Compare commits
2 Commits
screenspac
...
52c2e1dacd
| Author | SHA1 | Date | |
|---|---|---|---|
| 52c2e1dacd | |||
| 86d6da33d2 |
128
index.html
128
index.html
@@ -1,5 +1,6 @@
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<!DOCTYPE html>
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<html>
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<head>
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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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@@ -10,20 +11,20 @@
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padding: 0;
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box-sizing: border-box;
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}
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body {
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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overflow: hidden;
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background: #000;
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}
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#window {
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display: block;
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width: 100vw;
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height: 100vh;
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cursor: move;
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}
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#controls {
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position: absolute;
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top: 20px;
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@@ -37,23 +38,23 @@
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backdrop-filter: blur(10px);
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transition: opacity 0.3s;
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}
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#controls.hidden {
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opacity: 0;
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pointer-events: none;
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}
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#controls h3 {
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margin: 0 0 10px 0;
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font-size: 16px;
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font-weight: 600;
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}
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#controls .control-group {
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margin-bottom: 8px;
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line-height: 1.6;
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}
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#controls .key {
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display: inline-block;
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background: rgba(255, 255, 255, 0.2);
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@@ -63,7 +64,7 @@
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font-size: 12px;
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margin: 0 2px;
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}
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#toggle-controls {
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position: absolute;
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top: 20px;
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@@ -78,11 +79,11 @@
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backdrop-filter: blur(10px);
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transition: background 0.3s;
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}
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#toggle-controls:hover {
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background: rgba(0, 0, 0, 0.85);
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}
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#fps-counter {
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position: absolute;
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bottom: 20px;
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@@ -285,10 +286,51 @@
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<script id="sky-fs" type="x-shader/x-fragment">
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precision mediump float;
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varying vec3 fragPos;
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varying vec3 v_rayDir;
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uniform vec3 uSunDirection;
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void main(void) {
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gl_FragColor = vec4(fragPos,1.0);
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vec3 rayDir = normalize(v_rayDir);
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// Use Z as up (matches world space where ocean is on XY plane)
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float upAmount = rayDir.z;
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// Sky gradient - from horizon to zenith
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float horizonBlend = pow(1.0 - max(upAmount, 0.0), 2.0);
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vec3 zenithColor = vec3(0.15, 0.35, 0.75); // Deep blue at top
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vec3 horizonColor = vec3(0.55, 0.7, 0.9); // Light blue at horizon
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vec3 skyColor = mix(zenithColor, horizonColor, horizonBlend);
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// Add warm glow near horizon
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float horizonGlow = pow(max(1.0 - abs(upAmount), 0.0), 6.0);
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skyColor += vec3(0.4, 0.25, 0.1) * horizonGlow * 0.4;
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// Sun direction already in correct coordinate system
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vec3 sunDir = normalize(uSunDirection);
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float sunAngle = max(dot(rayDir, sunDir), 0.0);
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// Sun disk
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float sunDisk = smoothstep(0.9993, 0.9998, sunAngle);
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vec3 sunColor = vec3(1.0, 0.95, 0.85);
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// Sun glow
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float sunGlow = pow(sunAngle, 48.0) * 0.6;
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float sunHalo = pow(sunAngle, 6.0) * 0.25;
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// Combine sun effects
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skyColor += sunColor * sunDisk * 3.0;
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skyColor += vec3(1.0, 0.85, 0.5) * sunGlow;
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skyColor += vec3(1.0, 0.9, 0.7) * sunHalo;
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// Below horizon - fade to darker color
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if (upAmount < 0.0) {
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float depth = -upAmount;
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vec3 deepColor = vec3(0.02, 0.08, 0.15);
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skyColor = mix(horizonColor * 0.7, deepColor, smoothstep(0.0, 0.5, depth));
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}
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gl_FragColor = vec4(skyColor, 1.0);
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}
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</script>
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<script id="sky-vs" type="x-shader/x-vertex">
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@@ -296,33 +338,41 @@
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uniform mat4 projection;
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uniform mat4 view;
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uniform mat4 testModel;
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varying vec3 fragPos;
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varying vec3 v_rayDir;
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void main(void) {
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gl_PointSize = 10.;
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gl_Position = projection * mat4(mat3(view)) * vec4(positionAttr, 1.0);
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fragPos = (view * vec4(positionAttr,1.0)).xyz; //This is wrong probably
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v_rayDir = positionAttr;
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// Remove translation from view matrix for skybox
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mat4 rotView = mat4(mat3(view));
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vec4 pos = projection * rotView * vec4(positionAttr, 1.0);
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gl_Position = pos;
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}
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</script>
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</head>
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<body>
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<canvas id="window"></canvas>
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<div id="controls">
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<h3>🌊 Ocean Controls</h3>
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<div class="control-group">
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<strong>Camera Rotation:</strong><br>
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<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrow Keys
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<strong>Camera Mode:</strong> <span class="key">C</span> (FPS/Orbital)<br>
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<span id="current-camera-mode" style="font-size: 12px; color: #aaa;">Current: FPS</span>
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</div>
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<div class="control-group">
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<strong>Zoom:</strong><br>
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<span class="key">Q</span> / <span class="key">E</span> or <span class="key">+</span> / <span class="key">-</span>
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<strong>FPS Camera:</strong><br>
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<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> Move<br>
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<span class="key">Q</span><span class="key">E</span> or <span class="key">Space</span><span class="key">Ctrl</span> Up/Down<br>
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<span class="key">Shift</span> Sprint<br>
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Mouse: Look around
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</div>
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<div class="control-group">
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<strong>Mouse:</strong> Click and drag to rotate
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<strong>Orbital Camera:</strong><br>
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<span class="key">W</span><span class="key">A</span><span class="key">S</span><span class="key">D</span> or Arrows Rotate<br>
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<span class="key">Q</span><span class="key">E</span> or <span class="key">+</span><span class="key">-</span> Zoom<br>
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Mouse: Click and drag to rotate
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</div>
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<div class="control-group">
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<strong>Reset:</strong> <span class="key">R</span>
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@@ -331,25 +381,47 @@
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<strong>Toggle Help:</strong> <span class="key">H</span>
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</div>
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</div>
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<button id="toggle-controls">Toggle Controls (H)</button>
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<div id="fps-counter">FPS: 0</div>
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<script type="module" src="/src/main.ts"></script>
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<script>
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// Toggle controls visibility
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const controls = document.getElementById('controls');
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const toggleBtn = document.getElementById('toggle-controls');
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const cameraModeDisplay = document.getElementById('current-camera-mode');
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toggleBtn.addEventListener('click', () => {
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controls.classList.toggle('hidden');
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});
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window.addEventListener('keydown', (evt) => {
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if (evt.key === 'h' || evt.key === 'H') {
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controls.classList.toggle('hidden');
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}
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// Update camera mode display when C is pressed
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if (evt.key === 'c' || evt.key === 'C') {
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setTimeout(() => {
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// Get camera mode from any displayed element
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const cameraMode = document.getElementById('camera-mode');
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if (cameraMode && cameraModeDisplay) {
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const mode = cameraMode.textContent.replace('Camera: ', '');
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cameraModeDisplay.textContent = `Current: ${mode}`;
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}
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}, 100);
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}
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});
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// Listen for custom camera mode toggle events from UI
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window.addEventListener('toggleCameraMode', () => {
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const cameraMode = document.getElementById('camera-mode');
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if (cameraMode && cameraModeDisplay) {
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const mode = cameraMode.textContent.replace('Camera: ', '');
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cameraModeDisplay.textContent = `Current: ${mode}`;
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}
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});
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</script>
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</body>
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@@ -1,7 +1,8 @@
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import { vec3, mat4, vec4 } from 'gl-matrix';
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import { ICamera } from './ICamera';
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/** A camera that always looks at the world origin. Can have an offset and be rotated. */
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export class Camera {
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/** Orbital camera that rotates around the world origin. */
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export class OrbitalCamera implements ICamera {
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pos: vec3;
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target: vec3;
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up: vec3;
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@@ -64,4 +65,12 @@ export class Camera {
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mat4.lookAt(ret, this.pos, this.target, this.up);
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return ret;
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}
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/** Get view direction for LOD calculations */
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getViewDirection(): vec3 {
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const dir = vec3.create();
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vec3.subtract(dir, this.target, this.pos);
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vec3.normalize(dir, dir);
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return dir;
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}
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}
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98
src/FPSCamera.ts
Normal file
98
src/FPSCamera.ts
Normal file
@@ -0,0 +1,98 @@
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import { vec3, mat4 } from 'gl-matrix';
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import { ICamera } from './ICamera';
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/** FPS-style flight camera with free movement */
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export class FPSCamera implements ICamera {
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pos: vec3;
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target: vec3;
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up: vec3;
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// FPS camera angles (in radians)
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pitch: number; // Up/down rotation
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yaw: number; // Left/right rotation
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// Direction vectors
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forward: vec3;
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right: vec3;
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constructor() {
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this.pos = vec3.create();
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vec3.set(this.pos, 0.0, -3.0, 2.0); // Start above and behind origin
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this.target = vec3.create();
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this.up = vec3.create();
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vec3.set(this.up, 0.0, 0.0, 1.0); // Z is up
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this.forward = vec3.create();
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this.right = vec3.create();
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this.pitch = -0.3; // Looking slightly down
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this.yaw = Math.PI / 2; // Looking toward +Y
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this.updateVectors();
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}
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/** Rotate camera by mouse delta */
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rotate(deltaX: number, deltaY: number, sensitivity: number = 0.003): void {
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this.yaw -= deltaX * sensitivity;
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this.pitch -= deltaY * sensitivity;
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// Clamp pitch to avoid flipping
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const maxPitch = Math.PI / 2 - 0.01;
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this.pitch = Math.max(-maxPitch, Math.min(maxPitch, this.pitch));
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this.updateVectors();
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}
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/** Move camera in the direction it's looking */
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moveForward(amount: number): void {
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vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
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this.updateVectors();
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}
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moveRight(amount: number): void {
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vec3.scaleAndAdd(this.pos, this.pos, this.right, amount);
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this.updateVectors();
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}
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moveUp(amount: number): void {
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// Move along world Z axis
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this.pos[2] += amount;
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this.updateVectors();
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}
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/** Move in the actual look direction (including vertical) */
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moveInLookDirection(amount: number): void {
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vec3.scaleAndAdd(this.pos, this.pos, this.forward, amount);
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this.updateVectors();
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}
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/** Update direction vectors from pitch/yaw */
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private updateVectors(): void {
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// Calculate forward vector from pitch and yaw
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// Z is up, so we use different axis mapping
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this.forward[0] = Math.cos(this.pitch) * Math.cos(this.yaw);
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this.forward[1] = Math.cos(this.pitch) * Math.sin(this.yaw);
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this.forward[2] = Math.sin(this.pitch);
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vec3.normalize(this.forward, this.forward);
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// Right vector is perpendicular to forward and world up
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const worldUp = vec3.fromValues(0, 0, 1);
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vec3.cross(this.right, this.forward, worldUp);
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vec3.normalize(this.right, this.right);
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// Camera up is perpendicular to forward and right
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vec3.cross(this.up, this.right, this.forward);
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vec3.normalize(this.up, this.up);
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// Update target
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vec3.add(this.target, this.pos, this.forward);
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}
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getViewMatrix(): mat4 {
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const ret: mat4 = mat4.create();
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mat4.lookAt(ret, this.pos, this.target, this.up);
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return ret;
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}
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/** Get view direction for LOD calculations */
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getViewDirection(): vec3 {
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return vec3.clone(this.forward);
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}
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}
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11
src/ICamera.ts
Normal file
11
src/ICamera.ts
Normal file
@@ -0,0 +1,11 @@
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import { vec3, mat4 } from 'gl-matrix';
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/** Camera interface that both camera types implement */
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export interface ICamera {
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pos: vec3;
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target: vec3;
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up: vec3;
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getViewMatrix(): mat4;
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getViewDirection(): vec3;
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}
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80
src/Skybox.ts
Normal file
80
src/Skybox.ts
Normal file
@@ -0,0 +1,80 @@
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/** Skybox cube for rendering the sky */
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export class Skybox {
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private vao: WebGLVertexArrayObject | null = null;
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private vbo: WebGLBuffer | null = null;
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private indexCount: number = 0;
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constructor() {}
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initVAO(gl: WebGL2RenderingContext): void {
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// Cube vertices - positions only
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const vertices = new Float32Array([
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// Front face
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-1, -1, 1,
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1, -1, 1,
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1, 1, 1,
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-1, 1, 1,
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// Back face
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-1, -1, -1,
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-1, 1, -1,
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1, 1, -1,
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1, -1, -1,
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// Top face
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-1, 1, -1,
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-1, 1, 1,
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1, 1, 1,
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1, 1, -1,
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// Bottom face
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-1, -1, -1,
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1, -1, -1,
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1, -1, 1,
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-1, -1, 1,
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// Right face
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1, -1, -1,
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1, 1, -1,
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1, 1, 1,
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1, -1, 1,
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// Left face
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-1, -1, -1,
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-1, -1, 1,
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-1, 1, 1,
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-1, 1, -1,
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]);
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const indices = new Uint16Array([
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0, 2, 1, 0, 3, 2, // front
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4, 6, 5, 4, 7, 6, // back
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8, 10, 9, 8, 11, 10, // top
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12, 14, 13, 12, 15, 14, // bottom
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16, 18, 17, 16, 19, 18, // right
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20, 22, 21, 20, 23, 22, // left
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]);
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this.indexCount = indices.length;
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this.vao = gl.createVertexArray();
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gl.bindVertexArray(this.vao);
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this.vbo = gl.createBuffer();
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gl.bindBuffer(gl.ARRAY_BUFFER, this.vbo);
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gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
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const ibo = gl.createBuffer();
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gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, ibo);
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gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
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// Position attribute
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gl.enableVertexAttribArray(0);
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gl.vertexAttribPointer(0, 3, gl.FLOAT, false, 0, 0);
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gl.bindVertexArray(null);
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}
|
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|
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draw(gl: WebGL2RenderingContext): void {
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if (!this.vao) return;
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gl.bindVertexArray(this.vao);
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gl.drawElements(gl.TRIANGLES, this.indexCount, gl.UNSIGNED_SHORT, 0);
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gl.bindVertexArray(null);
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}
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}
|
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181
src/main.ts
181
src/main.ts
@@ -1,6 +1,9 @@
|
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import { vec3, mat4 } from 'gl-matrix';
|
||||
import { Camera } from './Camera';
|
||||
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';
|
||||
|
||||
@@ -89,10 +92,12 @@ function initGeometry() {
|
||||
var perlinNoiseProgram: WebGLProgram | null;
|
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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 */
|
||||
@@ -139,10 +144,17 @@ var keyboardRotationY = 0;
|
||||
var keyboardZoom = 0;
|
||||
var keysPressed: Set<string> = new Set();
|
||||
/** Objects and states*/
|
||||
var camera: Camera;
|
||||
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' = 'fps';
|
||||
var moveSpeed = 0.15;
|
||||
var fastMoveSpeed = 0.4;
|
||||
function drawScene() {
|
||||
fps++;
|
||||
let now = new Date();
|
||||
@@ -168,6 +180,9 @@ function drawScene() {
|
||||
//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);
|
||||
@@ -201,10 +216,50 @@ function drawScene() {
|
||||
mat4.identity(projection);
|
||||
mat4.perspective(projection, Config.FOV, viewportWidth / viewportHeight, Config.NEAR_PLANE, Config.FAR_PLANE); //projection mode should actually be camera specific
|
||||
|
||||
camera.setOffset(Config.CAMERA_DEFAULT_OFFSET + keyboardZoom);
|
||||
camera.setRotationX((curRotX += mouseYVel * Config.MOUSE_SENSITIVITY + keyboardRotationX));
|
||||
camera.setRotationY((curRotY += mouseXVel * Config.MOUSE_SENSITIVITY + keyboardRotationY));
|
||||
// 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);
|
||||
@@ -230,6 +285,41 @@ function drawScene() {
|
||||
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;
|
||||
@@ -298,25 +388,85 @@ function main() {
|
||||
// Keyboard controls
|
||||
window.addEventListener('keydown', (evt) => {
|
||||
keysPressed.add(evt.key);
|
||||
handleKeyboardInput();
|
||||
|
||||
// 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') {
|
||||
curRotX = Config.CAMERA_DEFAULT_ROT_X;
|
||||
curRotY = Config.CAMERA_DEFAULT_ROT_Y;
|
||||
keyboardZoom = 0;
|
||||
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();
|
||||
}
|
||||
|
||||
// Handle orbital camera keyboard input
|
||||
if (cameraMode === 'orbital') {
|
||||
handleKeyboardInput();
|
||||
}
|
||||
});
|
||||
|
||||
window.addEventListener('keyup', (evt) => {
|
||||
keysPressed.delete(evt.key);
|
||||
handleKeyboardInput();
|
||||
|
||||
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();
|
||||
@@ -324,8 +474,17 @@ function main() {
|
||||
|
||||
oceanGrid = new Grid(Config.GRID_SIZE);
|
||||
oceanGrid.initVAO(gl);
|
||||
|
||||
skybox = new Skybox();
|
||||
skybox.initVAO(gl);
|
||||
|
||||
camera = new Camera();
|
||||
// Initialize both cameras
|
||||
orbitalCamera = new OrbitalCamera();
|
||||
fpsCamera = new FPSCamera();
|
||||
camera = fpsCamera; // Start with FPS 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!: ");
|
||||
|
||||
Reference in New Issue
Block a user