivity;
|
|
||||||
|
|
||||||
// Clamp pitch to avoid flipping
|
|
||||||
const maxPitch = Math.PI / 2 - 0.01;
|
|
||||||
this.pitch = Math.max(-maxPitch, Math.min(maxPitch, this.pitch));
|
|
||||||
|
|
||||||
this.updateVectors();
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Move camera in the direction it's looking */
|
|
||||||
moveForward(amount: number): void {
|
|
||||||
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
|
|
||||||
this.updateVectors();
|
|
||||||
}
|
|
||||||
|
|
||||||
moveRight(amount: number): void {
|
|
||||||
vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
|
|
||||||
this.updateVectors();
|
|
||||||
}
|
|
||||||
|
|
||||||
moveUp(amount: number): void {
|
|
||||||
// Move along world Z axis
|
|
||||||
this.pos[2] += amount;
|
|
||||||
this.updateVectors();
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Move in the actual look direction (including vertical) */
|
|
||||||
moveInLookDirection(amount: number): void {
|
|
||||||
vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
|
|
||||||
this.updateVectors();
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Update direction vectors from pitch/yaw */
|
|
||||||
private updateVectors(): void {
|
|
||||||
// Calculate forward vector from pitch and yaw
|
|
||||||
// Z is up, so we use different axis mapping
|
|
||||||
this.forward[0] = Math.cos(this.pitch) * Math.cos(this.yaw);
|
|
||||||
this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
|
|
||||||
this.forward[2] = Math.sin(this.pitch);
|
|
||||||
vec3.normalize(this.forward, this.forward);
|
|
||||||
|
|
||||||
// Right vector is perpendicular to forward and world up
|
|
||||||
const worldUp = vec3.fromValues(0, 0, 1);
|
|
||||||
vec3.cross(this.right, this.forward, worldUp);
|
|
||||||
vec3.normalize(this.right, this.right);
|
|
||||||
|
|
||||||
// Camera up is perpendicular to forward and right
|
|
||||||
vec3.cross(this.up, this.right, this.forward);
|
|
||||||
vec3.normalize(this.up, this.up);
|
|
||||||
|
|
||||||
// Update target
|
|
||||||
vec3.add(this.target, this.pos, this.forward);
|
|
||||||
}
|
|
||||||
|
|
||||||
getViewMatrix(): mat4 {
|
|
||||||
const ret: mat4 = mat4.create();
|
|
||||||
mat4.lookAt(ret, this.pos, this.target, this.up);
|
|
||||||
return ret;
|
|
||||||
}
|
|
||||||
|
|
||||||
/** Get view direction for LOD calculations */
|
|
||||||
getViewDirection(): vec3 {
|
|
||||||
return vec3.clone(this.forward);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
148
src/Grid.ts
148
src/Grid.ts
@@ -1,103 +1,113 @@
|
|||||||
import { WebGPUContext } from './WebGPUContext';
|
/** Grid for the water surface */
|
||||||
|
|
||||||
/** Grid for the water surface - WebGPU version */
|
|
||||||
export class Grid {
|
export class Grid {
|
||||||
private indices: Uint32Array = new Uint32Array(0);
|
private indices: number[] = [];
|
||||||
private vertices: Float32Array = new Float32Array(0);
|
private lineIndices: number[] = [];
|
||||||
private vertexBuffer: GPUBuffer | null = null;
|
private vertices: number[] = [];
|
||||||
private indexBuffer: GPUBuffer | null = null;
|
private vao: WebGLVertexArrayObject | null = null;
|
||||||
|
private lineVao: WebGLVertexArrayObject | null = null;
|
||||||
private size: number;
|
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.size = size;
|
||||||
|
this.offsetX = offsetX;
|
||||||
|
this.offsetY = offsetY;
|
||||||
|
this.scale = scale;
|
||||||
}
|
}
|
||||||
|
|
||||||
generate(): void {
|
generate(): void {
|
||||||
const indices: number[] = [];
|
this.indices = [];
|
||||||
const vertices: number[] = [];
|
this.lineIndices = [];
|
||||||
|
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 with UV coordinates
|
// 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;
|
||||||
const u = x;
|
this.vertices.push(x, y, z);
|
||||||
const v = y;
|
|
||||||
vertices.push(x, y, z, u, v); // position + UV
|
|
||||||
|
|
||||||
if (i < this.size && j < this.size) { // Skip edges
|
if (i < this.size && j < this.size) { // Skip edges
|
||||||
const row1 = j * (this.size + 1);
|
const row1 = j * (this.size + 1);
|
||||||
const row2 = (j + 1) * (this.size + 1);
|
const row2 = (j + 1) * (this.size + 1);
|
||||||
|
|
||||||
// triangle 1
|
// triangle 1
|
||||||
indices.push(row1 + i);
|
this.indices.push(row1 + i);
|
||||||
indices.push(row1 + i + 1);
|
this.indices.push(row1 + i + 1);
|
||||||
indices.push(row2 + i + 1);
|
this.indices.push(row2 + i + 1);
|
||||||
|
|
||||||
// triangle 2
|
// triangle 2
|
||||||
indices.push(row1 + i);
|
this.indices.push(row1 + i);
|
||||||
indices.push(row2 + i + 1);
|
this.indices.push(row2 + i + 1);
|
||||||
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));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
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();
|
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 VAO for wireframe lines
|
||||||
|
this.lineVao = gl.createVertexArray();
|
||||||
// Create vertex buffer
|
gl.bindVertexArray(this.lineVao);
|
||||||
this.vertexBuffer = device.createBuffer({
|
|
||||||
size: this.vertices.byteLength,
|
gl.bindBuffer(gl.ARRAY_BUFFER, vboGrid);
|
||||||
usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
|
|
||||||
mappedAtCreation: true,
|
const iboLine: WebGLBuffer | null = gl.createBuffer();
|
||||||
});
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, iboLine);
|
||||||
new Float32Array(this.vertexBuffer.getMappedRange()).set(this.vertices);
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint32Array(this.lineIndices), gl.STATIC_DRAW);
|
||||||
this.vertexBuffer.unmap();
|
|
||||||
|
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
|
||||||
// Create index buffer
|
gl.enableVertexAttribArray(0);
|
||||||
this.indexBuffer = device.createBuffer({
|
gl.bindVertexArray(null);
|
||||||
size: this.indices.byteLength,
|
|
||||||
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
|
|
||||||
mappedAtCreation: true,
|
|
||||||
});
|
|
||||||
new Uint32Array(this.indexBuffer.getMappedRange()).set(this.indices);
|
|
||||||
this.indexBuffer.unmap();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
draw(renderPass: GPURenderPassEncoder, wireframe: boolean = false): void {
|
draw(gl: WebGL2RenderingContext, wireframe: boolean = false): void {
|
||||||
if (!this.vertexBuffer || !this.indexBuffer) return;
|
if (wireframe && this.lineVao) {
|
||||||
|
gl.bindVertexArray(this.lineVao);
|
||||||
renderPass.setVertexBuffer(0, this.vertexBuffer);
|
gl.drawElements(gl.LINES, this.lineIndices.length, gl.UNSIGNED_INT, 0);
|
||||||
renderPass.setIndexBuffer(this.indexBuffer, 'uint32');
|
gl.bindVertexArray(null);
|
||||||
|
} else if (this.vao) {
|
||||||
if (wireframe) {
|
gl.bindVertexArray(this.vao);
|
||||||
// For wireframe, we'd need a different topology or to draw lines
|
gl.drawElements(gl.TRIANGLES, this.indices.length, gl.UNSIGNED_INT, 0);
|
||||||
// WebGPU doesn't support LINE_LOOP like WebGL, so we draw as line-list
|
gl.bindVertexArray(null);
|
||||||
// This would require regenerating indices for line rendering
|
|
||||||
renderPass.drawIndexed(this.indexCount);
|
|
||||||
} else {
|
|
||||||
renderPass.drawIndexed(this.indexCount);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
getIndexCount(): number {
|
getIndexCount(): number {
|
||||||
return this.indexCount;
|
return this.indices.length;
|
||||||
}
|
|
||||||
|
|
||||||
getVertexBuffer(): GPUBuffer | null {
|
|
||||||
return this.vertexBuffer;
|
|
||||||
}
|
|
||||||
|
|
||||||
getIndexBuffer(): GPUBuffer | null {
|
|
||||||
return this.indexBuffer;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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;
|
|
||||||
}
|
|
||||||
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;
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,16 +1,12 @@
|
|||||||
import { WebGPUContext } from './WebGPUContext';
|
/** Skybox cube for rendering the sky */
|
||||||
|
|
||||||
/** Skybox cube for rendering the sky - WebGPU version */
|
|
||||||
export class Skybox {
|
export class Skybox {
|
||||||
private vertexBuffer: GPUBuffer | null = null;
|
private vao: WebGLVertexArrayObject | null = null;
|
||||||
private indexBuffer: GPUBuffer | null = null;
|
private vbo: WebGLBuffer | null = null;
|
||||||
private indexCount: number = 0;
|
private indexCount: number = 0;
|
||||||
|
|
||||||
constructor() {}
|
constructor() {}
|
||||||
|
|
||||||
initBuffers(gpuContext: WebGPUContext): void {
|
initVAO(gl: WebGL2RenderingContext): void {
|
||||||
const device = gpuContext.getDevice();
|
|
||||||
|
|
||||||
// Cube vertices - positions only
|
// Cube vertices - positions only
|
||||||
const vertices = new Float32Array([
|
const vertices = new Float32Array([
|
||||||
// Front face
|
// Front face
|
||||||
@@ -56,38 +52,34 @@ export class Skybox {
|
|||||||
|
|
||||||
this.indexCount = indices.length;
|
this.indexCount = indices.length;
|
||||||
|
|
||||||
// Create vertex buffer
|
this.vao = gl.createVertexArray();
|
||||||
this.vertexBuffer = device.createBuffer({
|
gl.bindVertexArray(this.vao);
|
||||||
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.vbo = gl.createBuffer();
|
||||||
this.indexBuffer = device.createBuffer({
|
gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
|
||||||
size: indices.byteLength,
|
gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
|
||||||
usage: GPUBufferUsage.INDEX | GPUBufferUsage.COPY_DST,
|
|
||||||
mappedAtCreation: true,
|
const ibo = gl.createBuffer();
|
||||||
});
|
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
|
||||||
new Uint16Array(this.indexBuffer.getMappedRange()).set(indices);
|
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
|
||||||
this.indexBuffer.unmap();
|
|
||||||
|
// Position attribute
|
||||||
|
gl.enableVertexAttribArray(0);
|
||||||
|
gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
|
||||||
|
|
||||||
|
gl.bindVertexArray(null);
|
||||||
}
|
}
|
||||||
|
|
||||||
draw(renderPass: GPURenderPassEncoder): void {
|
draw(gl: WebGL2RenderingContext): void {
|
||||||
if (!this.vertexBuffer || !this.indexBuffer) return;
|
if (!this.vao) return;
|
||||||
|
|
||||||
renderPass.setVertexBuffer(0, this.vertexBuffer);
|
// Disable face culling for skybox (we're inside the cube)
|
||||||
renderPass.setIndexBuffer(this.indexBuffer, 'uint16');
|
gl.disable(gl.CULL_FACE);
|
||||||
renderPass.drawIndexed(this.indexCount);
|
|
||||||
}
|
gl.bindVertexArray(this.vao);
|
||||||
|
gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0);
|
||||||
getVertexBuffer(): GPUBuffer | null {
|
gl.bindVertexArray(null);
|
||||||
return this.vertexBuffer;
|
|
||||||
}
|
gl.enable(gl.CULL_FACE);
|
||||||
|
|
||||||
getIndexBuffer(): GPUBuffer | null {
|
|
||||||
return this.indexBuffer;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -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;
|
||||||
|
|||||||
1121
src/main.ts
1121
src/main.ts
File diff suppressed because it is too large
Load Diff
@@ -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();
|
|
||||||
@@ -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);
|
|
||||||
}
|
|
||||||
`;
|
|
||||||
@@ -3,7 +3,6 @@
|
|||||||
"target": "ES2020",
|
"target": "ES2020",
|
||||||
"module": "ESNext",
|
"module": "ESNext",
|
||||||
"lib": ["ES2020", "DOM", "DOM.Iterable"],
|
"lib": ["ES2020", "DOM", "DOM.Iterable"],
|
||||||
"types": ["@webgpu/types"],
|
|
||||||
"sourceMap": true,
|
"sourceMap": true,
|
||||||
"outDir": "./build/",
|
"outDir": "./build/",
|
||||||
"strict": true,
|
"strict": true,
|
||||||
@@ -15,5 +14,5 @@
|
|||||||
"skipLibCheck": true
|
"skipLibCheck": true
|
||||||
},
|
},
|
||||||
"include": ["src/**/*"],
|
"include": ["src/**/*"],
|
||||||
"exclude": ["node_modules", "dist", "build", "src/main_webgl.ts"]
|
"exclude": ["node_modules", "dist", "build"]
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user